siplasplas
imgui.h
1 // dear imgui, v1.50 WIP
2 // (headers)
3 
4 // See imgui.cpp file for documentation.
5 // See ImGui::ShowTestWindow() in imgui_demo.cpp for demo code.
6 // Read 'Programmer guide' in imgui.cpp for notes on how to setup ImGui in your codebase.
7 // Get latest version at https://github.com/ocornut/imgui
8 
9 #pragma once
10 
11 #if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H)
12 #include "imconfig.h" // User-editable configuration file
13 #endif
14 #include <float.h> // FLT_MAX
15 #include <stdarg.h> // va_list
16 #include <stddef.h> // ptrdiff_t, NULL
17 #include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
18 
19 #define IMGUI_VERSION "1.50 WIP"
20 
21 // Define attributes of all API symbols declarations, e.g. for DLL under Windows.
22 #ifndef IMGUI_API
23 #define IMGUI_API
24 #endif
25 
26 // Define assertion handler.
27 #ifndef IM_ASSERT
28 #include <assert.h>
29 #define IM_ASSERT(_EXPR) assert(_EXPR)
30 #endif
31 
32 // Some compilers support applying printf-style warnings to user functions.
33 #if defined(__clang__) || defined(__GNUC__)
34 #define IM_PRINTFARGS(FMT) __attribute__((format(printf, FMT, (FMT+1))))
35 #else
36 #define IM_PRINTFARGS(FMT)
37 #endif
38 
39 #if defined(__clang__)
40 #pragma clang diagnostic push
41 #pragma clang diagnostic ignored "-Wold-style-cast"
42 #endif
43 
44 // Forward declarations
45 struct ImDrawChannel; // Temporary storage for outputting drawing commands out of order, used by ImDrawList::ChannelsSplit()
46 struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call)
47 struct ImDrawData; // All draw command lists required to render the frame
48 struct ImDrawList; // A single draw command list (generally one per window)
49 struct ImDrawVert; // A single vertex (20 bytes by default, override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
50 struct ImFont; // Runtime data for a single font within a parent ImFontAtlas
51 struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF font loader
52 struct ImFontConfig; // Configuration data when adding a font or merging fonts
53 struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4
54 struct ImGuiIO; // Main configuration and I/O between your application and ImGui
55 struct ImGuiOnceUponAFrame; // Simple helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro
56 struct ImGuiStorage; // Simple custom key value storage
57 struct ImGuiStyle; // Runtime data for styling/colors
58 struct ImGuiTextFilter; // Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
59 struct ImGuiTextBuffer; // Text buffer for logging/accumulating text
60 struct ImGuiTextEditCallbackData; // Shared state of ImGui::InputText() when using custom ImGuiTextEditCallback (rare/advanced use)
61 struct ImGuiSizeConstraintCallbackData;// Structure used to constraint window size in custom ways when using custom ImGuiSizeConstraintCallback (rare/advanced use)
62 struct ImGuiListClipper; // Helper to manually clip large list of items
63 struct ImGuiContext; // ImGui context (opaque)
64 
65 // Enumerations (declared as int for compatibility and to not pollute the top of this file)
66 typedef unsigned int ImU32;
67 typedef unsigned short ImWchar; // character for keyboard input/display
68 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)
69 typedef ImU32 ImGuiID; // unique ID used by widgets (typically hashed from a stack of string)
70 typedef int ImGuiCol; // a color identifier for styling // enum ImGuiCol_
71 typedef int ImGuiStyleVar; // a variable identifier for styling // enum ImGuiStyleVar_
72 typedef int ImGuiKey; // a key identifier (ImGui-side enum) // enum ImGuiKey_
73 typedef int ImGuiAlign; // alignment // enum ImGuiAlign_
74 typedef int ImGuiColorEditMode; // color edit mode for ColorEdit*() // enum ImGuiColorEditMode_
75 typedef int ImGuiMouseCursor; // a mouse cursor identifier // enum ImGuiMouseCursor_
76 typedef int ImGuiWindowFlags; // window flags for Begin*() // enum ImGuiWindowFlags_
77 typedef int ImGuiSetCond; // condition flags for Set*() // enum ImGuiSetCond_
78 typedef int ImGuiInputTextFlags; // flags for InputText*() // enum ImGuiInputTextFlags_
79 typedef int ImGuiSelectableFlags; // flags for Selectable() // enum ImGuiSelectableFlags_
80 typedef int ImGuiTreeNodeFlags; // flags for TreeNode*(), Collapsing*() // enum ImGuiTreeNodeFlags_
81 typedef int (*ImGuiTextEditCallback)(ImGuiTextEditCallbackData *data);
82 typedef void (*ImGuiSizeConstraintCallback)(ImGuiSizeConstraintCallbackData* data);
83 
84 // Others helpers at bottom of the file:
85 // class ImVector<> // Lightweight std::vector like class.
86 // IMGUI_ONCE_UPON_A_FRAME // Execute a block of code once per frame only (convenient for creating UI within deep-nested code that runs multiple times)
87 
88 struct ImVec2
89 {
90  float x, y;
91  ImVec2() { x = y = 0.0f; }
92  ImVec2(float _x, float _y) { x = _x; y = _y; }
93 #ifdef IM_VEC2_CLASS_EXTRA // Define constructor and implicit cast operators in imconfig.h to convert back<>forth from your math types and ImVec2.
94  IM_VEC2_CLASS_EXTRA
95 #endif
96 };
97 
98 struct ImVec4
99 {
100  float x, y, z, w;
101  ImVec4() { x = y = z = w = 0.0f; }
102  ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; }
103 #ifdef IM_VEC4_CLASS_EXTRA // Define constructor and implicit cast operators in imconfig.h to convert back<>forth from your math types and ImVec4.
104  IM_VEC4_CLASS_EXTRA
105 #endif
106 };
107 
108 // ImGui end-user API
109 // In a namespace so that user can add extra functions in a separate file (e.g. Value() helpers for your vector or common types)
110 namespace ImGui
111 {
112  // Main
113  IMGUI_API ImGuiIO& GetIO();
114  IMGUI_API ImGuiStyle& GetStyle();
115  IMGUI_API ImDrawData* GetDrawData(); // same value as passed to your io.RenderDrawListsFn() function. valid after Render() and until the next call to NewFrame()
116  IMGUI_API void NewFrame(); // start a new ImGui frame, you can submit any command from this point until NewFrame()/Render().
117  IMGUI_API void Render(); // ends the ImGui frame, finalize rendering data, then call your io.RenderDrawListsFn() function if set.
118  IMGUI_API void Shutdown();
119  IMGUI_API void ShowUserGuide(); // help block
120  IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // style editor block. you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
121  IMGUI_API void ShowTestWindow(bool* p_open = NULL); // test window demonstrating ImGui features
122  IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // metrics window for debugging ImGui
123 
124  // Window
125  IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // push window to the stack and start appending to it. see .cpp for details. return false when window is collapsed, so you can early out in your code. 'bool* p_open' creates a widget on the upper-right to close the window (which sets your bool to false).
126  IMGUI_API bool Begin(const char* name, bool* p_open, const ImVec2& size_on_first_use, float bg_alpha = -1.0f, ImGuiWindowFlags flags = 0); // OBSOLETE. this is the older/longer API. the extra parameters aren't very relevant. call SetNextWindowSize() instead if you want to set a window size. For regular windows, 'size_on_first_use' only applies to the first time EVER the window is created and probably not what you want! might obsolete this API eventually.
127  IMGUI_API void End(); // finish appending to current window, pop it off the window stack.
128  IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // begin a scrolling region. size==0.0f: use remaining window size, size<0.0f: use remaining window size minus abs(size). size>0.0f: fixed size. each axis can use a different mode, e.g. ImVec2(0,400).
129  IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // "
130  IMGUI_API void EndChild();
131  IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
132  IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos()
133  IMGUI_API float GetContentRegionAvailWidth(); //
134  IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates
135  IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
136  IMGUI_API float GetWindowContentRegionWidth(); //
137  IMGUI_API ImDrawList* GetWindowDrawList(); // get rendering command-list if you want to append your own draw primitives
138  IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList api)
139  IMGUI_API ImVec2 GetWindowSize(); // get current window size
140  IMGUI_API float GetWindowWidth();
141  IMGUI_API float GetWindowHeight();
142  IMGUI_API bool IsWindowCollapsed();
143  IMGUI_API void SetWindowFontScale(float scale); // per-window font scale. Adjust IO.FontGlobalScale if you want to scale all windows
144 
145  IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0); // set next window position. call before Begin()
146  IMGUI_API void SetNextWindowPosCenter(ImGuiSetCond cond = 0); // set next window position to be centered on screen. call before Begin()
147  IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiSetCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()
148  IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeConstraintCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Use callback to apply non-trivial programmatic constraints.
149  IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (enforce the range of scrollbars). set axis to 0.0f to leave it automatic. call before Begin()
150  IMGUI_API void SetNextWindowContentWidth(float width); // set next window content width (enforce the range of horizontal scrollbar). call before Begin()
151  IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0); // set next window collapsed state. call before Begin()
152  IMGUI_API void SetNextWindowFocus(); // set next window to be focused / front-most. call before Begin()
153  IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects.
154  IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiSetCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0,0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.
155  IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
156  IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / front-most. prefer using SetNextWindowFocus().
157  IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiSetCond cond = 0); // set named window position.
158  IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiSetCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis.
159  IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiSetCond cond = 0); // set named window collapsed state
160  IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / front-most. use NULL to remove focus.
161 
162  IMGUI_API float GetScrollX(); // get scrolling amount [0..GetScrollMaxX()]
163  IMGUI_API float GetScrollY(); // get scrolling amount [0..GetScrollMaxY()]
164  IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.X - WindowSize.X
165  IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.Y - WindowSize.Y
166  IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0..GetScrollMaxX()]
167  IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()]
168  IMGUI_API void SetScrollHere(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom.
169  IMGUI_API void SetScrollFromPosY(float pos_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position valid. use GetCursorPos() or GetCursorStartPos()+offset to get valid positions.
170  IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use negative 'offset' to access previous widgets.
171  IMGUI_API void SetStateStorage(ImGuiStorage* tree); // replace tree state storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
172  IMGUI_API ImGuiStorage* GetStateStorage();
173 
174  // Parameters stacks (shared)
175  IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font
176  IMGUI_API void PopFont();
177  IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col);
178  IMGUI_API void PopStyleColor(int count = 1);
179  IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val);
180  IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val);
181  IMGUI_API void PopStyleVar(int count = 1);
182  IMGUI_API ImFont* GetFont(); // get current font
183  IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied
184  IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
185  IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier
186  IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied
187 
188  // Parameters stacks (current window)
189  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)
190  IMGUI_API void PopItemWidth();
191  IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position
192  IMGUI_API void PushTextWrapPos(float wrap_pos_x = 0.0f); // word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
193  IMGUI_API void PopTextWrapPos();
194  IMGUI_API void PushAllowKeyboardFocus(bool v); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
195  IMGUI_API void PopAllowKeyboardFocus();
196  IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (uses io.KeyRepeatDelay/io.KeyRepeatRate for now). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame.
197  IMGUI_API void PopButtonRepeat();
198 
199  // Cursor / Layout
200  IMGUI_API void Separator(); // horizontal line
201  IMGUI_API void SameLine(float pos_x = 0.0f, float spacing_w = -1.0f); // call between widgets or groups to layout them horizontally
202  IMGUI_API void NewLine(); // undo a SameLine()
203  IMGUI_API void Spacing(); // add vertical spacing
204  IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size
205  IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by style.IndentSpacing or indent_w if >0
206  IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by style.IndentSpacing or indent_w if >0
207  IMGUI_API void BeginGroup(); // lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
208  IMGUI_API void EndGroup();
209  IMGUI_API ImVec2 GetCursorPos(); // cursor position is relative to window position
210  IMGUI_API float GetCursorPosX(); // "
211  IMGUI_API float GetCursorPosY(); // "
212  IMGUI_API void SetCursorPos(const ImVec2& local_pos); // "
213  IMGUI_API void SetCursorPosX(float x); // "
214  IMGUI_API void SetCursorPosY(float y); // "
215  IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position
216  IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute screen coordinates [0..io.DisplaySize] (useful to work with ImDrawList API)
217  IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute screen coordinates [0..io.DisplaySize]
218  IMGUI_API void AlignFirstTextHeightToWidgets(); // call once if the first item on the line is a Text() item and you want to vertically lower it to match subsequent (bigger) widgets
219  IMGUI_API float GetTextLineHeight(); // height of font == GetWindowFontSize()
220  IMGUI_API float GetTextLineHeightWithSpacing(); // distance (in pixels) between 2 consecutive lines of text == GetWindowFontSize() + GetStyle().ItemSpacing.y
221  IMGUI_API float GetItemsLineHeightWithSpacing(); // distance (in pixels) between 2 consecutive lines of standard height widgets == GetWindowFontSize() + GetStyle().FramePadding.y*2 + GetStyle().ItemSpacing.y
222 
223  // Columns
224  // You can also use SameLine(pos_x) for simplified columning. The columns API is still work-in-progress and rather lacking.
225  IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true); // setup number of columns. use an identifier to distinguish multiple column sets. close with Columns(1).
226  IMGUI_API void NextColumn(); // next column
227  IMGUI_API int GetColumnIndex(); // get current column index
228  IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetcolumnsCount() inclusive. column 0 is usually 0.0f and not resizable unless you call this
229  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
230  IMGUI_API float GetColumnWidth(int column_index = -1); // column width (== GetColumnOffset(GetColumnIndex()+1) - GetColumnOffset(GetColumnOffset())
231  IMGUI_API int GetColumnsCount(); // number of columns (what was passed to Columns())
232 
233  // ID scopes
234  // If you are creating widgets in a loop you most likely want to push a unique identifier so ImGui can differentiate them.
235  // You can also use the "##foobar" syntax within widget label to distinguish them from each others. Read "A primer on the use of labels/IDs" in the FAQ for more details.
236  IMGUI_API void PushID(const char* str_id); // push identifier into the ID stack. IDs are hash of the *entire* stack!
237  IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end);
238  IMGUI_API void PushID(const void* ptr_id);
239  IMGUI_API void PushID(int int_id);
240  IMGUI_API void PopID();
241  IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). useful if you want to query into ImGuiStorage yourself. otherwise rarely needed
242  IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end);
243  IMGUI_API ImGuiID GetID(const void* ptr_id);
244 
245  // Widgets
246  IMGUI_API void Text(const char* fmt, ...) IM_PRINTFARGS(1);
247  IMGUI_API void TextV(const char* fmt, va_list args);
248  IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_PRINTFARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
249  IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args);
250  IMGUI_API void TextDisabled(const char* fmt, ...) IM_PRINTFARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
251  IMGUI_API void TextDisabledV(const char* fmt, va_list args);
252  IMGUI_API void TextWrapped(const char* fmt, ...) IM_PRINTFARGS(1); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize().
253  IMGUI_API void TextWrappedV(const char* fmt, va_list args);
254  IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // doesn't require null terminated string if 'text_end' is specified. no copy done to any bounded stack buffer, recommended for long chunks of text
255  IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_PRINTFARGS(2); // display text+label aligned the same way as value+label widgets
256  IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args);
257  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
258  IMGUI_API void BulletText(const char* fmt, ...) IM_PRINTFARGS(1); // shortcut for Bullet()+Text()
259  IMGUI_API void BulletTextV(const char* fmt, va_list args);
260  IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0)); // button
261  IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0)
262  IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size);
263  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));
264  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
265  IMGUI_API bool Checkbox(const char* label, bool* v);
266  IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
267  IMGUI_API bool RadioButton(const char* label, bool active);
268  IMGUI_API bool RadioButton(const char* label, int* v, int v_button);
269  IMGUI_API bool Combo(const char* label, int* current_item, const char** items, int items_count, int height_in_items = -1);
270  IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items = -1); // separate items with \0, end item-list with \0\0
271  IMGUI_API bool Combo(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1);
272  IMGUI_API bool ColorButton(const ImVec4& col, bool small_height = false, bool outline_border = true);
273  IMGUI_API bool ColorEdit3(const char* label, float col[3]); // Hint: 'float col[3]' function argument is same as 'float* col'. You can pass address of first element out of a contiguous set, e.g. &myvector.x
274  IMGUI_API bool ColorEdit4(const char* label, float col[4], bool show_alpha = true); // "
275  IMGUI_API void ColorEditMode(ImGuiColorEditMode mode); // FIXME-OBSOLETE: This is inconsistent with most of the API and will be obsoleted/replaced.
276  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));
277  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));
278  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));
279  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));
280  IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-1,0), const char* overlay = NULL);
281 
282  // Widgets: Drags (tip: ctrl+click on a drag box to input with keyboard. manually input values aren't clamped, can go off-bounds)
283  // For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, remember than a 'float v[3]' function argument is the same as 'float* v'. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
284  IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f); // If v_min >= v_max we have no bound
285  IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f);
286  IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f);
287  IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f);
288  IMGUI_API bool DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", const char* display_format_max = NULL, float power = 1.0f);
289  IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f"); // If v_min >= v_max we have no bound
290  IMGUI_API bool DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f");
291  IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f");
292  IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f");
293  IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f", const char* display_format_max = NULL);
294 
295  // Widgets: Input with Keyboard
296  IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiTextEditCallback callback = NULL, void* user_data = NULL);
297  IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0,0), ImGuiInputTextFlags flags = 0, ImGuiTextEditCallback callback = NULL, void* user_data = NULL);
298  IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, int decimal_precision = -1, ImGuiInputTextFlags extra_flags = 0);
299  IMGUI_API bool InputFloat2(const char* label, float v[2], int decimal_precision = -1, ImGuiInputTextFlags extra_flags = 0);
300  IMGUI_API bool InputFloat3(const char* label, float v[3], int decimal_precision = -1, ImGuiInputTextFlags extra_flags = 0);
301  IMGUI_API bool InputFloat4(const char* label, float v[4], int decimal_precision = -1, ImGuiInputTextFlags extra_flags = 0);
302  IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags extra_flags = 0);
303  IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags extra_flags = 0);
304  IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags extra_flags = 0);
305  IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags extra_flags = 0);
306 
307  // Widgets: Sliders (tip: ctrl+click on a slider to input with keyboard. manually input values aren't clamped, can go off-bounds)
308  IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f); // adjust display_format to decorate the value with a prefix or a suffix. Use power!=1.0 for logarithmic sliders
309  IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
310  IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
311  IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
312  IMGUI_API bool SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f);
313  IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* display_format = "%.0f");
314  IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* display_format = "%.0f");
315  IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* display_format = "%.0f");
316  IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* display_format = "%.0f");
317  IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
318  IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* display_format = "%.0f");
319 
320  // Widgets: Trees
321  IMGUI_API bool TreeNode(const char* label); // if returning 'true' the node is open and the tree id is pushed into the id stack. user is responsible for calling TreePop().
322  IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_PRINTFARGS(2); // read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
323  IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_PRINTFARGS(2); // "
324  IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args); // "
325  IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args); // "
326  IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);
327  IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_PRINTFARGS(3);
328  IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_PRINTFARGS(3);
329  IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args);
330  IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args);
331  IMGUI_API void TreePush(const char* str_id = NULL); // ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call Push/Pop yourself for layout purpose
332  IMGUI_API void TreePush(const void* ptr_id = NULL); // "
333  IMGUI_API void TreePop(); // ~ Unindent()+PopId()
334  IMGUI_API void TreeAdvanceToLabelPos(); // advance cursor x position by GetTreeNodeToLabelSpacing()
335  IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceeding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
336  IMGUI_API void SetNextTreeNodeOpen(bool is_open, ImGuiSetCond cond = 0); // set next TreeNode/CollapsingHeader open state.
337  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().
338  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
339 
340  // Widgets: Selectable / Lists
341  IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height
342  IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0));
343  IMGUI_API bool ListBox(const char* label, int* current_item, const char** items, int items_count, int height_in_items = -1);
344  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);
345  IMGUI_API bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0,0)); // use if you want to reimplement ListBox() will custom data or interactions. make sure to call ListBoxFooter() afterwards.
346  IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // "
347  IMGUI_API void ListBoxFooter(); // terminate the scrolling region
348 
349  // Widgets: Value() Helpers. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace)
350  IMGUI_API void Value(const char* prefix, bool b);
351  IMGUI_API void Value(const char* prefix, int v);
352  IMGUI_API void Value(const char* prefix, unsigned int v);
353  IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL);
354  IMGUI_API void ValueColor(const char* prefix, const ImVec4& v);
355  IMGUI_API void ValueColor(const char* prefix, unsigned int v);
356 
357  // Tooltips
358  IMGUI_API void SetTooltip(const char* fmt, ...) IM_PRINTFARGS(1); // set tooltip under mouse-cursor, typically use with ImGui::IsHovered(). last call wins
359  IMGUI_API void SetTooltipV(const char* fmt, va_list args);
360  IMGUI_API void BeginTooltip(); // use to create full-featured tooltip windows that aren't just text
361  IMGUI_API void EndTooltip();
362 
363  // Menus
364  IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar. only call EndMainMenuBar() if this returns true!
365  IMGUI_API void EndMainMenuBar();
366  IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set). only call EndMenuBar() if this returns true!
367  IMGUI_API void EndMenuBar();
368  IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true!
369  IMGUI_API void EndMenu();
370  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
371  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
372 
373  // Popups
374  IMGUI_API void OpenPopup(const char* str_id); // mark popup as open. popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
375  IMGUI_API bool BeginPopup(const char* str_id); // return true if the popup is open, and you can start outputting to it. only call EndPopup() if BeginPopup() returned true!
376  IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags extra_flags = 0); // modal dialog (can't close them by clicking outside)
377  IMGUI_API bool BeginPopupContextItem(const char* str_id, int mouse_button = 1); // helper to open and begin popup when clicked on last item. read comments in .cpp!
378  IMGUI_API bool BeginPopupContextWindow(bool also_over_items = true, const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked on current window.
379  IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked in void (no window).
380  IMGUI_API void EndPopup();
381  IMGUI_API void CloseCurrentPopup(); // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup.
382 
383  // Logging: all text output from interface is redirected to tty/file/clipboard. By default, tree nodes are automatically opened during logging.
384  IMGUI_API void LogToTTY(int max_depth = -1); // start logging to tty
385  IMGUI_API void LogToFile(int max_depth = -1, const char* filename = NULL); // start logging to file
386  IMGUI_API void LogToClipboard(int max_depth = -1); // start logging to OS clipboard
387  IMGUI_API void LogFinish(); // stop logging (close file, etc.)
388  IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard
389  IMGUI_API void LogText(const char* fmt, ...) IM_PRINTFARGS(1); // pass text data straight to log (without being displayed)
390 
391  // Clipping
392  IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
393  IMGUI_API void PopClipRect();
394 
395  // Utilities
396  IMGUI_API bool IsItemHovered(); // was the last item hovered by mouse?
397  IMGUI_API bool IsItemHoveredRect(); // was the last item hovered by mouse? even if another item is active or window is blocked by popup while we are hovering this
398  IMGUI_API bool IsItemActive(); // was the last item active? (e.g. button being held, text field being edited- items that don't interact will always return false)
399  IMGUI_API bool IsItemClicked(int mouse_button = 0); // was the last item clicked? (e.g. button/node just clicked on)
400  IMGUI_API bool IsItemVisible(); // was the last item visible? (aka not out of sight due to clipping/scrolling.)
401  IMGUI_API bool IsAnyItemHovered();
402  IMGUI_API bool IsAnyItemActive();
403  IMGUI_API ImVec2 GetItemRectMin(); // get bounding rect of last item in screen space
404  IMGUI_API ImVec2 GetItemRectMax(); // "
405  IMGUI_API ImVec2 GetItemRectSize(); // "
406  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.
407  IMGUI_API bool IsWindowHovered(); // is current window hovered and hoverable (not blocked by a popup) (differentiate child windows from each others)
408  IMGUI_API bool IsWindowFocused(); // is current window focused
409  IMGUI_API bool IsRootWindowFocused(); // is current root window focused (root = top-most parent of a child, otherwise self)
410  IMGUI_API bool IsRootWindowOrAnyChildFocused(); // is current root window or any of its child (including current window) focused
411  IMGUI_API bool IsRootWindowOrAnyChildHovered(); // is current root window or any of its child (including current window) hovered and hoverable (not blocked by a popup)
412  IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle of given size starting from cursor pos is visible (not clipped). to perform coarse clipping on user's side (as an optimization)
413  IMGUI_API bool IsPosHoveringAnyWindow(const ImVec2& pos); // is given position hovering any active imgui window
414  IMGUI_API float GetTime();
415  IMGUI_API int GetFrameCount();
416  IMGUI_API const char* GetStyleColName(ImGuiCol idx);
417  IMGUI_API ImVec2 CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = +0.0f); // utility to find the closest point the last item bounding rectangle edge. useful to visually link items
418  IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
419  IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // calculate coarse clipping for large list of evenly sized items. Prefer using the ImGuiListClipper higher-level helper if you can.
420 
421  IMGUI_API bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame
422  IMGUI_API void EndChildFrame();
423 
424  IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in);
425  IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in);
426  IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
427  IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
428 
429  // Inputs
430  IMGUI_API int GetKeyIndex(ImGuiKey key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
431  IMGUI_API bool IsKeyDown(int key_index); // key_index into the keys_down[] array, imgui doesn't know the semantic of each entry, uses your own indices!
432  IMGUI_API bool IsKeyPressed(int key_index, bool repeat = true); // uses user's key indices as stored in the keys_down[] array. if repeat=true. uses io.KeyRepeatDelay / KeyRepeatRate
433  IMGUI_API bool IsKeyReleased(int key_index); // "
434  IMGUI_API bool IsMouseDown(int button); // is mouse button held
435  IMGUI_API bool IsMouseClicked(int button, bool repeat = false); // did mouse button clicked (went from !Down to Down)
436  IMGUI_API bool IsMouseDoubleClicked(int button); // did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime.
437  IMGUI_API bool IsMouseReleased(int button); // did mouse button released (went from Down to !Down)
438  IMGUI_API bool IsMouseHoveringWindow(); // is mouse hovering current window ("window" in API names always refer to current window). disregarding of any consideration of being blocked by a popup. (unlike IsWindowHovered() this will return true even if the window is blocked because of a popup)
439  IMGUI_API bool IsMouseHoveringAnyWindow(); // is mouse hovering any visible window
440  IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true); // is mouse hovering given bounding rect (in screen space). clipped by current clipping settings. disregarding of consideration of focus/window ordering/blocked by a popup.
441  IMGUI_API bool IsMouseDragging(int button = 0, float lock_threshold = -1.0f); // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
442  IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
443  IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve backup of mouse positioning at the time of opening popup we have BeginPopup() into
444  IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // dragging amount since clicking. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
445  IMGUI_API void ResetMouseDragDelta(int button = 0); //
446  IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
447  IMGUI_API void SetMouseCursor(ImGuiMouseCursor type); // set desired cursor type
448  IMGUI_API void CaptureKeyboardFromApp(bool capture = true); // manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application handle). e.g. force capture keyboard when your widget is being hovered.
449  IMGUI_API void CaptureMouseFromApp(bool capture = true); // manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application handle).
450 
451  // Helpers functions to access functions pointers in ImGui::GetIO()
452  IMGUI_API void* MemAlloc(size_t sz);
453  IMGUI_API void MemFree(void* ptr);
454  IMGUI_API const char* GetClipboardText();
455  IMGUI_API void SetClipboardText(const char* text);
456 
457  // Internal context access - if you want to use multiple context, share context between modules (e.g. DLL). There is a default context created and active by default.
458  // All contexts share a same ImFontAtlas by default. If you want different font atlas, you can new() them and overwrite the GetIO().Fonts variable of an ImGui context.
459  IMGUI_API const char* GetVersion();
460  IMGUI_API ImGuiContext* CreateContext(void* (*malloc_fn)(size_t) = NULL, void (*free_fn)(void*) = NULL);
461  IMGUI_API void DestroyContext(ImGuiContext* ctx);
462  IMGUI_API ImGuiContext* GetCurrentContext();
463  IMGUI_API void SetCurrentContext(ImGuiContext* ctx);
464 
465  // Obsolete (will be removed)
466 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
467  static inline bool CollapsingHeader(const char* label, const char* str_id, bool framed = true, bool default_open = false) { (void)str_id; (void)framed; ImGuiTreeNodeFlags default_open_flags = 1<<5; return CollapsingHeader(label, (default_open ? default_open_flags : 0)); } // OBSOLETE 1.49+
468  static inline ImFont* GetWindowFont() { return GetFont(); } // OBSOLETE 1.48+
469  static inline float GetWindowFontSize() { return GetFontSize(); } // OBSOLETE 1.48+
470  static inline void OpenNextNode(bool open) { ImGui::SetNextTreeNodeOpen(open, 0); } // OBSOLETE 1.34+
471  static inline bool GetWindowIsFocused() { return ImGui::IsWindowFocused(); } // OBSOLETE 1.36+
472  static inline bool GetWindowCollapsed() { return ImGui::IsWindowCollapsed(); } // OBSOLETE 1.39+
473  static inline ImVec2 GetItemBoxMin() { return GetItemRectMin(); } // OBSOLETE 1.36+
474  static inline ImVec2 GetItemBoxMax() { return GetItemRectMax(); } // OBSOLETE 1.36+
475  static inline bool IsClipped(const ImVec2& size) { return !IsRectVisible(size); } // OBSOLETE 1.38+
476  static inline bool IsRectClipped(const ImVec2& size) { return !IsRectVisible(size); } // OBSOLETE 1.39+
477  static inline bool IsMouseHoveringBox(const ImVec2& rect_min, const ImVec2& rect_max) { return IsMouseHoveringRect(rect_min, rect_max); } // OBSOLETE 1.36+
478  static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETE 1.42+
479 #endif
480 
481 } // namespace ImGui
482 
483 // Flags for ImGui::Begin()
484 enum ImGuiWindowFlags_
485 {
486  // Default: 0
487  ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar
488  ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip
489  ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window
490  ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programatically)
491  ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel
492  ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it
493  ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame
494  ImGuiWindowFlags_ShowBorders = 1 << 7, // Show borders around windows and items
495  ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file
496  ImGuiWindowFlags_NoInputs = 1 << 9, // Disable catching mouse or keyboard inputs
497  ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar
498  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.
499  ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state
500  ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programatically giving it focus)
501  ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y)
502  ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
503  ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
504  // [Internal]
505  ImGuiWindowFlags_ChildWindow = 1 << 20, // Don't use! For internal use by BeginChild()
506  ImGuiWindowFlags_ChildWindowAutoFitX = 1 << 21, // Don't use! For internal use by BeginChild()
507  ImGuiWindowFlags_ChildWindowAutoFitY = 1 << 22, // Don't use! For internal use by BeginChild()
508  ImGuiWindowFlags_ComboBox = 1 << 23, // Don't use! For internal use by ComboBox()
509  ImGuiWindowFlags_Tooltip = 1 << 24, // Don't use! For internal use by BeginTooltip()
510  ImGuiWindowFlags_Popup = 1 << 25, // Don't use! For internal use by BeginPopup()
511  ImGuiWindowFlags_Modal = 1 << 26, // Don't use! For internal use by BeginPopupModal()
512  ImGuiWindowFlags_ChildMenu = 1 << 27 // Don't use! For internal use by BeginMenu()
513 };
514 
515 // Flags for ImGui::InputText()
516 enum ImGuiInputTextFlags_
517 {
518  // Default: 0
519  ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/
520  ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef
521  ImGuiInputTextFlags_CharsUppercase = 1 << 2, // Turn a..z into A..Z
522  ImGuiInputTextFlags_CharsNoBlank = 1 << 3, // Filter out spaces, tabs
523  ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking mouse focus
524  ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, // Return 'true' when Enter is pressed (as opposed to when the value was modified)
525  ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Call user function on pressing TAB (for completion handling)
526  ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Call user function on pressing Up/Down arrows (for history handling)
527  ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Call user function every time. User code may query cursor position, modify text buffer.
528  ImGuiInputTextFlags_CallbackCharFilter = 1 << 9, // Call user function to filter character. Modify data->EventChar to replace/filter input, or return 1 to discard character.
529  ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field
530  ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 11, // In multi-line mode, allow exiting edition by pressing Enter. Ctrl+Enter to add new line (by default adds new lines with Enter).
531  ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally
532  ImGuiInputTextFlags_AlwaysInsertMode = 1 << 13, // Insert mode
533  ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode
534  ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*'
535  // [Internal]
536  ImGuiInputTextFlags_Multiline = 1 << 20 // For internal use by InputTextMultiline()
537 };
538 
539 // Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
540 enum ImGuiTreeNodeFlags_
541 {
542  ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected
543  ImGuiTreeNodeFlags_Framed = 1 << 1, // Full colored frame (e.g. for CollapsingHeader)
544  ImGuiTreeNodeFlags_AllowOverlapMode = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one
545  ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
546  ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
547  ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open
548  ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node
549  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.
550  ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes).
551  ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow
552  //ImGuITreeNodeFlags_SpanAllAvailWidth = 1 << 10, // FIXME: TODO: Extend hit box horizontally even if not framed
553  //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 11, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
554  ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoAutoOpenOnLog
555 };
556 
557 // Flags for ImGui::Selectable()
558 enum ImGuiSelectableFlags_
559 {
560  // Default: 0
561  ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this don't close parent popup window
562  ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column)
563  ImGuiSelectableFlags_AllowDoubleClick = 1 << 2 // Generate press events on double clicks too
564 };
565 
566 // User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array
567 enum ImGuiKey_
568 {
569  ImGuiKey_Tab, // for tabbing through fields
570  ImGuiKey_LeftArrow, // for text edit
571  ImGuiKey_RightArrow,// for text edit
572  ImGuiKey_UpArrow, // for text edit
573  ImGuiKey_DownArrow, // for text edit
574  ImGuiKey_PageUp,
575  ImGuiKey_PageDown,
576  ImGuiKey_Home, // for text edit
577  ImGuiKey_End, // for text edit
578  ImGuiKey_Delete, // for text edit
579  ImGuiKey_Backspace, // for text edit
580  ImGuiKey_Enter, // for text edit
581  ImGuiKey_Escape, // for text edit
582  ImGuiKey_A, // for text edit CTRL+A: select all
583  ImGuiKey_C, // for text edit CTRL+C: copy
584  ImGuiKey_V, // for text edit CTRL+V: paste
585  ImGuiKey_X, // for text edit CTRL+X: cut
586  ImGuiKey_Y, // for text edit CTRL+Y: redo
587  ImGuiKey_Z, // for text edit CTRL+Z: undo
588  ImGuiKey_COUNT
589 };
590 
591 // Enumeration for PushStyleColor() / PopStyleColor()
592 enum ImGuiCol_
593 {
594  ImGuiCol_Text,
595  ImGuiCol_TextDisabled,
596  ImGuiCol_WindowBg, // Background of normal windows
597  ImGuiCol_ChildWindowBg, // Background of child windows
598  ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows
599  ImGuiCol_Border,
600  ImGuiCol_BorderShadow,
601  ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input
602  ImGuiCol_FrameBgHovered,
603  ImGuiCol_FrameBgActive,
604  ImGuiCol_TitleBg,
605  ImGuiCol_TitleBgCollapsed,
606  ImGuiCol_TitleBgActive,
607  ImGuiCol_MenuBarBg,
608  ImGuiCol_ScrollbarBg,
609  ImGuiCol_ScrollbarGrab,
610  ImGuiCol_ScrollbarGrabHovered,
611  ImGuiCol_ScrollbarGrabActive,
612  ImGuiCol_ComboBg,
613  ImGuiCol_CheckMark,
614  ImGuiCol_SliderGrab,
615  ImGuiCol_SliderGrabActive,
616  ImGuiCol_Button,
617  ImGuiCol_ButtonHovered,
618  ImGuiCol_ButtonActive,
619  ImGuiCol_Header,
620  ImGuiCol_HeaderHovered,
621  ImGuiCol_HeaderActive,
622  ImGuiCol_Column,
623  ImGuiCol_ColumnHovered,
624  ImGuiCol_ColumnActive,
625  ImGuiCol_ResizeGrip,
626  ImGuiCol_ResizeGripHovered,
627  ImGuiCol_ResizeGripActive,
628  ImGuiCol_CloseButton,
629  ImGuiCol_CloseButtonHovered,
630  ImGuiCol_CloseButtonActive,
631  ImGuiCol_PlotLines,
632  ImGuiCol_PlotLinesHovered,
633  ImGuiCol_PlotHistogram,
634  ImGuiCol_PlotHistogramHovered,
635  ImGuiCol_TextSelectedBg,
636  ImGuiCol_ModalWindowDarkening, // darken entire screen when a modal window is active
637  ImGuiCol_COUNT
638 };
639 
640 // Enumeration for PushStyleVar() / PopStyleVar()
641 // NB: the enum only refers to fields of ImGuiStyle() which makes sense to be pushed/poped in UI code. Feel free to add others.
642 enum ImGuiStyleVar_
643 {
644  ImGuiStyleVar_Alpha, // float
645  ImGuiStyleVar_WindowPadding, // ImVec2
646  ImGuiStyleVar_WindowRounding, // float
647  ImGuiStyleVar_WindowMinSize, // ImVec2
648  ImGuiStyleVar_ChildWindowRounding, // float
649  ImGuiStyleVar_FramePadding, // ImVec2
650  ImGuiStyleVar_FrameRounding, // float
651  ImGuiStyleVar_ItemSpacing, // ImVec2
652  ImGuiStyleVar_ItemInnerSpacing, // ImVec2
653  ImGuiStyleVar_IndentSpacing, // float
654  ImGuiStyleVar_GrabMinSize // float
655 };
656 
657 enum ImGuiAlign_
658 {
659  ImGuiAlign_Left = 1 << 0,
660  ImGuiAlign_Center = 1 << 1,
661  ImGuiAlign_Right = 1 << 2,
662  ImGuiAlign_Top = 1 << 3,
663  ImGuiAlign_VCenter = 1 << 4,
664  ImGuiAlign_Default = ImGuiAlign_Left | ImGuiAlign_Top
665 };
666 
667 // Enumeration for ColorEditMode()
668 // FIXME-OBSOLETE: Will be replaced by future color/picker api
669 enum ImGuiColorEditMode_
670 {
671  ImGuiColorEditMode_UserSelect = -2,
672  ImGuiColorEditMode_UserSelectShowButton = -1,
673  ImGuiColorEditMode_RGB = 0,
674  ImGuiColorEditMode_HSV = 1,
675  ImGuiColorEditMode_HEX = 2
676 };
677 
678 // Enumeration for GetMouseCursor()
679 enum ImGuiMouseCursor_
680 {
681  ImGuiMouseCursor_Arrow = 0,
682  ImGuiMouseCursor_TextInput, // When hovering over InputText, etc.
683  ImGuiMouseCursor_Move, // Unused
684  ImGuiMouseCursor_ResizeNS, // Unused
685  ImGuiMouseCursor_ResizeEW, // When hovering over a column
686  ImGuiMouseCursor_ResizeNESW, // Unused
687  ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window
688  ImGuiMouseCursor_Count_
689 };
690 
691 // Condition flags for ImGui::SetWindow***(), SetNextWindow***(), SetNextTreeNode***() functions
692 // All those functions treat 0 as a shortcut to ImGuiSetCond_Always
693 enum ImGuiSetCond_
694 {
695  ImGuiSetCond_Always = 1 << 0, // Set the variable
696  ImGuiSetCond_Once = 1 << 1, // Only set the variable on the first call per runtime session
697  ImGuiSetCond_FirstUseEver = 1 << 2, // Only set the variable if the window doesn't exist in the .ini file
698  ImGuiSetCond_Appearing = 1 << 3 // Only set the variable if the window is appearing after being inactive (or the first time)
699 };
700 
702 {
703  float Alpha; // Global alpha applies to everything in ImGui
704  ImVec2 WindowPadding; // Padding within a window
705  ImVec2 WindowMinSize; // Minimum window size
706  float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows
707  ImGuiAlign WindowTitleAlign; // Alignment for title bar text
708  float ChildWindowRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows
709  ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets)
710  float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
711  ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines
712  ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
713  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!
714  float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
715  float ColumnsMinSpacing; // Minimum horizontal spacing between two columns
716  float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar
717  float ScrollbarRounding; // Radius of grab corners for scrollbar
718  float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar
719  float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
720  ImVec2 DisplayWindowPadding; // Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows.
721  ImVec2 DisplaySafeAreaPadding; // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
722  bool AntiAliasedLines; // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU.
723  bool AntiAliasedShapes; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)
724  float CurveTessellationTol; // Tessellation tolerance. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
725  ImVec4 Colors[ImGuiCol_COUNT];
726 
727  IMGUI_API ImGuiStyle();
728 };
729 
730 // This is where your app communicate with ImGui. Access via ImGui::GetIO().
731 // Read 'Programmer guide' section in .cpp file for general usage.
732 struct ImGuiIO
733 {
734  //------------------------------------------------------------------
735  // Settings (fill once) // Default value:
736  //------------------------------------------------------------------
737 
738  ImVec2 DisplaySize; // <unset> // Display size, in pixels. For clamping windows positions.
739  float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds.
740  float IniSavingRate; // = 5.0f // Maximum time between saving positions/sizes to .ini file, in seconds.
741  const char* IniFilename; // = "imgui.ini" // Path to .ini file. NULL to disable .ini saving.
742  const char* LogFilename; // = "imgui_log.txt" // Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
743  float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
744  float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
745  float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging
746  int KeyMap[ImGuiKey_COUNT]; // <unset> // Map of indices into the KeysDown[512] entries array
747  float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
748  float KeyRepeatRate; // = 0.020f // When holding a key/button, rate at which it repeats, in seconds.
749  void* UserData; // = NULL // Store your own data for retrieval by callbacks.
750 
751  ImFontAtlas* Fonts; // <auto> // Load and assemble one or more fonts into a single tightly packed texture. Output to Fonts array.
752  float FontGlobalScale; // = 1.0f // Global scale all fonts
753  bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel.
754  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.
755  ImVec2 DisplayVisibleMin; // <unset> (0.0f,0.0f) // If you use DisplaySize as a virtual space larger than your screen, set DisplayVisibleMin/Max to the visible area.
756  ImVec2 DisplayVisibleMax; // <unset> (0.0f,0.0f) // If the values are the same, we defaults to Min=(0.0f) and Max=DisplaySize
757 
758  // Advanced/subtle behaviors
759  bool WordMovementUsesAltKey; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl
760  bool ShortcutsUseSuperKey; // = defined(__APPLE__) // OS X style: Shortcuts using Cmd/Super instead of Ctrl
761  bool DoubleClickSelectsWord; // = defined(__APPLE__) // OS X style: Double click selects by word instead of selecting whole text
762  bool MultiSelectUsesSuperKey; // = defined(__APPLE__) // OS X style: Multi-selection in lists uses Cmd/Super instead of Ctrl [unused yet]
763 
764  //------------------------------------------------------------------
765  // User Functions
766  //------------------------------------------------------------------
767 
768  // Rendering function, will be called in Render().
769  // Alternatively you can keep this to NULL and call GetDrawData() after Render() to get the same pointer.
770  // See example applications if you are unsure of how to implement this.
771  void (*RenderDrawListsFn)(ImDrawData* data);
772 
773  // Optional: access OS clipboard
774  // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
775  const char* (*GetClipboardTextFn)();
776  void (*SetClipboardTextFn)(const char* text);
777 
778  // Optional: override memory allocations. MemFreeFn() may be called with a NULL pointer.
779  // (default to posix malloc/free)
780  void* (*MemAllocFn)(size_t sz);
781  void (*MemFreeFn)(void* ptr);
782 
783  // Optional: notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME in Windows)
784  // (default to use native imm32 api on Windows)
785  void (*ImeSetInputScreenPosFn)(int x, int y);
786  void* ImeWindowHandle; // (Windows) Set this to your HWND to get automatic IME cursor positioning.
787 
788  //------------------------------------------------------------------
789  // Input - Fill before calling NewFrame()
790  //------------------------------------------------------------------
791 
792  ImVec2 MousePos; // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
793  bool MouseDown[5]; // Mouse buttons: left, right, middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
794  float MouseWheel; // Mouse wheel: 1 unit scrolls about 5 lines text.
795  bool MouseDrawCursor; // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor).
796  bool KeyCtrl; // Keyboard modifier pressed: Control
797  bool KeyShift; // Keyboard modifier pressed: Shift
798  bool KeyAlt; // Keyboard modifier pressed: Alt
799  bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows
800  bool KeysDown[512]; // Keyboard keys that are pressed (in whatever storage order you naturally have access to keyboard data)
801  ImWchar InputCharacters[16+1]; // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper.
802 
803  // Functions
804  IMGUI_API void AddInputCharacter(ImWchar c); // Helper to add a new character into InputCharacters[]
805  IMGUI_API void AddInputCharactersUTF8(const char* utf8_chars); // Helper to add new characters into InputCharacters[] from an UTF-8 string
806  inline void ClearInputCharacters() { InputCharacters[0] = 0; } // Helper to clear the text input buffer
807 
808  //------------------------------------------------------------------
809  // Output - Retrieve after calling NewFrame(), you can use them to discard inputs or hide them from the rest of your application
810  //------------------------------------------------------------------
811 
812  bool WantCaptureMouse; // Mouse is hovering a window or widget is active (= ImGui will use your mouse input)
813  bool WantCaptureKeyboard; // Widget is active (= ImGui will use your keyboard input)
814  bool WantTextInput; // Some text input widget is active, which will read input characters from the InputCharacters array.
815  float Framerate; // Framerate estimation, in frame per second. Rolling average estimation based on IO.DeltaTime over 120 frames
816  int MetricsAllocs; // Number of active memory allocations
817  int MetricsRenderVertices; // Vertices output during last call to Render()
818  int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
819  int MetricsActiveWindows; // Number of visible windows (exclude child windows)
820 
821  //------------------------------------------------------------------
822  // [Internal] ImGui will maintain those fields for you
823  //------------------------------------------------------------------
824 
825  ImVec2 MousePosPrev; // Previous mouse position
826  ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are negative to allow mouse enabling/disabling.
827  bool MouseClicked[5]; // Mouse button went from !Down to Down
828  ImVec2 MouseClickedPos[5]; // Position at time of clicking
829  float MouseClickedTime[5]; // Time of last click (used to figure out double-click)
830  bool MouseDoubleClicked[5]; // Has mouse button been double-clicked?
831  bool MouseReleased[5]; // Mouse button went from Down to !Down
832  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.
833  float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
834  float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
835  float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the click point
836  float KeysDownDuration[512]; // Duration the keyboard key has been down (0.0f == just pressed)
837  float KeysDownDurationPrev[512]; // Previous duration the key has been down
838 
839  IMGUI_API ImGuiIO();
840 };
841 
842 //-----------------------------------------------------------------------------
843 // Helpers
844 //-----------------------------------------------------------------------------
845 
846 // Lightweight std::vector<> like class to avoid dragging dependencies (also: windows implementation of STL with debug enabled is absurdly slow, so let's bypass it so our code runs fast in debug).
847 // Our implementation does NOT call c++ constructors because we don't use them in ImGui. Don't use this class as a straight std::vector replacement in your code!
848 template<typename T>
849 class ImVector
850 {
851 public:
852  int Size;
853  int Capacity;
854  T* Data;
855 
856  typedef T value_type;
857  typedef value_type* iterator;
858  typedef const value_type* const_iterator;
859 
860  ImVector() { Size = Capacity = 0; Data = NULL; }
861  ~ImVector() { if (Data) ImGui::MemFree(Data); }
862 
863  inline bool empty() const { return Size == 0; }
864  inline int size() const { return Size; }
865  inline int capacity() const { return Capacity; }
866 
867  inline value_type& operator[](int i) { IM_ASSERT(i < Size); return Data[i]; }
868  inline const value_type& operator[](int i) const { IM_ASSERT(i < Size); return Data[i]; }
869 
870  inline void clear() { if (Data) { Size = Capacity = 0; ImGui::MemFree(Data); Data = NULL; } }
871  inline iterator begin() { return Data; }
872  inline const_iterator begin() const { return Data; }
873  inline iterator end() { return Data + Size; }
874  inline const_iterator end() const { return Data + Size; }
875  inline value_type& front() { IM_ASSERT(Size > 0); return Data[0]; }
876  inline const value_type& front() const { IM_ASSERT(Size > 0); return Data[0]; }
877  inline value_type& back() { IM_ASSERT(Size > 0); return Data[Size-1]; }
878  inline const value_type& back() const { IM_ASSERT(Size > 0); return Data[Size-1]; }
879  inline void swap(ImVector<T>& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; value_type* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; }
880 
881  inline int _grow_capacity(int new_size) { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > new_size ? new_capacity : new_size; }
882 
883  inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
884  inline void reserve(int new_capacity)
885  {
886  if (new_capacity <= Capacity) return;
887  T* new_data = (value_type*)ImGui::MemAlloc((size_t)new_capacity * sizeof(value_type));
888  memcpy(new_data, Data, (size_t)Size * sizeof(value_type));
889  ImGui::MemFree(Data);
890  Data = new_data;
891  Capacity = new_capacity;
892  }
893 
894  inline void push_back(const value_type& v) { if (Size == Capacity) reserve(_grow_capacity(Size+1)); Data[Size++] = v; }
895  inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
896 
897  inline iterator erase(const_iterator it) { IM_ASSERT(it >= Data && it < Data+Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(value_type)); Size--; return Data + off; }
898  inline iterator insert(const_iterator it, const value_type& v) { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(Capacity ? Capacity * 2 : 4); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(value_type)); Data[off] = v; Size++; return Data + off; }
899 };
900 
901 // Helper: execute a block of code at maximum once a frame
902 // Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame.
903 // Usage:
904 // IMGUI_ONCE_UPON_A_FRAME
905 // {
906 // // code block will be executed one per frame
907 // }
908 // Attention! the macro expands into 2 statement so make sure you don't use it within e.g. an if() statement without curly braces.
909 #define IMGUI_ONCE_UPON_A_FRAME static ImGuiOnceUponAFrame imgui_oaf##__LINE__; if (imgui_oaf##__LINE__)
911 {
912  ImGuiOnceUponAFrame() { RefFrame = -1; }
913  mutable int RefFrame;
914  operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
915 };
916 
917 // Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
919 {
920  struct TextRange
921  {
922  const char* b;
923  const char* e;
924 
925  TextRange() { b = e = NULL; }
926  TextRange(const char* _b, const char* _e) { b = _b; e = _e; }
927  const char* begin() const { return b; }
928  const char* end() const { return e; }
929  bool empty() const { return b == e; }
930  char front() const { return *b; }
931  static bool is_blank(char c) { return c == ' ' || c == '\t'; }
932  void trim_blanks() { while (b < e && is_blank(*b)) b++; while (e > b && is_blank(*(e-1))) e--; }
933  IMGUI_API void split(char separator, ImVector<TextRange>& out);
934  };
935 
936  char InputBuf[256];
937  ImVector<TextRange> Filters;
938  int CountGrep;
939 
940  ImGuiTextFilter(const char* default_filter = "");
941  ~ImGuiTextFilter() {}
942  void Clear() { InputBuf[0] = 0; Build(); }
943  bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build
944  bool PassFilter(const char* text, const char* text_end = NULL) const;
945  bool IsActive() const { return !Filters.empty(); }
946  IMGUI_API void Build();
947 };
948 
949 // Helper: Text buffer for logging/accumulating text
951 {
952  ImVector<char> Buf;
953 
954  ImGuiTextBuffer() { Buf.push_back(0); }
955  inline char operator[](int i) { return Buf.Data[i]; }
956  const char* begin() const { return &Buf.front(); }
957  const char* end() const { return &Buf.back(); } // Buf is zero-terminated, so end() will point on the zero-terminator
958  int size() const { return Buf.Size - 1; }
959  bool empty() { return Buf.Size <= 1; }
960  void clear() { Buf.clear(); Buf.push_back(0); }
961  const char* c_str() const { return Buf.Data; }
962  IMGUI_API void append(const char* fmt, ...) IM_PRINTFARGS(2);
963  IMGUI_API void appendv(const char* fmt, va_list args);
964 };
965 
966 // Helper: Simple Key->value storage
967 // - Store collapse state for a tree (Int 0/1)
968 // - Store color edit options (Int using values in ImGuiColorEditMode enum).
969 // - Custom user storage for temporary values.
970 // Typically you don't have to worry about this since a storage is held within each Window.
971 // Declare your own storage if:
972 // - 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).
973 // - You want to store custom debug data easily without adding or editing structures in your code.
974 // Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
976 {
977  struct Pair
978  {
979  ImGuiID key;
980  union { int val_i; float val_f; void* val_p; };
981  Pair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; }
982  Pair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; }
983  Pair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; }
984  };
985  ImVector<Pair> Data;
986 
987  // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
988  // - Set***() functions find pair, insertion on demand if missing.
989  // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
990  IMGUI_API void Clear();
991  IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const;
992  IMGUI_API void SetInt(ImGuiID key, int val);
993  IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const;
994  IMGUI_API void SetBool(ImGuiID key, bool val);
995  IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const;
996  IMGUI_API void SetFloat(ImGuiID key, float val);
997  IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL
998  IMGUI_API void SetVoidPtr(ImGuiID key, void* val);
999 
1000  // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
1001  // - 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.
1002  // - A typical use case where this is convenient:
1003  // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
1004  // - You can also use this to quickly create temporary editable values during a session of using Edit&Continue, without restarting your application.
1005  IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0);
1006  IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false);
1007  IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f);
1008  IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
1009 
1010  // Use on your own storage if you know only integer are being stored (open/close all tree nodes)
1011  IMGUI_API void SetAllInt(int val);
1012 };
1013 
1014 // Shared state of InputText(), passed to callback when a ImGuiInputTextFlags_Callback* flag is used and the corresponding callback is triggered.
1016 {
1017  ImGuiInputTextFlags EventFlag; // One of ImGuiInputTextFlags_Callback* // Read-only
1018  ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only
1019  void* UserData; // What user passed to InputText() // Read-only
1020  bool ReadOnly; // Read-only mode // Read-only
1021 
1022  // CharFilter event:
1023  ImWchar EventChar; // Character input // Read-write (replace character or set to zero)
1024 
1025  // Completion,History,Always events:
1026  // If you modify the buffer contents make sure you update 'BufTextLen' and set 'BufDirty' to true.
1027  ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only
1028  char* Buf; // Current text buffer // Read-write (pointed data only, can't replace the actual pointer)
1029  int BufTextLen; // Current text length in bytes // Read-write
1030  int BufSize; // Maximum text length in bytes // Read-only
1031  bool BufDirty; // Set if you modify Buf/BufTextLen!! // Write
1032  int CursorPos; // // Read-write
1033  int SelectionStart; // // Read-write (== to SelectionEnd when no selection)
1034  int SelectionEnd; // // Read-write
1035 
1036  // NB: Helper functions for text manipulation. Calling those function loses selection.
1037  void DeleteChars(int pos, int bytes_count);
1038  void InsertChars(int pos, const char* text, const char* text_end = NULL);
1039  bool HasSelection() const { return SelectionStart != SelectionEnd; }
1040 };
1041 
1042 // Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
1043 // NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
1045 {
1046  void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints()
1047  ImVec2 Pos; // Read-only. Window position, for reference.
1048  ImVec2 CurrentSize; // Read-only. Current window size.
1049  ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing.
1050 };
1051 
1052 // ImColor() helper to implicity converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
1053 // Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
1054 // Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class.
1055 // 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.
1056 struct ImColor
1057 {
1058  ImVec4 Value;
1059 
1060  ImColor() { Value.x = Value.y = Value.z = Value.w = 0.0f; }
1061  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; }
1062  ImColor(ImU32 rgba) { float sc = 1.0f/255.0f; Value.x = (float)(rgba&0xFF) * sc; Value.y = (float)((rgba>>8)&0xFF) * sc; Value.z = (float)((rgba>>16)&0xFF) * sc; Value.w = (float)(rgba >> 24) * sc; }
1063  ImColor(float r, float g, float b, float a = 1.0f) { Value.x = r; Value.y = g; Value.z = b; Value.w = a; }
1064  ImColor(const ImVec4& col) { Value = col; }
1065  inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); }
1066  inline operator ImVec4() const { return Value; }
1067 
1068  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; }
1069 
1070  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); }
1071 };
1072 
1073 // Helper: Manually clip large list of items.
1074 // 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.
1075 // The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
1076 // 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.
1077 // Usage:
1078 // ImGuiListClipper clipper(1000); // we have 1000 elements, evenly spaced.
1079 // while (clipper.Step())
1080 // for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
1081 // ImGui::Text("line number %d", i);
1082 // - 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).
1083 // - 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.
1084 // - (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.)
1085 // - 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.
1087 {
1088  float StartPosY;
1089  float ItemsHeight;
1090  int ItemsCount, StepNo, DisplayStart, DisplayEnd;
1091 
1092  // 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).
1093  // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetItemsLineHeightWithSpacing().
1094  // 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().
1095  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).
1096  ~ImGuiListClipper() { IM_ASSERT(ItemsCount == -1); } // Assert if user forgot to call End() or Step() until false.
1097 
1098  IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
1099  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.
1100  IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
1101 };
1102 
1103 //-----------------------------------------------------------------------------
1104 // Draw List
1105 // Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
1106 //-----------------------------------------------------------------------------
1107 
1108 // Helpers macros to generate 32-bits encoded colors
1109 #define IM_COL32(R,G,B,A) (((ImU32)(A)<<24) | ((ImU32)(B)<<16) | ((ImU32)(G)<<8) | ((ImU32)(R)))
1110 #define IM_COL32_WHITE (0xFFFFFFFF)
1111 #define IM_COL32_BLACK (0xFF000000)
1112 #define IM_COL32_BLACK_TRANS (0x00000000) // Transparent black
1113 
1114 // Draw callbacks for advanced uses.
1115 // NB- You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering (you can poke into the draw list for that)
1116 // Draw callback may be useful for example, A) Change your GPU render state, B) render a complex 3D scene inside a UI element (without an intermediate texture/render target), etc.
1117 // The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) cmd.UserCallback(parent_list, cmd); else RenderTriangles()'
1118 typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
1119 
1120 // Typically, 1 command = 1 gpu draw call (unless command is a callback)
1122 {
1123  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[].
1124  ImVec4 ClipRect; // Clipping rectangle (x1, y1, x2, y2)
1125  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.
1126  ImDrawCallback UserCallback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
1127  void* UserCallbackData; // The draw callback code can access this.
1128 
1129  ImDrawCmd() { ElemCount = 0; ClipRect.x = ClipRect.y = -8192.0f; ClipRect.z = ClipRect.w = +8192.0f; TextureId = NULL; UserCallback = NULL; UserCallbackData = NULL; }
1130 };
1131 
1132 // Vertex index (override with '#define ImDrawIdx unsigned int' inside in imconfig.h)
1133 #ifndef ImDrawIdx
1134 typedef unsigned short ImDrawIdx;
1135 #endif
1136 
1137 // Vertex layout
1138 #ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
1140 {
1141  ImVec2 pos;
1142  ImVec2 uv;
1143  ImU32 col;
1144 };
1145 #else
1146 // You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
1147 // 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.
1148 // The type has to be described within the macro (you can either declare the struct or use a typedef)
1149 IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
1150 #endif
1151 
1152 // 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.
1153 // You can also use them to simulate drawing layers and submit primitives in a different order than how they will be rendered.
1155 {
1156  ImVector<ImDrawCmd> CmdBuffer;
1157  ImVector<ImDrawIdx> IdxBuffer;
1158 };
1159 
1160 // Draw command list
1161 // 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.
1162 // At the moment, each ImGui window contains its own ImDrawList but they could potentially be merged in the future.
1163 // If you want to add custom rendering within a window, you can use ImGui::GetWindowDrawList() to access the current draw list and add your own primitives.
1164 // You can interleave normal ImGui:: calls and adding primitives to the current draw list.
1165 // All positions are in screen coordinates (0,0=top-left, 1 pixel per unit). Primitives are always added to the list and not culled (culling is done at render time and at a higher-level by ImGui:: functions).
1167 {
1168  // This is what you have to render
1169  ImVector<ImDrawCmd> CmdBuffer; // Commands. Typically 1 command = 1 gpu draw call.
1170  ImVector<ImDrawIdx> IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those
1171  ImVector<ImDrawVert> VtxBuffer; // Vertex buffer.
1172 
1173  // [Internal, used while building lists]
1174  const char* _OwnerName; // Pointer to owner window's name (if any) for debugging
1175  unsigned int _VtxCurrentIdx; // [Internal] == VtxBuffer.Size
1176  ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
1177  ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
1178  ImVector<ImVec4> _ClipRectStack; // [Internal]
1179  ImVector<ImTextureID> _TextureIdStack; // [Internal]
1180  ImVector<ImVec2> _Path; // [Internal] current path building
1181  int _ChannelsCurrent; // [Internal] current channel number (0)
1182  int _ChannelsCount; // [Internal] number of active channels (1+)
1183  ImVector<ImDrawChannel> _Channels; // [Internal] draw channels for columns API (not resized down so _ChannelsCount may be smaller than _Channels.Size)
1184 
1185  ImDrawList() { _OwnerName = NULL; Clear(); }
1186  ~ImDrawList() { ClearFreeMemory(); }
1187  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)
1188  IMGUI_API void PushClipRectFullScreen();
1189  IMGUI_API void PopClipRect();
1190  IMGUI_API void PushTextureID(const ImTextureID& texture_id);
1191  IMGUI_API void PopTextureID();
1192 
1193  // Primitives
1194  IMGUI_API void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f);
1195  IMGUI_API void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners = 0x0F, float thickness = 1.0f); // a: upper-left, b: lower-right
1196  IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners = 0x0F); // a: upper-left, b: lower-right
1197  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);
1198  IMGUI_API void AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness = 1.0f);
1199  IMGUI_API void AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col);
1200  IMGUI_API void AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness = 1.0f);
1201  IMGUI_API void AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col);
1202  IMGUI_API void AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f);
1203  IMGUI_API void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
1204  IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
1205  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);
1206  IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), ImU32 col = 0xFFFFFFFF);
1207  IMGUI_API void AddPolyline(const ImVec2* points, const int num_points, ImU32 col, bool closed, float thickness, bool anti_aliased);
1208  IMGUI_API void AddConvexPolyFilled(const ImVec2* points, const int num_points, ImU32 col, bool anti_aliased);
1209  IMGUI_API void AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0);
1210 
1211  // Stateful path API, add points then finish with PathFill() or PathStroke()
1212  inline void PathClear() { _Path.resize(0); }
1213  inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); }
1214  inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path[_Path.Size-1], &pos, 8) != 0) _Path.push_back(pos); }
1215  inline void PathFill(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col, true); PathClear(); }
1216  inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness, true); PathClear(); }
1217  IMGUI_API void PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 10);
1218  IMGUI_API void PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle
1219  IMGUI_API void PathBezierCurveTo(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, int num_segments = 0);
1220  IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, int rounding_corners = 0x0F);
1221 
1222  // Channels
1223  // - Use to simulate layers. By switching channels to can render out-of-order (e.g. submit foreground primitives before background primitives)
1224  // - Use to minimize draw calls (e.g. if going back-and-forth between multiple non-overlapping clipping rectangles, prefer to append into separate channels then merge at the end)
1225  IMGUI_API void ChannelsSplit(int channels_count);
1226  IMGUI_API void ChannelsMerge();
1227  IMGUI_API void ChannelsSetCurrent(int channel_index);
1228 
1229  // Advanced
1230  IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles.
1231  IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible
1232 
1233  // Internal helpers
1234  // NB: all primitives needs to be reserved via PrimReserve() beforehand!
1235  IMGUI_API void Clear();
1236  IMGUI_API void ClearFreeMemory();
1237  IMGUI_API void PrimReserve(int idx_count, int vtx_count);
1238  IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles)
1239  IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
1240  IMGUI_API void PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col);
1241  inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col){ _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
1242  inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; }
1243  inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); }
1244  IMGUI_API void UpdateClipRect();
1245  IMGUI_API void UpdateTextureID();
1246 };
1247 
1248 // All draw data to render an ImGui frame
1250 {
1251  bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
1252  ImDrawList** CmdLists;
1253  int CmdListsCount;
1254  int TotalVtxCount; // For convenience, sum of all cmd_lists vtx_buffer.Size
1255  int TotalIdxCount; // For convenience, sum of all cmd_lists idx_buffer.Size
1256 
1257  // Functions
1258  ImDrawData() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; }
1259  IMGUI_API void DeIndexAllBuffers(); // For backward compatibility: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
1260  IMGUI_API void ScaleClipRects(const ImVec2& sc); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
1261 };
1262 
1264 {
1265  void* FontData; // // TTF data
1266  int FontDataSize; // // TTF data size
1267  bool FontDataOwnedByAtlas; // true // TTF data ownership taken by the container ImFontAtlas (will delete memory itself). Set to true
1268  int FontNo; // 0 // Index of font within TTF file
1269  float SizePixels; // // Size in pixels for rasterizer
1270  int OversampleH, OversampleV; // 3, 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
1271  bool PixelSnapH; // false // Align every character to pixel boundary (if enabled, set OversampleH/V to 1)
1272  ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs
1273  const ImWchar* GlyphRanges; // // Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE.
1274  bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs).
1275  bool MergeGlyphCenterV; // false // When merging (multiple ImFontInput for one ImFont), vertically center new glyphs instead of aligning their baseline
1276 
1277  // [Internal]
1278  char Name[32]; // Name (strictly for debugging)
1279  ImFont* DstFont;
1280 
1281  IMGUI_API ImFontConfig();
1282 };
1283 
1284 // Load and rasterize multiple TTF fonts into a same texture.
1285 // Sharing a texture for multiple fonts allows us to reduce the number of draw calls during rendering.
1286 // We also add custom graphic data into the texture that serves for ImGui.
1287 // 1. (Optional) Call AddFont*** functions. If you don't call any, the default font will be loaded for you.
1288 // 2. Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
1289 // 3. Upload the pixels data into a texture within your graphics system.
1290 // 4. Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture. This value will be passed back to you during rendering to identify the texture.
1291 // 5. Call ClearTexData() to free textures memory on the heap.
1292 // NB: If you use a 'glyph_ranges' array you need to make sure that your array persist up until the ImFont is cleared. We only copy the pointer, not the data.
1294 {
1295  IMGUI_API ImFontAtlas();
1296  IMGUI_API ~ImFontAtlas();
1297  IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg);
1298  IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL);
1299  IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
1300  IMGUI_API ImFont* AddFontFromMemoryTTF(void* ttf_data, int ttf_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Transfer ownership of 'ttf_data' to ImFontAtlas, will be deleted after Build()
1301  IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_ttf_data, int compressed_ttf_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_ttf_data' still owned by caller. Compress with binary_to_compressed_c.cpp
1302  IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_ttf_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 paramaeter
1303  IMGUI_API void ClearTexData(); // Clear the CPU-side texture data. Saves RAM once the texture has been copied to graphics memory.
1304  IMGUI_API void ClearInputData(); // Clear the input TTF data (inc sizes, glyph ranges)
1305  IMGUI_API void ClearFonts(); // Clear the ImGui-side font data (glyphs storage, UV coordinates)
1306  IMGUI_API void Clear(); // Clear all
1307 
1308  // Retrieve texture data
1309  // User is in charge of copying the pixels into graphics memory, then call SetTextureUserID()
1310  // After loading the texture into your graphic system, store your texture handle in 'TexID' (ignore if you aren't using multiple fonts nor images)
1311  // RGBA32 format is provided for convenience and high compatibility, but note that all RGB pixels are white, so 75% of the memory is wasted.
1312  // Pitch = Width * BytesPerPixels
1313  IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
1314  IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
1315  void SetTexID(void* id) { TexID = id; }
1316 
1317  // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
1318  // NB: Make sure that your string are UTF-8 and NOT in your local code page. See FAQ for details.
1319  IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
1320  IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters
1321  IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
1322  IMGUI_API const ImWchar* GetGlyphRangesChinese(); // Japanese + full set of about 21000 CJK Unified Ideographs
1323  IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters
1324 
1325  // Members
1326  // (Access texture data via GetTexData*() calls which will setup a default font for you.)
1327  void* TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It ia passed back to you during rendering.
1328  unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
1329  unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
1330  int TexWidth; // Texture width calculated during Build().
1331  int TexHeight; // Texture height calculated during Build().
1332  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.
1333  ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel
1334  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.
1335 
1336  // Private
1337  ImVector<ImFontConfig> ConfigData; // Internal data
1338  IMGUI_API bool Build(); // Build pixels data. This is automatically for you by the GetTexData*** functions.
1339  IMGUI_API void RenderCustomTexData(int pass, void* rects);
1340 };
1341 
1342 // Font runtime data and rendering
1343 // ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
1344 struct ImFont
1345 {
1346  struct Glyph
1347  {
1348  ImWchar Codepoint;
1349  float XAdvance;
1350  float X0, Y0, X1, Y1;
1351  float U0, V0, U1, V1; // Texture coordinates
1352  };
1353 
1354  // Members: Hot ~62/78 bytes
1355  float FontSize; // <user set> // Height of characters, set during loading (don't change after loading)
1356  float Scale; // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetFontScale()
1357  ImVec2 DisplayOffset; // = (0.f,1.f) // Offset font rendering by xx pixels
1358  ImVector<Glyph> Glyphs; // // All glyphs.
1359  ImVector<float> IndexXAdvance; // // Sparse. Glyphs->XAdvance in a directly indexable way (more cache-friendly, for CalcTextSize functions which are often bottleneck in large UI).
1360  ImVector<short> IndexLookup; // // Sparse. Index glyphs by Unicode code-point.
1361  const Glyph* FallbackGlyph; // == FindGlyph(FontFallbackChar)
1362  float FallbackXAdvance; // == FallbackGlyph->XAdvance
1363  ImWchar FallbackChar; // = '?' // Replacement glyph if one isn't found. Only set via SetFallbackChar()
1364 
1365  // Members: Cold ~18/26 bytes
1366  short ConfigDataCount; // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
1367  ImFontConfig* ConfigData; // // Pointer within ContainerAtlas->ConfigData
1368  ImFontAtlas* ContainerAtlas; // // What we has been loaded into
1369  float Ascent, Descent; // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
1370 
1371  // Methods
1372  IMGUI_API ImFont();
1373  IMGUI_API ~ImFont();
1374  IMGUI_API void Clear();
1375  IMGUI_API void BuildLookupTable();
1376  IMGUI_API const Glyph* FindGlyph(ImWchar c) const;
1377  IMGUI_API void SetFallbackChar(ImWchar c);
1378  float GetCharAdvance(ImWchar c) const { return ((int)c < IndexXAdvance.Size) ? IndexXAdvance[(int)c] : FallbackXAdvance; }
1379  bool IsLoaded() const { return ContainerAtlas != NULL; }
1380 
1381  // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
1382  // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
1383  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
1384  IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
1385  IMGUI_API void RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, unsigned short c) const;
1386  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;
1387 
1388  // Private
1389  IMGUI_API void GrowIndex(int new_size);
1390  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.
1391 };
1392 
1393 #if defined(__clang__)
1394 #pragma clang diagnostic pop
1395 #endif
1396 
1397 //---- Include imgui_user.h at the end of imgui.h
1398 //---- So you can include code that extends ImGui using any of the types declared above.
1399 //---- (also convenient for user to only explicitly include vanilla imgui.h)
1400 #ifdef IMGUI_INCLUDE_IMGUI_USER_H
1401 #include "imgui_user.h"
1402 #endif
Definition: imgui.h:1086
Definition: imgui.h:1154
Definition: imgui.h:920
Definition: imgui.h:1044
Definition: imgui.h:88
Definition: imgui.h:701
Definition: imgui.h:975
constexpr auto end(const Sequence &sequence)
Returns an iterator pointing to the end of a sequence.
Definition: algorithm.hpp:86
Definition: imgui.h:1166
Definition: imgui.h:1121
Definition: imgui.h:849
Definition: imgui.h:910
Definition: imgui.h:1346
Definition: imgui.h:1139
constexpr auto begin(const Sequence &sequence)
Returns an iterator pointing to the beginning of a sequence.
Definition: algorithm.hpp:62
Definition: imgui.h:1263
Definition: imgui.h:918
Definition: imgui.h:98
Definition: imgui.h:1249
Definition: imgui.h:1056
Definition: imgui.h:950
Definition: imgui.h:977
Definition: imgui-SFML.cpp:41
Definition: imgui.h:1344
Definition: imgui.h:732
Definition: imgui_internal.h:344
Definition: imgui.h:1293
Definition: imgui.h:1015