imgui.h
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1 // dear imgui, v1.67 WIP
2 // (headers)
3 
4 // See imgui.cpp file for documentation.
5 // Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
6 // Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase.
7 // Get latest version at https://github.com/ocornut/imgui
8 
9 /*
10 
11 Index of this file:
12 // Header mess
13 // Forward declarations and basic types
14 // ImGui API (Dear ImGui end-user API)
15 // Flags & Enumerations
16 // ImVector<>
17 // ImGuiStyle
18 // ImGuiIO
19 // Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
20 // Obsolete functions
21 // Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)
22 // Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListFlags, ImDrawList, ImDrawData)
23 // Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
24 
25 */
26 
27 #pragma once
28 
29 // Configuration file (edit imconfig.h or define IMGUI_USER_CONFIG to your own filename)
30 #ifdef IMGUI_USER_CONFIG
31 #include IMGUI_USER_CONFIG
32 #endif
33 #if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H)
34 #include "imconfig.h"
35 #endif
36 
37 //-----------------------------------------------------------------------------
38 // Header mess
39 //-----------------------------------------------------------------------------
40 
41 #include <float.h> // FLT_MAX
42 #include <stdarg.h> // va_list
43 #include <stddef.h> // ptrdiff_t, NULL
44 #include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
45 
46 // Version
47 // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY00 then bounced up to XYY01 when release tagging happens)
48 #define IMGUI_VERSION "1.67 WIP"
49 #define IMGUI_VERSION_NUM 16602
50 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert))
51 
52 // Define attributes of all API symbols declarations (e.g. for DLL under Windows)
53 // IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default bindings files (imgui_impl_xxx.h)
54 #ifndef IMGUI_API
55 #define IMGUI_API
56 #endif
57 #ifndef IMGUI_IMPL_API
58 #define IMGUI_IMPL_API IMGUI_API
59 #endif
60 
61 // Helper Macros
62 #ifndef IM_ASSERT
63 #include <assert.h>
64 #define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h
65 #endif
66 #if defined(__clang__) || defined(__GNUC__)
67 #define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) // Apply printf-style warnings to user functions.
68 #define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
69 #else
70 #define IM_FMTARGS(FMT)
71 #define IM_FMTLIST(FMT)
72 #endif
73 #define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR)/sizeof(*_ARR))) // Size of a static C-style array. Don't use on pointers!
74 #define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in modern C++.
75 
76 // Warnings
77 #if defined(__clang__)
78 #pragma clang diagnostic push
79 #pragma clang diagnostic ignored "-Wold-style-cast"
80 #elif defined(__GNUC__) && __GNUC__ >= 8
81 #pragma GCC diagnostic push
82 #pragma GCC diagnostic ignored "-Wclass-memaccess"
83 #endif
84 
85 //-----------------------------------------------------------------------------
86 // Forward declarations and basic types
87 //-----------------------------------------------------------------------------
88 
89 struct ImDrawChannel; // Temporary storage for ImDrawList ot output draw commands out of order, used by ImDrawList::ChannelsSplit()
90 struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)
91 struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.
92 struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder)
93 struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
94 struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
95 struct ImFont; // Runtime data for a single font within a parent ImFontAtlas
96 struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
97 struct ImFontConfig; // Configuration data when adding a font or merging fonts
98 struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset)
99 struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data
100 struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)
101 struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h)
102 struct ImGuiIO; // Main configuration and I/O between your application and ImGui
103 struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
104 struct ImGuiListClipper; // Helper to manually clip large list of items
105 struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro
106 struct ImGuiPayload; // User data payload for drag and drop operations
107 struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
108 struct ImGuiStorage; // Helper for key->value storage
109 struct ImGuiStyle; // Runtime data for styling/colors
110 struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder)
111 struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbb][,ccccc]")
112 
113 // Typedefs and Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file)
114 // Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists.
115 #ifndef ImTextureID
116 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)
117 #endif
118 typedef unsigned int ImGuiID; // Unique ID used by widgets (typically hashed from a stack of string)
119 typedef unsigned short ImWchar; // A single U16 character for keyboard input/display. We encode them as multi bytes UTF-8 when used in strings.
120 typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling
121 typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for Set*()
122 typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type
123 typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction
124 typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A key identifier (ImGui-side enum)
125 typedef int ImGuiNavInput; // -> enum ImGuiNavInput_ // Enum: An input identifier for navigation
126 typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier
127 typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling
128 typedef int ImDrawCornerFlags; // -> enum ImDrawCornerFlags_ // Flags: for ImDrawList::AddRect*() etc.
129 typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList
130 typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas
131 typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags
132 typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit*(), ColorPicker*()
133 typedef int ImGuiColumnsFlags; // -> enum ImGuiColumnsFlags_ // Flags: for Columns(), BeginColumns()
134 typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags
135 typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo()
136 typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for *DragDrop*()
137 typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused()
138 typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc.
139 typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText*()
140 typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
141 typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar()
142 typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem()
143 typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode*(),CollapsingHeader()
144 typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin*()
147 
148 // Scalar data types
149 typedef signed int ImS32; // 32-bit signed integer == int
150 typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors)
151 #if defined(_MSC_VER) && !defined(__clang__)
152 typedef signed __int64 ImS64; // 64-bit signed integer (pre and post C++11 with Visual Studio)
153 typedef unsigned __int64 ImU64; // 64-bit unsigned integer (pre and post C++11 with Visual Studio)
154 #elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100)
155 #include <stdint.h>
156 typedef int64_t ImS64; // 64-bit signed integer (pre C++11)
157 typedef uint64_t ImU64; // 64-bit unsigned integer (pre C++11)
158 #else
159 typedef signed long long ImS64; // 64-bit signed integer (post C++11)
160 typedef unsigned long long ImU64; // 64-bit unsigned integer (post C++11)
161 #endif
162 
163 // 2D vector (often used to store positions, sizes, etc.)
164 struct ImVec2
165 {
166  float x, y;
167  ImVec2() { x = y = 0.0f; }
168  ImVec2(float _x, float _y) { x = _x; y = _y; }
169  float operator[] (size_t i) const { IM_ASSERT(i <= 1); return (&x)[i]; } // We very rarely use this [] operator, the assert overhead is fine.
170 #ifdef IM_VEC2_CLASS_EXTRA
171  IM_VEC2_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2.
172 #endif
173 };
174 
175 // 4D vector (often used to store floating-point colors)
176 struct ImVec4
177 {
178  float x, y, z, w;
179  ImVec4() { x = y = z = w = 0.0f; }
180  ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; }
181 #ifdef IM_VEC4_CLASS_EXTRA
182  IM_VEC4_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4.
183 #endif
184 };
185 
186 //-----------------------------------------------------------------------------
187 // ImGui: Dear ImGui end-user API
188 // (Inside a namespace so you can add extra functions in your own separate file. Please don't modify imgui.cpp/.h!)
189 //-----------------------------------------------------------------------------
190 
191 namespace ImGui
192 {
193  // Context creation and access
194  // Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between imgui contexts.
195  // All those functions are not reliant on the current context.
196  IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
197  IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context
200  IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert);
201 
202  // Main
203  IMGUI_API ImGuiIO& GetIO(); // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
204  IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame.
205  IMGUI_API void NewFrame(); // start a new ImGui frame, you can submit any command from this point until Render()/EndFrame().
206  IMGUI_API void EndFrame(); // ends the ImGui frame. automatically called by Render(), you likely don't need to call that yourself directly. If you don't need to render data (skipping rendering) you may call EndFrame() but you'll have wasted CPU already! If you don't need to render, better to not create any imgui windows and not call NewFrame() at all!
207  IMGUI_API void Render(); // ends the ImGui frame, finalize the draw data. (Obsolete: optionally call io.RenderDrawListsFn if set. Nowadays, prefer calling your render function yourself.)
208  IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render. (Obsolete: this used to be passed to your io.RenderDrawListsFn() function.)
209 
210  // Demo, Debug, Information
211  IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create demo/test window (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
212  IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create about window. display Dear ImGui version, credits and build/system information.
213  IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create metrics window. display Dear ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc.
214  IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
215  IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles.
216  IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts.
217  IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls).
218  IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.23"
219 
220  // Styles
221  IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default)
222  IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style
223  IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font
224 
225  // Windows
226  // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.
227  // - You may append multiple times to the same window during the same frame.
228  // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,
229  // which clicking will set the boolean to false when clicked.
230  // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
231  // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
232  // [this is due to legacy reason and is inconsistent with most other functions such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc.
233  // where the EndXXX call should only be called if the corresponding BeginXXX function returned true.]
234  // - Note that the bottom of window stack always contains a window called "Debug".
235  IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
236  IMGUI_API void End();
237 
238  // Child Windows
239  // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
240  // - For each independent axis of 'size': ==0.0f: use remaining host window size / >0.0f: fixed size / <0.0f: use remaining window size minus abs(size) / Each axis can use a different mode, e.g. ImVec2(0,400).
241  // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window.
242  // Always call a matching EndChild() for each BeginChild() call, regardless of its return value [this is due to legacy reason and is inconsistent with most other functions such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function returned true.]
243  IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0);
244  IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0);
245  IMGUI_API void EndChild();
246 
247  // Windows Utilities
248  // - "current window" = the window we are appending into while inside a Begin()/End() block. "next window" = next window we will Begin() into.
251  IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
252  IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ!
253  IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the window, to append your own drawing primitives
254  IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList API)
255  IMGUI_API ImVec2 GetWindowSize(); // get current window size
256  IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x)
257  IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y)
258  IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
259  IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos()
261  IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates
262  IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
264 
265  IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0,0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc.
266  IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()
267  IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Use callback to apply non-trivial programmatic constraints.
268  IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ enforce the range of scrollbars). not including window decorations (title bar, menu bar, etc.). set an axis to 0.0f to leave it automatic. call before Begin()
269  IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin()
270  IMGUI_API void SetNextWindowFocus(); // set next window to be focused / front-most. call before Begin()
271  IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily modify ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground.
272  IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects.
273  IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0,0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.
274  IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
275  IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / front-most. prefer using SetNextWindowFocus().
276  IMGUI_API void SetWindowFontScale(float scale); // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows
277  IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position.
278  IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis.
279  IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state
280  IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / front-most. use NULL to remove focus.
281 
282  // Windows Scrolling
283  IMGUI_API float GetScrollX(); // get scrolling amount [0..GetScrollMaxX()]
284  IMGUI_API float GetScrollY(); // get scrolling amount [0..GetScrollMaxY()]
285  IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.X - WindowSize.X
286  IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.Y - WindowSize.Y
287  IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0..GetScrollMaxX()]
288  IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()]
289  IMGUI_API void SetScrollHereY(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
290  IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position valid. use GetCursorPos() or GetCursorStartPos()+offset to get valid positions.
291 
292  // Parameters stacks (shared)
293  IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font
294  IMGUI_API void PopFont();
295  IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col);
296  IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col);
297  IMGUI_API void PopStyleColor(int count = 1);
298  IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val);
299  IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val);
300  IMGUI_API void PopStyleVar(int count = 1);
301  IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in.
302  IMGUI_API ImFont* GetFont(); // get current font
303  IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied
304  IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
305  IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier
306  IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied
307  IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied
308 
309  // Parameters stacks (current window)
310  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)
311  IMGUI_API void PopItemWidth();
312  IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position
313  IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
314  IMGUI_API void PopTextWrapPos();
315  IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
317  IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame.
318  IMGUI_API void PopButtonRepeat();
319 
320  // Cursor / Layout
321  // - By "cursor" we mean the current output position.
322  // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
323  IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
324  IMGUI_API void SameLine(float local_pos_x = 0.0f, float spacing_w = -1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates.
325  IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in an horizontal-layout context.
326  IMGUI_API void Spacing(); // add vertical spacing.
327  IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into.
328  IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by style.IndentSpacing or indent_w if != 0
329  IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by style.IndentSpacing or indent_w if != 0
330  IMGUI_API void BeginGroup(); // lock horizontal starting position
331  IMGUI_API void EndGroup(); // unlock horizontal starting position + capture the whole group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
332  IMGUI_API ImVec2 GetCursorPos(); // cursor position in window coordinates (relative to window position)
333  IMGUI_API float GetCursorPosX(); // (some functions are using window-relative coordinates, such as: GetCursorPos, GetCursorStartPos, GetContentRegionMax, GetWindowContentRegion* etc.
334  IMGUI_API float GetCursorPosY(); // other functions such as GetCursorScreenPos or everything in ImDrawList::
335  IMGUI_API void SetCursorPos(const ImVec2& local_pos); // are using the main, absolute coordinate system.
336  IMGUI_API void SetCursorPosX(float local_x); // GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.)
337  IMGUI_API void SetCursorPosY(float local_y); //
338  IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position in window coordinates
339  IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute screen coordinates [0..io.DisplaySize] (useful to work with ImDrawList API)
340  IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute screen coordinates [0..io.DisplaySize]
341  IMGUI_API void AlignTextToFramePadding(); // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item)
342  IMGUI_API float GetTextLineHeight(); // ~ FontSize
343  IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
344  IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2
345  IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)
346 
347  // ID stack/scopes
348  // - Read the FAQ for more details about how ID are handled in dear imgui. If you are creating widgets in a loop you most
349  // likely want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
350  // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others.
351  // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed and used as an ID,
352  // whereas "str_id" denote a string that is only used as an ID and not normally displayed.
353  IMGUI_API void PushID(const char* str_id); // push string identifier into the ID stack. IDs == hash of the entire stack!
354  IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end);
355  IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack.
356  IMGUI_API void PushID(int int_id); // push integer into the ID stack.
357  IMGUI_API void PopID(); // pop from the ID stack.
358  IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself
359  IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end);
360  IMGUI_API ImGuiID GetID(const void* ptr_id);
361 
362  // Widgets: Text
363  IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text.
364  IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // simple formatted text
365  IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1);
366  IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
367  IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2);
368  IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
369  IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1);
370  IMGUI_API void TextWrapped(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize().
371  IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1);
372  IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets
373  IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2);
374  IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text()
375  IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1);
376 
377  // Widgets: Main
378  // - Most widgets return true when the value has been changed or when pressed/selected
379  IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0)); // button
380  IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text
381  IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size); // button behavior without the visuals, useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
382  IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape
383  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));
384  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
385  IMGUI_API bool Checkbox(const char* label, bool* v);
386  IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
387  IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }
388  IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer
389  IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-1,0), const char* overlay = NULL);
390  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
391 
392  // Widgets: Combo Box
393  // - The new BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
394  // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose.
395  IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
396  IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true!
397  IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);
398  IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items = -1); // Separate items with \0 within a string, end item-list with \0\0. e.g. "One\0Two\0Three\0"
399  IMGUI_API bool Combo(const char* label, int* current_item, bool(*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int popup_max_height_in_items = -1);
400 
401  // Widgets: Drags
402  // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped and can go off-bounds.
403  // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that a 'float v[X]' function argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
404  // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
405  // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision).
406  IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f); // If v_min >= v_max we have no bound
407  IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f);
408  IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f);
409  IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f);
410  IMGUI_API bool DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, float power = 1.0f);
411  IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d"); // If v_min >= v_max we have no bound
412  IMGUI_API bool DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d");
413  IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d");
414  IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d");
415  IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL);
416  IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* v, float v_speed, const void* v_min = NULL, const void* v_max = NULL, const char* format = NULL, float power = 1.0f);
417  IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* v, int components, float v_speed, const void* v_min = NULL, const void* v_max = NULL, const char* format = NULL, float power = 1.0f);
418 
419  // Widgets: Sliders
420  // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped and can go off-bounds.
421  // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
422  IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", float power = 1.0f); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display. Use power!=1.0 for power curve sliders
423  IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
424  IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
425  IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
426  IMGUI_API bool SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f, const char* format = "%.0f deg");
427  IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d");
428  IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d");
429  IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d");
430  IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d");
431  IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f);
432  IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f);
433  IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
434  IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d");
435  IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f);
436 
437  // Widgets: Input with Keyboard
438  // - If you want to use InputText() with a dynamic string type such as std::string or your own, see misc/cpp/imgui_stdlib.h
439  // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.
440  IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
441  IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0,0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
442  IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
443  IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
444  IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
445  IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
446  IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0);
447  IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0);
448  IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0);
449  IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0);
450  IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0f, double step_fast = 0.0f, const char* format = "%.6f", ImGuiInputTextFlags flags = 0);
451  IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* v, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
452  IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
453 
454  // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little colored preview square that can be left-clicked to open a picker, and right-clicked to open an option menu.)
455  // - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can the pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
456  IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
457  IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
458  IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
459  IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
460  IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0,0)); // display a colored square/button, hover for details, return true when pressed.
461  IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls.
462 
463  // Widgets: Trees
464  // - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents.
465  IMGUI_API bool TreeNode(const char* label);
466  IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to completely decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
467  IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // "
468  IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
469  IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
470  IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);
471  IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
472  IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
473  IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
474  IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
475  IMGUI_API void TreePush(const char* str_id); // ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired.
476  IMGUI_API void TreePush(const void* ptr_id = NULL); // "
477  IMGUI_API void TreePop(); // ~ Unindent()+PopId()
478  IMGUI_API void TreeAdvanceToLabelPos(); // advance cursor x position by GetTreeNodeToLabelSpacing()
479  IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
480  IMGUI_API void SetNextTreeNodeOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state.
481  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().
482  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
483 
484  // Widgets: Selectables
485  // - A selectable highlights when hovered, and can display another color when selected.
486  // - Neighbors selectable extend their highlight bounds in order to leave no gap between them.
487  IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height
488  IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper.
489 
490  // Widgets: List Boxes
491  // - FIXME: To be consistent with all the newer API, ListBoxHeader/ListBoxFooter should in reality be called BeginListBox/EndListBox. Will rename them.
492  IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);
493  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);
494  IMGUI_API bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0,0)); // use if you want to reimplement ListBox() will custom data or interactions. if the function return true, you can output elements then call ListBoxFooter() afterwards.
495  IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // "
496  IMGUI_API void ListBoxFooter(); // terminate the scrolling region. only call ListBoxFooter() if ListBoxHeader() returned true!
497 
498  // Widgets: Data Plotting
499  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));
500  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));
501  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));
502  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));
503 
504  // Widgets: Value() Helpers.
505  // - Those are merely shortcut to calling Text() with a format string. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace)
506  IMGUI_API void Value(const char* prefix, bool b);
507  IMGUI_API void Value(const char* prefix, int v);
508  IMGUI_API void Value(const char* prefix, unsigned int v);
509  IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL);
510 
511  // Widgets: Menus
512  IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar.
513  IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
514  IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
515  IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true!
516  IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true!
517  IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true!
518  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
519  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
520 
521  // Tooltips
522  IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of items).
523  IMGUI_API void EndTooltip();
524  IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). overidde any previous call to SetTooltip().
525  IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
526 
527  // Popups, Modals
528  // The properties of popups windows are:
529  // - They block normal mouse hovering detection outside them. (*)
530  // - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
531  // - Their visibility state (~bool) is held internally by imgui instead of being held by the programmer as we are used to with regular Begin() calls.
532  // User can manipulate the visibility state by calling OpenPopup().
533  // (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even when normally blocked by a popup.
534  // Those three properties are connected. The library needs to hold their visibility state because it can close popups at any time.
535  IMGUI_API void OpenPopup(const char* str_id); // call to mark popup as open (don't call every frame!). popups are closed when user click outside, or if CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. By default, Selectable()/MenuItem() are calling CloseCurrentPopup(). Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
536  IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it. only call EndPopup() if BeginPopup() returns true!
537  IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked on last item. if you can pass a NULL str_id only if the previous item had an id. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!
538  IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, int mouse_button = 1, bool also_over_items = true); // helper to open and begin popup when clicked on current window.
539  IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked in void (where there are no imgui windows).
540  IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // modal dialog (regular window with title bar, block interactions behind the modal window, can't close the modal window by clicking outside)
541  IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true!
542  IMGUI_API bool OpenPopupOnItemClick(const char* str_id = NULL, int mouse_button = 1); // helper to open popup when clicked on last item (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors). return true when just opened.
543  IMGUI_API bool IsPopupOpen(const char* str_id); // return true if the popup is open at the current begin-ed level of the popup stack.
544  IMGUI_API void CloseCurrentPopup(); // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup.
545 
546  // Columns
547  // - You can also use SameLine(pos_x) to mimic simplified columns.
548  // - The columns API is work-in-progress and rather lacking (columns are arguably the worst part of dear imgui at the moment!)
549  IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true);
550  IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
551  IMGUI_API int GetColumnIndex(); // get current column index
552  IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column
553  IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column
554  IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f
555  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
557 
558  // Tab Bars, Tabs
559  // [BETA API] API may evolve!
560  IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar
561  IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true!
562  IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0);// create a Tab. Returns true if the Tab is selected.
563  IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true!
564  IMGUI_API void SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name.
565 
566  // Logging/Capture
567  // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.
568  IMGUI_API void LogToTTY(int max_depth = -1); // start logging to tty (stdout)
569  IMGUI_API void LogToFile(int max_depth = -1, const char* filename = NULL); // start logging to file
570  IMGUI_API void LogToClipboard(int max_depth = -1); // start logging to OS clipboard
571  IMGUI_API void LogFinish(); // stop logging (close file, etc.)
572  IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard
573  IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed)
574 
575  // Drag and Drop
576  // [BETA API] API may evolve!
577  IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource()
578  IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t size, ImGuiCond cond = 0);// type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui.
579  IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true!
580  IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
581  IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released.
582  IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
583  IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. may return NULL. use ImGuiPayload::IsDataType() to test for the payload type.
584 
585  // Clipping
586  IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
587  IMGUI_API void PopClipRect();
588 
589  // Focus, Activation
590  // - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item"
591  IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window.
592  IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget.
593 
594  // Item/Widgets Utilities
595  // - Most of the functions are referring to the last/previous item we submitted.
596  // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions.
597  IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options.
598  IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false)
599  IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation?
600  IMGUI_API bool IsItemClicked(int mouse_button = 0); // is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(mouse_button) && IsItemHovered()
601  IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling)
602  IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets.
603  IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that requires continuous editing.
604  IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that requires continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item).
606  IMGUI_API bool IsAnyItemActive();
608  IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space)
609  IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space)
610  IMGUI_API ImVec2 GetItemRectSize(); // get size of last item
611  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.
612 
613  // Miscellaneous Utilities
614  IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
615  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.
616  IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame.
617  IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame.
618  IMGUI_API ImDrawList* GetOverlayDrawList(); // this draw list will be the last rendered one, useful to quickly draw overlays shapes/text
619  IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances
620  IMGUI_API const char* GetStyleColorName(ImGuiCol idx);
621  IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
623  IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
624  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.
625  IMGUI_API bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame
626  IMGUI_API void EndChildFrame(); // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window)
627 
628  // Color Utilities
631  IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
632  IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
633 
634  // Inputs Utilities
635  IMGUI_API int GetKeyIndex(ImGuiKey imgui_key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
636  IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index]. note that imgui doesn't know the semantic of each entry of io.KeysDown[]. Use your own indices/enums according to how your backend/engine stored them into io.KeysDown[]!
637  IMGUI_API bool IsKeyPressed(int user_key_index, bool repeat = true); // was key pressed (went from !Down to Down). if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
638  IMGUI_API bool IsKeyReleased(int user_key_index); // was key released (went from Down to !Down)..
639  IMGUI_API int GetKeyPressedAmount(int key_index, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate
640  IMGUI_API bool IsMouseDown(int button); // is mouse button held (0=left, 1=right, 2=middle)
641  IMGUI_API bool IsAnyMouseDown(); // is any mouse button held
642  IMGUI_API bool IsMouseClicked(int button, bool repeat = false); // did mouse button clicked (went from !Down to Down) (0=left, 1=right, 2=middle)
643  IMGUI_API bool IsMouseDoubleClicked(int button); // did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime.
644  IMGUI_API bool IsMouseReleased(int button); // did mouse button released (went from Down to !Down)
645  IMGUI_API bool IsMouseDragging(int button = 0, float lock_threshold = -1.0f); // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
646  IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true); // is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block.
647  IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); //
648  IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
649  IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve backup of mouse position at the time of opening popup we have BeginPopup() into
650  IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position. This is locked and return 0.0f until the mouse moves past a distance threshold at least once. If lock_threshold < -1.0f uses io.MouseDraggingThreshold
651  IMGUI_API void ResetMouseDragDelta(int button = 0); //
652  IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
653  IMGUI_API void SetMouseCursor(ImGuiMouseCursor type); // set desired cursor type
654  IMGUI_API void CaptureKeyboardFromApp(bool want_capture_keyboard_value = true); // attention: misleading name! manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application to handle). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard_value"; after the next NewFrame() call.
655  IMGUI_API void CaptureMouseFromApp(bool want_capture_mouse_value = true); // attention: misleading name! manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application to handle). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse_value;" after the next NewFrame() call.
656 
657  // Clipboard Utilities (also see the LogToClipboard() function to capture or output text data to the clipboard)
658  IMGUI_API const char* GetClipboardText();
659  IMGUI_API void SetClipboardText(const char* text);
660 
661  // Settings/.Ini Utilities
662  // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
663  // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
664  IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
665  IMGUI_API void LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size=0); // call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source.
666  IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename);
667  IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings.
668 
669  // Memory Utilities
670  // - All those functions are not reliant on the current context.
671  // - If you reload the contents of imgui.cpp at runtime, you may need to call SetCurrentContext() + SetAllocatorFunctions() again.
672  IMGUI_API void SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void(*free_func)(void* ptr, void* user_data), void* user_data = NULL);
673  IMGUI_API void* MemAlloc(size_t size);
674  IMGUI_API void MemFree(void* ptr);
675 
676 } // namespace ImGui
677 
678 //-----------------------------------------------------------------------------
679 // Flags & Enumerations
680 //-----------------------------------------------------------------------------
681 
682 // Flags for ImGui::Begin()
684 {
686  ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar
687  ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip
688  ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window
689  ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programatically)
690  ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set.
691  ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it
692  ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame
693  ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
694  ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file
695  ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through.
696  ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar
697  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.
698  ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state
699  ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programatically giving it focus)
700  ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y)
701  ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
702  ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
703  ImGuiWindowFlags_NoNavInputs = 1 << 18, // No gamepad/keyboard navigation within the window
704  ImGuiWindowFlags_NoNavFocus = 1 << 19, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
705  ImGuiWindowFlags_UnsavedDocument = 1 << 20, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. When used in a tab/docking context, tab is selected on closure and closure is deferred by one frame to allow code to cancel the closure (with a confirmation popup, etc.) without flicker.
709 
710  // [Internal]
711  ImGuiWindowFlags_NavFlattened = 1 << 23, // [BETA] Allow gamepad/keyboard navigation to cross over parent border to this child (only use on child that have no scrolling!)
712  ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild()
713  ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip()
714  ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
715  ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal()
716  ImGuiWindowFlags_ChildMenu = 1 << 28 // Don't use! For internal use by BeginMenu()
717 
718  // [Obsolete]
719  //ImGuiWindowFlags_ShowBorders = 1 << 7, // --> Set style.FrameBorderSize=1.0f / style.WindowBorderSize=1.0f to enable borders around windows and items
720  //ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // --> Set io.ConfigWindowsResizeFromEdges and make sure mouse cursors are supported by back-end (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors)
721 };
722 
723 // Flags for ImGui::InputText()
725 {
727  ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/
728  ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef
729  ImGuiInputTextFlags_CharsUppercase = 1 << 2, // Turn a..z into A..Z
730  ImGuiInputTextFlags_CharsNoBlank = 1 << 3, // Filter out spaces, tabs
731  ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking mouse focus
732  ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, // Return 'true' when Enter is pressed (as opposed to when the value was modified)
733  ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Callback on pressing TAB (for completion handling)
734  ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Callback on pressing Up/Down arrows (for history handling)
735  ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Callback on each iteration. User code may query cursor position, modify text buffer.
736  ImGuiInputTextFlags_CallbackCharFilter = 1 << 9, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
737  ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field
738  ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 11, // In multi-line mode, unfocus with Enter, add new line with Ctrl+Enter (default is opposite: unfocus with Ctrl+Enter, add line with Enter).
739  ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally
740  ImGuiInputTextFlags_AlwaysInsertMode = 1 << 13, // Insert mode
741  ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode
742  ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*'
743  ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID().
744  ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input)
745  ImGuiInputTextFlags_CallbackResize = 1 << 18, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this)
746  // [Internal]
747  ImGuiInputTextFlags_Multiline = 1 << 20 // For internal use by InputTextMultiline()
748 };
749 
750 // Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
752 {
754  ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected
755  ImGuiTreeNodeFlags_Framed = 1 << 1, // Full colored frame (e.g. for CollapsingHeader)
756  ImGuiTreeNodeFlags_AllowItemOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one
757  ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
758  ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
759  ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open
760  ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node
761  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.
762  ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes).
763  ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow
764  ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding().
765  //ImGuITreeNodeFlags_SpanAllAvailWidth = 1 << 11, // FIXME: TODO: Extend hit box horizontally even if not framed
766  //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 12, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
767  ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
769 
770  // Obsolete names (will be removed)
771 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
773 #endif
774 };
775 
776 // Flags for ImGui::Selectable()
778 {
780  ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this don't close parent popup window
781  ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column)
782  ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too
783  ImGuiSelectableFlags_Disabled = 1 << 3 // Cannot be selected, display greyed out text
784 };
785 
786 // Flags for ImGui::BeginCombo()
788 {
790  ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default
791  ImGuiComboFlags_HeightSmall = 1 << 1, // Max ~4 items visible. Tip: If you want your combo popup to be a specific size you can use SetNextWindowSizeConstraints() prior to calling BeginCombo()
792  ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default)
793  ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible
794  ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible
795  ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button
796  ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button
798 };
799 
800 // Flags for ImGui::BeginTabBar()
802 {
804  ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list
805  ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear
806  ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
809  ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab
810  ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 6, // Resize tabs when they don't fit
811  ImGuiTabBarFlags_FittingPolicyScroll = 1 << 7, // Add scroll buttons when tabs don't fit
814 };
815 
816 // Flags for ImGui::BeginTabItem()
818 {
820  ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. Also: tab is selected on closure and closure is deferred by one frame to allow code to undo it without flicker.
821  ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programatically make the tab selected when calling BeginTabItem()
822  ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
823  ImGuiTabItemFlags_NoPushId = 1 << 3 // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem()
824 };
825 
826 // Flags for ImGui::IsWindowFocused()
828 {
830  ImGuiFocusedFlags_ChildWindows = 1 << 0, // IsWindowFocused(): Return true if any children of the window is focused
831  ImGuiFocusedFlags_RootWindow = 1 << 1, // IsWindowFocused(): Test from root window (top most parent of the current hierarchy)
832  ImGuiFocusedFlags_AnyWindow = 1 << 2, // IsWindowFocused(): Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use ImGui::GetIO().WantCaptureMouse instead.
834 };
835 
836 // Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
837 // Note: if you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that. Please read the FAQ!
838 // Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.
840 {
841  ImGuiHoveredFlags_None = 0, // Return true if directly over the item/window, not obstructed by another window, not obstructed by an active popup or modal blocking inputs under them.
842  ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered
843  ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
844  ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered
845  ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 3, // Return true even if a popup window is normally blocking access to this item/window
846  //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 4, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
847  ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 5, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
848  ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 6, // Return true even if the position is overlapped by another window
849  ImGuiHoveredFlags_AllowWhenDisabled = 1 << 7, // Return true even if the item is disabled
852 };
853 
854 // Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
856 {
858  // BeginDragDropSource() flags
859  ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, // By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disable this behavior.
860  ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disable this behavior so you can still call IsItemHovered() on the source item.
861  ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item.
862  ImGuiDragDropFlags_SourceAllowNullID = 1 << 3, // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit.
863  ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously.
864  ImGuiDragDropFlags_SourceAutoExpirePayload = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)
865  // AcceptDragDropPayload() flags
866  ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered.
867  ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target.
868  ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.
870 };
871 
872 // Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.
873 #define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type.
874 #define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type.
875 
876 // A primary data type
878 {
880  ImGuiDataType_U32, // unsigned int
881  ImGuiDataType_S64, // long long, __int64
882  ImGuiDataType_U64, // unsigned long long, unsigned __int64
886 };
887 
888 // A cardinal direction
890 {
897 };
898 
899 // User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array
901 {
917  ImGuiKey_A, // for text edit CTRL+A: select all
918  ImGuiKey_C, // for text edit CTRL+C: copy
919  ImGuiKey_V, // for text edit CTRL+V: paste
920  ImGuiKey_X, // for text edit CTRL+X: cut
921  ImGuiKey_Y, // for text edit CTRL+Y: redo
922  ImGuiKey_Z, // for text edit CTRL+Z: undo
924 };
925 
926 // Gamepad/Keyboard directional navigation
927 // Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
928 // Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Back-end: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
929 // Read instructions in imgui.cpp for more details. Download PNG/PSD at http://goo.gl/9LgVZW.
931 {
932  // Gamepad Mapping
933  ImGuiNavInput_Activate, // activate / open / toggle / tweak value // e.g. Cross (PS4), A (Xbox), A (Switch), Space (Keyboard)
934  ImGuiNavInput_Cancel, // cancel / close / exit // e.g. Circle (PS4), B (Xbox), B (Switch), Escape (Keyboard)
935  ImGuiNavInput_Input, // text input / on-screen keyboard // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard)
936  ImGuiNavInput_Menu, // tap: toggle menu / hold: focus, move, resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard)
937  ImGuiNavInput_DpadLeft, // move / tweak / resize window (w/ PadMenu) // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard)
941  ImGuiNavInput_LStickLeft, // scroll / move window (w/ PadMenu) // e.g. Left Analog Stick Left/Right/Up/Down
945  ImGuiNavInput_FocusPrev, // next window (w/ PadMenu) // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
946  ImGuiNavInput_FocusNext, // prev window (w/ PadMenu) // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
947  ImGuiNavInput_TweakSlow, // slower tweaks // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
948  ImGuiNavInput_TweakFast, // faster tweaks // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
949 
950  // [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them.
951  // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[].
952  ImGuiNavInput_KeyMenu_, // toggle menu // = io.KeyAlt
953  ImGuiNavInput_KeyLeft_, // move left // = Arrow keys
954  ImGuiNavInput_KeyRight_, // move right
959 };
960 
961 // Configuration flags stored in io.ConfigFlags. Set by user/application.
963 {
965  ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeysDown[].
966  ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. This is mostly to instruct your imgui back-end to fill io.NavInputs[]. Back-end also needs to set ImGuiBackendFlags_HasGamepad.
967  ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your binding, otherwise ImGui will react as if the mouse is jumping around back and forth.
968  ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set.
969  ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the back-end.
970  ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct back-end to not alter mouse cursor shape and visibility. Use if the back-end cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead.
971 
972  // User storage (to allow your back-end/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core ImGui)
973  ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware.
974  ImGuiConfigFlags_IsTouchScreen = 1 << 21 // Application is using a touch screen instead of a mouse.
975 };
976 
977 // Back-end capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom back-end.
979 {
981  ImGuiBackendFlags_HasGamepad = 1 << 0, // Back-end supports gamepad and currently has one connected.
982  ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Back-end supports honoring GetMouseCursor() value to change the OS cursor shape.
983  ImGuiBackendFlags_HasSetMousePos = 1 << 2 // Back-end supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
984 };
985 
986 // Enumeration for PushStyleColor() / PopStyleColor()
988 {
991  ImGuiCol_WindowBg, // Background of normal windows
992  ImGuiCol_ChildBg, // Background of child windows
993  ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows
996  ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input
1033  ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item
1034  ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB
1035  ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active
1036  ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active
1038 
1039  // Obsolete names (will be removed)
1040 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1042  , ImGuiCol_ChildWindowBg = ImGuiCol_ChildBg // [renamed in 1.53]
1044  //ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered, // [unused since 1.60+] the close button now uses regular button colors.
1045  //ImGuiCol_ComboBg, // [unused since 1.53+] ComboBg has been merged with PopupBg, so a redirect isn't accurate.
1046 #endif
1047 };
1048 
1049 // Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
1050 // NB: the enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code. During initialization, feel free to just poke into ImGuiStyle directly.
1051 // NB: if changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type.
1053 {
1054  // Enum name ......................// Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
1055  ImGuiStyleVar_Alpha, // float Alpha
1056  ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding
1057  ImGuiStyleVar_WindowRounding, // float WindowRounding
1058  ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize
1059  ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize
1060  ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign
1061  ImGuiStyleVar_ChildRounding, // float ChildRounding
1062  ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize
1063  ImGuiStyleVar_PopupRounding, // float PopupRounding
1064  ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize
1065  ImGuiStyleVar_FramePadding, // ImVec2 FramePadding
1066  ImGuiStyleVar_FrameRounding, // float FrameRounding
1067  ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize
1068  ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing
1069  ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing
1070  ImGuiStyleVar_IndentSpacing, // float IndentSpacing
1071  ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize
1072  ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding
1073  ImGuiStyleVar_GrabMinSize, // float GrabMinSize
1074  ImGuiStyleVar_GrabRounding, // float GrabRounding
1075  ImGuiStyleVar_TabRounding, // float TabRounding
1076  ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign
1078 
1079  // Obsolete names (will be removed)
1080 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1082 #endif
1083 };
1084 
1085 // Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
1087 {
1089  ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (read 3 components from the input pointer).
1090  ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on colored square.
1091  ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
1092  ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable colored square preview next to the inputs. (e.g. to show only the inputs)
1093  ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview colored square).
1094  ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
1095  ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
1096  ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small colored square preview instead.
1097  ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
1098 
1099  // User Options (right-click on widget to change some of them). You can set application defaults using SetColorEditOptions(). The idea is that you probably don't want to override them in most of your calls, let the user choose and/or call SetColorEditOptions() during startup.
1100  ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
1101  ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.
1102  ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque.
1103  ImGuiColorEditFlags_HDR = 1 << 19, // // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well).
1104  ImGuiColorEditFlags_RGB = 1 << 20, // [Inputs] // ColorEdit: choose one among RGB/HSV/HEX. ColorPicker: choose any combination using RGB/HSV/HEX.
1105  ImGuiColorEditFlags_HSV = 1 << 21, // [Inputs] // "
1106  ImGuiColorEditFlags_HEX = 1 << 22, // [Inputs] // "
1107  ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.
1108  ImGuiColorEditFlags_Float = 1 << 24, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers.
1109  ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [PickerMode] // ColorPicker: bar for Hue, rectangle for Sat/Value.
1110  ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [PickerMode] // ColorPicker: wheel for Hue, triangle for Sat/Value.
1111 
1112  // [Internal] Masks
1117 };
1118 
1119 // Enumeration for GetMouseCursor()
1120 // User code may request binding to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here
1122 {
1125  ImGuiMouseCursor_TextInput, // When hovering over InputText, etc.
1126  ImGuiMouseCursor_ResizeAll, // (Unused by imgui functions)
1127  ImGuiMouseCursor_ResizeNS, // When hovering over an horizontal border
1128  ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column
1129  ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window
1130  ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window
1131  ImGuiMouseCursor_Hand, // (Unused by imgui functions. Use for e.g. hyperlinks)
1133 
1134  // Obsolete names (will be removed)
1135 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1137 #endif
1138 };
1139 
1140 // Enumateration for ImGui::SetWindow***(), SetNextWindow***(), SetNextTreeNode***() functions
1141 // Represent a condition.
1142 // Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always.
1144 {
1145  ImGuiCond_Always = 1 << 0, // Set the variable
1146  ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call with succeed)
1147  ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file)
1148  ImGuiCond_Appearing = 1 << 3 // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
1149 
1150  // Obsolete names (will be removed)
1151 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1153 #endif
1154 };
1155 
1156 //-----------------------------------------------------------------------------
1157 // Helper: ImVector<>
1158 // Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug).
1159 // You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our data structures are relying on it.
1160 // Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally recycle allocated buffers across frames and amortize our costs.
1161 // Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,
1162 // do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset.
1163 //-----------------------------------------------------------------------------
1164 
1165 template<typename T>
1166 struct ImVector
1167 {
1168  int Size;
1170  T* Data;
1171 
1172  // Provide standard typedefs but we don't use them ourselves.
1173  typedef T value_type;
1174  typedef value_type* iterator;
1175  typedef const value_type* const_iterator;
1176 
1177  // Constructors, destructor
1178  inline ImVector() { Size = Capacity = 0; Data = NULL; }
1179  inline ImVector(const ImVector<T>& src) { Size = Capacity = 0; Data = NULL; operator=(src); }
1180  inline ImVector<T>& operator=(const ImVector<T>& src) { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; }
1181  inline ~ImVector() { if (Data) ImGui::MemFree(Data); }
1182 
1183  inline bool empty() const { return Size == 0; }
1184  inline int size() const { return Size; }
1185  inline int capacity() const { return Capacity; }
1186  inline T& operator[](int i) { IM_ASSERT(i < Size); return Data[i]; }
1187  inline const T& operator[](int i) const { IM_ASSERT(i < Size); return Data[i]; }
1188 
1189  inline void clear() { if (Data) { Size = Capacity = 0; ImGui::MemFree(Data); Data = NULL; } }
1190  inline T* begin() { return Data; }
1191  inline const T* begin() const { return Data; }
1192  inline T* end() { return Data + Size; }
1193  inline const T* end() const { return Data + Size; }
1194  inline T& front() { IM_ASSERT(Size > 0); return Data[0]; }
1195  inline const T& front() const { IM_ASSERT(Size > 0); return Data[0]; }
1196  inline T& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; }
1197  inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; }
1198  inline void swap(ImVector<T>& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; T* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; }
1199 
1200  inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > sz ? new_capacity : sz; }
1201  inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
1202  inline void resize(int new_size, const T& v) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; }
1203  inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)ImGui::MemAlloc((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); ImGui::MemFree(Data); } Data = new_data; Capacity = new_capacity; }
1204 
1205  // NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden.
1206  inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }
1207  inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
1208  inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); }
1209  inline T* erase(const T* it) { IM_ASSERT(it >= Data && it < Data+Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(T)); Size--; return Data + off; }
1210  inline T* erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data+Size && it_last > it && it_last <= Data+Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - count) * sizeof(T)); Size -= (int)count; return Data + off; }
1211  inline T* erase_unsorted(const T* it) { IM_ASSERT(it >= Data && it < Data+Size); const ptrdiff_t off = it - Data; if (it < Data+Size-1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; }
1212  inline T* insert(const T* it, const T& v) { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; }
1213  inline bool contains(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; }
1214  inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; return (int)off; }
1215 };
1216 
1217 //-----------------------------------------------------------------------------
1218 // ImGuiStyle
1219 // You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
1220 // During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,
1221 // and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
1222 //-----------------------------------------------------------------------------
1223 
1225 {
1226  float Alpha; // Global alpha applies to everything in ImGui.
1227  ImVec2 WindowPadding; // Padding within a window.
1228  float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows.
1229  float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
1230  ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints().
1231  ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
1232  float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
1233  float ChildBorderSize; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
1234  float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
1235  float PopupBorderSize; // Thickness of border around popup/tooltip windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
1236  ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets).
1237  float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
1238  float FrameBorderSize; // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
1239  ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines.
1240  ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
1241  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!
1242  float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
1243  float ColumnsMinSpacing; // Minimum horizontal spacing between two columns.
1244  float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar.
1245  float ScrollbarRounding; // Radius of grab corners for scrollbar.
1246  float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.
1247  float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
1248  float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
1249  float TabBorderSize; // Thickness of border around tabs.
1250  ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f,0.5f) for horizontally+vertically centered.
1251  ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows.
1252  ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly!
1253  float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
1254  bool AntiAliasedLines; // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU.
1255  bool AntiAliasedFill; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)
1256  float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
1258 
1260  IMGUI_API void ScaleAllSizes(float scale_factor);
1261 };
1262 
1263 //-----------------------------------------------------------------------------
1264 // ImGuiIO
1265 // Communicate most settings and inputs/outputs to Dear ImGui using this structure.
1266 // Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.
1267 //-----------------------------------------------------------------------------
1268 
1269 struct ImGuiIO
1270 {
1271  //------------------------------------------------------------------
1272  // Configuration (fill once) // Default value
1273  //------------------------------------------------------------------
1274 
1275  ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
1276  ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by back-end (imgui_impl_xxx files or custom back-end) to communicate features supported by the back-end.
1277  ImVec2 DisplaySize; // <unset> // Main display size, in pixels. For clamping windows positions.
1278  float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds.
1279  float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
1280  const char* IniFilename; // = "imgui.ini" // Path to .ini file. Set NULL to disable automatic .ini loading/saving, if e.g. you want to manually load/save from memory.
1281  const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
1282  float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
1283  float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
1284  float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging.
1285  int KeyMap[ImGuiKey_COUNT]; // <unset> // Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state.
1286  float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
1287  float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
1288  void* UserData; // = NULL // Store your own data for retrieval by callbacks.
1289 
1290  ImFontAtlas*Fonts; // <auto> // Load, rasterize and pack one or more fonts into a single texture.
1291  float FontGlobalScale; // = 1.0f // Global scale all fonts
1292  bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel.
1293  ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
1294  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.
1295  ImVec2 DisplayVisibleMin; // <unset> // [OBSOLETE] If you use DisplaySize as a virtual space larger than your screen, set DisplayVisibleMin/Max to the visible area.
1296  ImVec2 DisplayVisibleMax; // <unset> // [OBSOLETE] Just use io.DisplaySize! If the values are the same, we defaults to Min=(0.0f) and Max=DisplaySize
1297 
1298  // Miscellaneous configuration options
1299  bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by back-end implementations.
1300  bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl (was called io.OptMacOSXBehaviors prior to 1.63)
1301  bool ConfigInputTextCursorBlink; // = true // Set to false to disable blinking cursor, for users who consider it distracting. (was called: io.OptCursorBlink prior to 1.63)
1302  bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be the a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
1303  bool ConfigWindowsMoveFromTitleBarOnly;// = false // [BETA] Set to true to only allow moving windows when clicked+dragged from the title bar. Windows without a title bar are not affected.
1304 
1305  //------------------------------------------------------------------
1306  // Platform Functions
1307  // (the imgui_impl_xxxx back-end files are setting those up for you)
1308  //------------------------------------------------------------------
1309 
1310  // Optional: Platform/Renderer back-end name (informational only! will be displayed in About Window) + User data for back-end/wrappers to store their own stuff.
1311  const char* BackendPlatformName; // = NULL
1312  const char* BackendRendererName; // = NULL
1313  void* BackendPlatformUserData; // = NULL
1314  void* BackendRendererUserData; // = NULL
1315  void* BackendLanguageUserData; // = NULL
1316 
1317  // Optional: Access OS clipboard
1318  // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
1319  const char* (*GetClipboardTextFn)(void* user_data);
1320  void (*SetClipboardTextFn)(void* user_data, const char* text);
1322 
1323  // Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows)
1324  // (default to use native imm32 api on Windows)
1325  void (*ImeSetInputScreenPosFn)(int x, int y);
1326  void* ImeWindowHandle; // = NULL // (Windows) Set this to your HWND to get automatic IME cursor positioning.
1327 
1328 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1329  // [OBSOLETE since 1.60+] Rendering function, will be automatically called in Render(). Please call your rendering function yourself now!
1330  // You can obtain the ImDrawData* by calling ImGui::GetDrawData() after Render(). See example applications if you are unsure of how to implement this.
1331  void (*RenderDrawListsFn)(ImDrawData* data);
1332 #else
1333  // This is only here to keep ImGuiIO the same size/layout, so that IMGUI_DISABLE_OBSOLETE_FUNCTIONS can exceptionally be used outside of imconfig.h.
1334  void* RenderDrawListsFnUnused;
1335 #endif
1336 
1337  //------------------------------------------------------------------
1338  // Input - Fill before calling NewFrame()
1339  //------------------------------------------------------------------
1340 
1341  ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.)
1342  bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
1343  float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text.
1344  float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all back-ends.
1345  bool KeyCtrl; // Keyboard modifier pressed: Control
1346  bool KeyShift; // Keyboard modifier pressed: Shift
1347  bool KeyAlt; // Keyboard modifier pressed: Alt
1348  bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows
1349  bool KeysDown[512]; // Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys).
1350  float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame().
1351 
1352  // Functions
1353  IMGUI_API void AddInputCharacter(ImWchar c); // Queue new character input
1354  IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue new characters input from an UTF-8 string
1355  IMGUI_API void ClearInputCharacters(); // Clear the text input buffer manually
1356 
1357  //------------------------------------------------------------------
1358  // Output - Retrieve after calling NewFrame()
1359  //------------------------------------------------------------------
1360 
1361  bool WantCaptureMouse; // When io.WantCaptureMouse is true, imgui will use the mouse inputs, do not dispatch them to your main game/application (in both cases, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.).
1362  bool WantCaptureKeyboard; // When io.WantCaptureKeyboard is true, imgui will use the keyboard inputs, do not dispatch them to your main game/application (in both cases, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).
1363  bool WantTextInput; // Mobile/console: when io.WantTextInput is true, you may display an on-screen keyboard. This is set by ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
1364  bool WantSetMousePos; // MousePos has been altered, back-end should reposition mouse on next frame. Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
1365  bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. IMPORTANT: You need to clear io.WantSaveIniSettings yourself.
1366  bool NavActive; // Directional navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
1367  bool NavVisible; // Directional navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
1368  float Framerate; // Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames
1369  int MetricsRenderVertices; // Vertices output during last call to Render()
1370  int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
1371  int MetricsRenderWindows; // Number of visible windows
1372  int MetricsActiveWindows; // Number of active windows
1373  int MetricsActiveAllocations; // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts.
1374  ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta.
1375 
1376  //------------------------------------------------------------------
1377  // [Internal] ImGui will maintain those fields. Forward compatibility not guaranteed!
1378  //------------------------------------------------------------------
1379 
1380  ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
1381  ImVec2 MouseClickedPos[5]; // Position at time of clicking
1382  double MouseClickedTime[5]; // Time of last click (used to figure out double-click)
1383  bool MouseClicked[5]; // Mouse button went from !Down to Down
1384  bool MouseDoubleClicked[5]; // Has mouse button been double-clicked?
1385  bool MouseReleased[5]; // Mouse button went from Down to !Down
1386  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.
1387  float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
1388  float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
1389  ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
1390  float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point
1391  float KeysDownDuration[512]; // Duration the keyboard key has been down (0.0f == just pressed)
1392  float KeysDownDurationPrev[512]; // Previous duration the key has been down
1393  float NavInputsDownDuration[ImGuiNavInput_COUNT];
1394  float NavInputsDownDurationPrev[ImGuiNavInput_COUNT];
1395  ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform back-end). Fill using AddInputCharacter() helper.
1396 
1397  IMGUI_API ImGuiIO();
1398 };
1399 
1400 //-----------------------------------------------------------------------------
1401 // Misc data structures
1402 //-----------------------------------------------------------------------------
1403 
1404 // Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
1405 // The callback function should return 0 by default.
1406 // Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
1407 // - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB
1408 // - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows
1409 // - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration
1410 // - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
1411 // - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
1413 {
1414  ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only
1415  ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only
1416  void* UserData; // What user passed to InputText() // Read-only
1417 
1418  // Arguments for the different callback events
1419  // - To modify the text buffer in a callback, prefer using the InsertChars() / DeleteChars() function. InsertChars() will take care of calling the resize callback if necessary.
1420  // - If you know your edits are not going to resize the underlying buffer allocation, you may modify the contents of 'Buf[]' directly. You need to update 'BufTextLen' accordingly (0 <= BufTextLen < BufSize) and set 'BufDirty'' to true so InputText can update its internal state.
1421  ImWchar EventChar; // Character input // Read-write // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0;
1422  ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History]
1423  char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
1424  int BufTextLen; // Text length (in bytes) // Read-write // [Resize,Completion,History,Always] Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length()
1425  int BufSize; // Buffer size (in bytes) = capacity+1 // Read-only // [Resize,Completion,History,Always] Include zero-terminator storage. In C land == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1
1426  bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always]
1427  int CursorPos; // // Read-write // [Completion,History,Always]
1428  int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection)
1429  int SelectionEnd; // // Read-write // [Completion,History,Always]
1430 
1431  // Helper functions for text manipulation.
1432  // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection.
1434  IMGUI_API void DeleteChars(int pos, int bytes_count);
1435  IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL);
1436  bool HasSelection() const { return SelectionStart != SelectionEnd; }
1437 };
1438 
1439 // Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
1440 // NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
1442 {
1443  void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints()
1444  ImVec2 Pos; // Read-only. Window position, for reference.
1445  ImVec2 CurrentSize; // Read-only. Current window size.
1446  ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing.
1447 };
1448 
1449 // Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()
1451 {
1452  // Members
1453  void* Data; // Data (copied and owned by dear imgui)
1454  int DataSize; // Data size
1455 
1456  // [Internal]
1457  ImGuiID SourceId; // Source item id
1458  ImGuiID SourceParentId; // Source parent id (if available)
1459  int DataFrameCount; // Data timestamp
1460  char DataType[32+1]; // Data type tag (short user-supplied string, 32 characters max)
1461  bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)
1462  bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.
1463 
1464  ImGuiPayload() { Clear(); }
1465  void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; }
1466  bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; }
1467  bool IsPreview() const { return Preview; }
1468  bool IsDelivery() const { return Delivery; }
1469 };
1470 
1471 //-----------------------------------------------------------------------------
1472 // Obsolete functions (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
1473 // Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead.
1474 //-----------------------------------------------------------------------------
1475 
1476 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1477 namespace ImGui
1478 {
1479  // OBSOLETED in 1.66 (from Sep 2018)
1480  static inline void SetScrollHere(float center_ratio=0.5f){ SetScrollHereY(center_ratio); }
1481  // OBSOLETED in 1.63 (between Aug 2018 and Sept 2018)
1483  // OBSOLETED in 1.61 (between Apr 2018 and Aug 2018)
1484  IMGUI_API bool InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags flags = 0); // Use the 'const char* format' version instead of 'decimal_precision'!
1485  IMGUI_API bool InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags flags = 0);
1486  IMGUI_API bool InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags flags = 0);
1487  IMGUI_API bool InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags flags = 0);
1488  // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)
1491  static inline ImVec2 CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = 0.f) { (void)on_edge; (void)outward; IM_ASSERT(0); return pos; }
1492  // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
1493  static inline void ShowTestWindow() { return ShowDemoWindow(); }
1496  static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); }
1497  static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); }
1498  // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
1499  IMGUI_API bool Begin(const char* name, bool* p_open, const ImVec2& size_on_first_use, float bg_alpha_override = -1.0f, ImGuiWindowFlags flags = 0); // Use SetNextWindowSize(size, ImGuiCond_FirstUseEver) + SetNextWindowBgAlpha() instead.
1502  static inline void SetNextWindowPosCenter(ImGuiCond c=0) { ImGuiIO& io = GetIO(); SetNextWindowPos(ImVec2(io.DisplaySize.x * 0.5f, io.DisplaySize.y * 0.5f), c, ImVec2(0.5f, 0.5f)); }
1503  // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
1505  static inline bool IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // This was misleading and partly broken. You probably want to use the ImGui::GetIO().WantCaptureMouse flag instead.
1508 }
1509 typedef ImGuiInputTextCallback ImGuiTextEditCallback; // OBSOLETE in 1.63 (from Aug 2018): made the names consistent
1511 #endif
1512 
1513 //-----------------------------------------------------------------------------
1514 // Helpers
1515 //-----------------------------------------------------------------------------
1516 
1517 // Helper: IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() macros to call MemAlloc + Placement New, Placement Delete + MemFree
1518 // We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
1519 // Defining a custom placement new() with a dummy parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.
1520 struct ImNewDummy {};
1521 inline void* operator new(size_t, ImNewDummy, void* ptr) { return ptr; }
1522 inline void operator delete(void*, ImNewDummy, void*) {} // This is only required so we can use the symetrical new()
1523 #define IM_PLACEMENT_NEW(_PTR) new(ImNewDummy(), _PTR)
1524 #define IM_NEW(_TYPE) new(ImNewDummy(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
1525 template<typename T> void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } }
1526 
1527 // Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame.
1528 // Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame");
1530 {
1531  ImGuiOnceUponAFrame() { RefFrame = -1; }
1532  mutable int RefFrame;
1533  operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
1534 };
1535 
1536 // Helper: Macro for ImGuiOnceUponAFrame. Attention: The macro expands into 2 statement so make sure you don't use it within e.g. an if() statement without curly braces.
1537 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1538 #define IMGUI_ONCE_UPON_A_FRAME static ImGuiOnceUponAFrame imgui_oaf; if (imgui_oaf) // OBSOLETED in 1.51, will remove!
1539 #endif
1540 
1541 // Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
1543 {
1544  IMGUI_API ImGuiTextFilter(const char* default_filter = "");
1545  IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build
1546  IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const;
1547  IMGUI_API void Build();
1548  void Clear() { InputBuf[0] = 0; Build(); }
1549  bool IsActive() const { return !Filters.empty(); }
1550 
1551  // [Internal]
1552  struct TextRange
1553  {
1554  const char* b;
1555  const char* e;
1556 
1557  TextRange() { b = e = NULL; }
1558  TextRange(const char* _b, const char* _e) { b = _b; e = _e; }
1559  const char* begin() const { return b; }
1560  const char* end () const { return e; }
1561  bool empty() const { return b == e; }
1562  IMGUI_API void split(char separator, ImVector<TextRange>* out) const;
1563  };
1564  char InputBuf[256];
1567 };
1568 
1569 // Helper: Growable text buffer for logging/accumulating text
1570 // (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')
1572 {
1574  static char EmptyString[1];
1575 
1577  inline char operator[](int i) { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }
1578  const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; }
1579  const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator
1580  int size() const { return Buf.Data ? Buf.Size - 1 : 0; }
1581  bool empty() { return Buf.Size <= 1; }
1582  void clear() { Buf.clear(); }
1583  void reserve(int capacity) { Buf.reserve(capacity); }
1584  const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; }
1585  IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2);
1586  IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2);
1587 };
1588 
1589 // Helper: Key->Value storage
1590 // Typically you don't have to worry about this since a storage is held within each Window.
1591 // We use it to e.g. store collapse state for a tree (Int 0/1)
1592 // This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)
1593 // You can use it as custom user storage for temporary values. Declare your own storage if, for example:
1594 // - 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).
1595 // - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)
1596 // Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
1598 {
1599  struct Pair
1600  {
1602  union { int val_i; float val_f; void* val_p; };
1603  Pair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; }
1604  Pair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; }
1605  Pair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; }
1606  };
1608 
1609  // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
1610  // - Set***() functions find pair, insertion on demand if missing.
1611  // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
1612  void Clear() { Data.clear(); }
1613  IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const;
1614  IMGUI_API void SetInt(ImGuiID key, int val);
1615  IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const;
1616  IMGUI_API void SetBool(ImGuiID key, bool val);
1617  IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const;
1618  IMGUI_API void SetFloat(ImGuiID key, float val);
1619  IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL
1620  IMGUI_API void SetVoidPtr(ImGuiID key, void* val);
1621 
1622  // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
1623  // - 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.
1624  // - A typical use case where this is convenient for quick hacking (e.g. add storage during a live Edit&Continue session if you can't modify existing struct)
1625  // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
1626  IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0);
1627  IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false);
1628  IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f);
1629  IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
1630 
1631  // Use on your own storage if you know only integer are being stored (open/close all tree nodes)
1632  IMGUI_API void SetAllInt(int val);
1633 
1634  // For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
1635  IMGUI_API void BuildSortByKey();
1636 };
1637 
1638 // Helper: Manually clip large list of items.
1639 // 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.
1640 // The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
1641 // 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.
1642 // Usage:
1643 // ImGuiListClipper clipper(1000); // we have 1000 elements, evenly spaced.
1644 // while (clipper.Step())
1645 // for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
1646 // ImGui::Text("line number %d", i);
1647 // - 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).
1648 // - 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.
1649 // - (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.)
1650 // - 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.
1652 {
1653  float StartPosY;
1655  int ItemsCount, StepNo, DisplayStart, DisplayEnd;
1656 
1657  // 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).
1658  // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
1659  // 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().
1660  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).
1661  ~ImGuiListClipper() { IM_ASSERT(ItemsCount == -1); } // Assert if user forgot to call End() or Step() until false.
1662 
1663  IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
1664  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.
1665  IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
1666 };
1667 
1668 // Helpers macros to generate 32-bits encoded colors
1669 #ifdef IMGUI_USE_BGRA_PACKED_COLOR
1670 #define IM_COL32_R_SHIFT 16
1671 #define IM_COL32_G_SHIFT 8
1672 #define IM_COL32_B_SHIFT 0
1673 #define IM_COL32_A_SHIFT 24
1674 #define IM_COL32_A_MASK 0xFF000000
1675 #else
1676 #define IM_COL32_R_SHIFT 0
1677 #define IM_COL32_G_SHIFT 8
1678 #define IM_COL32_B_SHIFT 16
1679 #define IM_COL32_A_SHIFT 24
1680 #define IM_COL32_A_MASK 0xFF000000
1681 #endif
1682 #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))
1683 #define IM_COL32_WHITE IM_COL32(255,255,255,255) // Opaque white = 0xFFFFFFFF
1684 #define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black
1685 #define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black = 0x00000000
1686 
1687 // Helper: ImColor() implicity converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
1688 // Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
1689 // **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
1690 // **None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either ImU32 or ImVec4 formats. Explicitly cast to ImU32 or ImVec4 if needed.
1691 struct ImColor
1692 {
1694 
1695  ImColor() { Value.x = Value.y = Value.z = Value.w = 0.0f; }
1696  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; }
1697  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; }
1698  ImColor(float r, float g, float b, float a = 1.0f) { Value.x = r; Value.y = g; Value.z = b; Value.w = a; }
1699  ImColor(const ImVec4& col) { Value = col; }
1700  inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); }
1701  inline operator ImVec4() const { return Value; }
1702 
1703  // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.
1704  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; }
1705  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); }
1706 };
1707 
1708 //-----------------------------------------------------------------------------
1709 // Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListFlags, ImDrawList, ImDrawData)
1710 // Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
1711 //-----------------------------------------------------------------------------
1712 
1713 // Draw callbacks for advanced uses.
1714 // NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
1715 // you can poke into the draw list for that! Draw callback may be useful for example to: A) Change your GPU render state,
1716 // B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
1717 // The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
1718 typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
1719 
1720 // Typically, 1 command = 1 GPU draw call (unless command is a callback)
1722 {
1723  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[].
1724  ImVec4 ClipRect; // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
1725  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.
1726  ImDrawCallback UserCallback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
1727  void* UserCallbackData; // The draw callback code can access this.
1728 
1729  ImDrawCmd() { ElemCount = 0; ClipRect.x = ClipRect.y = ClipRect.z = ClipRect.w = 0.0f; TextureId = (ImTextureID)NULL; UserCallback = NULL; UserCallbackData = NULL; }
1730 };
1731 
1732 // Vertex index (override with '#define ImDrawIdx unsigned int' in imconfig.h)
1733 #ifndef ImDrawIdx
1734 typedef unsigned short ImDrawIdx;
1735 #endif
1736 
1737 // Vertex layout
1738 #ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
1740 {
1744 };
1745 #else
1746 // You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
1747 // 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.
1748 // The type has to be described within the macro (you can either declare the struct or use a typedef)
1749 // NOTE: IMGUI DOESN'T CLEAR THE STRUCTURE AND DOESN'T CALL A CONSTRUCTOR SO ANY CUSTOM FIELD WILL BE UNINITIALIZED. IF YOU ADD EXTRA FIELDS (SUCH AS A 'Z' COORDINATES) YOU WILL NEED TO CLEAR THEM DURING RENDER OR TO IGNORE THEM.
1750 IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
1751 #endif
1752 
1753 // 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.
1754 // You can also use them to simulate drawing layers and submit primitives in a different order than how they will be rendered.
1756 {
1759 };
1760 
1762 {
1763  ImDrawCornerFlags_TopLeft = 1 << 0, // 0x1
1765  ImDrawCornerFlags_BotLeft = 1 << 2, // 0x4
1771  ImDrawCornerFlags_All = 0xF // In your function calls you may use ~0 (= all bits sets) instead of ImDrawCornerFlags_All, as a convenience
1772 };
1773 
1775 {
1777  ImDrawListFlags_AntiAliasedLines = 1 << 0, // Lines are anti-aliased (*2 the number of triangles for 1.0f wide line, otherwise *3 the number of triangles)
1778  ImDrawListFlags_AntiAliasedFill = 1 << 1 // Filled shapes have anti-aliased edges (*2 the number of vertices)
1779 };
1780 
1781 // Draw command list
1782 // 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.
1783 // Each ImGui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to access the current window draw list and draw custom primitives.
1784 // You can interleave normal ImGui:: calls and adding primitives to the current draw list.
1785 // All positions are generally in pixel coordinates (top-left at (0,0), bottom-right at io.DisplaySize), but you are totally free to apply whatever transformation matrix to want to the data (if you apply such transformation you'll want to apply it to ClipRect as well)
1786 // Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects.
1788 {
1789  // This is what you have to render
1790  ImVector<ImDrawCmd> CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.
1791  ImVector<ImDrawIdx> IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those
1792  ImVector<ImDrawVert> VtxBuffer; // Vertex buffer.
1793  ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
1794 
1795  // [Internal, used while building lists]
1796  const ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
1797  const char* _OwnerName; // Pointer to owner window's name for debugging
1798  unsigned int _VtxCurrentIdx; // [Internal] == VtxBuffer.Size
1799  ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
1800  ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
1803  ImVector<ImVec2> _Path; // [Internal] current path building
1804  int _ChannelsCurrent; // [Internal] current channel number (0)
1805  int _ChannelsCount; // [Internal] number of active channels (1+)
1806  ImVector<ImDrawChannel> _Channels; // [Internal] draw channels for columns API (not resized down so _ChannelsCount may be smaller than _Channels.Size)
1807 
1808  // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui)
1809  ImDrawList(const ImDrawListSharedData* shared_data) { _Data = shared_data; _OwnerName = NULL; Clear(); }
1810  ~ImDrawList() { ClearFreeMemory(); }
1811  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)
1812  IMGUI_API void PushClipRectFullScreen();
1813  IMGUI_API void PopClipRect();
1814  IMGUI_API void PushTextureID(ImTextureID texture_id);
1815  IMGUI_API void PopTextureID();
1816  inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }
1817  inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
1818 
1819  // Primitives
1820  IMGUI_API void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f);
1821  IMGUI_API void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All, float thickness = 1.0f); // a: upper-left, b: lower-right, rounding_corners_flags: 4-bits corresponding to which corner to round
1822  IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All); // a: upper-left, b: lower-right
1823  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);
1824  IMGUI_API void AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness = 1.0f);
1825  IMGUI_API void AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col);
1826  IMGUI_API void AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness = 1.0f);
1827  IMGUI_API void AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col);
1828  IMGUI_API void AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f);
1829  IMGUI_API void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
1830  IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
1831  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);
1832  IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,1), ImU32 col = 0xFFFFFFFF);
1833  IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,0), const ImVec2& uv_c = ImVec2(1,1), const ImVec2& uv_d = ImVec2(0,1), ImU32 col = 0xFFFFFFFF);
1834  IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col, float rounding, int rounding_corners = ImDrawCornerFlags_All);
1835  IMGUI_API void AddPolyline(const ImVec2* points, const int num_points, ImU32 col, bool closed, float thickness);
1836  IMGUI_API void AddConvexPolyFilled(const ImVec2* points, const int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order.
1837  IMGUI_API void AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0);
1838 
1839  // Stateful path API, add points then finish with PathFillConvex() or PathStroke()
1840  inline void PathClear() { _Path.Size = 0; }
1841  inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); }
1842  inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size-1], &pos, 8) != 0) _Path.push_back(pos); }
1843  inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } // Note: Anti-aliased filling requires points to be in clockwise order.
1844  inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); _Path.Size = 0; }
1845  IMGUI_API void PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 10);
1846  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
1847  IMGUI_API void PathBezierCurveTo(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, int num_segments = 0);
1848  IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All);
1849 
1850  // Channels
1851  // - Use to simulate layers. By switching channels to can render out-of-order (e.g. submit foreground primitives before background primitives)
1852  // - 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)
1853  IMGUI_API void ChannelsSplit(int channels_count);
1854  IMGUI_API void ChannelsMerge();
1855  IMGUI_API void ChannelsSetCurrent(int channel_index);
1856 
1857  // Advanced
1858  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.
1859  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
1860  IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.
1861 
1862  // Internal helpers
1863  // NB: all primitives needs to be reserved via PrimReserve() beforehand!
1864  IMGUI_API void Clear();
1865  IMGUI_API void ClearFreeMemory();
1866  IMGUI_API void PrimReserve(int idx_count, int vtx_count);
1867  IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles)
1868  IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
1869  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);
1870  inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col){ _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
1871  inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; }
1872  inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); }
1873  IMGUI_API void UpdateClipRect();
1874  IMGUI_API void UpdateTextureID();
1875 };
1876 
1877 // All draw data to render an ImGui frame
1878 // (NB: the style and the naming convention here is a little inconsistent but we preserve them for backward compatibility purpose)
1880 {
1881  bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
1882  ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here.
1883  int CmdListsCount; // Number of ImDrawList* to render
1884  int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size
1885  int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size
1886  ImVec2 DisplayPos; // Upper-left position of the viewport to render (== upper-left of the orthogonal projection matrix to use)
1887  ImVec2 DisplaySize; // Size of the viewport to render (== io.DisplaySize for the main viewport) (DisplayPos + DisplaySize == lower-right of the orthogonal projection matrix to use)
1888 
1889  // Functions
1890  ImDrawData() { Valid = false; Clear(); }
1891  ~ImDrawData() { Clear(); }
1892  void Clear() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; DisplayPos = DisplaySize = ImVec2(0.f, 0.f); } // The ImDrawList are owned by ImGuiContext!
1893  IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
1894  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.
1895 };
1896 
1897 //-----------------------------------------------------------------------------
1898 // Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)
1899 //-----------------------------------------------------------------------------
1900 
1902 {
1903  void* FontData; // // TTF/OTF data
1904  int FontDataSize; // // TTF/OTF data size
1905  bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
1906  int FontNo; // 0 // Index of font within TTF/OTF file
1907  float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height).
1908  int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
1909  int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
1910  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.
1911  ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
1912  ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input.
1913  const ImWchar* GlyphRanges; // NULL // Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE.
1914  float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font
1915  float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs
1916  bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights.
1917  unsigned int RasterizerFlags; // 0x00 // Settings for custom font rasterizer (e.g. ImGuiFreeType). Leave as zero if you aren't using one.
1918  float RasterizerMultiply; // 1.0f // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable.
1919 
1920  // [Internal]
1921  char Name[40]; // Name (strictly to ease debugging)
1923 
1925 };
1926 
1928 {
1929  ImWchar Codepoint; // 0x0000..0xFFFF
1930  float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in)
1931  float X0, Y0, X1, Y1; // Glyph corners
1932  float U0, V0, U1, V1; // Texture coordinates
1933 };
1934 
1935 // Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges().
1936 // This is essentially a tightly packed of vector of 64k booleans = 8KB storage.
1938 {
1939  ImVector<int> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used)
1940 
1941  ImFontGlyphRangesBuilder() { UsedChars.resize(0x10000 / 32); memset(UsedChars.Data, 0, 0x10000 / 32); }
1942  bool GetBit(int n) const { int off = (n >> 5); int mask = 1 << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array
1943  void SetBit(int n) { int off = (n >> 5); int mask = 1 << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array
1944  void AddChar(ImWchar c) { SetBit(c); } // Add character
1945  IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added)
1946  IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
1947  IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges); // Output new ranges
1948 };
1949 
1951 {
1953  ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two
1954  ImFontAtlasFlags_NoMouseCursors = 1 << 1 // Don't build software mouse cursors into the atlas
1955 };
1956 
1957 // Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
1958 // - One or more fonts.
1959 // - Custom graphics data needed to render the shapes needed by Dear ImGui.
1960 // - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas).
1961 // It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api.
1962 // - Optionally, call any of the AddFont*** functions. If you don't call any, the default font embedded in the code will be loaded for you.
1963 // - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
1964 // - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples)
1965 // - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
1966 // This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details.
1967 // Common pitfalls:
1968 // - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the
1969 // atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
1970 // - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.
1971 // You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
1972 // - Even though many functions are suffixed with "TTF", OTF data is supported just as well.
1973 // - This is an old API and it is currently awkward for those and and various other reasons! We will address them in the future!
1975 {
1977  IMGUI_API ~ImFontAtlas();
1978  IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg);
1979  IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL);
1980  IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
1981  IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed.
1982  IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp.
1983  IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter.
1984  IMGUI_API void ClearInputData(); // Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts.
1985  IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory.
1986  IMGUI_API void ClearFonts(); // Clear output font data (glyphs storage, UV coordinates).
1987  IMGUI_API void Clear(); // Clear all input and output.
1988 
1989  // Build atlas, retrieve pixel data.
1990  // User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID().
1991  // The pitch is always = Width * BytesPerPixels (1 or 4)
1992  // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
1993  // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste.
1994  IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions.
1995  IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
1996  IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
1997  bool IsBuilt() { return Fonts.Size > 0 && (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); }
1998  void SetTexID(ImTextureID id) { TexID = id; }
1999 
2000  //-------------------------------------------
2001  // Glyph Ranges
2002  //-------------------------------------------
2003 
2004  // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
2005  // NB: Make sure that your string are UTF-8 and NOT in your local code page. In C++11, you can create UTF-8 string literal using the u8"Hello world" syntax. See FAQ for details.
2006  // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.
2007  IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
2008  IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters
2009  IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
2010  IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs
2011  IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
2012  IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters
2013  IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters
2014 
2015  //-------------------------------------------
2016  // Custom Rectangles/Glyphs API
2017  //-------------------------------------------
2018 
2019  // You can request arbitrary rectangles to be packed into the atlas, for your own purposes. After calling Build(), you can query the rectangle position and render your pixels.
2020  // You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), so you can render e.g. custom colorful icons and use them as regular glyphs.
2021  struct CustomRect
2022  {
2023  unsigned int ID; // Input // User ID. Use <0x10000 to map into a font glyph, >=0x10000 for other/internal/custom texture data.
2024  unsigned short Width, Height; // Input // Desired rectangle dimension
2025  unsigned short X, Y; // Output // Packed position in Atlas
2026  float GlyphAdvanceX; // Input // For custom font glyphs only (ID<0x10000): glyph xadvance
2027  ImVec2 GlyphOffset; // Input // For custom font glyphs only (ID<0x10000): glyph display offset
2028  ImFont* Font; // Input // For custom font glyphs only (ID<0x10000): target font
2029  CustomRect() { ID = 0xFFFFFFFF; Width = Height = 0; X = Y = 0xFFFF; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0,0); Font = NULL; }
2030  bool IsPacked() const { return X != 0xFFFF; }
2031  };
2032 
2033  IMGUI_API int AddCustomRectRegular(unsigned int id, int width, int height); // Id needs to be >= 0x10000. Id >= 0x80000000 are reserved for ImGui and ImDrawList
2034  IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0,0)); // Id needs to be < 0x10000 to register a rectangle to map into a specific font.
2035  const CustomRect* GetCustomRectByIndex(int index) const { if (index < 0) return NULL; return &CustomRects[index]; }
2036 
2037  // [Internal]
2038  IMGUI_API void CalcCustomRectUV(const CustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max);
2039  IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]);
2040 
2041  //-------------------------------------------
2042  // Members
2043  //-------------------------------------------
2044 
2045  bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
2046  ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_)
2047  ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure.
2048  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.
2049  int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1.
2050 
2051  // [Internal]
2052  // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
2053  unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
2054  unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
2055  int TexWidth; // Texture width calculated during Build().
2056  int TexHeight; // Texture height calculated during Build().
2057  ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight)
2058  ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel
2059  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.
2060  ImVector<CustomRect> CustomRects; // Rectangles for packing custom texture data into the atlas.
2062  int CustomRectIds[1]; // Identifiers of custom texture rectangle used by ImFontAtlas/ImDrawList
2063 
2064 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2066 #endif
2067 };
2068 
2069 // Font runtime data and rendering
2070 // ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
2071 struct ImFont
2072 {
2073  // Members: Hot ~62/78 bytes
2074  float FontSize; // <user set> // Height of characters, set during loading (don't change after loading)
2075  float Scale; // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetFontScale()
2076  ImVec2 DisplayOffset; // = (0.f,0.f) // Offset font rendering by xx pixels
2077  ImVector<ImFontGlyph> Glyphs; // // All glyphs.
2078  ImVector<float> IndexAdvanceX; // // Sparse. Glyphs->AdvanceX in a directly indexable way (more cache-friendly, for CalcTextSize functions which are often bottleneck in large UI).
2079  ImVector<ImWchar> IndexLookup; // // Sparse. Index glyphs by Unicode code-point.
2080  const ImFontGlyph* FallbackGlyph; // == FindGlyph(FontFallbackChar)
2081  float FallbackAdvanceX; // == FallbackGlyph->AdvanceX
2082  ImWchar FallbackChar; // = '?' // Replacement glyph if one isn't found. Only set via SetFallbackChar()
2083 
2084  // Members: Cold ~18/26 bytes
2085  short ConfigDataCount; // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
2086  ImFontConfig* ConfigData; // // Pointer within ContainerAtlas->ConfigData
2087  ImFontAtlas* ContainerAtlas; // // What we has been loaded into
2088  float Ascent, Descent; // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
2090  int MetricsTotalSurface;// // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
2091 
2092  // Methods
2093  IMGUI_API ImFont();
2094  IMGUI_API ~ImFont();
2095  IMGUI_API void ClearOutputData();
2096  IMGUI_API void BuildLookupTable();
2097  IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const;
2098  IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const;
2099  IMGUI_API void SetFallbackChar(ImWchar c);
2100  float GetCharAdvance(ImWchar c) const { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; }
2101  bool IsLoaded() const { return ContainerAtlas != NULL; }
2102  const char* GetDebugName() const { return ConfigData ? ConfigData->Name : "<unknown>"; }
2103 
2104  // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
2105  // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
2106  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
2107  IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
2108  IMGUI_API void RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const;
2109  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;
2110 
2111  // [Internal]
2112  IMGUI_API void GrowIndex(int new_size);
2113  IMGUI_API void AddGlyph(ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x);
2114  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.
2115 
2116 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2117  typedef ImFontGlyph Glyph; // OBSOLETE 1.52+
2118 #endif
2119 };
2120 
2121 #if defined(__clang__)
2122 #pragma clang diagnostic pop
2123 #elif defined(__GNUC__) && __GNUC__ >= 8
2124 #pragma GCC diagnostic pop
2125 #endif
2126 
2127 // Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h)
2128 #ifdef IMGUI_INCLUDE_IMGUI_USER_H
2129 #include "imgui_user.h"
2130 #endif
IMGUI_API bool BeginPopupContextItem(const char *str_id=NULL, int mouse_button=1)
Definition: imgui.cpp:6832
d
IMGUI_API bool DragIntRange2(const char *label, int *v_current_min, int *v_current_max, float v_speed=1.0f, int v_min=0, int v_max=0, const char *format="%d", const char *format_max=NULL)
ImVector< T > & operator=(const ImVector< T > &src)
Definition: imgui.h:1180
IMGUI_API void SetNextWindowSize(const ImVec2 &size, ImGuiCond cond=0)
Definition: imgui.cpp:6054
IMGUI_API bool ColorPicker3(const char *label, float col[3], ImGuiColorEditFlags flags=0)
bool WantSaveIniSettings
Definition: imgui.h:1365
IMGUI_API void ShowFontSelector(const char *label)
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))
bool NavVisible
Definition: imgui.h:1367
IMGUI_API void TextColoredV(const ImVec4 &col, const char *fmt, va_list args) IM_FMTLIST(2)
float Framerate
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ImVector< ImTextureID > _TextureIdStack
Definition: imgui.h:1802
IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0)
Definition: imgui.cpp:5812
IMGUI_API float GetCursorPosX()
Definition: imgui.cpp:6200
IMGUI_API void CaptureKeyboardFromApp(bool want_capture_keyboard_value=true)
Definition: imgui.cpp:4125
void PathStroke(ImU32 col, bool closed, float thickness=1.0f)
Definition: imgui.h:1844
IMGUI_API ImVec2 GetCursorStartPos()
Definition: imgui.cpp:6233
IMGUI_API bool InputFloat3(const char *label, float v[3], int decimal_precision, ImGuiInputTextFlags flags=0)
unsigned int ImU32
Definition: imgui.h:150
ImVec2 DisplaySize
Definition: imgui.h:1887
const T & back() const
Definition: imgui.h:1197
IMGUI_API void SetTooltip(const char *fmt,...) IM_FMTARGS(1)
Definition: imgui.cpp:6576
IMGUI_API void RenderText(ImVec2 pos, const char *text, const char *text_end=NULL, bool hide_text_after_hash=true)
Definition: imgui.cpp:2224
IMGUI_API bool IsMouseReleased(int button)
Definition: imgui.cpp:4044
void * UserData
Definition: imgui.h:1288
bool MouseDrawCursor
Definition: imgui.h:1299
IMGUI_API void SetNextTreeNodeOpen(bool is_open, ImGuiCond cond=0)
IMGUI_API void LoadIniSettingsFromMemory(const char *ini_data, size_t ini_size=0)
Definition: imgui.cpp:8839
ImDrawList ** CmdLists
Definition: imgui.h:1882
IMGUI_API bool DebugCheckVersionAndDataLayout(const char *version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert)
Definition: imgui.cpp:2937
T * erase(const T *it)
Definition: imgui.h:1209
filename
IMGUI_API ImVec2 GetCursorPos()
Definition: imgui.cpp:6194
ImGuiNavInput_
Definition: imgui.h:930
bool ConfigWindowsResizeFromEdges
Definition: imgui.h:1302
ImVector(const ImVector< T > &src)
Definition: imgui.h:1179
void * UserCallbackData
Definition: imgui.h:1727
ImDrawIdx * _IdxWritePtr
Definition: imgui.h:1800
const char * GetDebugName() const
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float GlyphMinAdvanceX
Definition: imgui.h:1914
ImDrawListFlags_
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const char * LogFilename
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IMGUI_API float GetFontSize()
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IMGUI_API bool TreeNodeExV(const void *ptr_id, ImGuiTreeNodeFlags flags, const char *fmt, va_list args) IM_FMTLIST(3)
bool WantSetMousePos
Definition: imgui.h:1364
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))
~ImDrawData()
Definition: imgui.h:1891
bool ConfigMacOSXBehaviors
Definition: imgui.h:1300
IMGUI_API bool SliderInt3(const char *label, int v[3], int v_min, int v_max, const char *format="%d")
IMGUI_API void SetTabItemClosed(const char *tab_or_docked_window_label)
IMGUI_API void ProgressBar(float fraction, const ImVec2 &size_arg=ImVec2(-1, 0), const char *overlay=NULL)
ImVec2 MousePos
Definition: imgui.h:1341
IMGUI_API void SetColumnWidth(int column_index, float width)
Definition: imgui.cpp:8131
void SetTexID(ImTextureID id)
Definition: imgui.h:1998
ImGuiDataType_
Definition: imgui.h:877
IMGUI_API void AlignTextToFramePadding()
void(* ImDrawCallback)(const ImDrawList *parent_list, const ImDrawCmd *cmd)
Definition: imgui.h:1718
float MouseCursorScale
Definition: imgui.h:1253
IMGUI_API ImGuiStorage * GetStateStorage()
Definition: imgui.cpp:6341
void reserve(int capacity)
Definition: imgui.h:1583
IMGUI_API bool ArrowButton(const char *str_id, ImGuiDir dir)
void Clear()
Definition: imgui.h:1612
ImVec2 GlyphOffset
Definition: imgui.h:1912
#define IM_FMTLIST(FMT)
Definition: imgui.h:71
IMGUI_API void StyleColorsDark(ImGuiStyle *dst=NULL)
Definition: imgui_draw.cpp:171
void PathFillConvex(ImU32 col)
Definition: imgui.h:1843
ImColor()
Definition: imgui.h:1695
IMGUI_API bool TreeNodeEx(const void *ptr_id, ImGuiTreeNodeFlags flags, const char *fmt,...) IM_FMTARGS(3)
IMGUI_API bool OpenPopupOnItemClick(const char *str_id=NULL, int mouse_button=1)
Definition: imgui.cpp:6662
f
ImColor(ImU32 rgba)
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IMGUI_API void SetCursorPos(const ImVec2 &local_pos)
Definition: imgui.cpp:6212
IMGUI_API bool BeginCombo(const char *label, const char *preview_value, ImGuiComboFlags flags=0)
int(* ImGuiInputTextCallback)(ImGuiInputTextCallbackData *data)
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void SetBit(int n)
Definition: imgui.h:1943
signed long long ImS64
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IMGUI_API void SaveIniSettingsToDisk(const char *ini_filename)
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std::vector< double > values
IMGUI_API bool BeginPopupModal(const char *name, bool *p_open=NULL, ImGuiWindowFlags flags=0)
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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)
bool ConfigInputTextCursorBlink
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IMGUI_API const ImGuiPayload * AcceptDragDropPayload(const char *type, ImGuiDragDropFlags flags=0)
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IMGUI_API bool InputFloat4(const char *label, float v[4], int decimal_precision, ImGuiInputTextFlags flags=0)
ImGuiInputTextFlags EventFlag
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IMGUI_API bool IsItemDeactivatedAfterEdit()
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int TexHeight
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IMGUI_API bool IsMouseClicked(int button, bool repeat=false)
Definition: imgui.cpp:4026
IMGUI_API bool IsItemClicked(int mouse_button=0)
Definition: imgui.cpp:4166
IMGUI_API bool IsKeyPressed(int user_key_index, bool repeat=true)
Definition: imgui.cpp:3989
T & operator[](int i)
Definition: imgui.h:1186
float CurveTessellationTol
Definition: imgui.h:1256
float MouseWheelH
Definition: imgui.h:1344
IMGUI_API void PopTextWrapPos()
Definition: imgui.cpp:5616
void push_back(const T &v)
Definition: imgui.h:1206
float ChildBorderSize
Definition: imgui.h:1233
ImVec2 DisplaySize
Definition: imgui.h:1277
float V1
Definition: imgui.h:1932
bool IsLoaded() const
Definition: imgui.h:2101
string cmd
IMGUI_API void CalcListClipping(int items_count, float items_height, int *out_items_display_start, int *out_items_display_end)
Definition: imgui.cpp:3856
IMGUI_API bool IsMouseDown(int button)
Definition: imgui.cpp:4010
IMGUI_API bool IsItemEdited()
Definition: imgui.cpp:4195
~ImDrawList()
Definition: imgui.h:1810
ImVector< ImFontGlyph > Glyphs
Definition: imgui.h:2077
ImGuiConfigFlags_
Definition: imgui.h:962
static bool IsMouseHoveringAnyWindow()
Definition: imgui.h:1506
ImVec2 ItemSpacing
Definition: imgui.h:1239
IMGUI_API ImVec2 GetItemRectMin()
Definition: imgui.cpp:4211
ImVector< ImVec2 > _Path
Definition: imgui.h:1803
IMGUI_API bool IsItemActive()
Definition: imgui.cpp:4135
ImGuiInputTextFlags Flags
Definition: imgui.h:1415
IMGUI_API bool ColorPicker4(const char *label, float col[4], ImGuiColorEditFlags flags=0, const float *ref_col=NULL)
void(* ImGuiSizeCallback)(ImGuiSizeCallbackData *data)
Definition: imgui.h:146
IMGUI_API bool SliderInt4(const char *label, int v[4], int v_min, int v_max, const char *format="%d")
#define IM_FMTARGS(FMT)
Definition: imgui.h:70
bool Valid
Definition: imgui.h:1881
IMGUI_API void SetNextWindowFocus()
Definition: imgui.cpp:6086
IMGUI_API ImVec2 GetMouseDragDelta(int button=0, float lock_threshold=-1.0f)
Definition: imgui.cpp:4095
IMGUI_API void NewFrame()
Definition: imgui.cpp:3287
ImDrawList(const ImDrawListSharedData *shared_data)
Definition: imgui.h:1809
int _ChannelsCount
Definition: imgui.h:1805
ImGuiPayload()
Definition: imgui.h:1464
ImGuiInputTextCallbackData ImGuiTextEditCallbackData
Definition: imgui.h:1510
static bool IsRootWindowFocused()
Definition: imgui.h:1494
IMGUI_API void SetItemDefaultFocus()
Definition: imgui.cpp:6318
bool IsBuilt()
Definition: imgui.h:1997
int ImGuiTreeNodeFlags
Definition: imgui.h:143
IMGUI_API bool DragFloatRange2(const char *label, float *v_current_min, float *v_current_max, float v_speed=1.0f, float v_min=0.0f, float v_max=0.0f, const char *format="%.3f", const char *format_max=NULL, float power=1.0f)
IMGUI_API void EndTooltip()
Definition: imgui.cpp:6559
XmlRpcServer s
ImGuiCond_
Definition: imgui.h:1143
ImVec2 DisplayPos
Definition: imgui.h:1886
IMGUI_API void LogButtons()
Definition: imgui.cpp:8756
int ImGuiFocusedFlags
Definition: imgui.h:137
ImFontAtlasFlags Flags
Definition: imgui.h:2046
int ImGuiColorEditFlags
Definition: imgui.h:132
IMGUI_API bool InputFloat(const char *label, float *v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags flags=0)
IMGUI_API void PlotLines(const char *label, float(*values_getter)(void *data, int idx), void *data, int values_count, int values_offset=0, const char *overlay_text=NULL, float scale_min=FLT_MAX, float scale_max=FLT_MAX, ImVec2 graph_size=ImVec2(0, 0))
IMGUI_API bool Selectable(const char *label, bool *p_selected, ImGuiSelectableFlags flags=0, const ImVec2 &size=ImVec2(0, 0))
IMGUI_API bool InputInt(const char *label, int *v, int step=1, int step_fast=100, ImGuiInputTextFlags flags=0)
ImVec2 ItemInnerSpacing
Definition: imgui.h:1240
float operator[](size_t i) const
Definition: imgui.h:169
float Descent
Definition: imgui.h:2088
ImVec4 ClipRect
Definition: imgui.h:1724
ImGuiDragDropFlags_
Definition: imgui.h:855
IMGUI_API void SetAllocatorFunctions(void *(*alloc_func)(size_t sz, void *user_data), void(*free_func)(void *ptr, void *user_data), void *user_data=NULL)
Definition: imgui.cpp:2949
IMGUI_API void PopAllowKeyboardFocus()
Definition: imgui.cpp:5594
IMGUI_API bool SmallButton(const char *label)
IMGUI_API bool IsMouseHoveringRect(const ImVec2 &r_min, const ImVec2 &r_max, bool clip=true)
Definition: imgui.cpp:3940
const char * BackendPlatformName
Definition: imgui.h:1311
IMGUI_API void PushClipRect(const ImVec2 &clip_rect_min, const ImVec2 &clip_rect_max, bool intersect_with_current_clip_rect)
Definition: imgui.cpp:3675
IMGUI_API void CaptureMouseFromApp(bool want_capture_mouse_value=true)
Definition: imgui.cpp:4130
IMGUI_API bool BeginPopup(const char *str_id, ImGuiWindowFlags flags=0)
Definition: imgui.cpp:6775
ImDrawData()
Definition: imgui.h:1890
IMGUI_API bool DragFloat2(const char *label, float v[2], float v_speed=1.0f, float v_min=0.0f, float v_max=0.0f, const char *format="%.3f", float power=1.0f)
unsigned char * TexPixelsAlpha8
Definition: imgui.h:2053
IMGUI_API void ShowMetricsWindow(bool *p_open=NULL)
Definition: imgui.cpp:9112
ImGuiTabBarFlags_
Definition: imgui.h:801
const value_type * const_iterator
Definition: imgui.h:1175
int CmdListsCount
Definition: imgui.h:1883
IMGUI_API void BeginTooltip()
Definition: imgui.cpp:6519
IMGUI_API bool VSliderFloat(const char *label, const ImVec2 &size, float *v, float v_min, float v_max, const char *format="%.3f", float power=1.0f)
IMGUI_API bool IsWindowAppearing()
Definition: imgui.cpp:6015
IMGUI_API bool DragScalar(const char *label, ImGuiDataType data_type, void *v, float v_speed, const void *v_min=NULL, const void *v_max=NULL, const char *format=NULL, float power=1.0f)
bool FontDataOwnedByAtlas
Definition: imgui.h:1905
ImVec2 DisplayVisibleMax
Definition: imgui.h:1296
IMGUI_API void SetNextWindowSizeConstraints(const ImVec2 &size_min, const ImVec2 &size_max, ImGuiSizeCallback custom_callback=NULL, void *custom_callback_data=NULL)
Definition: imgui.cpp:6062
IMGUI_API void * MemAlloc(size_t size)
Definition: imgui.cpp:2888
ImGuiWindowFlags_
Definition: imgui.h:683
ImDrawCmd()
Definition: imgui.h:1729
void resize(int new_size)
Definition: imgui.h:1201
const ImFontGlyph * FallbackGlyph
Definition: imgui.h:2080
IMGUI_API void Indent(float indent_w=0.0f)
Definition: imgui.cpp:6499
float GetCharAdvance(ImWchar c) const
Definition: imgui.h:2100
T * end()
Definition: imgui.h:1192
IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0)
Definition: imgui.cpp:5853
float StartPosY
Definition: imgui.h:1653
int ImFontAtlasFlags
Definition: imgui.h:130
void swap(ImVector< T > &rhs)
Definition: imgui.h:1198
IMGUI_API void PushButtonRepeat(bool repeat)
Definition: imgui.cpp:5599
bool IsDataType(const char *type) const
Definition: imgui.h:1466
IMGUI_API void ResetMouseDragDelta(int button=0)
Definition: imgui.cpp:4107
IMGUI_API void BulletTextV(const char *fmt, va_list args) IM_FMTLIST(1)
ImVec2 DisplayVisibleMin
Definition: imgui.h:1295
IMGUI_API void SetWindowFocus(const char *name)
Definition: imgui.cpp:6032
ImVec4()
Definition: imgui.h:179
IMGUI_API ImGuiMouseCursor GetMouseCursor()
Definition: imgui.cpp:4115
int size() const
Definition: imgui.h:1580
IMGUI_API float GetColumnOffset(int column_index=-1)
Definition: imgui.cpp:8070
ImGuiKey_
Definition: imgui.h:900
const char * end() const
Definition: imgui.h:1560
IMGUI_API bool SliderScalarN(const char *label, ImGuiDataType data_type, void *v, int components, const void *v_min, const void *v_max, const char *format=NULL, float power=1.0f)
IMGUI_API void SetScrollHereY(float center_y_ratio=0.5f)
Definition: imgui.cpp:6296
const ImDrawListSharedData * _Data
Definition: imgui.h:1796
TextRange(const char *_b, const char *_e)
Definition: imgui.h:1558
IMGUI_API bool InputTextMultiline(const char *label, char *buf, size_t buf_size, const ImVec2 &size=ImVec2(0, 0), ImGuiInputTextFlags flags=0, ImGuiInputTextCallback callback=NULL, void *user_data=NULL)
char Name[40]
Definition: imgui.h:1921
static void SetWindowCollapsed(ImGuiWindow *window, bool collapsed, ImGuiCond cond)
Definition: imgui.cpp:5993
IMGUI_API void EndTabItem()
float FrameRounding
Definition: imgui.h:1237
bool WantCaptureKeyboard
Definition: imgui.h:1362
ImColor(int r, int g, int b, int a=255)
Definition: imgui.h:1696
IMGUI_API void DestroyContext(ImGuiContext *ctx=NULL)
Definition: imgui.cpp:2965
IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags=0)
Definition: imgui.cpp:2757
ImVector< ImFont * > Fonts
Definition: imgui.h:2059
int MetricsTotalSurface
Definition: imgui.h:2090
static bool IsMouseHoveringWindow()
Definition: imgui.h:1507
IMGUI_API bool InputInt4(const char *label, int v[4], ImGuiInputTextFlags flags=0)
IMGUI_API ImVec2 GetItemRectSize()
Definition: imgui.cpp:4223
void SetHSV(float h, float s, float v, float a=1.0f)
Definition: imgui.h:1704
void PrimWriteVtx(const ImVec2 &pos, const ImVec2 &uv, ImU32 col)
Definition: imgui.h:1870
ImFontGlyph Glyph
Definition: imgui.h:2117
IMGUI_API float GetWindowWidth()
Definition: imgui.cpp:5882
IMGUI_API bool IsAnyItemFocused()
Definition: imgui.cpp:4183
static bool IsItemHoveredRect()
Definition: imgui.h:1504
IMGUI_API bool BeginChild(ImGuiID id, const ImVec2 &size=ImVec2(0, 0), bool border=false, ImGuiWindowFlags flags=0)
Definition: imgui.cpp:4293
IMGUI_API ImVec2 GetContentRegionMax()
Definition: imgui.cpp:6100
static float GetItemsLineHeightWithSpacing()
Definition: imgui.h:1497
ImVector< char > Buf
Definition: imgui.h:1573
ImVector< Pair > Data
Definition: imgui.h:1607
int ImGuiDragDropFlags
Definition: imgui.h:136
IMGUI_API bool CheckboxFlags(const char *label, unsigned int *flags, unsigned int flags_value)
IMGUI_API bool TreeNode(const void *ptr_id, const char *fmt,...) IM_FMTARGS(2)
IMGUI_API bool BeginChildFrame(ImGuiID id, const ImVec2 &size, ImGuiWindowFlags flags=0)
Definition: imgui.cpp:4339
ImVec2 uv
Definition: imgui.h:1742
IMGUI_API bool InputInt2(const char *label, int v[2], ImGuiInputTextFlags flags=0)
IMGUI_API bool ColorEdit4(const char *label, float col[4], ImGuiColorEditFlags flags=0)
int _ChannelsCurrent
Definition: imgui.h:1804
IMGUI_API bool BeginMenuBar()
int ImGuiConfigFlags
Definition: imgui.h:134
float ColumnsMinSpacing
Definition: imgui.h:1243
float DeltaTime
Definition: imgui.h:1278
IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2 &val)
Definition: imgui.cpp:5711
bool WantCaptureMouse
Definition: imgui.h:1361
GLenum GLuint id
Definition: gl.h:1033
IMGUI_API void MemFree(void *ptr)
Definition: imgui.cpp:2895
static bool IsRootWindowOrAnyChildHovered()
Definition: imgui.h:1500
IMGUI_API void TextWrappedV(const char *fmt, va_list args) IM_FMTLIST(1)
unsigned short ImDrawIdx
Definition: imgui.h:1734
IMGUI_API bool IsMousePosValid(const ImVec2 *mouse_pos=NULL)
Definition: imgui.cpp:4084
IMGUI_API void SetStateStorage(ImGuiStorage *storage)
Definition: imgui.cpp:6335
IMGUI_API ImVec2 GetMousePos()
Definition: imgui.cpp:4069
IMGUI_API void Bullet()
unsigned short ImWchar
Definition: imgui.h:119
unsigned int ID
Definition: imgui.h:2023
int ImGuiCond
Definition: imgui.h:121
bool NavActive
Definition: imgui.h:1366
IMGUI_API void EndDragDropSource()
Definition: imgui.cpp:8431
ImVector< CustomRect > CustomRects
Definition: imgui.h:2060
int ImGuiInputTextFlags
Definition: imgui.h:139
void Clear()
Definition: imgui.h:1892
IMGUI_API ImGuiID GetID(const void *ptr_id)
Definition: imgui.cpp:6388
int ImGuiDir
Definition: imgui.h:123
IMGUI_API void EndDragDropTarget()
Definition: imgui.cpp:8598
IMGUI_API void SetMouseCursor(ImGuiMouseCursor type)
Definition: imgui.cpp:4120
static bool IsRootWindowOrAnyChildFocused()
Definition: imgui.h:1495
IMGUI_API ImVec2 GetContentRegionAvail()
Definition: imgui.cpp:6109
IMGUI_API bool CollapsingHeader(const char *label, bool *p_open, ImGuiTreeNodeFlags flags=0)
const char * begin() const
Definition: imgui.h:1559
IMGUI_API bool DragFloat(const char *label, float *v, float v_speed=1.0f, float v_min=0.0f, float v_max=0.0f, const char *format="%.3f", float power=1.0f)
bool MergeMode
Definition: imgui.h:1916
static ImVec2 CalcItemRectClosestPoint(const ImVec2 &pos, bool on_edge=false, float outward=0.f)
Definition: imgui.h:1491
ImVec2 DisplayOffset
Definition: imgui.h:2076
IMGUI_API float GetScrollMaxY()
Definition: imgui.cpp:6267
IMGUI_API bool DragScalarN(const char *label, ImGuiDataType data_type, void *v, int components, float v_speed, const void *v_min=NULL, const void *v_max=NULL, const char *format=NULL, float power=1.0f)
IMGUI_API void SetCurrentContext(ImGuiContext *ctx)
Definition: imgui.cpp:2926
ImFontAtlas * ContainerAtlas
Definition: imgui.h:2087
IMGUI_API ImDrawList * GetWindowDrawList()
Definition: imgui.cpp:6163
void * BackendPlatformUserData
Definition: imgui.h:1313
IMGUI_API void ShowDemoWindow(bool *p_open=NULL)
Definition: imgui_demo.cpp:170
#define IM_ASSERT(_EXPR)
Definition: imgui.h:64
void pop_back()
Definition: imgui.h:1207
int ImGuiWindowFlags
Definition: imgui.h:144
#define IMGUI_API
Definition: imgui.h:55
IMGUI_API bool IsKeyDown(int user_key_index)
Definition: imgui.cpp:3963
IMGUI_API void PopStyleVar(int count=1)
Definition: imgui.cpp:5725
int DataFrameCount
Definition: imgui.h:1459
IMGUI_API void SetScrollY(float scroll_y)
Definition: imgui.cpp:6279
float FontSize
Definition: imgui.h:2074
float Alpha
Definition: imgui.h:1226
IMGUI_API void SetTooltipV(const char *fmt, va_list args) IM_FMTLIST(1)
Definition: imgui.cpp:6565
IMGUI_API ImVec2 CalcTextSize(const char *text, const char *text_end=NULL, bool hide_text_after_double_hash=false, float wrap_width=-1.0f)
Definition: imgui.cpp:3827
#define IM_COL32_A_SHIFT
Definition: imgui.h:1679
IMGUI_API ImVec2 GetWindowContentRegionMin()
Definition: imgui.cpp:6121
IMGUI_API bool BeginPopupContextWindow(const char *str_id=NULL, int mouse_button=1, bool also_over_items=true)
Definition: imgui.cpp:6842
IMGUI_API void Dummy(const ImVec2 &size)
ImVec2 GetClipRectMin() const
Definition: imgui.h:1816
IMGUI_API void BulletText(const char *fmt,...) IM_FMTARGS(1)
ImVector< ImWchar > InputQueueCharacters
Definition: imgui.h:1395
int MetricsActiveAllocations
Definition: imgui.h:1373
IMGUI_API bool IsAnyItemHovered()
Definition: imgui.cpp:4171
static void SetWindowSize(ImGuiWindow *window, const ImVec2 &size, ImGuiCond cond)
Definition: imgui.cpp:5950
int ImGuiBackendFlags
Definition: imgui.h:131
float w
Definition: imgui.h:178
IMGUI_API const char * GetStyleColorName(ImGuiCol idx)
Definition: imgui.cpp:5741
IMGUI_API bool IsMouseDragging(int button=0, float lock_threshold=-1.0f)
Definition: imgui.cpp:4058
IMGUI_API ImVec2 GetWindowContentRegionMax()
Definition: imgui.cpp:6127
Pair(ImGuiID _key, void *_val_p)
Definition: imgui.h:1605
ImVec2 WindowMinSize
Definition: imgui.h:1230
IMGUI_API bool SliderFloat4(const char *label, float v[4], float v_min, float v_max, const char *format="%.3f", float power=1.0f)
IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio=0.5f)
Definition: imgui.cpp:6286
unsigned int RasterizerFlags
Definition: imgui.h:1917
ImVector< ImDrawChannel > _Channels
Definition: imgui.h:1806
int TexWidth
Definition: imgui.h:2055
IMGUI_API void TextUnformatted(const char *text, const char *text_end=NULL)
static bool IsPosHoveringAnyWindow(const ImVec2 &)
Definition: imgui.h:1505
bool Preview
Definition: imgui.h:1461
IMGUI_API bool InputScalar(const char *label, ImGuiDataType data_type, void *v, const void *step=NULL, const void *step_fast=NULL, const char *format=NULL, ImGuiInputTextFlags flags=0)
IMGUI_API void SetColumnOffset(int column_index, float offset_x)
Definition: imgui.cpp:8109
IMGUI_API void Unindent(float indent_w=0.0f)
Definition: imgui.cpp:6507
void push_front(const T &v)
Definition: imgui.h:1208
IMGUI_API bool DragInt2(const char *label, int v[2], float v_speed=1.0f, int v_min=0, int v_max=0, const char *format="%d")
const char * _OwnerName
Definition: imgui.h:1797
T * Data
Definition: imgui.h:1170
const T * end() const
Definition: imgui.h:1193
static bool IsItemDeactivatedAfterChange()
Definition: imgui.h:1482
IMGUI_API int GetColumnsCount()
Definition: imgui.cpp:8035
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))
ImVec2 GetClipRectMax() const
Definition: imgui.h:1817
#define IM_COL32_B_SHIFT
Definition: imgui.h:1678
ImVector< ImDrawCmd > CmdBuffer
Definition: imgui.h:1790
IMGUI_API bool ColorEdit3(const char *label, float col[3], ImGuiColorEditFlags flags=0)
IMGUI_API bool DragInt4(const char *label, int v[4], float v_speed=1.0f, int v_min=0, int v_max=0, const char *format="%d")
const T & operator[](int i) const
Definition: imgui.h:1187
float ChildRounding
Definition: imgui.h:1232
ImTextureID TextureId
Definition: imgui.h:1725
void * ClipboardUserData
Definition: imgui.h:1321
int ImGuiStyleVar
Definition: imgui.h:127
IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup()
Definition: imgui.cpp:4075
float MouseDoubleClickTime
Definition: imgui.h:1282
const ImWchar * GlyphRanges
Definition: imgui.h:1913
float GrabMinSize
Definition: imgui.h:1246
T * erase_unsorted(const T *it)
Definition: imgui.h:1211
ImGuiID SourceId
Definition: imgui.h:1457
IMGUI_API bool ShowStyleSelector(const char *label)
IMGUI_API ImGuiIO & GetIO()
Definition: imgui.cpp:2975
const T & front() const
Definition: imgui.h:1195
bool IsPacked() const
Definition: imgui.h:2030
int MetricsRenderIndices
Definition: imgui.h:1370
int ImGuiKey
Definition: imgui.h:124
int DataSize
Definition: imgui.h:1454
IMGUI_API void LabelTextV(const char *label, const char *fmt, va_list args) IM_FMTLIST(2)
unsigned int * TexPixelsRGBA32
Definition: imgui.h:2054
int ImDrawCornerFlags
Definition: imgui.h:128
float z
Definition: imgui.h:178
IMGUI_API ImFont * GetFont()
Definition: imgui.cpp:6169
const char * c_str() const
Definition: imgui.h:1584
IMGUI_API void EndGroup()
Definition: imgui.cpp:6431
ImVec2()
Definition: imgui.h:167
ImVec2 GlyphExtraSpacing
Definition: imgui.h:1911
IMGUI_API int GetColumnIndex()
Definition: imgui.cpp:8029
IMGUI_API bool IsItemDeactivated()
Definition: imgui.cpp:4146
IMGUI_API bool IsKeyReleased(int user_key_index)
Definition: imgui.cpp:4002
IMGUI_API void Spacing()
IMGUI_API void LogToFile(int max_depth=-1, const char *filename=NULL)
Definition: imgui.cpp:8689
static void SetScrollHere(float center_ratio=0.5f)
Definition: imgui.h:1480
IMGUI_API bool SliderAngle(const char *label, float *v_rad, float v_degrees_min=-360.0f, float v_degrees_max=+360.0f, const char *format="%.0f deg")
IMGUI_API ImGuiContext * GetCurrentContext()
Definition: imgui.cpp:2921
IMGUI_API void EndCombo()
float ScrollbarRounding
Definition: imgui.h:1245
IMGUI_API bool IsWindowCollapsed()
Definition: imgui.cpp:6009
static bool IsAnyWindowHovered()
Definition: imgui.h:1490
signed int ImS32
Definition: imgui.h:149
const CustomRect * GetCustomRectByIndex(int index) const
Definition: imgui.h:2035
IMGUI_API void ShowStyleEditor(ImGuiStyle *ref=NULL)
IMGUI_API bool DragFloat4(const char *label, float v[4], float v_speed=1.0f, float v_min=0.0f, float v_max=0.0f, const char *format="%.3f", float power=1.0f)
IMGUI_API float GetContentRegionAvailWidth()
Definition: imgui.cpp:6115
unsigned int ImGuiID
Definition: imgui.h:118
bool KeyShift
Definition: imgui.h:1346
IMGUI_API bool VSliderInt(const char *label, const ImVec2 &size, int *v, int v_min, int v_max, const char *format="%d")
float PopupBorderSize
Definition: imgui.h:1235
IMGUI_API void PushItemWidth(float item_width)
Definition: imgui.cpp:5496
IMGUI_API bool MenuItem(const char *label, const char *shortcut, bool *p_selected, bool enabled=true)
IMGUI_API ImGuiContext * CreateContext(ImFontAtlas *shared_font_atlas=NULL)
Definition: imgui.cpp:2956
ImVector()
Definition: imgui.h:1178
IMGUI_API bool Button(const char *label, const ImVec2 &size=ImVec2(0, 0))
ImU32 col
Definition: imgui.h:1743
T & back()
Definition: imgui.h:1196
IMGUI_API bool IsItemFocused()
Definition: imgui.cpp:4159
ImGuiCol_
Definition: imgui.h:987
IMGUI_API void Separator()
IMGUI_API void End()
Definition: imgui.cpp:5371
void AddChar(ImWchar c)
Definition: imgui.h:1944
void * BackendRendererUserData
Definition: imgui.h:1314
IMGUI_API bool VSliderScalar(const char *label, const ImVec2 &size, ImGuiDataType data_type, void *v, const void *v_min, const void *v_max, const char *format=NULL, float power=1.0f)
int FontDataSize
Definition: imgui.h:1904
bool ConfigWindowsMoveFromTitleBarOnly
Definition: imgui.h:1303
Definition: imgui.h:176
IMGUI_API void BeginGroup()
Definition: imgui.cpp:6406
int Size
Definition: imgui.h:1168
bool FontAllowUserScaling
Definition: imgui.h:1292
T * erase(const T *it, const T *it_last)
Definition: imgui.h:1210
static void AlignFirstTextHeightToWidgets()
Definition: imgui.h:1501
float SizePixels
Definition: imgui.h:1907
IMGUI_API float GetScrollX()
Definition: imgui.cpp:6252
ImTextureID TexID
Definition: imgui.h:2047
IMGUI_API const ImGuiPayload * GetDragDropPayload()
Definition: imgui.cpp:8591
bool IsDelivery() const
Definition: imgui.h:1468
IMGUI_API bool BeginPopupContextVoid(const char *str_id=NULL, int mouse_button=1)
Definition: imgui.cpp:6853
IMGUI_API void SetCursorPosX(float local_x)
Definition: imgui.cpp:6219
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Definition: imgui.h:1660
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Definition: imgui.h:2071
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autogenerated on Tue Jul 4 2023 03:08:21