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authorbitflash-coin <bookofshamers@outlook.com>2026-08-04 06:34:32 -0700
committerbitflash-coin <bookofshamers@outlook.com>2026-08-04 06:34:32 -0700
commit5ce650382352c1503f40abf08129ada69402af55 (patch)
tree6a18198901f1e2c4933f1ac53c9365eec512bf63 /src/imgui/imgui.h
parentf34113291da7e5e3dc7d2468d4f9c212c05c584b (diff)
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1// dear imgui, v1.92.9
2// (headers)
3
4// Help:
5// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
6// - Read top of imgui.cpp for more details, links and comments.
7// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including imgui.h (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4.
8
9// Resources:
10// - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md)
11// - Homepage ................... https://github.com/ocornut/imgui
12// - Releases & Changelog ....... https://github.com/ocornut/imgui/releases
13// - Gallery .................... https://github.com/ocornut/imgui/issues?q=label%3Agallery (please post your screenshots/video there!)
14// - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there)
15// - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code)
16// - Third-party Extensions https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more)
17// - Bindings/Backends https://github.com/ocornut/imgui/wiki/Bindings (language bindings + backends for various tech/engines)
18// - Debug Tools https://github.com/ocornut/imgui/wiki/Debug-Tools
19// - Glossary https://github.com/ocornut/imgui/wiki/Glossary
20// - Software using Dear ImGui https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui
21// - Issues & support ........... https://github.com/ocornut/imgui/issues
22// - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps)
23// - Web version of the Demo .... https://pthom.github.io/imgui_explorer (w/ source code browser)
24
25// For FIRST-TIME users having issues compiling/linking/running:
26// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
27// EVERYTHING ELSE should be asked in 'Issues'! We are building a database of cross-linked knowledge there.
28// Since 1.92, we encourage font loading questions to also be posted in 'Issues'.
29
30// Library Version
31// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
32#define IMGUI_VERSION "1.92.9"
33#define IMGUI_VERSION_NUM 19290
34#define IMGUI_HAS_TABLE // Added BeginTable() - from IMGUI_VERSION_NUM >= 18000
35#define IMGUI_HAS_TEXTURES // Added ImGuiBackendFlags_RendererHasTextures - from IMGUI_VERSION_NUM >= 19198
36
37/*
38
39Index of this file:
40// [SECTION] Header mess
41// [SECTION] Forward declarations and basic types
42// [SECTION] Texture identifiers (ImTextureID, ImTextureRef)
43// [SECTION] Dear ImGui end-user API functions
44// [SECTION] Flags & Enumerations
45// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
46// [SECTION] Helpers: Debug log, Memory allocations macros, ImVector<>
47// [SECTION] ImGuiStyle
48// [SECTION] ImGuiIO
49// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
50// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor)
51// [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiMultiSelectIO, ImGuiSelectionRequest, ImGuiSelectionBasicStorage, ImGuiSelectionExternalStorage)
52// [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData)
53// [SECTION] Texture API (ImTextureFormat, ImTextureStatus, ImTextureRect, ImTextureData)
54// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFontBaked, ImFont)
55// [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport)
56// [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformImeData)
57// [SECTION] Obsolete functions and types
58
59*/
60
61#pragma once
62
63// Configuration file with compile-time options
64// (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system)
65#ifdef IMGUI_USER_CONFIG
66#include IMGUI_USER_CONFIG
67#endif
68#include "imconfig.h"
69
70#ifndef IMGUI_DISABLE
71
72//-----------------------------------------------------------------------------
73// [SECTION] Header mess
74//-----------------------------------------------------------------------------
75
76// Includes
77#include <float.h> // FLT_MIN, FLT_MAX
78#include <stdarg.h> // va_list, va_start, va_end
79#include <stddef.h> // ptrdiff_t, NULL
80#include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
81
82// Define attributes of all API symbols declarations (e.g. for DLL under Windows)
83// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h)
84// Using dear imgui via a shared library is not recommended: we don't guarantee backward nor forward ABI compatibility + this is a call-heavy library and function call overhead adds up.
85#ifndef IMGUI_API
86#define IMGUI_API
87#endif
88#ifndef IMGUI_IMPL_API
89#define IMGUI_IMPL_API IMGUI_API
90#endif
91
92// Helper Macros
93// (note: compiling with NDEBUG will usually strip out assert() to nothing, which is NOT recommended because we use asserts to notify of programmer mistakes.)
94#ifndef IM_ASSERT
95#include <assert.h>
96#define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h
97#endif
98#define IM_COUNTOF(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers!
99#define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
100#define IM_STRINGIFY_HELPER(_EXPR) #_EXPR
101#define IM_STRINGIFY(_EXPR) IM_STRINGIFY_HELPER(_EXPR) // Preprocessor idiom to stringify e.g. an integer or a macro.
102
103// Check that version and structures layouts are matching between compiled imgui code and caller. Read comments above DebugCheckVersionAndDataLayout() for details.
104#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
105
106// Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions.
107// (MSVC provides an equivalent mechanism via SAL Annotations but it requires the macros in a different
108// location. e.g. #include <sal.h> + void myprintf(_Printf_format_string_ const char* format, ...),
109// and only works when using Code Analysis, rather than just normal compiling).
110// (see https://github.com/ocornut/imgui/issues/8871 for a patch to enable this for MSVC's Code Analysis)
111#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) && !defined(__clang__)
112#define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1)))
113#define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0)))
114#elif !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__))
115#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1)))
116#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
117#else
118#define IM_FMTARGS(FMT)
119#define IM_FMTLIST(FMT)
120#endif
121
122// Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level functions)
123#if defined(_MSC_VER) && !defined(__clang__) && !defined(__INTEL_COMPILER) && !defined(IMGUI_DEBUG_PARANOID)
124#define IM_MSVC_RUNTIME_CHECKS_OFF __pragma(runtime_checks("",off)) __pragma(check_stack(off)) __pragma(strict_gs_check(push,off))
125#define IM_MSVC_RUNTIME_CHECKS_RESTORE __pragma(runtime_checks("",restore)) __pragma(check_stack()) __pragma(strict_gs_check(pop))
126#else
127#define IM_MSVC_RUNTIME_CHECKS_OFF
128#define IM_MSVC_RUNTIME_CHECKS_RESTORE
129#endif
130
131// Warnings
132#ifdef _MSC_VER
133#pragma warning (push)
134#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
135#endif
136#if defined(__clang__)
137#pragma clang diagnostic push
138#if __has_warning("-Wunknown-warning-option")
139#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx'
140#endif
141#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
142#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
143#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe
144#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant
145#pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter
146#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access
147#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type
148#elif defined(__GNUC__)
149#pragma GCC diagnostic push
150#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
151#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe
152#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
153#endif
154
155//-----------------------------------------------------------------------------
156// [SECTION] Forward declarations and basic types
157//-----------------------------------------------------------------------------
158
159// Scalar data types
160typedef unsigned int ImGuiID;// A unique ID used by widgets (typically the result of hashing a stack of string)
161typedef signed char ImS8; // 8-bit signed integer
162typedef unsigned char ImU8; // 8-bit unsigned integer
163typedef signed short ImS16; // 16-bit signed integer
164typedef unsigned short ImU16; // 16-bit unsigned integer
165typedef signed int ImS32; // 32-bit signed integer == int
166typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors)
167typedef signed long long ImS64; // 64-bit signed integer
168typedef unsigned long long ImU64; // 64-bit unsigned integer
169
170// Forward declarations: ImDrawList, ImFontAtlas layer
171struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit()
172struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)
173struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.
174struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder)
175struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
176struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back.
177struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
178struct ImFont; // Runtime data for a single font within a parent ImFontAtlas
179struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
180struct ImFontAtlasBuilder; // Opaque storage for building a ImFontAtlas
181struct ImFontAtlasRect; // Output of ImFontAtlas::GetCustomRect() when using custom rectangles.
182struct ImFontBaked; // Baked data for a ImFont at a given size.
183struct ImFontConfig; // Configuration data when adding a font or merging fonts
184struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset)
185struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data
186struct ImFontLoader; // Opaque interface to a font loading backend (stb_truetype, FreeType etc.).
187struct ImTextureData; // Specs and pixel storage for a texture used by Dear ImGui.
188struct ImTextureRect; // Coordinates of a rectangle within a texture.
189struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)
190
191// Forward declarations: ImGui layer
192struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h)
193struct ImGuiIO; // Main configuration and I/O between your application and ImGui (also see: ImGuiPlatformIO)
194struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
195struct ImGuiKeyData; // Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions.
196struct ImGuiListClipper; // Helper to manually clip large list of items
197struct ImGuiMultiSelectIO; // Structure to interact with a BeginMultiSelect()/EndMultiSelect() block
198struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame
199struct ImGuiPayload; // User data payload for drag and drop operations
200struct ImGuiPlatformIO; // Interface between platform/renderer backends and ImGui (e.g. Clipboard, IME hooks). Extends ImGuiIO. In docking branch, this gets extended to support multi-viewports.
201struct ImGuiPlatformImeData; // Platform IME data for io.PlatformSetImeDataFn() function.
202struct ImGuiSelectionBasicStorage; // Optional helper to store multi-selection state + apply multi-selection requests.
203struct ImGuiSelectionExternalStorage;//Optional helper to apply multi-selection requests to existing randomly accessible storage.
204struct ImGuiSelectionRequest; // A selection request (stored in ImGuiMultiSelectIO)
205struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
206struct ImGuiStorage; // Helper for key->value storage (container sorted by key)
207struct ImGuiStoragePair; // Helper for key->value storage (pair)
208struct ImGuiStyle; // Runtime data for styling/colors
209struct ImGuiTableSortSpecs; // Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
210struct ImGuiTableColumnSortSpecs; // Sorting specification for one column of a table
211struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder)
212struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]")
213struct ImGuiViewport; // A Platform Window (always only one in 'master' branch), in the future may represent Platform Monitor
214
215// Enumerations
216// - We don't use strongly typed enums much because they add constraints (can't extend in private code, can't store typed in bit fields, extra casting on iteration)
217// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
218// - In Visual Studio: Ctrl+Comma ("Edit.GoToAll") can follow symbols inside comments, whereas Ctrl+F12 ("Edit.GoToImplementation") cannot.
219// - In Visual Studio w/ Visual Assist installed: Alt+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
220// - In VS Code, CLion, etc.: Ctrl+Click can follow symbols inside comments.
221enum ImGuiDir : int; // -> enum ImGuiDir // Enum: A cardinal direction (Left, Right, Up, Down)
222enum ImGuiKey : int; // -> enum ImGuiKey // Enum: A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value)
223enum ImGuiMouseSource : int; // -> enum ImGuiMouseSource // Enum; A mouse input source identifier (Mouse, TouchScreen, Pen)
224enum ImGuiSortDirection : ImU8; // -> enum ImGuiSortDirection // Enum: A sorting direction (ascending or descending)
225typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling
226typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions
227typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type
228typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle)
229typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor shape
230typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling
231typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor()
232
233// Flags (declared as int to allow using as flags without overhead, and to not pollute the top of this file)
234// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
235// - In Visual Studio: Ctrl+Comma ("Edit.GoToAll") can follow symbols inside comments, whereas Ctrl+F12 ("Edit.GoToImplementation") cannot.
236// - In Visual Studio w/ Visual Assist installed: Alt+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
237// - In VS Code, CLion, etc.: Ctrl+Click can follow symbols inside comments.
238typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions
239typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance
240typedef int ImDrawTextFlags; // -> enum ImDrawTextFlags_ // Internal, do not use!
241typedef int ImFontFlags; // -> enum ImFontFlags_ // Flags: for ImFont
242typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas
243typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags
244typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton()
245typedef int ImGuiChildFlags; // -> enum ImGuiChildFlags_ // Flags: for BeginChild()
246typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4(), io.ConfigColorEditFlags etc.
247typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags
248typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo()
249typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload()
250typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused()
251typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc.
252typedef int ImGuiInputFlags; // -> enum ImGuiInputFlags_ // Flags: for Shortcut(), SetNextItemShortcut()
253typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline()
254typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag(), shared by all items
255typedef int ImGuiKeyChord; // -> ImGuiKey | ImGuiMod_XXX // Flags: for IsKeyChordPressed(), Shortcut() etc. an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values.
256typedef int ImGuiListClipperFlags; // -> enum ImGuiListClipperFlags_// Flags: for ImGuiListClipper
257typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen()
258typedef int ImGuiMultiSelectFlags; // -> enum ImGuiMultiSelectFlags_// Flags: for BeginMultiSelect()
259typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
260typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
261typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar()
262typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem()
263typedef int ImGuiTableFlags; // -> enum ImGuiTableFlags_ // Flags: For BeginTable()
264typedef int ImGuiTableColumnFlags; // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn()
265typedef int ImGuiTableRowFlags; // -> enum ImGuiTableRowFlags_ // Flags: For TableNextRow()
266typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader()
267typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport
268typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild()
269
270// Character types
271// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display)
272typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings.
273typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings.
274#ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16]
275typedef ImWchar32 ImWchar;
276#else
277typedef ImWchar16 ImWchar;
278#endif
279
280// Multi-Selection item index or identifier when using BeginMultiSelect()
281// - Used by SetNextItemSelectionUserData() + and inside ImGuiMultiSelectIO structure.
282// - Most users are likely to use this store an item INDEX but this may be used to store a POINTER/ID as well. Read comments near ImGuiMultiSelectIO for details.
283typedef ImS64 ImGuiSelectionUserData;
284
285// Callback and functions types
286typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText()
287typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints()
288typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
289typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
290
291// ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type]
292// - This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type.
293// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4.
294IM_MSVC_RUNTIME_CHECKS_OFF
295struct ImVec2
296{
297 float x, y;
298 constexpr ImVec2() : x(0.0f), y(0.0f) { }
299 constexpr ImVec2(float _x, float _y) : x(_x), y(_y) { }
300 float& operator[] (size_t idx) { IM_ASSERT(idx == 0 || idx == 1); return ((float*)(void*)(char*)this)[idx]; } // We very rarely use this [] operator, so the assert overhead is fine.
301 float operator[] (size_t idx) const { IM_ASSERT(idx == 0 || idx == 1); return ((const float*)(const void*)(const char*)this)[idx]; }
302#ifdef IM_VEC2_CLASS_EXTRA
303 IM_VEC2_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2.
304#endif
305};
306
307// ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type]
308struct ImVec4
309{
310 float x, y, z, w;
311 constexpr ImVec4() : x(0.0f), y(0.0f), z(0.0f), w(0.0f) { }
312 constexpr ImVec4(float _x, float _y, float _z, float _w) : x(_x), y(_y), z(_z), w(_w) { }
313#ifdef IM_VEC4_CLASS_EXTRA
314 IM_VEC4_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4.
315#endif
316};
317IM_MSVC_RUNTIME_CHECKS_RESTORE
318
319//-----------------------------------------------------------------------------
320// [SECTION] Texture identifiers (ImTextureID, ImTextureRef)
321//-----------------------------------------------------------------------------
322
323// ImTextureID = backend specific, low-level identifier for a texture uploaded in GPU/graphics system.
324// [Compile-time configurable type]
325// - When a Rendered Backend creates a texture, it store its native identifier into a ImTextureID value.
326// (e.g. Used by DX11 backend to a `ID3D11ShaderResourceView*`; Used by OpenGL backends to store `GLuint`;
327// Used by SDLGPU backend to store a `SDL_GPUTextureSamplerBinding*`, etc.).
328// - User may submit their own textures to e.g. ImGui::Image() function by passing this value.
329// - During the rendering loop, the Renderer Backend retrieve the ImTextureID, which stored inside a
330// ImTextureRef, which is stored inside a ImDrawCmd.
331// - Compile-time type configuration:
332// - To use something other than a 64-bit value: add '#define ImTextureID MyTextureType*' in your imconfig.h file.
333// - This can be whatever to you want it to be! read the FAQ entry about textures for details.
334// - You may decide to store a higher-level structure containing texture, sampler, shader etc. with various
335// constructors if you like. You will need to implement ==/!= operators.
336// History:
337// - In v1.91.4 (2024/10/08): the default type for ImTextureID was changed from 'void*' to 'ImU64'. This allowed backends requiring 64-bit worth of data to build on 32-bit architectures. Use intermediary intptr_t cast and read FAQ if you have casting warnings.
338// - In v1.92.0 (2025/06/11): added ImTextureRef which carry either a ImTextureID either a pointer to internal texture atlas. All user facing functions taking ImTextureID changed to ImTextureRef
339#ifndef ImTextureID
340typedef ImU64 ImTextureID; // Default: store up to 64-bits (any pointer or integer). A majority of backends are ok with that.
341#endif
342
343// Define this if you need to change the invalid value for your backend.
344// - If your backend is using ImTextureID to store an index/offset and you need 0 to be valid, You can add '#define ImTextureID_Invalid ((ImTextureID)-1)' in your imconfig.h file.
345// - From 2026/03/12 to 2026/03/19 we experimented with changing to default to -1, but I worried it would cause too many issues in third-party code so it was reverted.
346#ifndef ImTextureID_Invalid
347#define ImTextureID_Invalid ((ImTextureID)0)
348#endif
349
350// ImTextureRef = higher-level identifier for a texture. Store a ImTextureID _or_ a ImTextureData*.
351// The identifier is valid even before the texture has been uploaded to the GPU/graphics system.
352// This is what gets passed to functions such as `ImGui::Image()`, `ImDrawList::AddImage()`.
353// This is what gets stored in draw commands (`ImDrawCmd`) to identify a texture during rendering.
354// - When a texture is created by user code (e.g. custom images), we directly store the low-level ImTextureID.
355// Because of this, when displaying your own texture you are likely to ever only manage ImTextureID values on your side.
356// - When a texture is created by the backend, we stores a ImTextureData* which becomes an indirection
357// to extract the ImTextureID value during rendering, after texture upload has happened.
358// - To create a ImTextureRef from a ImTextureData you can use ImTextureData::GetTexRef().
359// We intentionally do not provide an ImTextureRef constructor for this: we don't expect this
360// to be frequently useful to the end-user, and it would be erroneously called by many legacy code.
361// - If you want to bind the current atlas when using custom rectangle, you can use io.Fonts->TexRef.
362// - Binding generators for languages such as C (which don't have constructors), should provide a helper, e.g.
363// inline ImTextureRef ImTextureRefFromID(ImTextureID tex_id) { ImTextureRef tex_ref = { ._TexData = NULL, .TexID = tex_id }; return tex_ref; }
364// In 1.92 we changed most drawing functions using ImTextureID to use ImTextureRef.
365// We intentionally do not provide an implicit ImTextureRef -> ImTextureID cast operator because it is technically lossy to convert ImTextureRef to ImTextureID before rendering.
366IM_MSVC_RUNTIME_CHECKS_OFF
367struct ImTextureRef
368{
369 ImTextureRef() { _TexData = NULL; _TexID = ImTextureID_Invalid; }
370 ImTextureRef(ImTextureID tex_id) { _TexData = NULL; _TexID = tex_id; }
371#if !defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(ImTextureID)
372 ImTextureRef(void* tex_id) { _TexData = NULL; _TexID = (ImTextureID)(size_t)tex_id; } // For legacy backends casting to ImTextureID
373#endif
374
375 inline ImTextureID GetTexID() const; // == (_TexData ? _TexData->TexID : _TexID) // Implemented below in the file.
376
377 // Members (either are set, never both!)
378 ImTextureData* _TexData; // A texture, generally owned by a ImFontAtlas. Will convert to ImTextureID during render loop, after texture has been uploaded.
379 ImTextureID _TexID; // _OR_ Low-level backend texture identifier, if already uploaded or created by user/app. Generally provided to e.g. ImGui::Image() calls.
380};
381IM_MSVC_RUNTIME_CHECKS_RESTORE
382
383//-----------------------------------------------------------------------------
384// [SECTION] Dear ImGui end-user API functions
385// (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!)
386//-----------------------------------------------------------------------------
387
388namespace ImGui
389{
390 // Context creation and access
391 // - Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between contexts.
392 // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
393 // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details.
394 IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
395 IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context
396 IMGUI_API ImGuiContext* GetCurrentContext();
397 IMGUI_API void SetCurrentContext(ImGuiContext* ctx);
398
399 // Main
400 IMGUI_API ImGuiIO& GetIO(); // access the ImGuiIO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
401 IMGUI_API ImGuiPlatformIO& GetPlatformIO(); // access the ImGuiPlatformIO structure (mostly hooks/functions to connect to platform/renderer and OS Clipboard, IME etc.)
402 IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleColor(), PushStyleVar() to modify style mid-frame!
403 IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame().
404 IMGUI_API void EndFrame(); // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all!
405 IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData().
406 IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). Call ImGui_ImplXXXX_RenderDrawData() function in your Renderer Backend to render.
407
408 // Demo, Debug, Information
409 IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
410 IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc.
411 IMGUI_API void ShowDebugLogWindow(bool* p_open = NULL); // create Debug Log window. display a simplified log of important dear imgui events.
412 IMGUI_API void ShowIDStackToolWindow(bool* p_open = NULL); // create Stack Tool window. hover items with mouse to query information about the source of their unique ID.
413 IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information.
414 IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
415 IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles.
416 IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts.
417 IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as an end-user (mouse/keyboard controls).
418 IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.80 WIP" (essentially the value for IMGUI_VERSION from the compiled version of imgui.cpp)
419
420 // Styles
421 IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default)
422 IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font
423 IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style
424
425 // Windows
426 // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.
427 // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,
428 // which clicking will set the boolean to false when clicked.
429 // - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times.
430 // Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin().
431 // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
432 // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
433 // [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions
434 // such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding
435 // BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
436 // - Note that the bottom of window stack always contains a window called "Debug".
437 IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
438 IMGUI_API void End();
439
440 // Child Windows
441 // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
442 // - Before 1.90 (November 2023), the "ImGuiChildFlags child_flags = 0" parameter was "bool border = false".
443 // This API is backward compatible with old code, as we guarantee that ImGuiChildFlags_Borders == true.
444 // Consider updating your old code:
445 // BeginChild("Name", size, false) -> Begin("Name", size, 0); or Begin("Name", size, ImGuiChildFlags_None);
446 // BeginChild("Name", size, true) -> Begin("Name", size, ImGuiChildFlags_Borders);
447 // - Manual sizing (each axis can use a different setting e.g. ImVec2(0.0f, 400.0f)):
448 // == 0.0f: use remaining parent window size for this axis.
449 // > 0.0f: use specified size for this axis.
450 // < 0.0f: right/bottom-align to specified distance from available content boundaries.
451 // - Specifying ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY makes the sizing automatic based on child contents.
452 // Combining both ImGuiChildFlags_AutoResizeX _and_ ImGuiChildFlags_AutoResizeY defeats purpose of a scrolling region and is NOT recommended.
453 // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
454 // anything to the window. Always call a matching EndChild() for each BeginChild() call, regardless of its return value.
455 // [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions
456 // such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding
457 // BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
458 IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0);
459 IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0);
460 IMGUI_API void EndChild();
461
462 // Windows Utilities
463 // - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into.
464 IMGUI_API bool IsWindowAppearing();
465 IMGUI_API bool IsWindowCollapsed();
466 IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
467 IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options. IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details.
468 IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives
469 IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead)
470 IMGUI_API ImVec2 GetWindowSize(); // get current window size (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead)
471 IMGUI_API float GetWindowWidth(); // get current window width (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().x.
472 IMGUI_API float GetWindowHeight(); // get current window height (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().y.
473
474 // Window manipulation
475 // - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
476 IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0, 0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc.
477 IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()
478 IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use 0.0f or FLT_MAX if you don't want limits. Use -1 for both min and max of same axis to preserve current size (which itself is a constraint). Use callback to apply non-trivial programmatic constraints.
479 IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin()
480 IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin()
481 IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin()
482 IMGUI_API void SetNextWindowScroll(const ImVec2& scroll); // set next window scrolling value (use < 0.0f to not affect a given axis).
483 IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground.
484 IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects.
485 IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.
486 IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
487 IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().
488 IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position.
489 IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis.
490 IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state
491 IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus.
492
493 // Windows Scrolling
494 // - Any change of Scroll will be applied at the beginning of next frame in the first call to Begin().
495 // - You may instead use SetNextWindowScroll() prior to calling Begin() to avoid this delay, as an alternative to using SetScrollX()/SetScrollY().
496 IMGUI_API float GetScrollX(); // get scrolling amount [0 .. GetScrollMaxX()]
497 IMGUI_API float GetScrollY(); // get scrolling amount [0 .. GetScrollMaxY()]
498 IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0 .. GetScrollMaxX()]
499 IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0 .. GetScrollMaxY()]
500 IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x
501 IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y
502 IMGUI_API void SetScrollHereX(float center_x_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
503 IMGUI_API void SetScrollHereY(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
504 IMGUI_API void SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
505 IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
506
507 // Parameters stacks (font)
508 // - PushFont(font, 0.0f) // Change font and keep current size
509 // - PushFont(NULL, 20.0f) // Keep font and change current size
510 // - PushFont(font, 20.0f) // Change font and set size to 20.0f
511 // - PushFont(font, style.FontSizeBase * 2.0f) // Change font and set size to be twice bigger than current size.
512 // - PushFont(font, font->LegacySize) // Change font and set size to size passed to AddFontXXX() function. Same as pre-1.92 behavior.
513 // *IMPORTANT* before 1.92, fonts had a single size. They can now be dynamically be adjusted.
514 // - In 1.92 we have REMOVED the single parameter version of PushFont() because it seems like the easiest way to provide an error-proof transition.
515 // - PushFont(font) before 1.92 = PushFont(font, font->LegacySize) after 1.92 // Use default font size as passed to AddFontXXX() function.
516 // *IMPORTANT* global scale factors are applied over the provided size.
517 // - Global scale factors are: 'style.FontScaleMain', 'style.FontScaleDpi' and maybe more.
518 // - If you want to apply a factor to the _current_ font size:
519 // - CORRECT: PushFont(NULL, style.FontSizeBase) // use current unscaled size == does nothing
520 // - CORRECT: PushFont(NULL, style.FontSizeBase * 2.0f) // use current unscaled size x2 == make text twice bigger
521 // - INCORRECT: PushFont(NULL, GetFontSize()) // INCORRECT! using size after global factors already applied == GLOBAL SCALING FACTORS WILL APPLY TWICE!
522 // - INCORRECT: PushFont(NULL, GetFontSize() * 2.0f) // INCORRECT! using size after global factors already applied == GLOBAL SCALING FACTORS WILL APPLY TWICE!
523 IMGUI_API void PushFont(ImFont* font, float font_size_base_unscaled); // Use NULL as a shortcut to keep current font. Use 0.0f to keep current size.
524 IMGUI_API void PopFont();
525 IMGUI_API ImFont* GetFont(); // get current font
526 IMGUI_API float GetFontSize(); // get current scaled font size (= height in pixels). AFTER global scale factors applied. *IMPORTANT* DO NOT PASS THIS VALUE TO PushFont()! Use ImGui::GetStyle().FontSizeBase to get value before global scale factors.
527 IMGUI_API ImFontBaked* GetFontBaked(); // get current font bound at current size // == GetFont()->GetFontBaked(GetFontSize())
528
529 // Parameters stacks (shared)
530 IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); // modify a style color. always use this if you modify the style after NewFrame().
531 IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col);
532 IMGUI_API void PopStyleColor(int count = 1);
533 IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame()!
534 IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. "
535 IMGUI_API void PushStyleVarX(ImGuiStyleVar idx, float val_x); // modify X component of a style ImVec2 variable. "
536 IMGUI_API void PushStyleVarY(ImGuiStyleVar idx, float val_y); // modify Y component of a style ImVec2 variable. "
537 IMGUI_API void PopStyleVar(int count = 1);
538 IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); // modify specified shared item flag, e.g. PushItemFlag(ImGuiItemFlags_NoTabStop, true)
539 IMGUI_API void PopItemFlag();
540
541 // Parameters stacks (current window)
542 IMGUI_API void PushItemWidth(float item_width); // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side).
543 IMGUI_API void PopItemWidth();
544 IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side)
545 IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions.
546 IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // push word-wrapping position for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
547 IMGUI_API void PopTextWrapPos();
548
549 // Style read access
550 // - Use the ShowStyleEditor() function to interactively see/edit the colors.
551 IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a white pixel, useful to draw custom shapes via the ImDrawList API
552 IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier, packed as a 32-bit value suitable for ImDrawList
553 IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
554 IMGUI_API ImU32 GetColorU32(ImU32 col, float alpha_mul = 1.0f); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
555 IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in.
556
557 // Layout cursor positioning
558 // - By "cursor" we mean the current output position.
559 // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
560 // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget.
561 // - YOU CAN DO 99% OF WHAT YOU NEED WITH ONLY GetCursorScreenPos() and GetContentRegionAvail().
562 // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API:
563 // - Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. -> this is the preferred way forward.
564 // - Window-local coordinates: SameLine(offset), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), PushTextWrapPos()
565 // - Window-local coordinates: GetContentRegionMax(), GetWindowContentRegionMin(), GetWindowContentRegionMax() --> all obsoleted. YOU DON'T NEED THEM.
566 // - GetCursorScreenPos() = GetCursorPos() + GetWindowPos(). GetWindowPos() is almost only ever useful to convert from window-local to absolute coordinates. Try not to use it.
567 IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND (prefer using this rather than GetCursorPos(), also more useful to work with ImDrawList API).
568 IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND.
569 IMGUI_API ImVec2 GetContentRegionAvail(); // available space from current position. THIS IS YOUR BEST FRIEND.
570 IMGUI_API ImVec2 GetCursorPos(); // [window-local] cursor position in window-local coordinates. This is not your best friend.
571 IMGUI_API float GetCursorPosX(); // [window-local] "
572 IMGUI_API float GetCursorPosY(); // [window-local] "
573 IMGUI_API void SetCursorPos(const ImVec2& local_pos); // [window-local] "
574 IMGUI_API void SetCursorPosX(float local_x); // [window-local] "
575 IMGUI_API void SetCursorPosY(float local_y); // [window-local] "
576 IMGUI_API ImVec2 GetCursorStartPos(); // [window-local] initial cursor position, in window-local coordinates. Call GetCursorScreenPos() after Begin() to get the absolute coordinates version.
577
578 // Other layout functions
579 IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
580 IMGUI_API void SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates.
581 IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in a horizontal-layout context.
582 IMGUI_API void Spacing(); // add vertical spacing.
583 IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into.
584 IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by indent_w, or style.IndentSpacing if indent_w <= 0
585 IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by indent_w, or style.IndentSpacing if indent_w <= 0
586 IMGUI_API void BeginGroup(); // lock horizontal starting position
587 IMGUI_API void EndGroup(); // unlock horizontal starting position + capture the whole group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
588 IMGUI_API void AlignTextToFramePadding(); // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item)
589 IMGUI_API float GetTextLineHeight(); // ~ FontSize
590 IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
591 IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2
592 IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)
593
594 // ID stack/scopes
595 // Read the FAQ (docs/FAQ.md or http://dearimgui.com/faq) for more details about how ID are handled in dear imgui.
596 // - Those questions are answered and impacted by understanding of the ID stack system:
597 // - "Q: Why is my widget not reacting when I click on it?"
598 // - "Q: How can I have widgets with an empty label?"
599 // - "Q: How can I have multiple widgets with the same label?"
600 // - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely
601 // want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
602 // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others.
603 // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID,
604 // whereas "str_id" denote a string that is only used as an ID and not normally displayed.
605 IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string).
606 IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string).
607 IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer).
608 IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer).
609 IMGUI_API void PopID(); // pop from the ID stack.
610 IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself
611 IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end);
612 IMGUI_API ImGuiID GetID(const void* ptr_id);
613 IMGUI_API ImGuiID GetID(int int_id);
614
615 // Widgets: Text
616 // - Note that all functions taking format strings in the API may be passed ("%s", text) or ("%.*s", text_len, text): which will automatically bypass the formatter.
617 IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Practically equivalent to 'Text("%s", text)' but doesn't require null terminated string if 'text_end' is specified.
618 IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // formatted text
619 IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1);
620 IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
621 IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2);
622 IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
623 IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1);
624 IMGUI_API void TextWrapped(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize().
625 IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1);
626 IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets
627 IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2);
628 IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text()
629 IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1);
630 IMGUI_API void SeparatorText(const char* label); // currently: formatted text with a horizontal line
631
632 // Widgets: Main
633 // - Most widgets return true when the value has been changed or when pressed/selected
634 // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state.
635 IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0, 0)); // button
636 IMGUI_API bool SmallButton(const char* label); // button with (FramePadding.y == 0) to easily embed within text
637 IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size, ImGuiButtonFlags flags = 0); // flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
638 IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape
639 IMGUI_API bool Checkbox(const char* label, bool* v);
640 IMGUI_API bool CheckboxFlags(const char* label, int* flags, int flags_value);
641 IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
642 IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }
643 IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer
644 IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL);
645 IMGUI_API void Bullet(); // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
646 IMGUI_API bool TextLink(const char* label); // hyperlink text button, return true when clicked
647 IMGUI_API bool TextLinkOpenURL(const char* label, const char* url = NULL); // hyperlink text button, automatically open file/url when clicked
648
649 // Widgets: Images
650 // - Read about ImTextureID/ImTextureRef here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
651 // - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above.
652 // - Image() adds style.ImageBorderSize on each side, ImageButton() adds style.FramePadding on each side.
653 // - ImageButton() draws a background based on regular Button() color + optionally an inner background if specified.
654 // - An obsolete version of Image(), before 1.91.9 (March 2025), had a 'tint_col' parameter which is now supported by the ImageWithBg() function.
655 IMGUI_API void Image(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1));
656 IMGUI_API void ImageWithBg(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1));
657 IMGUI_API bool ImageButton(const char* str_id, ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1));
658
659 // Widgets: Combo Box (Dropdown)
660 // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
661 // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created.
662 IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
663 IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true!
664 IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);
665 IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items = -1); // Separate items with \0 within a string, end item-list with \0\0. e.g. "One\0Two\0Three\0"
666 IMGUI_API bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int popup_max_height_in_items = -1);
667
668 // Widgets: Drag Sliders
669 // - Ctrl+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
670 // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every function, note that a 'float v[X]' function argument is the same as 'float* v',
671 // the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
672 // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
673 // - Format string may also be set to NULL or use the default format ("%f" or "%d").
674 // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For keyboard/gamepad navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision).
675 // - Use v_min < v_max to clamp edits to given limits. Note that Ctrl+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used.
676 // - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum.
677 // - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.
678 // - Legacy: Pre-1.78 there are DragXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
679 // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
680 IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound
681 IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
682 IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
683 IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
684 IMGUI_API bool DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, ImGuiSliderFlags flags = 0);
685 IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound
686 IMGUI_API bool DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
687 IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
688 IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
689 IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL, ImGuiSliderFlags flags = 0);
690 IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0);
691 IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0);
692
693 // Widgets: Regular Sliders
694 // - Ctrl+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
695 // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
696 // - Format string may also be set to NULL or use the default format ("%f" or "%d").
697 // - Legacy: Pre-1.78 there are SliderXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
698 // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
699 IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display.
700 IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
701 IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
702 IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
703 IMGUI_API bool SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f, const char* format = "%.0f deg", ImGuiSliderFlags flags = 0);
704 IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
705 IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
706 IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
707 IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
708 IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
709 IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
710 IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
711 IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
712 IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
713
714 // Widgets: Input with Keyboard
715 // - If you want to use InputText() with std::string or any custom dynamic string type, use the wrapper in misc/cpp/imgui_stdlib.h/.cpp!
716 // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.
717 IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
718 IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
719 IMGUI_API bool InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
720 IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
721 IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
722 IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
723 IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
724 IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0);
725 IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0);
726 IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0);
727 IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0);
728 IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0, double step_fast = 0.0, const char* format = "%.6f", ImGuiInputTextFlags flags = 0);
729 IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
730 IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
731
732 // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little color square that can be left-clicked to open a picker, and right-clicked to open an option menu.)
733 // - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible.
734 // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
735 IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
736 IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
737 IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
738 IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
739 IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed.
740
741 // Widgets: Trees
742 // - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents.
743 IMGUI_API bool TreeNode(const char* label);
744 IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to easily decorrelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
745 IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // "
746 IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
747 IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
748 IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);
749 IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
750 IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
751 IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
752 IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
753 IMGUI_API void TreePush(const char* str_id); // ~ Indent()+PushID(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired.
754 IMGUI_API void TreePush(const void* ptr_id); // "
755 IMGUI_API void TreePop(); // ~ Unindent()+PopID()
756 IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
757 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().
758 IMGUI_API bool CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags = 0); // when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header.
759 IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state.
760 IMGUI_API void SetNextItemStorageID(ImGuiID storage_id); // set id to use for open/close storage (default to same as item id).
761 IMGUI_API bool TreeNodeGetOpen(ImGuiID storage_id); // retrieve tree node open/close state.
762
763 // Widgets: Selectables
764 // - A selectable highlights when hovered, and can display another color when selected.
765 // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous.
766 IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height
767 IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper.
768
769 // Multi-selection system for Selectable(), Checkbox(), TreeNode() functions [BETA]
770 // - This enables standard multi-selection/range-selection idioms (Ctrl+Mouse/Keyboard, Shift+Mouse/Keyboard, etc.) in a way that also allow a clipper to be used.
771 // - ImGuiSelectionUserData is often used to store your item index within the current view (but may store something else).
772 // - Read comments near ImGuiMultiSelectIO for instructions/details and see 'Demo->Widgets->Selection State & Multi-Select' for demo.
773 // - TreeNode() is technically supported but... using this correctly is more complicated. You need some sort of linear/random access to your tree,
774 // which is suited to advanced trees setups already implementing filters and clipper. We will work simplifying the current demo.
775 // - 'selection_size' and 'items_count' parameters are optional and used by a few features. If they are costly for you to compute, you may avoid them.
776 IMGUI_API ImGuiMultiSelectIO* BeginMultiSelect(ImGuiMultiSelectFlags flags, int selection_size = -1, int items_count = -1);
777 IMGUI_API ImGuiMultiSelectIO* EndMultiSelect();
778 IMGUI_API void SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data);
779 IMGUI_API bool IsItemToggledSelection(); // Was the last item selection state toggled? Useful if you need the per-item information _before_ reaching EndMultiSelect(). We only returns toggle _event_ in order to handle clipping correctly.
780
781 // Widgets: List Boxes
782 // - This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label.
783 // - If you don't need a label you can probably simply use BeginChild() with the ImGuiChildFlags_FrameStyle flag for the same result.
784 // - You can submit contents and manage your selection state however you want it, by creating e.g. Selectable() or any other items.
785 // - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analogous to how Combos are created.
786 // - Choose frame width: size.x > 0.0f: custom / size.x < 0.0f or -FLT_MIN: right-align / size.x = 0.0f (default): use current ItemWidth
787 // - Choose frame height: size.y > 0.0f: custom / size.y < 0.0f or -FLT_MIN: bottom-align / size.y = 0.0f (default): arbitrary default height which can fit ~7 items
788 IMGUI_API bool BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region
789 IMGUI_API void EndListBox(); // only call EndListBox() if BeginListBox() returned true!
790 IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);
791 IMGUI_API bool ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int height_in_items = -1);
792
793 // Widgets: Data Plotting
794 // - Consider using ImPlot (https://github.com/epezent/implot) which is much better!
795 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));
796 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));
797 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));
798 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));
799
800 // Widgets: Value() Helpers.
801 // - Those are merely shortcut to calling Text() with a format string. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace)
802 IMGUI_API void Value(const char* prefix, bool b);
803 IMGUI_API void Value(const char* prefix, int v);
804 IMGUI_API void Value(const char* prefix, unsigned int v);
805 IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL);
806
807 // Widgets: Menus
808 // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar.
809 // - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it.
810 // - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it.
811 // - Note that MenuItem() keyboard shortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment.
812 IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
813 IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true!
814 IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar.
815 IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
816 IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true!
817 IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true!
818 IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated.
819 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
820
821 // Tooltips
822 // - Tooltips are windows following the mouse. They do not take focus away.
823 // - A tooltip window can contain items of any types.
824 // - SetTooltip() is more or less a shortcut for the 'if (BeginTooltip()) { Text(...); EndTooltip(); }' idiom (with a subtlety that it discard any previously submitted tooltip)
825 IMGUI_API bool BeginTooltip(); // begin/append a tooltip window.
826 IMGUI_API void EndTooltip(); // only call EndTooltip() if BeginTooltip()/BeginItemTooltip() returns true!
827 IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip. Often used after a ImGui::IsItemHovered() check. Override any previous call to SetTooltip().
828 IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
829
830 // Tooltips: helpers for showing a tooltip when hovering an item
831 // - BeginItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip) && BeginTooltip())' idiom.
832 // - SetItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) { SetTooltip(...); }' idiom.
833 // - Where 'ImGuiHoveredFlags_ForTooltip' itself is a shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on active input type. For mouse it defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'.
834 IMGUI_API bool BeginItemTooltip(); // begin/append a tooltip window if preceding item was hovered.
835 IMGUI_API void SetItemTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip if preceding item was hovered. override any previous call to SetTooltip().
836 IMGUI_API void SetItemTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
837
838 // Popups, Modals
839 // - They block normal mouse hovering detection (and therefore most mouse interactions) behind them.
840 // - If not modal: they can be closed by clicking anywhere outside them, or by pressing Escape (call 'Shortcut(ImGuiKey_Escape)' to claim a higher-priority shortcut).
841 // - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls.
842 // - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time.
843 // - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered().
844 // - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to be at the same level of the stack.
845 // This is sometimes leading to confusing mistakes. May rework this in the future.
846 // - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards if returned true. ImGuiWindowFlags are forwarded to the window.
847 // - BeginPopupModal(): block every interaction behind the window, cannot be closed by user, add a dimming background, has a title bar.
848 IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it.
849 IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it.
850 IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true!
851
852 // Popups: open/close functions
853 // - OpenPopup(): set popup state to open (unless one of the specified ImGuiPopupFlags prevent opening).
854 // - OpenPopupXXX() functions return true when the popup is toggled open, which allows you to capture local state if needed.
855 // You may also call IsWindowAppearing() inside the later BeginPopup() scope if you need to prepare/compute data for the popup.
856 // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
857 // - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually.
858 // - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options).
859 // - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup().
860 // - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened.
861 IMGUI_API bool OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!).
862 IMGUI_API bool OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks
863 IMGUI_API bool OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 0); // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors)
864 IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into.
865
866 // Popups: Open+Begin popup combined functions helpers to create context menus.
867 // - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking.
868 // - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future.
869 // - IMPORTANT: If you ever used the left mouse button with BeginPopupContextXXX() helpers before 1.92.6:
870 // - Before this version, OpenPopupOnItemClick(), BeginPopupContextItem(), BeginPopupContextWindow(), BeginPopupContextVoid() had 'a ImGuiPopupFlags popup_flags = 1' default value in their function signature.
871 // - Before: Explicitly passing a literal 0 meant ImGuiPopupFlags_MouseButtonLeft. The default = 1 meant ImGuiPopupFlags_MouseButtonRight.
872 // - After: The default = 0 means ImGuiPopupFlags_MouseButtonRight. Explicitly passing a literal 1 also means ImGuiPopupFlags_MouseButtonRight (if legacy behavior are enabled) or will assert (if legacy behavior are disabled).
873 // - TL;DR: if you don't want to use right mouse button for popups, always specify it explicitly using a named ImGuiPopupFlags_MouseButtonXXXX value.
874 // - Read "API BREAKING CHANGES" 2026/01/07 (1.92.6) entry in imgui.cpp or GitHub topic #9157 for all details.
875 IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 0); // open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!
876 IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 0);// open+begin popup when clicked on current window.
877 IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 0); // open+begin popup when clicked in void (where there are no windows).
878
879 // Popups: query functions
880 // - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack.
881 // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack.
882 // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open.
883 IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open.
884
885 // Tables
886 // - Full-featured replacement for old Columns API.
887 // - See Demo->Tables for demo code. See top of imgui_tables.cpp for general commentary.
888 // - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags.
889 // The typical call flow is:
890 // - 1. Call BeginTable(), early out if returning false.
891 // - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults.
892 // - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows.
893 // - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data.
894 // - 5. Populate contents:
895 // - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column.
896 // - If you are using tables as a sort of grid, where every column is holding the same type of contents,
897 // you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex().
898 // TableNextColumn() will automatically wrap-around into the next row if needed.
899 // - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column!
900 // - Summary of possible call flow:
901 // - TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") // OK
902 // - TableNextRow() -> TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK
903 // - TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK: TableNextColumn() automatically gets to next row!
904 // - TableNextRow() -> Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear!
905 // - 5. Call EndTable()
906 IMGUI_API bool BeginTable(const char* str_id, int columns, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f);
907 IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true!
908 IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row. 'min_row_height' include the minimum top and bottom padding aka CellPadding.y * 2.0f.
909 IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible.
910 IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible.
911
912 // Tables: Headers & Columns declaration
913 // - Use TableSetupColumn() to specify label, resizing policy, default width/weight, various other flags etc.
914 // (the trailing 'ImGuiID user_data', which used to be referred to as 'ImGuiID user_id', is merely user data that is blindly copied in ImGuiTableColumnSortSpecs).
915 // - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column.
916 // Headers are required to perform: reordering, sorting, and opening the context menu.
917 // The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody.
918 // - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in
919 // some advanced use cases (e.g. adding custom widgets in header row).
920 // - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled. When freezing columns you would usually also use ImGuiTableColumnFlags_NoHide on them.
921 IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_data = 0);
922 IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled.
923 IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used)
924 IMGUI_API void TableHeadersRow(); // submit a row with headers cells based on data provided to TableSetupColumn() + submit context menu
925 IMGUI_API void TableAngledHeadersRow(); // submit a row with angled headers for every column with the ImGuiTableColumnFlags_AngledHeader flag. MUST BE FIRST ROW.
926
927 // Tables: Sorting & Miscellaneous functions
928 // - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting.
929 // When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have
930 // changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting,
931 // else you may wastefully sort your data every frame!
932 // - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index.
933 IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting). Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable().
934 IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable)
935 IMGUI_API int TableGetColumnIndex(); // return current column index.
936 IMGUI_API int TableGetRowIndex(); // return current row index (header rows are accounted for)
937 IMGUI_API const char* TableGetColumnName(int column_n = -1); // return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column.
938 IMGUI_API ImGuiTableColumnFlags TableGetColumnFlags(int column_n = -1); // return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column.
939 IMGUI_API void TableSetColumnEnabled(int column_n, bool v);// change user accessible enabled/disabled state of a column. Set to false to hide the column. User can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody)
940 IMGUI_API int TableGetHoveredColumn(); // return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered. Can also use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead.
941 IMGUI_API void TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n = -1); // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details.
942
943 // Legacy Columns API (prefer using Tables!)
944 // - You can also use SameLine(pos_x) to mimic simplified columns.
945 IMGUI_API void Columns(int count = 1, const char* id = NULL, bool borders = true);
946 IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
947 IMGUI_API int GetColumnIndex(); // get current column index
948 IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column
949 IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column
950 IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f
951 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
952 IMGUI_API int GetColumnsCount();
953
954 // Tab Bars, Tabs
955 // - Note: Tabs are automatically created by the docking system (when in 'docking' branch). Use this to create tab bars/tabs yourself.
956 IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar
957 IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true!
958 IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected.
959 IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true!
960 IMGUI_API bool TabItemButton(const char* label, ImGuiTabItemFlags flags = 0); // create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar.
961 IMGUI_API void SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name.
962
963 // Logging/Capture
964 // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.
965 IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout)
966 IMGUI_API void LogToFile(int auto_open_depth = -1, const char* filename = NULL); // start logging to file
967 IMGUI_API void LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard
968 IMGUI_API void LogFinish(); // stop logging (close file, etc.)
969 IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard
970 IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed)
971 IMGUI_API void LogTextV(const char* fmt, va_list args) IM_FMTLIST(1);
972
973 // Drag and Drop
974 // - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource().
975 // - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget().
976 // - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip, see #1725)
977 // - An item can be both drag source and drop target.
978 IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call after submitting an item which may be dragged. when this return true, you can call SetDragDropPayload() + EndDragDropSource()
979 IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. Return true when payload has been accepted.
980 IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true!
981 IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
982 IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released.
983 IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
984 IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. returns NULL when drag and drop is finished or inactive. use ImGuiPayload::IsDataType() to test for the payload type.
985
986 // Disabling [BETA API]
987 // - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors)
988 // - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled)
989 // - Tooltips windows are automatically opted out of disabling. Note that IsItemHovered() by default returns false on disabled items, unless using ImGuiHoveredFlags_AllowWhenDisabled.
990 // - BeginDisabled(false)/EndDisabled() essentially does nothing but is provided to facilitate use of boolean expressions (as a micro-optimization: if you have tens of thousands of BeginDisabled(false)/EndDisabled() pairs, you might want to reformulate your code to avoid making those calls)
991 IMGUI_API void BeginDisabled(bool disabled = true);
992 IMGUI_API void EndDisabled();
993
994 // Clipping
995 // - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only.
996 IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
997 IMGUI_API void PopClipRect();
998
999 // Focus, Activation
1000 IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a newly appearing window.
1001 IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget.
1002
1003 // Keyboard/Gamepad Navigation
1004 IMGUI_API void SetNavCursorVisible(bool visible); // alter visibility of keyboard/gamepad cursor. by default: show when using an arrow key, hide when clicking with mouse.
1005
1006 // Overlapping mode
1007 IMGUI_API void SetNextItemAllowOverlap(); // allow next item to be overlapped by a subsequent item. Typically useful with InvisibleButton(), Selectable(), TreeNode() covering an area where subsequent items may need to be added. Note that both Selectable() and TreeNode() have dedicated flags doing this.
1008
1009 // Item/Widgets Utilities and Query Functions
1010 // - Most of the functions are referring to the previous Item that has been submitted.
1011 // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions.
1012 IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options.
1013 IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false)
1014 IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation?
1015 IMGUI_API bool IsItemClicked(ImGuiMouseButton mouse_button = 0); // is the last item hovered and mouse clicked on? (**) == IsMouseClicked(mouse_button) && IsItemHovered()Important. (**) this is NOT equivalent to the behavior of e.g. Button(). Read comments in function definition.
1016 IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling)
1017 IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets.
1018 IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive).
1019 IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that require continuous editing.
1020 IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that require continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item).
1021 IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode().
1022 IMGUI_API bool IsAnyItemHovered(); // is any item hovered?
1023 IMGUI_API bool IsAnyItemActive(); // is any item active?
1024 IMGUI_API bool IsAnyItemFocused(); // is any item focused?
1025 IMGUI_API ImGuiID GetItemID(); // get ID of last item (~~ often same ImGui::GetID(label) beforehand)
1026 IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space)
1027 IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space)
1028 IMGUI_API ImVec2 GetItemRectSize(); // get size of last item
1029 IMGUI_API ImGuiItemFlags GetItemFlags(); // get generic flags of last item
1030 IMGUI_API int GetItemClickedCountWithSingleClickDelay(ImGuiMouseButton mouse_button = 0, float delay = -1.0f); // [BETA] building block for disambiguation between single-click and double-click. Returns 1 on single-click but delayed by io.MouseSingleClickDelay after mouse release. Returns 2+ on double-click or repeated clicks.
1031
1032 // Viewports
1033 // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
1034 // - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
1035 // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
1036 IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. This can never be NULL.
1037
1038 // Background/Foreground Draw Lists
1039 IMGUI_API ImDrawList* GetBackgroundDrawList(); // this draw list will be the first rendered one. Useful to quickly draw shapes/text behind dear imgui contents.
1040 IMGUI_API ImDrawList* GetForegroundDrawList(); // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
1041
1042 // Miscellaneous Utilities
1043 IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
1044 IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.
1045 IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame.
1046 IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame.
1047 IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances.
1048 IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.).
1049 IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
1050 IMGUI_API ImGuiStorage* GetStateStorage();
1051
1052 // Text Utilities
1053 IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
1054
1055 // Color Utilities
1056 IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in);
1057 IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in);
1058 IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
1059 IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
1060
1061 // Inputs Utilities: Raw Keyboard/Mouse/Gamepad Access
1062 // - Consider using the Shortcut() function instead of IsKeyPressed()/IsKeyChordPressed()! Shortcut() is easier to use and better featured (can do focus routing check).
1063 // - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...).
1064 // - (legacy: before v1.87 (2022-02), we used ImGuiKey < 512 values to carry native/user indices as defined by each backends. This was obsoleted in 1.87 (2022-02) and completely removed in 1.91.5 (2024-11). See https://github.com/ocornut/imgui/issues/4921)
1065 IMGUI_API bool IsKeyDown(ImGuiKey key); // is key being held.
1066 IMGUI_API bool IsKeyPressed(ImGuiKey key, bool repeat = true); // was key pressed (went from !Down to Down)? Repeat rate uses io.KeyRepeatDelay / KeyRepeatRate.
1067 IMGUI_API bool IsKeyReleased(ImGuiKey key); // was key released (went from Down to !Down)?
1068 IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord); // was key chord (mods + key) pressed, e.g. you can pass 'ImGuiMod_Ctrl | ImGuiKey_S' as a key-chord. This doesn't do any routing or focus check, please consider using Shortcut() function instead.
1069 IMGUI_API int GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate
1070 IMGUI_API const char* GetKeyName(ImGuiKey key); // [DEBUG] returns English name of the key. Those names are provided for debugging purpose and are not meant to be saved persistently nor compared.
1071 IMGUI_API void SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard); // Override io.WantCaptureKeyboard flag next frame (said flag is left for your application to handle, typically when true it instructs your app to ignore inputs). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard"; after the next NewFrame() call.
1072
1073 // Inputs Utilities: Shortcut Testing & Routing
1074 // - Typical use is e.g.: 'if (ImGui::Shortcut(ImGuiMod_Ctrl | ImGuiKey_S)) { ... }'.
1075 // - Flags: Default route use ImGuiInputFlags_RouteFocused, but see ImGuiInputFlags_RouteGlobal and other options in ImGuiInputFlags_!
1076 // - Flags: Use ImGuiInputFlags_Repeat to support repeat.
1077 // - ImGuiKeyChord = a ImGuiKey + optional ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super.
1078 // ImGuiKey_C // Accepted by functions taking ImGuiKey or ImGuiKeyChord arguments
1079 // ImGuiMod_Ctrl | ImGuiKey_C // Accepted by functions taking ImGuiKeyChord arguments
1080 // only ImGuiMod_XXX values are legal to combine with an ImGuiKey. You CANNOT combine two ImGuiKey values.
1081 // - The general idea is that several callers may register interest in a shortcut, and only one owner gets it.
1082 // Parent -> call Shortcut(Ctrl+S) // When Parent is focused, Parent gets the shortcut.
1083 // Child1 -> call Shortcut(Ctrl+S) // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts)
1084 // Child2 -> no call // When Child2 is focused, Parent gets the shortcut.
1085 // The whole system is order independent, so if Child1 makes its calls before Parent, results will be identical.
1086 // This is an important property as it facilitate working with foreign code or larger codebase.
1087 // - To understand the difference:
1088 // - IsKeyChordPressed() compares mods and call IsKeyPressed()
1089 // -> the function has no side-effect.
1090 // - Shortcut() submits a route, routes are resolved, if it currently can be routed it calls IsKeyChordPressed()
1091 // -> the function has (desirable) side-effects as it can prevents another call from getting the route.
1092 // - Visualize registered routes in 'Metrics/Debugger->Inputs'.
1093 IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0);
1094 IMGUI_API void SetNextItemShortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0);
1095
1096 // Inputs Utilities: Key/Input Ownership [BETA]
1097 // - One common use case would be to allow your items to disable standard inputs behaviors such
1098 // as Tab or Alt key handling, Mouse Wheel scrolling, etc.
1099 // e.g. `Button(...); if (SetItemKeyOwner(ImGuiKey_MouseWheelY)) { ... }` to make hovering/activating a button disable wheel for scrolling.
1100 // - Reminder ImGuiKey enum include access to mouse buttons and gamepad, so key ownership can apply to them.
1101 // - The return value of SetItemKeyOwner() says if ownership has been requested for the item, which is a shortcut to calling yet non-public TestKeyOwner() function.
1102 // - Many related features are still in imgui_internal.h. For instance, most IsKeyXXX()/IsMouseXXX() functions have an owner-id-aware version.
1103 IMGUI_API bool SetItemKeyOwner(ImGuiKey key); // Set key owner to last item ID if it is hovered or active. Return true when ownership has been set. Roughly equivalent to 'if (TestKeyOwner(key, GetItemID()) && (IsItemHovered() || IsItemActive())) { SetKeyOwner(key, GetItemID());'.
1104
1105 // Inputs Utilities: Mouse
1106 // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.
1107 // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
1108 // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold')
1109 IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held?
1110 IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1.
1111 IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down)
1112 IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? Same as GetMouseClickedCount() == 2. (note that a double-click will also report IsMouseClicked() == true)
1113 IMGUI_API bool IsMouseReleasedWithDelay(ImGuiMouseButton button, float delay=-1.f);// delayed mouse release. Use sparingly. Prefer higher-level helper GetItemClickedCountWithSingleClickDelay(). Generally used with 'delay >= io.MouseDoubleClickTime' + combined with a 'io.MouseClickedLastCount==1' test.
1114 IMGUI_API int GetMouseClickedCount(ImGuiMouseButton button); // return the number of successive mouse-clicks at the time where a click happen (otherwise 0).
1115 IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block.
1116 IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available
1117 IMGUI_API bool IsAnyMouseDown(); // [WILL OBSOLETE] is any mouse button held? This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid.
1118 IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
1119 IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves)
1120 IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (uses io.MouseDraggingThreshold if lock_threshold < 0.0f)
1121 IMGUI_API ImVec2 GetMouseDragDelta(ImGuiMouseButton button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (uses io.MouseDraggingThreshold if lock_threshold < 0.0f)
1122 IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); //
1123 IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired mouse cursor shape. Important: reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
1124 IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired mouse cursor shape
1125 IMGUI_API void SetNextFrameWantCaptureMouse(bool want_capture_mouse); // Override io.WantCaptureMouse flag next frame (said flag is left for your application to handle, typical when true it instructs your app to ignore inputs). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse;" after the next NewFrame() call.
1126
1127 // Clipboard Utilities
1128 // - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard.
1129 IMGUI_API const char* GetClipboardText();
1130 IMGUI_API void SetClipboardText(const char* text);
1131
1132 // Settings/.Ini Utilities
1133 // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
1134 // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
1135 // - Important: default value "imgui.ini" is relative to current working dir! Most apps will want to lock this to an absolute path (e.g. same path as executables).
1136 IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
1137 IMGUI_API void LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size=0); // call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source.
1138 IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename); // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext).
1139 IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings.
1140
1141 // Debug Utilities
1142 // - Your main debugging friend is the ShowMetricsWindow() function.
1143 // - Interactive tools are all accessible from the 'Dear ImGui Demo->Tools' menu.
1144 // - Read https://github.com/ocornut/imgui/wiki/Debug-Tools for a description of all available debug tools.
1145 IMGUI_API void DebugTextEncoding(const char* text);
1146 IMGUI_API void DebugFlashStyleColor(ImGuiCol idx);
1147 IMGUI_API void DebugStartItemPicker();
1148 IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro.
1149#ifndef IMGUI_DISABLE_DEBUG_TOOLS
1150 IMGUI_API void DebugLog(const char* fmt, ...) IM_FMTARGS(1); // Call via IMGUI_DEBUG_LOG() for maximum stripping in caller code!
1151 IMGUI_API void DebugLogV(const char* fmt, va_list args) IM_FMTLIST(1);
1152#endif
1153
1154 // Memory Allocators
1155 // - Those functions are not reliant on the current context.
1156 // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
1157 // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
1158 IMGUI_API void SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL);
1159 IMGUI_API void GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data);
1160 IMGUI_API void* MemAlloc(size_t size);
1161 IMGUI_API void MemFree(void* ptr);
1162
1163} // namespace ImGui
1164
1165//-----------------------------------------------------------------------------
1166// [SECTION] Flags & Enumerations
1167//-----------------------------------------------------------------------------
1168
1169// Flags for ImGui::Begin()
1170// (Those are per-window flags. There are shared flags in ImGuiIO: io.ConfigWindowsResizeFromEdges and io.ConfigWindowsMoveFromTitleBarOnly)
1171enum ImGuiWindowFlags_
1172{
1173 ImGuiWindowFlags_None = 0,
1174 ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar
1175 ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip
1176 ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window
1177 ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically)
1178 ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set.
1179 ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it. Also referred to as Window Menu Button (e.g. within a docking node).
1180 ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame
1181 ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
1182 ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file
1183 ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through.
1184 ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar
1185 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.
1186 ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state
1187 ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus)
1188 ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y)
1189 ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
1190 ImGuiWindowFlags_NoNavInputs = 1 << 16, // No keyboard/gamepad navigation within the window
1191 ImGuiWindowFlags_NoNavFocus = 1 << 17, // No focusing toward this window with keyboard/gamepad navigation (e.g. skipped by Ctrl+Tab)
1192 ImGuiWindowFlags_UnsavedDocument = 1 << 18, // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.
1193 ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
1194 ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,
1195 ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
1196
1197 // [Internal]
1198 ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild()
1199 ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip()
1200 ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
1201 ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal()
1202 ImGuiWindowFlags_ChildMenu = 1 << 28, // Don't use! For internal use by BeginMenu()
1203
1204 // Obsolete names
1205#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1206 //ImGuiWindowFlags_NavFlattened = 1 << 29, // Obsoleted in 1.90.9: moved to ImGuiChildFlags. BeginChild(name, size, 0, ImGuiWindowFlags_NavFlattened) --> BeginChild(name, size, ImGuiChildFlags_NavFlattened, 0)
1207 //ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 30, // Obsoleted in 1.90.0: moved to ImGuiChildFlags. BeginChild(name, size, 0, ImGuiWindowFlags_AlwaysUseWindowPadding) --> BeginChild(name, size, ImGuiChildFlags_AlwaysUseWindowPadding, 0)
1208#endif
1209};
1210
1211// Flags for ImGui::BeginChild()
1212// (Legacy: bit 0 must always correspond to ImGuiChildFlags_Borders to be backward compatible with old API using 'bool border = false'.)
1213// About using AutoResizeX/AutoResizeY flags:
1214// - May be combined with SetNextWindowSizeConstraints() to set a min/max size for each axis (see "Demo->Child->Auto-resize with Constraints").
1215// - Size measurement for a given axis is only performed when the child window is within visible boundaries, or is just appearing.
1216// - This allows BeginChild() to return false when not within boundaries (e.g. when scrolling), which is more optimal. BUT it won't update its auto-size while clipped.
1217// While not perfect, it is a better default behavior as the always-on performance gain is more valuable than the occasional "resizing after becoming visible again" glitch.
1218// - You may also use ImGuiChildFlags_AlwaysAutoResize to force an update even when child window is not in view.
1219// HOWEVER PLEASE UNDERSTAND THAT DOING SO WILL PREVENT BeginChild() FROM EVER RETURNING FALSE, disabling benefits of coarse clipping.
1220enum ImGuiChildFlags_
1221{
1222 ImGuiChildFlags_None = 0,
1223 ImGuiChildFlags_Borders = 1 << 0, // Show an outer border and enable WindowPadding. (IMPORTANT: this is always == 1 == true for legacy reason)
1224 ImGuiChildFlags_AlwaysUseWindowPadding = 1 << 1, // Pad with style.WindowPadding even if no border are drawn (no padding by default for non-bordered child windows because it makes more sense)
1225 ImGuiChildFlags_ResizeX = 1 << 2, // Allow resize from right border (layout direction). Enable .ini saving (unless ImGuiWindowFlags_NoSavedSettings passed to window flags)
1226 ImGuiChildFlags_ResizeY = 1 << 3, // Allow resize from bottom border (layout direction). "
1227 ImGuiChildFlags_AutoResizeX = 1 << 4, // Enable auto-resizing width. Read "IMPORTANT: Size measurement" details above.
1228 ImGuiChildFlags_AutoResizeY = 1 << 5, // Enable auto-resizing height. Read "IMPORTANT: Size measurement" details above.
1229 ImGuiChildFlags_AlwaysAutoResize = 1 << 6, // Combined with AutoResizeX/AutoResizeY. Always measure size even when child is hidden, always return true, always disable clipping optimization! NOT RECOMMENDED.
1230 ImGuiChildFlags_FrameStyle = 1 << 7, // Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding.
1231 ImGuiChildFlags_NavFlattened = 1 << 8, // [BETA] Share focus scope, allow keyboard/gamepad navigation to cross over parent border to this child or between sibling child windows.
1232
1233 // Obsolete names
1234#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1235 //ImGuiChildFlags_Border = ImGuiChildFlags_Borders, // Renamed in 1.91.1 (August 2024) for consistency.
1236#endif
1237};
1238
1239// Flags for ImGui::PushItemFlag()
1240// (Those are shared by all submitted items)
1241enum ImGuiItemFlags_
1242{
1243 ImGuiItemFlags_None = 0, // Default:
1244 ImGuiItemFlags_NoTabStop = 1 << 0, // false // Disable keyboard tabbing. This is a "lighter" version of ImGuiItemFlags_NoNav.
1245 ImGuiItemFlags_NoNav = 1 << 1, // false // Disable any form of focusing: keyboard/gamepad directional navigation and SetKeyboardFocusHere() calls.
1246 ImGuiItemFlags_NoNavDefaultFocus = 1 << 2, // false // Disable item being a candidate for default focus (e.g. used by title bar items).
1247 ImGuiItemFlags_ButtonRepeat = 1 << 3, // false // Any button-like behavior will have repeat mode enabled (based on io.KeyRepeatDelay and io.KeyRepeatRate values). Note that you can also call IsItemActive() after any button to tell if it is being held.
1248 ImGuiItemFlags_AutoClosePopups = 1 << 4, // true // MenuItem()/Selectable() automatically close their parent popup window.
1249 ImGuiItemFlags_AllowDuplicateId = 1 << 5, // false // Allow submitting an item with the same identifier as an item already submitted this frame without triggering a warning tooltip if io.ConfigDebugHighlightIdConflicts is set.
1250 ImGuiItemFlags_Disabled = 1 << 6, // false // [Internal] Disable interactions. DOES NOT affect visuals. This is used by BeginDisabled()/EndDisabled() and only provided here so you can read back via GetItemFlags().
1251
1252 //---------------------------------------------------------------------------------
1253 // LiveEdit refers to applying edits to backing variables _while_ typing a value using the keyboard.
1254 // Widget: | Input: | w/ LiveEdit: | Output:
1255 // InputText() | "123" | on(default) | "1" then "12" then "123"
1256 // InputText() | "123" | off | "123" after validating or tabbing out or losing focus.
1257 // DragFloat(), SliderInt(), etc. | "123" | on* | 1 then 12 then 123
1258 // DragFloat(), SliderInt(), etc. | "123" | off(default)* | 123 after validation or tabbing out or losing focus.
1259 // (*) Since 1.92.9 (July 2026), ImGuiItemFlags_LiveEditOnInputScalar is OFF by default. In prior version it was ON for everything.
1260 //---------------------------------------------------------------------------------
1261 ImGuiItemFlags_LiveEditOnInputText = 1 << 7, // true // InputText: apply keyboard edits to backing value while typing. Otherwise, edits are applied when validating, tabbing out or losing focus.
1262 ImGuiItemFlags_LiveEditOnInputScalar = 1 << 8, // false // DragXXX, SliderXXX, InputScalar: apply keyboard edits to backing value while typing. Otherwise, edits are applied when validating, tabbing out or losing focus.
1263 ImGuiItemFlags_LiveEditOnInput = ImGuiItemFlags_LiveEditOnInputText | ImGuiItemFlags_LiveEditOnInputScalar,
1264};
1265
1266// Flags for ImGui::InputText()
1267// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigInputTextCursorBlink and io.ConfigInputTextEnterKeepActive)
1268enum ImGuiInputTextFlags_
1269{
1270 // Basic filters (also see ImGuiInputTextFlags_CallbackCharFilter)
1271 ImGuiInputTextFlags_None = 0,
1272 ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/
1273 ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef
1274 ImGuiInputTextFlags_CharsScientific = 1 << 2, // Allow 0123456789.+-*/eE (Scientific notation input)
1275 ImGuiInputTextFlags_CharsUppercase = 1 << 3, // Turn a..z into A..Z
1276 ImGuiInputTextFlags_CharsNoBlank = 1 << 4, // Filter out spaces, tabs
1277
1278 // Inputs
1279 ImGuiInputTextFlags_AllowTabInput = 1 << 5, // Pressing TAB input a '\t' character into the text field
1280 ImGuiInputTextFlags_EnterReturnsTrue = 1 << 6, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider disabling LiveEdit! or using IsItemDeactivatedAfterEdit() instead!
1281 ImGuiInputTextFlags_EscapeClearsAll = 1 << 7, // Escape key clears content if not empty, and deactivate otherwise (contrast to default behavior of Escape to revert)
1282 ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 8, // In multi-line mode: validate with Enter, add new line with Ctrl+Enter (default is opposite: validate with Ctrl+Enter, add line with Enter). Note that Shift+Enter always enter a new line either way.
1283
1284 // Other options
1285 ImGuiInputTextFlags_ReadOnly = 1 << 9, // Read-only mode
1286 ImGuiInputTextFlags_Password = 1 << 10, // Password mode, display all characters as '*', disable copy
1287 ImGuiInputTextFlags_AlwaysOverwrite = 1 << 11, // Overwrite mode
1288 ImGuiInputTextFlags_AutoSelectAll = 1 << 12, // Select entire text when first taking mouse focus
1289 ImGuiInputTextFlags_ParseEmptyRefVal = 1 << 13, // InputFloat(), InputInt(), InputScalar() etc. only: parse empty string as zero value.
1290 ImGuiInputTextFlags_DisplayEmptyRefVal = 1 << 14, // InputFloat(), InputInt(), InputScalar() etc. only: when value is zero, do not display it. Generally used with ImGuiInputTextFlags_ParseEmptyRefVal.
1291 ImGuiInputTextFlags_NoHorizontalScroll = 1 << 15, // Disable following the cursor horizontally
1292 ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID().
1293 //ImGuiInputTextFlags_NoLiveEdit = 1 << 25, // Disable applying output to backing variable while typing. Same as setting ImGuiItemFlags_LiveEditOnInput to false.
1294
1295 // Elide display / Alignment
1296 ImGuiInputTextFlags_ElideLeft = 1 << 17, // When text doesn't fit, elide left side to ensure right side stays visible. Useful for path/filenames. Single-line only!
1297
1298 // Callback features
1299 ImGuiInputTextFlags_CallbackCompletion = 1 << 18, // Callback on pressing TAB (for completion handling)
1300 ImGuiInputTextFlags_CallbackHistory = 1 << 19, // Callback on pressing Up/Down arrows (for history handling)
1301 ImGuiInputTextFlags_CallbackAlways = 1 << 20, // Callback on each iteration. User code may query cursor position, modify text buffer.
1302 ImGuiInputTextFlags_CallbackCharFilter = 1 << 21, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
1303 ImGuiInputTextFlags_CallbackResize = 1 << 22, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this)
1304 ImGuiInputTextFlags_CallbackEdit = 1 << 23, // Callback on any edit. Note that InputText() already returns true on edit + you can always use IsItemEdited(). The callback is useful to manipulate the underlying buffer while focus is active.
1305
1306 // Multi-line Word-Wrapping [BETA]
1307 // - Not well tested yet. Please report any incorrect cursor movement, selection behavior etc. bug to https://github.com/ocornut/imgui/issues/3237.
1308 // - Wrapping style is not ideal. Wrapping of long words/sections (e.g. words larger than total available width) may be particularly unpleasing.
1309 // - Wrapping width needs to always account for the possibility of a vertical scrollbar.
1310 // - It is much slower than regular text fields.
1311 // Ballpark estimate of cost on my 2019 desktop PC: for a 100 KB text buffer: +~0.3 ms (Optimized) / +~1.0 ms (Debug build).
1312 // The CPU cost is very roughly proportional to text length, so a 10 KB buffer should cost about ten times less.
1313 ImGuiInputTextFlags_WordWrap = 1 << 24, // InputTextMultiline(): word-wrap lines that are too long.
1314
1315 // Obsolete names
1316 //ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior
1317};
1318
1319// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
1320enum ImGuiTreeNodeFlags_
1321{
1322 ImGuiTreeNodeFlags_None = 0,
1323 ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected
1324 ImGuiTreeNodeFlags_Framed = 1 << 1, // Draw frame with background (e.g. for CollapsingHeader)
1325 ImGuiTreeNodeFlags_AllowOverlap = 1 << 2, // Hit testing will allow subsequent widgets to overlap this one. Require previous frame HoveredId to match before being usable. Shortcut to calling SetNextItemAllowOverlap().
1326 ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
1327 ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
1328 ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open
1329 ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Open on double-click instead of simple click (default for multi-select unless any _OpenOnXXX behavior is set explicitly). Both behaviors may be combined.
1330 ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Open when clicking on the arrow part (default for multi-select unless any _OpenOnXXX behavior is set explicitly). Both behaviors may be combined.
1331 ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes). Note: will always open a tree/id scope and return true. If you never use that scope, add ImGuiTreeNodeFlags_NoTreePushOnOpen.
1332 ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow. IMPORTANT: node can still be marked open/close if you don't set the _Leaf flag!
1333 ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding() before the node.
1334 ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line without using AllowOverlap mode.
1335 ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (cover the indent area).
1336 ImGuiTreeNodeFlags_SpanLabelWidth = 1 << 13, // Narrow hit box + narrow hovering highlight, will only cover the label text.
1337 ImGuiTreeNodeFlags_SpanAllColumns = 1 << 14, // Frame will span all columns of its container table (label will still fit in current column)
1338 ImGuiTreeNodeFlags_LabelSpanAllColumns = 1 << 15, // Label will span all columns of its container table
1339 //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 16, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
1340 ImGuiTreeNodeFlags_NavLeftJumpsToParent = 1 << 17, // Nav: left arrow moves back to parent. This is processed in TreePop() when there's an unfulfilled Left nav request remaining.
1341 ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog,
1342
1343 // [EXPERIMENTAL] Draw lines connecting TreeNode hierarchy. Discuss in GitHub issue #2920.
1344 // Default value is pulled from style.TreeLinesFlags. May be overridden in TreeNode calls.
1345 ImGuiTreeNodeFlags_DrawLinesNone = 1 << 18, // No lines drawn
1346 ImGuiTreeNodeFlags_DrawLinesFull = 1 << 19, // Horizontal lines to child nodes. Vertical line drawn down to TreePop() position: cover full contents. Faster (for large trees).
1347 ImGuiTreeNodeFlags_DrawLinesToNodes = 1 << 20, // Horizontal lines to child nodes. Vertical line drawn down to bottom-most child node. Slower (for large trees).
1348
1349#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1350 ImGuiTreeNodeFlags_NavLeftJumpsBackHere = ImGuiTreeNodeFlags_NavLeftJumpsToParent, // Renamed in 1.92.0
1351 //ImGuiTreeNodeFlags_SpanTextWidth = ImGuiTreeNodeFlags_SpanLabelWidth, // Renamed in 1.90.7
1352 //ImGuiTreeNodeFlags_AllowItemOverlap = ImGuiTreeNodeFlags_AllowOverlap, // Renamed in 1.89.7
1353#endif
1354};
1355
1356// Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions.
1357// - IMPORTANT: If you ever used the left mouse button with BeginPopupContextXXX() helpers before 1.92.6: Read "API BREAKING CHANGES" 2026/01/07 (1.92.6) entry in imgui.cpp or GitHub topic #9157.
1358// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later).
1359enum ImGuiPopupFlags_
1360{
1361 ImGuiPopupFlags_None = 0,
1362 ImGuiPopupFlags_MouseButtonLeft = 1 << 2, // For BeginPopupContext*(): open on Left Mouse release. Only one button allowed!
1363 ImGuiPopupFlags_MouseButtonRight = 2 << 2, // For BeginPopupContext*(): open on Right Mouse release. Only one button allowed! (default)
1364 ImGuiPopupFlags_MouseButtonMiddle = 3 << 2, // For BeginPopupContext*(): open on Middle Mouse release. Only one button allowed!
1365 ImGuiPopupFlags_NoReopen = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't reopen same popup if already open (won't reposition, won't reinitialize navigation)
1366 //ImGuiPopupFlags_NoReopenAlwaysNavInit = 1 << 6, // For OpenPopup*(), BeginPopupContext*(): focus and initialize navigation even when not reopening.
1367 ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 7, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack
1368 ImGuiPopupFlags_NoOpenOverItems = 1 << 8, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space
1369 ImGuiPopupFlags_AnyPopupId = 1 << 10, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup.
1370 ImGuiPopupFlags_AnyPopupLevel = 1 << 11, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level)
1371 ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel,
1372 ImGuiPopupFlags_MouseButtonShift_ = 2, // [Internal]
1373 ImGuiPopupFlags_MouseButtonMask_ = 0x0C, // [Internal]
1374 ImGuiPopupFlags_InvalidMask_ = 0x03, // [Internal] Reserve legacy bits 0-1 to detect incorrectly passing 1 or 2 to the function.
1375};
1376
1377// Flags for ImGui::Selectable()
1378enum ImGuiSelectableFlags_
1379{
1380 ImGuiSelectableFlags_None = 0,
1381 ImGuiSelectableFlags_NoAutoClosePopups = 1 << 0, // Clicking this doesn't close parent popup window (overrides ImGuiItemFlags_AutoClosePopups)
1382 ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Frame will span all columns of its container table (text will still fit in current column)
1383 ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too
1384 ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text
1385 ImGuiSelectableFlags_AllowOverlap = 1 << 4, // Hit testing will allow subsequent widgets to overlap this one. Require previous frame HoveredId to match before being usable. Shortcut to calling SetNextItemAllowOverlap().
1386 ImGuiSelectableFlags_Highlight = 1 << 5, // Make the item be displayed as if it is hovered
1387 ImGuiSelectableFlags_SelectOnNav = 1 << 6, // Auto-select when moved into, unless Ctrl is held. Automatic when in a BeginMultiSelect() block.
1388
1389#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1390 ImGuiSelectableFlags_DontClosePopups = ImGuiSelectableFlags_NoAutoClosePopups, // Renamed in 1.91.0
1391 //ImGuiSelectableFlags_AllowItemOverlap = ImGuiSelectableFlags_AllowOverlap, // Renamed in 1.89.7
1392#endif
1393};
1394
1395// Flags for ImGui::BeginCombo()
1396enum ImGuiComboFlags_
1397{
1398 ImGuiComboFlags_None = 0,
1399 ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default
1400 ImGuiComboFlags_HeightSmall = 1 << 1, // Max ~4 items visible. Tip: If you want your combo popup to be a specific size you can use SetNextWindowSizeConstraints() prior to calling BeginCombo()
1401 ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default)
1402 ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible
1403 ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible
1404 ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button
1405 ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button
1406 ImGuiComboFlags_WidthFitPreview = 1 << 7, // Width dynamically calculated from preview contents
1407 ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest,
1408};
1409
1410// Flags for ImGui::BeginTabBar()
1411enum ImGuiTabBarFlags_
1412{
1413 ImGuiTabBarFlags_None = 0,
1414 ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list
1415 ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear
1416 ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup
1417 ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
1418 ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll)
1419 ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab
1420 ImGuiTabBarFlags_DrawSelectedOverline = 1 << 6, // Draw selected overline markers over selected tab
1421
1422 // Fitting/Resize policy
1423 ImGuiTabBarFlags_FittingPolicyMixed = 1 << 7, // Shrink down tabs when they don't fit, until width is style.TabMinWidthShrink, then enable scrolling. Setting TabMinWidthShrink to FLT_MAX makes this behave like ImGuiTabBarFlags_FittingPolicyScroll.
1424 ImGuiTabBarFlags_FittingPolicyShrink = 1 << 8, // Shrink down tabs when they don't fit
1425 ImGuiTabBarFlags_FittingPolicyScroll = 1 << 9, // Enable scrolling buttons when tabs don't fit
1426 ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyMixed | ImGuiTabBarFlags_FittingPolicyShrink | ImGuiTabBarFlags_FittingPolicyScroll,
1427 ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyMixed,
1428
1429#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1430 ImGuiTabBarFlags_FittingPolicyResizeDown = ImGuiTabBarFlags_FittingPolicyShrink, // Renamed in 1.92.2
1431#endif
1432};
1433
1434// Flags for ImGui::BeginTabItem()
1435enum ImGuiTabItemFlags_
1436{
1437 ImGuiTabItemFlags_None = 0,
1438 ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Display a dot next to the title + set ImGuiTabItemFlags_NoAssumedClosure.
1439 ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem()
1440 ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
1441 ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID()/PopID() on BeginTabItem()/EndTabItem()
1442 ImGuiTabItemFlags_NoTooltip = 1 << 4, // Disable tooltip for the given tab
1443 ImGuiTabItemFlags_NoReorder = 1 << 5, // Disable reordering this tab or having another tab cross over this tab
1444 ImGuiTabItemFlags_Leading = 1 << 6, // Enforce the tab position to the left of the tab bar (after the tab list popup button)
1445 ImGuiTabItemFlags_Trailing = 1 << 7, // Enforce the tab position to the right of the tab bar (before the scrolling buttons)
1446 ImGuiTabItemFlags_NoAssumedClosure = 1 << 8, // Tab is selected when trying to close + closure is not immediately assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.
1447};
1448
1449// Flags for ImGui::IsWindowFocused()
1450enum ImGuiFocusedFlags_
1451{
1452 ImGuiFocusedFlags_None = 0,
1453 ImGuiFocusedFlags_ChildWindows = 1 << 0, // Return true if any children of the window is focused
1454 ImGuiFocusedFlags_RootWindow = 1 << 1, // Test from root window (top most parent of the current hierarchy)
1455 ImGuiFocusedFlags_AnyWindow = 1 << 2, // Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ!
1456 ImGuiFocusedFlags_NoPopupHierarchy = 1 << 3, // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
1457 //ImGuiFocusedFlags_DockHierarchy = 1 << 4, // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
1458 ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows,
1459};
1460
1461// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
1462// Note: if you are trying to check whether your mouse should be dispatched to Dear ImGui or to your app, you should use 'io.WantCaptureMouse' instead! Please read the FAQ!
1463// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.
1464enum ImGuiHoveredFlags_
1465{
1466 ImGuiHoveredFlags_None = 0, // Return true if directly over the item/window, not obstructed by another window, not obstructed by an active popup or modal blocking inputs under them.
1467 ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered
1468 ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
1469 ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered
1470 ImGuiHoveredFlags_NoPopupHierarchy = 1 << 3, // IsWindowHovered() only: Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
1471 //ImGuiHoveredFlags_DockHierarchy = 1 << 4, // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
1472 ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 5, // Return true even if a popup window is normally blocking access to this item/window
1473 //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 6, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
1474 ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 7, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
1475 ImGuiHoveredFlags_AllowWhenOverlappedByItem = 1 << 8, // IsItemHovered() only: Return true even if the item uses AllowOverlap mode and is overlapped by another hoverable item.
1476 ImGuiHoveredFlags_AllowWhenOverlappedByWindow = 1 << 9, // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window.
1477 ImGuiHoveredFlags_AllowWhenDisabled = 1 << 10, // IsItemHovered() only: Return true even if the item is disabled
1478 ImGuiHoveredFlags_NoNavOverride = 1 << 11, // IsItemHovered() only: Disable using keyboard/gamepad navigation state when active, always query mouse
1479 ImGuiHoveredFlags_AllowWhenOverlapped = ImGuiHoveredFlags_AllowWhenOverlappedByItem | ImGuiHoveredFlags_AllowWhenOverlappedByWindow,
1480 ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
1481 ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows,
1482
1483 // Tooltips mode
1484 // - typically used in IsItemHovered() + SetTooltip() sequence.
1485 // - this is a shortcut to pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' where you can reconfigure desired behavior.
1486 // e.g. 'HoverFlagsForTooltipMouse' defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_AllowWhenDisabled'.
1487 // - for frequently actioned or hovered items providing a tooltip, you want may to use ImGuiHoveredFlags_ForTooltip (stationary + delay) so the tooltip doesn't show too often.
1488 // - for items which main purpose is to be hovered, or items with low affordance, or in less consistent apps, prefer no delay or shorter delay.
1489 ImGuiHoveredFlags_ForTooltip = 1 << 12, // Shortcut for standard flags when using IsItemHovered() + SetTooltip() sequence.
1490
1491 // (Advanced) Mouse Hovering delays.
1492 // - generally you can use ImGuiHoveredFlags_ForTooltip to use application-standardized flags.
1493 // - use those if you need specific overrides.
1494 ImGuiHoveredFlags_Stationary = 1 << 13, // Require mouse to be stationary for style.HoverStationaryDelay (~0.15 sec) _at least one time_. After this, can move on same item/window. Using the stationary test tends to reduces the need for a long delay.
1495 ImGuiHoveredFlags_DelayNone = 1 << 14, // IsItemHovered() only: Return true immediately (default). As this is the default you generally ignore this.
1496 ImGuiHoveredFlags_DelayShort = 1 << 15, // IsItemHovered() only: Return true after style.HoverDelayShort elapsed (~0.15 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item).
1497 ImGuiHoveredFlags_DelayNormal = 1 << 16, // IsItemHovered() only: Return true after style.HoverDelayNormal elapsed (~0.40 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item).
1498 ImGuiHoveredFlags_NoSharedDelay = 1 << 17, // IsItemHovered() only: Disable shared delay system where moving from one item to the next keeps the previous timer for a short time (standard for tooltips with long delays)
1499};
1500
1501// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
1502enum ImGuiDragDropFlags_
1503{
1504 ImGuiDragDropFlags_None = 0,
1505 // BeginDragDropSource() flags
1506 ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, // Disable preview tooltip. By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disables this behavior.
1507 ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disables this behavior so you can still call IsItemHovered() on the source item.
1508 ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item.
1509 ImGuiDragDropFlags_SourceAllowNullID = 1 << 3, // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit.
1510 ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously.
1511 ImGuiDragDropFlags_PayloadAutoExpire = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)
1512 ImGuiDragDropFlags_PayloadNoCrossContext = 1 << 6, // Hint to specify that the payload may not be copied outside current dear imgui context.
1513 ImGuiDragDropFlags_PayloadNoCrossProcess = 1 << 7, // Hint to specify that the payload may not be copied outside current process.
1514 // AcceptDragDropPayload() flags
1515 ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered.
1516 ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target.
1517 ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.
1518 ImGuiDragDropFlags_AcceptDrawAsHovered = 1 << 13, // Accepting item will render as if hovered. Useful for e.g. a Button() used as a drop target.
1519 ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect, // For peeking ahead and inspecting the payload before delivery.
1520
1521#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1522 //ImGuiDragDropFlags_SourceAutoExpirePayload = ImGuiDragDropFlags_PayloadAutoExpire, // Renamed in 1.90.9
1523#endif
1524};
1525
1526// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.
1527#define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type.
1528#define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type.
1529
1530// A primary data type
1531enum ImGuiDataType_
1532{
1533 ImGuiDataType_S8, // signed char / char (with sensible compilers)
1534 ImGuiDataType_U8, // unsigned char
1535 ImGuiDataType_S16, // short
1536 ImGuiDataType_U16, // unsigned short
1537 ImGuiDataType_S32, // int
1538 ImGuiDataType_U32, // unsigned int
1539 ImGuiDataType_S64, // long long / __int64
1540 ImGuiDataType_U64, // unsigned long long / unsigned __int64
1541 ImGuiDataType_Float, // float
1542 ImGuiDataType_Double, // double
1543 ImGuiDataType_Bool, // bool (provided for user convenience, not supported by scalar widgets)
1544 ImGuiDataType_String, // char* (provided for user convenience, not supported by scalar widgets)
1545 ImGuiDataType_COUNT
1546};
1547
1548// A cardinal direction
1549enum ImGuiDir : int
1550{
1551 ImGuiDir_None = -1,
1552 ImGuiDir_Left = 0,
1553 ImGuiDir_Right = 1,
1554 ImGuiDir_Up = 2,
1555 ImGuiDir_Down = 3,
1556 ImGuiDir_COUNT
1557};
1558
1559// A sorting direction
1560enum ImGuiSortDirection : ImU8
1561{
1562 ImGuiSortDirection_None = 0,
1563 ImGuiSortDirection_Ascending = 1, // Ascending = 0->9, A->Z etc.
1564 ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc.
1565};
1566
1567// A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values.
1568// All our named keys are >= 512. Keys value 0 to 511 are left unused and were legacy native/opaque key values (< 1.87).
1569// Support for legacy keys was completely removed in 1.91.5.
1570// Read details about the 1.87+ transition : https://github.com/ocornut/imgui/issues/4921
1571// Note that "Keys" related to physical keys and are not the same concept as input "Characters", the latter are submitted via io.AddInputCharacter().
1572// The keyboard key enum values are named after the keys on a standard US keyboard, and on other keyboard types the keys reported may not match the keycaps.
1573enum ImGuiKey : int
1574{
1575 // Keyboard
1576 ImGuiKey_None = 0,
1577 ImGuiKey_NamedKey_BEGIN = 512, // First valid key value (other than 0)
1578
1579 ImGuiKey_Tab = 512, // == ImGuiKey_NamedKey_BEGIN
1580 ImGuiKey_LeftArrow,
1581 ImGuiKey_RightArrow,
1582 ImGuiKey_UpArrow,
1583 ImGuiKey_DownArrow,
1584 ImGuiKey_PageUp,
1585 ImGuiKey_PageDown,
1586 ImGuiKey_Home,
1587 ImGuiKey_End,
1588 ImGuiKey_Insert,
1589 ImGuiKey_Delete,
1590 ImGuiKey_Backspace,
1591 ImGuiKey_Space,
1592 ImGuiKey_Enter,
1593 ImGuiKey_Escape,
1594 ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper, // Also see ImGuiMod_Ctrl, ImGuiMod_Shift, ImGuiMod_Alt, ImGuiMod_Super below!
1595 ImGuiKey_RightCtrl, ImGuiKey_RightShift, ImGuiKey_RightAlt, ImGuiKey_RightSuper,
1596 ImGuiKey_Menu,
1597 ImGuiKey_0, ImGuiKey_1, ImGuiKey_2, ImGuiKey_3, ImGuiKey_4, ImGuiKey_5, ImGuiKey_6, ImGuiKey_7, ImGuiKey_8, ImGuiKey_9,
1598 ImGuiKey_A, ImGuiKey_B, ImGuiKey_C, ImGuiKey_D, ImGuiKey_E, ImGuiKey_F, ImGuiKey_G, ImGuiKey_H, ImGuiKey_I, ImGuiKey_J,
1599 ImGuiKey_K, ImGuiKey_L, ImGuiKey_M, ImGuiKey_N, ImGuiKey_O, ImGuiKey_P, ImGuiKey_Q, ImGuiKey_R, ImGuiKey_S, ImGuiKey_T,
1600 ImGuiKey_U, ImGuiKey_V, ImGuiKey_W, ImGuiKey_X, ImGuiKey_Y, ImGuiKey_Z,
1601 ImGuiKey_F1, ImGuiKey_F2, ImGuiKey_F3, ImGuiKey_F4, ImGuiKey_F5, ImGuiKey_F6,
1602 ImGuiKey_F7, ImGuiKey_F8, ImGuiKey_F9, ImGuiKey_F10, ImGuiKey_F11, ImGuiKey_F12,
1603 ImGuiKey_F13, ImGuiKey_F14, ImGuiKey_F15, ImGuiKey_F16, ImGuiKey_F17, ImGuiKey_F18,
1604 ImGuiKey_F19, ImGuiKey_F20, ImGuiKey_F21, ImGuiKey_F22, ImGuiKey_F23, ImGuiKey_F24,
1605 ImGuiKey_Apostrophe, // '
1606 ImGuiKey_Comma, // ,
1607 ImGuiKey_Minus, // -
1608 ImGuiKey_Period, // .
1609 ImGuiKey_Slash, // /
1610 ImGuiKey_Semicolon, // ;
1611 ImGuiKey_Equal, // =
1612 ImGuiKey_LeftBracket, // [
1613 ImGuiKey_Backslash, // \ (this text inhibit multiline comment caused by backslash)
1614 ImGuiKey_RightBracket, // ]
1615 ImGuiKey_GraveAccent, // `
1616 ImGuiKey_CapsLock,
1617 ImGuiKey_ScrollLock,
1618 ImGuiKey_NumLock,
1619 ImGuiKey_PrintScreen,
1620 ImGuiKey_Pause,
1621 ImGuiKey_Keypad0, ImGuiKey_Keypad1, ImGuiKey_Keypad2, ImGuiKey_Keypad3, ImGuiKey_Keypad4,
1622 ImGuiKey_Keypad5, ImGuiKey_Keypad6, ImGuiKey_Keypad7, ImGuiKey_Keypad8, ImGuiKey_Keypad9,
1623 ImGuiKey_KeypadDecimal,
1624 ImGuiKey_KeypadDivide,
1625 ImGuiKey_KeypadMultiply,
1626 ImGuiKey_KeypadSubtract,
1627 ImGuiKey_KeypadAdd,
1628 ImGuiKey_KeypadEnter,
1629 ImGuiKey_KeypadEqual,
1630 ImGuiKey_AppBack, // Available on some keyboard/mouses. Often referred as "Browser Back"
1631 ImGuiKey_AppForward,
1632 ImGuiKey_Oem102, // Non-US backslash.
1633
1634 // Gamepad
1635 // (analog values are 0.0f to 1.0f)
1636 // (download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets)
1637 // // XBOX | SWITCH | PLAYSTA. | -> ACTION
1638 ImGuiKey_GamepadStart, // Menu | + | Options |
1639 ImGuiKey_GamepadBack, // View | - | Share |
1640 ImGuiKey_GamepadFaceLeft, // X | Y | Square | Toggle Menu. Hold for Windowing mode (Focus/Move/Resize windows)
1641 ImGuiKey_GamepadFaceRight, // B | A | Circle | Cancel / Close / Exit
1642 ImGuiKey_GamepadFaceUp, // Y | X | Triangle | Open Context Menu
1643 ImGuiKey_GamepadFaceDown, // A | B | Cross | Activate / Open / Toggle. Hold for 0.60f to Activate in Text Input mode (e.g. wired to an on-screen keyboard).
1644 ImGuiKey_GamepadDpadLeft, // D-pad Left | " | " | Move / Tweak / Resize Window (in Windowing mode)
1645 ImGuiKey_GamepadDpadRight, // D-pad Right | " | " | Move / Tweak / Resize Window (in Windowing mode)
1646 ImGuiKey_GamepadDpadUp, // D-pad Up | " | " | Move / Tweak / Resize Window (in Windowing mode)
1647 ImGuiKey_GamepadDpadDown, // D-pad Down | " | " | Move / Tweak / Resize Window (in Windowing mode)
1648 ImGuiKey_GamepadL1, // L Bumper | L | L1 | Tweak Slower / Focus Previous (in Windowing mode)
1649 ImGuiKey_GamepadR1, // R Bumper | R | R1 | Tweak Faster / Focus Next (in Windowing mode)
1650 ImGuiKey_GamepadL2, // L Trigger | ZL | L2 | [Analog]
1651 ImGuiKey_GamepadR2, // R Trigger | ZR | R2 | [Analog]
1652 ImGuiKey_GamepadL3, // L Stick | L3 | L3 |
1653 ImGuiKey_GamepadR3, // R Stick | R3 | R3 |
1654 ImGuiKey_GamepadLStickLeft, // | | | [Analog] Move Window (in Windowing mode)
1655 ImGuiKey_GamepadLStickRight, // | | | [Analog] Move Window (in Windowing mode)
1656 ImGuiKey_GamepadLStickUp, // | | | [Analog] Move Window (in Windowing mode)
1657 ImGuiKey_GamepadLStickDown, // | | | [Analog] Move Window (in Windowing mode)
1658 ImGuiKey_GamepadRStickLeft, // | | | [Analog]
1659 ImGuiKey_GamepadRStickRight, // | | | [Analog]
1660 ImGuiKey_GamepadRStickUp, // | | | [Analog]
1661 ImGuiKey_GamepadRStickDown, // | | | [Analog]
1662
1663 // Aliases: Mouse Buttons (auto-submitted from AddMouseButtonEvent() calls)
1664 // - This is mirroring the data also written to io.MouseDown[], io.MouseWheel, in a format allowing them to be accessed via standard key API.
1665 ImGuiKey_MouseLeft, ImGuiKey_MouseRight, ImGuiKey_MouseMiddle, ImGuiKey_MouseX1, ImGuiKey_MouseX2, ImGuiKey_MouseWheelX, ImGuiKey_MouseWheelY,
1666
1667 // [Internal] Reserved for mod storage
1668 ImGuiKey_ReservedForModCtrl, ImGuiKey_ReservedForModShift, ImGuiKey_ReservedForModAlt, ImGuiKey_ReservedForModSuper,
1669
1670 // [Internal] If you need to iterate all keys (for e.g. an input mapper) you may use ImGuiKey_NamedKey_BEGIN..ImGuiKey_NamedKey_END.
1671 ImGuiKey_NamedKey_END,
1672 ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN,
1673
1674 // Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls)
1675 // - Any functions taking a ImGuiKeyChord parameter can binary-or those with regular keys, e.g. Shortcut(ImGuiMod_Ctrl | ImGuiKey_S).
1676 // - Those are written back into io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper for convenience,
1677 // but may be accessed via standard key API such as IsKeyPressed(), IsKeyReleased(), querying duration etc.
1678 // - Code polling every key (e.g. an interface to detect a key press for input mapping) might want to ignore those
1679 // and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiMod_Ctrl).
1680 // - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys.
1681 // In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and
1682 // backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user...
1683 // - On macOS, we swap Cmd(Super) and Ctrl keys at the time of the io.AddKeyEvent() call.
1684 ImGuiMod_None = 0,
1685 ImGuiMod_Ctrl = 1 << 12, // Ctrl (non-macOS), Cmd (macOS)
1686 ImGuiMod_Shift = 1 << 13, // Shift
1687 ImGuiMod_Alt = 1 << 14, // Option/Menu
1688 ImGuiMod_Super = 1 << 15, // Windows/Super (non-macOS), Ctrl (macOS)
1689 ImGuiMod_Mask_ = 0xF000, // 4-bits
1690
1691#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1692 ImGuiKey_COUNT = ImGuiKey_NamedKey_END, // Obsoleted in 1.91.5 because it was misleading (since named keys don't start at 0 anymore)
1693 ImGuiMod_Shortcut = ImGuiMod_Ctrl, // Removed in 1.90.7, you can now simply use ImGuiMod_Ctrl
1694 //ImGuiKey_ModCtrl = ImGuiMod_Ctrl, ImGuiKey_ModShift = ImGuiMod_Shift, ImGuiKey_ModAlt = ImGuiMod_Alt, ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89
1695 //ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter, // Renamed in 1.87
1696#endif
1697};
1698
1699// Flags for Shortcut(), SetNextItemShortcut(),
1700// (and for upcoming extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() that are still in imgui_internal.h)
1701// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function)
1702enum ImGuiInputFlags_
1703{
1704 ImGuiInputFlags_None = 0,
1705 ImGuiInputFlags_Repeat = 1 << 0, // Enable repeat. Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1.
1706
1707 // Flags for Shortcut(), SetNextItemShortcut()
1708 // - Routing policies: RouteGlobal+OverActive >> RouteActive or RouteFocused (if owner is active item) >> RouteGlobal+OverFocused >> RouteFocused (if in focused window stack) >> RouteGlobal.
1709 // - Default policy is RouteFocused. Can select only 1 policy among all available.
1710 ImGuiInputFlags_RouteActive = 1 << 10, // Route to active item only.
1711 ImGuiInputFlags_RouteFocused = 1 << 11, // Route to windows in the focus stack (DEFAULT). Deep-most focused window takes inputs. Active item takes inputs over deep-most focused window.
1712 ImGuiInputFlags_RouteGlobal = 1 << 12, // Global route (unless a focused window or active item registered the route).
1713 ImGuiInputFlags_RouteAlways = 1 << 13, // Do not register route, poll keys directly.
1714 // - Routing options
1715 ImGuiInputFlags_RouteOverFocused = 1 << 14, // Option: global route: higher priority than focused route (unless active item in focused route).
1716 ImGuiInputFlags_RouteOverActive = 1 << 15, // Option: global route: higher priority than active item. Unlikely you need to use that: will interfere with every active items, e.g. Ctrl+A registered by InputText will be overridden by this. May not be fully honored as user/internal code is likely to always assume they can access keys when active.
1717 ImGuiInputFlags_RouteUnlessBgFocused = 1 << 16, // Option: global route: will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications.
1718 ImGuiInputFlags_RouteFromRootWindow = 1 << 17, // Option: route evaluated from the point of view of root window rather than current window.
1719
1720 // Flags for SetNextItemShortcut()
1721 ImGuiInputFlags_Tooltip = 1 << 18, // Automatically display a tooltip when hovering item [BETA] Unsure of right api (opt-in/opt-out)
1722};
1723
1724// Configuration flags stored in io.ConfigFlags. Set by user/application.
1725// Note that nowadays most of our configuration options are in other ImGuiIO fields, e.g. io.ConfigWindowsMoveFromTitleBarOnly.
1726enum ImGuiConfigFlags_
1727{
1728 ImGuiConfigFlags_None = 0,
1729 ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. Enable full Tabbing + directional arrows + Space/Enter to activate. Note: some features such as basic Tabbing and CtrL+Tab are enabled by regardless of this flag (and may be disabled via other means, see #4828, #9218).
1730 ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. Backend also needs to set ImGuiBackendFlags_HasGamepad.
1731 ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct dear imgui to disable mouse inputs and interactions.
1732 ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead.
1733 ImGuiConfigFlags_NoKeyboard = 1 << 6, // Instruct dear imgui to disable keyboard inputs and interactions. This is done by ignoring keyboard events and clearing existing states.
1734
1735 // [Unused] User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are NOT used by core Dear ImGui)
1736 ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware.
1737 ImGuiConfigFlags_IsTouchScreen = 1 << 21, // Application is using a touch screen instead of a mouse.
1738#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1739 ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // [moved/renamed in 1.91.4] -> use bool io.ConfigNavMoveSetMousePos
1740 ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // [moved/renamed in 1.91.4] -> use bool io.ConfigNavCaptureKeyboard
1741#endif
1742};
1743
1744// Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend.
1745enum ImGuiBackendFlags_
1746{
1747 ImGuiBackendFlags_None = 0,
1748 ImGuiBackendFlags_HasGamepad = 1 << 0, // Backend Platform supports gamepad and currently has one connected.
1749 ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
1750 ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if io.ConfigNavMoveSetMousePos is set).
1751 ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
1752 ImGuiBackendFlags_RendererHasTextures = 1 << 4, // Backend Renderer supports ImTextureData requests to create/update/destroy textures. This enables incremental texture updates and texture reloads. See https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md for instructions on how to upgrade your custom backend.
1753};
1754
1755// Enumeration for PushStyleColor() / PopStyleColor()
1756enum ImGuiCol_
1757{
1758 ImGuiCol_Text,
1759 ImGuiCol_TextDisabled,
1760 ImGuiCol_WindowBg, // Background of normal windows
1761 ImGuiCol_ChildBg, // Background of child windows
1762 ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows
1763 ImGuiCol_Border,
1764 ImGuiCol_BorderShadow,
1765 ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input
1766 ImGuiCol_FrameBgHovered,
1767 ImGuiCol_FrameBgActive,
1768 ImGuiCol_TitleBg, // Title bar
1769 ImGuiCol_TitleBgActive, // Title bar when focused
1770 ImGuiCol_TitleBgCollapsed, // Title bar when collapsed
1771 ImGuiCol_MenuBarBg,
1772 ImGuiCol_ScrollbarBg,
1773 ImGuiCol_ScrollbarGrab,
1774 ImGuiCol_ScrollbarGrabHovered,
1775 ImGuiCol_ScrollbarGrabActive,
1776 ImGuiCol_CheckMark, // Checkbox tick and RadioButton circle
1777 ImGuiCol_CheckboxSelectedBg, // Checkbox background when Selected, otherwise use FrameBg
1778 ImGuiCol_SliderGrab,
1779 ImGuiCol_SliderGrabActive,
1780 ImGuiCol_Button,
1781 ImGuiCol_ButtonHovered,
1782 ImGuiCol_ButtonActive,
1783 ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem
1784 ImGuiCol_HeaderHovered,
1785 ImGuiCol_HeaderActive,
1786 ImGuiCol_Separator,
1787 ImGuiCol_SeparatorHovered,
1788 ImGuiCol_SeparatorActive,
1789 ImGuiCol_ResizeGrip, // Resize grip in lower-right and lower-left corners of windows.
1790 ImGuiCol_ResizeGripHovered,
1791 ImGuiCol_ResizeGripActive,
1792 ImGuiCol_InputTextCursor, // InputText cursor/caret
1793 ImGuiCol_TabHovered, // Tab background, when hovered
1794 ImGuiCol_Tab, // Tab background, when tab-bar is focused & tab is unselected
1795 ImGuiCol_TabSelected, // Tab background, when tab-bar is focused & tab is selected
1796 ImGuiCol_TabSelectedOverline, // Tab horizontal overline, when tab-bar is focused & tab is selected
1797 ImGuiCol_TabDimmed, // Tab background, when tab-bar is unfocused & tab is unselected
1798 ImGuiCol_TabDimmedSelected, // Tab background, when tab-bar is unfocused & tab is selected
1799 ImGuiCol_TabDimmedSelectedOverline,//..horizontal overline, when tab-bar is unfocused & tab is selected
1800 ImGuiCol_PlotLines,
1801 ImGuiCol_PlotLinesHovered,
1802 ImGuiCol_PlotHistogram,
1803 ImGuiCol_PlotHistogramHovered,
1804 ImGuiCol_TableHeaderBg, // Table header background
1805 ImGuiCol_TableBorderStrong, // Table outer and header borders (prefer using Alpha=1.0 here)
1806 ImGuiCol_TableBorderLight, // Table inner borders (prefer using Alpha=1.0 here)
1807 ImGuiCol_TableRowBg, // Table row background (even rows)
1808 ImGuiCol_TableRowBgAlt, // Table row background (odd rows)
1809 ImGuiCol_TextLink, // Hyperlink color
1810 ImGuiCol_TextSelectedBg, // Selected text inside an InputText
1811 ImGuiCol_TreeLines, // Tree node hierarchy outlines when using ImGuiTreeNodeFlags_DrawLines
1812 ImGuiCol_DragDropTarget, // Rectangle border highlighting a drop target
1813 ImGuiCol_DragDropTargetBg, // Rectangle background highlighting a drop target
1814 ImGuiCol_UnsavedMarker, // Unsaved Document marker (in window title and tabs)
1815 ImGuiCol_NavCursor, // Color of keyboard/gamepad navigation cursor/rectangle, when visible
1816 ImGuiCol_NavWindowingHighlight, // Highlight window when using Ctrl+Tab
1817 ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the Ctrl+Tab window list, when active
1818 ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active
1819 ImGuiCol_COUNT,
1820
1821#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1822 ImGuiCol_TabActive = ImGuiCol_TabSelected, // [renamed in 1.90.9]
1823 ImGuiCol_TabUnfocused = ImGuiCol_TabDimmed, // [renamed in 1.90.9]
1824 ImGuiCol_TabUnfocusedActive = ImGuiCol_TabDimmedSelected, // [renamed in 1.90.9]
1825 ImGuiCol_NavHighlight = ImGuiCol_NavCursor, // [renamed in 1.91.4]
1826#endif
1827};
1828
1829// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
1830// - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code.
1831// During initialization or between frames, feel free to just poke into ImGuiStyle directly.
1832// - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description.
1833// - In Visual Studio: Ctrl+Comma ("Edit.GoToAll") can follow symbols inside comments, whereas Ctrl+F12 ("Edit.GoToImplementation") cannot.
1834// - In Visual Studio w/ Visual Assist installed: Alt+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
1835// - In VS Code, CLion, etc.: Ctrl+Click can follow symbols inside comments.
1836// - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type.
1837enum ImGuiStyleVar_
1838{
1839 // Enum name -------------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
1840 ImGuiStyleVar_Alpha, // float Alpha
1841 ImGuiStyleVar_DisabledAlpha, // float DisabledAlpha
1842 ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding
1843 ImGuiStyleVar_WindowRounding, // float WindowRounding
1844 ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize
1845 ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize
1846 ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign
1847 ImGuiStyleVar_ChildRounding, // float ChildRounding
1848 ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize
1849 ImGuiStyleVar_PopupRounding, // float PopupRounding
1850 ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize
1851 ImGuiStyleVar_FramePadding, // ImVec2 FramePadding
1852 ImGuiStyleVar_FrameRounding, // float FrameRounding
1853 ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize
1854 ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing
1855 ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing
1856 ImGuiStyleVar_IndentSpacing, // float IndentSpacing
1857 ImGuiStyleVar_CellPadding, // ImVec2 CellPadding
1858 ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize
1859 ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding
1860 ImGuiStyleVar_ScrollbarPadding, // float ScrollbarPadding
1861 ImGuiStyleVar_GrabMinSize, // float GrabMinSize
1862 ImGuiStyleVar_GrabRounding, // float GrabRounding
1863 ImGuiStyleVar_ImageRounding, // float ImageRounding
1864 ImGuiStyleVar_ImageBorderSize, // float ImageBorderSize
1865 ImGuiStyleVar_TabRounding, // float TabRounding
1866 ImGuiStyleVar_TabBorderSize, // float TabBorderSize
1867 ImGuiStyleVar_TabMinWidthBase, // float TabMinWidthBase
1868 ImGuiStyleVar_TabMinWidthShrink, // float TabMinWidthShrink
1869 ImGuiStyleVar_TabBarBorderSize, // float TabBarBorderSize
1870 ImGuiStyleVar_TabBarOverlineSize, // float TabBarOverlineSize
1871 ImGuiStyleVar_TableAngledHeadersAngle, // float TableAngledHeadersAngle
1872 ImGuiStyleVar_TableAngledHeadersTextAlign,// ImVec2 TableAngledHeadersTextAlign
1873 ImGuiStyleVar_TreeLinesSize, // float TreeLinesSize
1874 ImGuiStyleVar_TreeLinesRounding, // float TreeLinesRounding
1875 ImGuiStyleVar_MenuItemRounding, // float MenuItemRounding
1876 ImGuiStyleVar_SelectableRounding, // float SelectableRounding
1877 ImGuiStyleVar_DragDropTargetRounding, // float DragDropTargetRounding
1878 ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign
1879 ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign
1880 ImGuiStyleVar_SeparatorSize, // float SeparatorSize
1881 ImGuiStyleVar_SeparatorTextBorderSize, // float SeparatorTextBorderSize
1882 ImGuiStyleVar_SeparatorTextAlign, // ImVec2 SeparatorTextAlign
1883 ImGuiStyleVar_SeparatorTextPadding, // ImVec2 SeparatorTextPadding
1884 ImGuiStyleVar_COUNT
1885};
1886
1887// Flags for InvisibleButton() [extended in imgui_internal.h]
1888enum ImGuiButtonFlags_
1889{
1890 ImGuiButtonFlags_None = 0,
1891 ImGuiButtonFlags_MouseButtonLeft = 1 << 0, // React on left mouse button (default)
1892 ImGuiButtonFlags_MouseButtonRight = 1 << 1, // React on right mouse button
1893 ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button
1894 ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, // [Internal]
1895 ImGuiButtonFlags_EnableNav = 1 << 3, // InvisibleButton(): do not disable navigation/tabbing. Otherwise disabled by default.
1896 ImGuiButtonFlags_AllowOverlap = 1 << 12, // Hit testing will allow subsequent widgets to overlap this one. Require previous frame HoveredId to match before being usable. Shortcut to calling SetNextItemAllowOverlap().
1897};
1898
1899// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
1900enum ImGuiColorEditFlags_
1901{
1902 ImGuiColorEditFlags_None = 0,
1903 ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer).
1904 ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on color square.
1905 ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
1906 ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs)
1907 ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square).
1908 ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
1909 ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
1910 ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead.
1911 ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target/source. ColorButton: disable drag and drop source.
1912 ImGuiColorEditFlags_NoBorder = 1 << 10, // // ColorButton: disable border (which is enforced by default)
1913 ImGuiColorEditFlags_NoColorMarkers = 1 << 11, // // ColorEdit: disable rendering R/G/B/A color marker. May also be disabled globally by setting style.ColorMarkerSize = 0.
1914
1915 // Alpha preview
1916 // - Prior to 1.91.8 (2025/01/21): alpha was made opaque in the preview by default using old name ImGuiColorEditFlags_AlphaPreview.
1917 // - We now display the preview as transparent by default. You can use ImGuiColorEditFlags_AlphaOpaque to use old behavior.
1918 // - The new flags may be combined better and allow finer controls.
1919 ImGuiColorEditFlags_AlphaOpaque = 1 << 12, // // ColorEdit, ColorPicker, ColorButton: disable alpha in the preview,. Contrary to _NoAlpha it may still be edited when calling ColorEdit4()/ColorPicker4(). For ColorButton() this does the same as _NoAlpha.
1920 ImGuiColorEditFlags_AlphaNoBg = 1 << 13, // // ColorEdit, ColorPicker, ColorButton: disable rendering a checkerboard background behind transparent color.
1921 ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 14, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half transparent preview.
1922
1923 // User Options (right-click on widget to change some of them)
1924 // Current settings are stored in style.ColorEditFlags.
1925 ImGuiColorEditFlags_AlphaBar = 1 << 18, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
1926 ImGuiColorEditFlags_HDR = 1 << 19, // // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well).
1927 ImGuiColorEditFlags_DisplayRGB = 1 << 20, // [Display] // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex.
1928 ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // "
1929 ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // "
1930 ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.
1931 ImGuiColorEditFlags_Float = 1 << 24, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers.
1932 ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value.
1933 ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value.
1934 ImGuiColorEditFlags_PickerNoRotate = 1 << 27, // [Picker] // ColorPicker: disable rotating Sat/Value triangle. Best set in io.ConfigColorEditFlags once.
1935 ImGuiColorEditFlags_InputRGB = 1 << 28, // [Input] // ColorEdit, ColorPicker: input and output data in RGB format.
1936 ImGuiColorEditFlags_InputHSV = 1 << 29, // [Input] // ColorEdit, ColorPicker: input and output data in HSV format.
1937
1938 // Defaults Options copied to io.ConfigColorEditFlags during initialization.
1939 // The intent is that you probably don't want to override them in most of your calls.
1940 // Let the user choose via the option menu and/or modify io.ConfigColorEditFlags directly during startup if you want.
1941 ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar,
1942
1943 // [Internal] Masks
1944 ImGuiColorEditFlags_AlphaMask_ = ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaOpaque | ImGuiColorEditFlags_AlphaNoBg | ImGuiColorEditFlags_AlphaPreviewHalf,
1945 ImGuiColorEditFlags_DisplayMask_ = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex,
1946 ImGuiColorEditFlags_DataTypeMask_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float,
1947 ImGuiColorEditFlags_PickerMask_ = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar,
1948 ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV,
1949
1950 // Obsolete names
1951#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1952 ImGuiColorEditFlags_AlphaPreview = 0, // Removed in 1.91.8. This is the default now. Will display a checkerboard unless ImGuiColorEditFlags_AlphaNoBg is set.
1953 //ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69]
1954#endif
1955};
1956
1957// Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
1958// We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.
1959// (Those are per-item flags. There is shared behavior flag too: ImGuiIO: io.ConfigDragClickToInputText)
1960enum ImGuiSliderFlags_
1961{
1962 ImGuiSliderFlags_None = 0,
1963 ImGuiSliderFlags_Logarithmic = 1 << 5, // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits.
1964 ImGuiSliderFlags_NoRoundToFormat = 1 << 6, // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits).
1965 ImGuiSliderFlags_NoInput = 1 << 7, // Disable Ctrl+Click or Enter key allowing to input text directly into the widget.
1966 ImGuiSliderFlags_WrapAround = 1 << 8, // Enable wrapping around from max to min and from min to max. Only supported by DragXXX() functions for now.
1967 ImGuiSliderFlags_ClampOnInput = 1 << 9, // Clamp value to min/max bounds when input manually with Ctrl+Click. By default Ctrl+Click allows going out of bounds.
1968 ImGuiSliderFlags_ClampZeroRange = 1 << 10, // Clamp even if min==max==0.0f. Otherwise due to legacy reason DragXXX functions don't clamp with those values. When your clamping limits are dynamic you almost always want to use it.
1969 ImGuiSliderFlags_NoSpeedTweaks = 1 << 11, // Disable keyboard modifiers altering tweak speed. Useful if you want to alter tweak speed yourself based on your own logic.
1970 ImGuiSliderFlags_ColorMarkers = 1 << 12, // DragScalarN(), SliderScalarN(): Draw R/G/B/A color markers on each component.
1971 ImGuiSliderFlags_AlwaysClamp = ImGuiSliderFlags_ClampOnInput | ImGuiSliderFlags_ClampZeroRange,
1972 //ImGuiSliderFlags_LiveEditOnInput = 1 << 13, // Shortcut to enable LiveEdit for this field.
1973 //ImGuiSliderFlags_NoLiveEditOnInput= 1 << 14, // Shortcut to disable LiveEdit for this field.
1974 ImGuiSliderFlags_InvalidMask_ = 0x7000000F, // [Internal] We treat using those bits as being potentially a 'float power' argument from legacy API (obsoleted 2020-08) that has got miscast to this enum, and will trigger an assert if needed.
1975};
1976
1977// Identify a mouse button.
1978// Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience.
1979enum ImGuiMouseButton_
1980{
1981 ImGuiMouseButton_Left = 0,
1982 ImGuiMouseButton_Right = 1,
1983 ImGuiMouseButton_Middle = 2,
1984 ImGuiMouseButton_COUNT = 5
1985};
1986
1987// Enumeration for GetMouseCursor()
1988// User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here
1989enum ImGuiMouseCursor_
1990{
1991 ImGuiMouseCursor_None = -1,
1992 ImGuiMouseCursor_Arrow = 0,
1993 ImGuiMouseCursor_TextInput, // When hovering over InputText, etc.
1994 ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions)
1995 ImGuiMouseCursor_ResizeNS, // When hovering over a horizontal border
1996 ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column
1997 ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window
1998 ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window
1999 ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks)
2000 ImGuiMouseCursor_Wait, // When waiting for something to process/load.
2001 ImGuiMouseCursor_Progress, // When waiting for something to process/load, but application is still interactive.
2002 ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle.
2003 ImGuiMouseCursor_COUNT
2004};
2005
2006// Enumeration for AddMouseSourceEvent() actual source of Mouse Input data.
2007// Historically we use "Mouse" terminology everywhere to indicate pointer data, e.g. MousePos, IsMousePressed(), io.AddMousePosEvent()
2008// But that "Mouse" data can come from different source which occasionally may be useful for application to know about.
2009// You can submit a change of pointer type using io.AddMouseSourceEvent().
2010enum ImGuiMouseSource : int
2011{
2012 ImGuiMouseSource_Mouse = 0, // Input is coming from an actual mouse.
2013 ImGuiMouseSource_TouchScreen, // Input is coming from a touch screen (no hovering prior to initial press, less precise initial press aiming, dual-axis wheeling possible).
2014 ImGuiMouseSource_Pen, // Input is coming from a pressure/magnetic pen (often used in conjunction with high-sampling rates).
2015 ImGuiMouseSource_COUNT
2016};
2017
2018// Enumeration for ImGui::SetNextWindow***(), SetWindow***(), SetNextItem***() functions
2019// Represent a condition.
2020// Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always.
2021enum ImGuiCond_
2022{
2023 ImGuiCond_None = 0, // No condition (always set the variable), same as _Always
2024 ImGuiCond_Always = 1 << 0, // No condition (always set the variable), same as _None
2025 ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call will succeed)
2026 ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file)
2027 ImGuiCond_Appearing = 1 << 3, // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
2028};
2029
2030//-----------------------------------------------------------------------------
2031// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
2032//-----------------------------------------------------------------------------
2033
2034// Flags for ImGui::BeginTable()
2035// - Important! Sizing policies have complex and subtle side effects, much more so than you would expect.
2036// Read comments/demos carefully + experiment with live demos to get acquainted with them.
2037// - The DEFAULT sizing policies are:
2038// - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize.
2039// - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off.
2040// - When ScrollX is off:
2041// - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight.
2042// - Columns sizing policy allowed: Stretch (default), Fixed/Auto.
2043// - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all).
2044// - Stretch Columns will share the remaining width according to their respective weight.
2045// - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors.
2046// The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns.
2047// (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing).
2048// - When ScrollX is on:
2049// - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed
2050// - Columns sizing policy allowed: Fixed/Auto mostly.
2051// - Fixed Columns can be enlarged as needed. Table will show a horizontal scrollbar if needed.
2052// - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop.
2053// - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable().
2054// If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed Fixed/Stretch columns become meaningful again.
2055// - Read on documentation at the top of imgui_tables.cpp for details.
2056enum ImGuiTableFlags_
2057{
2058 // Features
2059 ImGuiTableFlags_None = 0,
2060 ImGuiTableFlags_Resizable = 1 << 0, // Enable resizing columns.
2061 ImGuiTableFlags_Reorderable = 1 << 1, // Enable reordering columns in header row. (Need calling TableSetupColumn() + TableHeadersRow() to display headers, or using ImGuiTableFlags_ContextMenuInBody to access context-menu without headers).
2062 ImGuiTableFlags_Hideable = 1 << 2, // Enable hiding/disabling columns in context menu.
2063 ImGuiTableFlags_Sortable = 1 << 3, // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate.
2064 ImGuiTableFlags_NoSavedSettings = 1 << 4, // Disable persisting columns order, width, visibility and sort settings in the .ini file.
2065 ImGuiTableFlags_ContextMenuInBody = 1 << 5, // Right-click on columns body/contents will also display table context menu. By default it is available in TableHeadersRow().
2066 // Decorations
2067 ImGuiTableFlags_RowBg = 1 << 6, // Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent of calling TableSetBgColor with ImGuiTableBgFlags_RowBg0 on each row manually)
2068 ImGuiTableFlags_BordersInnerH = 1 << 7, // Draw horizontal borders between rows.
2069 ImGuiTableFlags_BordersOuterH = 1 << 8, // Draw horizontal borders at the top and bottom.
2070 ImGuiTableFlags_BordersInnerV = 1 << 9, // Draw vertical borders between columns.
2071 ImGuiTableFlags_BordersOuterV = 1 << 10, // Draw vertical borders on the left and right sides.
2072 ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders.
2073 ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders.
2074 ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders.
2075 ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders.
2076 ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, // Draw all borders.
2077 ImGuiTableFlags_NoBordersInBody = 1 << 11, // [ALPHA] Disable vertical borders in columns Body (borders will always appear in Headers). -> May move to style
2078 ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12, // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers). -> May move to style
2079 // Sizing Policy (read above for defaults)
2080 ImGuiTableFlags_SizingFixedFit = 1 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width.
2081 ImGuiTableFlags_SizingFixedSame = 2 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible.
2082 ImGuiTableFlags_SizingStretchProp = 3 << 13, // Columns default to _WidthStretch with default weights proportional to each columns contents widths.
2083 ImGuiTableFlags_SizingStretchSame = 4 << 13, // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn().
2084 // Sizing Extra Options
2085 ImGuiTableFlags_NoHostExtendX = 1 << 16, // Make outer width auto-fit to columns, overriding outer_size.x value. Only available when ScrollX/ScrollY are disabled and Stretch columns are not used.
2086 ImGuiTableFlags_NoHostExtendY = 1 << 17, // Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible.
2087 ImGuiTableFlags_NoKeepColumnsVisible = 1 << 18, // Disable keeping column always minimally visible when ScrollX is off and table gets too small. Not recommended if columns are resizable.
2088 ImGuiTableFlags_PreciseWidths = 1 << 19, // Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth.
2089 // Clipping
2090 ImGuiTableFlags_NoClip = 1 << 20, // Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze().
2091 // Padding
2092 ImGuiTableFlags_PadOuterX = 1 << 21, // Default if BordersOuterV is on. Enable outermost padding. Generally desirable if you have headers.
2093 ImGuiTableFlags_NoPadOuterX = 1 << 22, // Default if BordersOuterV is off. Disable outermost padding.
2094 ImGuiTableFlags_NoPadInnerX = 1 << 23, // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off).
2095 // Scrolling
2096 ImGuiTableFlags_ScrollX = 1 << 24, // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this creates a child window, ScrollY is currently generally recommended when using ScrollX.
2097 ImGuiTableFlags_ScrollY = 1 << 25, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size.
2098 // Sorting
2099 ImGuiTableFlags_SortMulti = 1 << 26, // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).
2100 ImGuiTableFlags_SortTristate = 1 << 27, // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).
2101 // Miscellaneous
2102 ImGuiTableFlags_HighlightHoveredColumn = 1 << 28, // Highlight column headers when hovered (may evolve into a fuller highlight)
2103
2104 // [Internal] Combinations and masks
2105 ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame,
2106};
2107
2108// Flags for ImGui::TableSetupColumn()
2109enum ImGuiTableColumnFlags_
2110{
2111 // Input configuration flags
2112 ImGuiTableColumnFlags_None = 0,
2113 ImGuiTableColumnFlags_Disabled = 1 << 0, // Overriding/master disable flag: hide column, won't show in context menu (unlike calling TableSetColumnEnabled() which manipulates the user accessible state)
2114 ImGuiTableColumnFlags_DefaultHide = 1 << 1, // Default as a hidden/disabled column.
2115 ImGuiTableColumnFlags_DefaultSort = 1 << 2, // Default as a sorting column.
2116 ImGuiTableColumnFlags_WidthStretch = 1 << 3, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp).
2117 ImGuiTableColumnFlags_WidthFixed = 1 << 4, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable).
2118 ImGuiTableColumnFlags_NoResize = 1 << 5, // Disable manual resizing.
2119 ImGuiTableColumnFlags_NoReorder = 1 << 6, // Disable manual reordering this column, this will also prevent other columns from crossing over this column.
2120 ImGuiTableColumnFlags_NoHide = 1 << 7, // Disable ability to hide/disable this column.
2121 ImGuiTableColumnFlags_NoClip = 1 << 8, // Disable clipping for this column (all NoClip columns will render in a same draw command).
2122 ImGuiTableColumnFlags_NoSort = 1 << 9, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table).
2123 ImGuiTableColumnFlags_NoSortAscending = 1 << 10, // Disable ability to sort in the ascending direction.
2124 ImGuiTableColumnFlags_NoSortDescending = 1 << 11, // Disable ability to sort in the descending direction.
2125 ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, // TableHeadersRow() will submit an empty label for this column. Convenient for some small columns. Name will still appear in context menu or in angled headers. You may append into this cell by calling TableSetColumnIndex() right after the TableHeadersRow() call.
2126 ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, // Disable header text width contribution to automatic column width.
2127 ImGuiTableColumnFlags_PreferSortAscending = 1 << 14, // Make the initial sort direction Ascending when first sorting on this column (default).
2128 ImGuiTableColumnFlags_PreferSortDescending = 1 << 15, // Make the initial sort direction Descending when first sorting on this column.
2129 ImGuiTableColumnFlags_IndentEnable = 1 << 16, // Use current Indent value when entering cell (default for column 0).
2130 ImGuiTableColumnFlags_IndentDisable = 1 << 17, // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored.
2131 ImGuiTableColumnFlags_AngledHeader = 1 << 18, // TableHeadersRow() will submit an angled header row for this column. Note this will add an extra row.
2132
2133 // Output status flags, read-only via TableGetColumnFlags()
2134 ImGuiTableColumnFlags_IsEnabled = 1 << 24, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags.
2135 ImGuiTableColumnFlags_IsVisible = 1 << 25, // Status: is visible == is enabled AND not clipped by scrolling.
2136 ImGuiTableColumnFlags_IsSorted = 1 << 26, // Status: is currently part of the sort specs
2137 ImGuiTableColumnFlags_IsHovered = 1 << 27, // Status: is hovered by mouse
2138
2139 // [Internal] Combinations and masks
2140 ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed,
2141 ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable,
2142 ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered,
2143 ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30, // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge)
2144};
2145
2146// Flags for ImGui::TableNextRow()
2147enum ImGuiTableRowFlags_
2148{
2149 ImGuiTableRowFlags_None = 0,
2150 ImGuiTableRowFlags_Headers = 1 << 0, // Identify header row (set default background color + width of its contents accounted differently for auto column width)
2151};
2152
2153// Enum for ImGui::TableSetBgColor()
2154// Background colors are rendering in 3 layers:
2155// - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set.
2156// - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set.
2157// - Layer 2: draw with CellBg color if set.
2158// The purpose of the two row/columns layers is to let you decide if a background color change should override or blend with the existing color.
2159// When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows.
2160// If you set the color of RowBg0 target, your color will override the existing RowBg0 color.
2161// If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color.
2162enum ImGuiTableBgTarget_
2163{
2164 ImGuiTableBgTarget_None = 0,
2165 ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used)
2166 ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking)
2167 ImGuiTableBgTarget_CellBg = 3, // Set cell background color (top-most color)
2168};
2169
2170// Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
2171// Obtained by calling TableGetSortSpecs().
2172// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time.
2173// Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame!
2174struct ImGuiTableSortSpecs
2175{
2176 const ImGuiTableColumnSortSpecs* Specs; // Pointer to sort spec array.
2177 int SpecsCount; // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled.
2178 bool SpecsDirty; // Set to true when specs have changed since last time! Use this to sort again, then clear the flag.
2179
2180 ImGuiTableSortSpecs() { memset((void*)this, 0, sizeof(*this)); }
2181};
2182
2183// Sorting specification for one column of a table (sizeof == 12 bytes)
2184struct ImGuiTableColumnSortSpecs
2185{
2186 ImGuiID ColumnUserID; // User data for the column (if specified by a TableSetupColumn() call in the 'ImGuiID user_data' field). FIXME: Should be called 'UserData'..
2187 ImS16 ColumnIndex; // Index of the column
2188 ImS16 SortOrder; // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here)
2189 ImGuiSortDirection SortDirection; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending
2190
2191 ImGuiTableColumnSortSpecs() { memset((void*)this, 0, sizeof(*this)); }
2192};
2193
2194//-----------------------------------------------------------------------------
2195// [SECTION] Helpers: Debug log, memory allocations macros, ImVector<>
2196//-----------------------------------------------------------------------------
2197
2198//-----------------------------------------------------------------------------
2199// Debug Logging into ShowDebugLogWindow(), tty and more.
2200//-----------------------------------------------------------------------------
2201
2202#ifndef IMGUI_DISABLE_DEBUG_TOOLS
2203#define IMGUI_DEBUG_LOG(...) ImGui::DebugLog(__VA_ARGS__)
2204#else
2205#define IMGUI_DEBUG_LOG(...) ((void)0)
2206#endif
2207
2208//-----------------------------------------------------------------------------
2209// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE()
2210// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
2211// Defining a custom placement new() with a custom parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.
2212//-----------------------------------------------------------------------------
2213
2214struct ImNewWrapper {};
2215inline void* operator new(size_t, ImNewWrapper, void* ptr) { return ptr; }
2216inline void operator delete(void*, ImNewWrapper, void*) {} // This is only required so we can use the symmetrical new()
2217#define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE)
2218#define IM_FREE(_PTR) ImGui::MemFree(_PTR)
2219#define IM_PLACEMENT_NEW(_PTR) new(ImNewWrapper(), _PTR)
2220#define IM_NEW(_TYPE) new(ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
2221template<typename T> void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } }
2222
2223//-----------------------------------------------------------------------------
2224// ImVector<>
2225// Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug).
2226//-----------------------------------------------------------------------------
2227// - You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our public structures are relying on it.
2228// - We use std-like naming convention here, which is a little unusual for this codebase.
2229// - Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally recycle allocated buffers across frames and amortize our costs.
2230// - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,
2231// Do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset.
2232//-----------------------------------------------------------------------------
2233
2234IM_MSVC_RUNTIME_CHECKS_OFF
2235template<typename T>
2236struct ImVector
2237{
2238 int Size;
2239 int Capacity;
2240 T* Data;
2241
2242 // Provide standard typedefs but we don't use them ourselves.
2243 typedef T value_type;
2244 typedef value_type* iterator;
2245 typedef const value_type* const_iterator;
2246
2247 // Constructors, destructor
2248 inline ImVector() { Size = Capacity = 0; Data = NULL; }
2249 inline ImVector(const ImVector<T>& src) { Size = Capacity = 0; Data = NULL; operator=(src); }
2250 inline ImVector<T>& operator=(const ImVector<T>& src) { clear(); resize(src.Size); if (Data && src.Data) memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; }
2251 inline ~ImVector() { if (Data) IM_FREE(Data); } // Important: does not destruct anything
2252
2253 inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } // Important: does not destruct anything
2254 inline void clear_delete() { for (int n = 0; n < Size; n++) IM_DELETE(Data[n]); clear(); } // Important: never called automatically! always explicit.
2255 inline void clear_destruct() { for (int n = 0; n < Size; n++) Data[n].~T(); clear(); } // Important: never called automatically! always explicit.
2256
2257 inline bool empty() const { return Size == 0; }
2258 inline int size() const { return Size; }
2259 inline int size_in_bytes() const { return Size * (int)sizeof(T); }
2260 inline int max_size() const { return 0x7FFFFFFF / (int)sizeof(T); }
2261 inline int capacity() const { return Capacity; }
2262 inline T& operator[](int i) { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
2263 inline const T& operator[](int i) const { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
2264
2265 inline T* begin() { return Data; }
2266 inline const T* begin() const { return Data; }
2267 inline T* end() { return Data + Size; }
2268 inline const T* end() const { return Data + Size; }
2269 inline T& front() { IM_ASSERT(Size > 0); return Data[0]; }
2270 inline const T& front() const { IM_ASSERT(Size > 0); return Data[0]; }
2271 inline T& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; }
2272 inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; }
2273 inline void swap(ImVector<T>& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; T* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; }
2274
2275 inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8; return new_capacity > sz ? new_capacity : sz; }
2276 inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
2277 inline void resize(int new_size, const T& v) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; }
2278 inline void shrink(int new_size) { IM_ASSERT(new_size <= Size); Size = new_size; } // Resize a vector to a smaller size, guaranteed not to cause a reallocation
2279 inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; }
2280 inline void reserve_discard(int new_capacity) { if (new_capacity <= Capacity) return; if (Data) IM_FREE(Data); Data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); Capacity = new_capacity; }
2281
2282 // NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden.
2283 inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }
2284 inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
2285 inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); }
2286 inline T* erase(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(T)); Size--; return Data + off; }
2287 inline T* erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data + Size && it_last >= it && it_last <= Data + Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - (size_t)count) * sizeof(T)); Size -= (int)count; return Data + off; }
2288 inline T* erase_unsorted(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; if (it < Data + Size - 1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; }
2289 inline T* insert(const T* it, const T& v) { IM_ASSERT(it >= Data && it <= Data + Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; }
2290 inline bool contains(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; }
2291 inline T* find(const T& v) { T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; }
2292 inline const T* find(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; }
2293 inline int find_index(const T& v) const { const T* data_end = Data + Size; const T* it = find(v); if (it == data_end) return -1; const ptrdiff_t off = it - Data; return (int)off; }
2294 inline bool find_erase(const T& v) { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; }
2295 inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; }
2296 inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; return (int)off; }
2297};
2298IM_MSVC_RUNTIME_CHECKS_RESTORE
2299
2300//-----------------------------------------------------------------------------
2301// [SECTION] ImGuiStyle
2302//-----------------------------------------------------------------------------
2303// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
2304// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,
2305// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
2306//-----------------------------------------------------------------------------
2307
2308struct ImGuiStyle
2309{
2310 // Font scaling
2311 // - recap: ImGui::GetFontSize() == FontSizeBase * (FontScaleMain * FontScaleDpi * other_scaling_factors)
2312 float FontSizeBase; // Current base font size before external global factors are applied. Use PushFont(NULL, size) to modify. Use ImGui::GetFontSize() to obtain scaled value.
2313 float FontScaleMain; // Main global scale factor. May be set by application once, or exposed to end-user.
2314 float FontScaleDpi; // Additional global scale factor from viewport/monitor contents scale. In docking branch: when io.ConfigDpiScaleFonts is enabled, this is automatically overwritten when changing monitor DPI.
2315
2316 float Alpha; // Global alpha applies to everything in Dear ImGui.
2317 float DisabledAlpha; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
2318 ImVec2 WindowPadding; // Padding within a window.
2319 float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
2320 float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
2321 float WindowBorderHoverPadding; // Hit-testing extent outside/inside resizing border. Also extend determination of hovered window. Generally meaningfully larger than WindowBorderSize to make it easy to reach borders.
2322 ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constrain individual windows, use SetNextWindowSizeConstraints().
2323 ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
2324 ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left.
2325 float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
2326 float ChildBorderSize; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
2327 float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
2328 float PopupBorderSize; // Thickness of border around popup/tooltip windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
2329 ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets).
2330 float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
2331 float FrameBorderSize; // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
2332 ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines.
2333 ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
2334 ImVec2 CellPadding; // Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be altered between different rows.
2335 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!
2336 float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
2337 float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
2338 float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar.
2339 float ScrollbarRounding; // Radius of grab corners for scrollbar.
2340 float ScrollbarPadding; // Padding of scrollbar grab within its frame (same for both axes).
2341 float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.
2342 float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
2343 float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
2344 float ImageRounding; // Rounding of Image() calls.
2345 float ImageBorderSize; // Thickness of border around Image() calls.
2346 float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
2347 float TabBorderSize; // Thickness of border around tabs.
2348 float TabMinWidthBase; // Minimum tab width, to make tabs larger than their contents. TabBar buttons are not affected.
2349 float TabMinWidthShrink; // Minimum tab width after shrinking, when using ImGuiTabBarFlags_FittingPolicyMixed policy.
2350 float TabCloseButtonMinWidthSelected; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width. FLT_MAX: never shrink, will behave like ImGuiTabBarFlags_FittingPolicyScroll.
2351 float TabCloseButtonMinWidthUnselected; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width. FLT_MAX: never show close button when unselected.
2352 float TabBarBorderSize; // Thickness of tab-bar separator, which takes on the tab active color to denote focus.
2353 float TabBarOverlineSize; // Thickness of tab-bar overline, which highlights the selected tab-bar.
2354 float TableAngledHeadersAngle; // Angle of angled headers (supported values range from -50.0f degrees to +50.0f degrees).
2355 ImVec2 TableAngledHeadersTextAlign;// Alignment of angled headers within the cell
2356 ImGuiTreeNodeFlags TreeLinesFlags; // Default way to draw lines connecting TreeNode hierarchy. ImGuiTreeNodeFlags_DrawLinesNone or ImGuiTreeNodeFlags_DrawLinesFull or ImGuiTreeNodeFlags_DrawLinesToNodes.
2357 float TreeLinesSize; // Thickness of outlines when using ImGuiTreeNodeFlags_DrawLines.
2358 float TreeLinesRounding; // Radius of lines connecting child nodes to the vertical line.
2359 float MenuItemRounding; // Radius of MenuItem, BeginMenu rounding.
2360 float SelectableRounding; // Radius of Selectable rounding. MODIFYING THIS IS DISCOURAGED. CONTIGUOUS SELECTIONS WILL NOT LOOK RIGHT. (#7589)
2361 float DragDropTargetRounding; // Radius of the drag and drop target frame. When <0.0f: use FrameRounding.
2362 float DragDropTargetBorderSize; // Thickness of the drag and drop target border.
2363 float DragDropTargetPadding; // Size to expand the drag and drop target from actual target item size.
2364 float ColorMarkerSize; // Size of R/G/B/A color markers for ColorEdit4() and for Drags/Sliders when using ImGuiSliderFlags_ColorMarkers.
2365 ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
2366 ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
2367 ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
2368 float InputTextCursorSize; // Thickness of cursor/caret in InputText().
2369 float SeparatorSize; // Thickness of border in Separator(). Must be >= 1.0f.
2370 float SeparatorTextBorderSize; // Thickness of border in SeparatorText()
2371 ImVec2 SeparatorTextAlign; // Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
2372 ImVec2 SeparatorTextPadding; // Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y.
2373 ImVec2 DisplayWindowPadding; // Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen.
2374 ImVec2 DisplaySafeAreaPadding; // Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured).
2375 float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). We apply per-monitor DPI scaling over this scale. May be removed later.
2376 bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
2377 bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). Latched at the beginning of the frame (copied to ImDrawList).
2378 bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
2379 float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
2380 float CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
2381
2382 // Colors
2383 ImVec4 Colors[ImGuiCol_COUNT];
2384
2385 // Behaviors
2386 // (It is possible to modify those fields mid-frame if specific behavior need it, unlike e.g. configuration fields in ImGuiIO)
2387 float HoverStationaryDelay; // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary.
2388 float HoverDelayShort; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay.
2389 float HoverDelayNormal; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). "
2390 ImGuiHoveredFlags HoverFlagsForTooltipMouse;// Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse.
2391 ImGuiHoveredFlags HoverFlagsForTooltipNav; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad.
2392
2393 // [Internal]
2394 float _MainScale; // FIXME-WIP: Reference scale, as applied by ScaleAllSizes(). PLEASE DO NOT USE THIS FOR NOW.
2395 float _NextFrameFontSizeBase; // FIXME: Temporary hack until we finish remaining work.
2396
2397 // Functions
2398 IMGUI_API ImGuiStyle();
2399 IMGUI_API void ScaleAllSizes(float scale_factor); // Scale all spacing/padding/thickness values. Do not scale fonts. See comments in definition. Consider not calling this if your initial scale factor if <1.0.
2400
2401 // Obsolete names
2402#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2403 // TabMinWidthForCloseButton = TabCloseButtonMinWidthUnselected // Renamed in 1.91.9.
2404#endif
2405};
2406
2407//-----------------------------------------------------------------------------
2408// [SECTION] ImGuiIO
2409//-----------------------------------------------------------------------------
2410// Communicate most settings and inputs/outputs to Dear ImGui using this structure.
2411// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.
2412// It is generally expected that:
2413// - initialization: backends and user code writes to ImGuiIO.
2414// - main loop: backends writes to ImGuiIO, user code and imgui code reads from ImGuiIO.
2415//-----------------------------------------------------------------------------
2416// Also see ImGui::GetPlatformIO() and ImGuiPlatformIO struct for OS/platform related functions: clipboard, IME etc.
2417//-----------------------------------------------------------------------------
2418
2419// [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions.
2420// If prior to 1.87 you used io.KeysDownDuration[] (which was marked as internal), you should use GetKeyData(key)->DownDuration and *NOT* io.KeysData[key]->DownDuration.
2421struct ImGuiKeyData
2422{
2423 bool Down; // True for if key is down
2424 float DownDuration; // Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held)
2425 float DownDurationPrev; // Last frame duration the key has been down
2426 float AnalogValue; // 0.0f..1.0f for gamepad values
2427};
2428
2429struct ImGuiIO
2430{
2431 //------------------------------------------------------------------
2432 // Configuration // Default value
2433 //------------------------------------------------------------------
2434
2435 ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Keyboard/Gamepad navigation options, etc.
2436 ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend.
2437 ImVec2 DisplaySize; // <unset> // Main display size, in pixels (== GetMainViewport()->Size). May change every frame.
2438 ImVec2 DisplayFramebufferScale; // = (1, 1) // Main display density. For retina display where window coordinates are different from framebuffer coordinates. This will affect font density + will end up in ImDrawData::FramebufferScale.
2439 float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. May change every frame.
2440 float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
2441 const char* IniFilename; // = "imgui.ini" // Path to .ini file (important: default "imgui.ini" is relative to current working dir!). Set NULL to disable automatic .ini loading/saving or if you want to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions.
2442 const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
2443 void* UserData; // = NULL // Store your own data.
2444
2445 // Font system
2446 ImFontAtlas*Fonts; // <auto> // Font atlas: load, rasterize and pack one or more fonts into a single texture.
2447 ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
2448 bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with Ctrl+Wheel.
2449
2450 // Keyboard/Gamepad Navigation options
2451 bool ConfigNavSwapGamepadButtons; // = false // Swap Activate<>Cancel (A<>B) buttons, matching typical "Nintendo/Japanese style" gamepad layout.
2452 bool ConfigNavMoveSetMousePos; // = false // Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult. Will update io.MousePos and set io.WantSetMousePos=true.
2453 bool ConfigNavCaptureKeyboard; // = true // Sets io.WantCaptureKeyboard when io.NavActive is set.
2454 bool ConfigNavEscapeClearFocusItem; // = true // Pressing Escape can clear focused item + navigation id/highlight. Set to false if you want to always keep highlight on.
2455 bool ConfigNavEscapeClearFocusWindow;// = false // Pressing Escape can clear focused window as well (super set of io.ConfigNavEscapeClearFocusItem).
2456 bool ConfigNavCursorVisibleAuto; // = true // Using directional navigation key makes the cursor visible. Mouse click hides the cursor.
2457 bool ConfigNavCursorVisibleAlways; // = false // Navigation cursor is always visible.
2458
2459 // Widget options
2460 bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // Swap Cmd<>Ctrl keys + OS X style text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl.
2461 bool ConfigInputTrickleEventQueue; // = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates.
2462 bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting).
2463 bool ConfigInputTextEnterKeepActive; // = false // [BETA] Pressing Enter will reactivate item and select all text (single-line only). Ctrl+Enter or Shift+Enter will deactivate normally.
2464 ImGuiColorEditFlags ConfigColorEditFlags; // = <defaults> // Current settings for ColorEdit/ColorPicker widgets. Must have one bit of ImGuiColorEditFlags_DisplayMask_, one bit of ImGuiColorEditFlags_DataTypeMask_, one bit of ImGuiColorEditFlags_PickerMask_, one bit of ImGuiColorEditFlags_InputMask_. Defaults to ImGuiColorEditFlags_DefaultOptions_. May be further edited by users, unless you also set ImGuiColorEditFlags_NoOptions.
2465 bool ConfigDragClickToInputText; // = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard.
2466 bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires ImGuiBackendFlags_HasMouseCursors for better mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
2467 bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar.
2468 bool ConfigWindowsCopyContentsWithCtrlC; // = false // [EXPERIMENTAL] Ctrl+C copy the contents of focused window into the clipboard. Experimental because: (1) has known issues with nested Begin/End pairs (2) text output quality varies (3) text output is in submission order rather than spatial order.
2469 bool ConfigScrollbarScrollByPage; // = true // Enable scrolling page by page when clicking outside the scrollbar grab. When disabled, always scroll to clicked location. When enabled, Shift+Click scrolls to clicked location.
2470
2471 // Ini Settings options
2472 bool ConfigIniSettingsSaveLastUsedDate;// = true // Enable loading/saving last used day (YYYYMMDD) in some .ini struct, making things easier to audit and allowing custom tools to cleanup old data.
2473 int ConfigIniSettingsAutoDiscardMonths; // = 0 // [BETA] Set number of months after which unused .ini entries are discarded on load. Require platform_io.Platform_SessionDate to be set. For systems supporting the feature, .ini entries without a LastUsed field will always be discarded! Please report if you are using this.
2474 bool ConfigDebugIniSettings; // = false // Save .ini data with extra comments (particularly helpful for Docking, but makes saving slower)
2475
2476 // Miscellaneous options
2477 // (you can visualize and interact with all options in 'Demo->Configuration')
2478 bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations.
2479 float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable.
2480
2481 // Inputs Behaviors
2482 // (other variables, ones which are expected to be tweaked within UI code, are exposed in ImGuiStyle)
2483 float MouseDoubleClickTime; // = 0.30f // Time for consecutive clicks to account as a double-click, in seconds.
2484 float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click or multiple clicks, in pixels.
2485 float MouseSingleClickDelay; // = 0.60f // Time for a delayed click when using GetItemClickedCountWithSingleClickDelay() or IsMouseReleasedWithDelay(), in seconds. Must be > io.MouseDoubleClickTime.
2486 float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging.
2487 float KeyRepeatDelay; // = 0.275f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
2488 float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
2489
2490 //------------------------------------------------------------------
2491 // Debug options
2492 //------------------------------------------------------------------
2493
2494 // Options to configure Error Handling and how we handle recoverable errors [EXPERIMENTAL]
2495 // - Error recovery is provided as a way to facilitate:
2496 // - Recovery after a programming error (native code or scripting language - the latter tends to facilitate iterating on code while running).
2497 // - Recovery after running an exception handler or any error processing which may skip code after an error has been detected.
2498 // - Error recovery is not perfect nor guaranteed! It is a feature to ease development.
2499 // You not are not supposed to rely on it in the course of a normal application run.
2500 // - Functions that support error recovery are using IM_ASSERT_USER_ERROR() instead of IM_ASSERT().
2501 // - By design, we do NOT allow error recovery to be 100% silent. One of the three options needs to be checked!
2502 // - Always ensure that on programmers seats you have at minimum Asserts or Tooltips enabled when making direct imgui API calls!
2503 // Otherwise it would severely hinder your ability to catch and correct mistakes!
2504 // Read https://github.com/ocornut/imgui/wiki/Error-Handling for details.
2505 // - Programmer seats: keep asserts (default), or disable asserts and keep error tooltips (new and nice!)
2506 // - Non-programmer seats: maybe disable asserts, but make sure errors are resurfaced (tooltips, visible log entries, use callback etc.)
2507 // - Recovery after error/exception: record stack sizes with ErrorRecoveryStoreState(), disable assert, set log callback (to e.g. trigger high-level breakpoint), recover with ErrorRecoveryTryToRecoverState(), restore settings.
2508 bool ConfigErrorRecovery; // = true // Enable error recovery support. Some errors won't be detected and lead to direct crashes if recovery is disabled.
2509 bool ConfigErrorRecoveryEnableAssert; // = true // Enable asserts on recoverable error. By default call IM_ASSERT() when returning from a failing IM_ASSERT_USER_ERROR()
2510 bool ConfigErrorRecoveryEnableDebugLog; // = true // Enable debug log output on recoverable errors.
2511 bool ConfigErrorRecoveryEnableTooltip; // = true // Enable tooltip on recoverable errors. The tooltip include a way to enable asserts if they were disabled.
2512
2513 // Option to enable various debug tools showing buttons that will call the IM_DEBUG_BREAK() macro.
2514 // - The Item Picker tool will be available regardless of this being enabled, in order to maximize its discoverability.
2515 // - Requires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application.
2516 // e.g. io.ConfigDebugIsDebuggerPresent = ::IsDebuggerPresent() on Win32, or refer to ImOsIsDebuggerPresent() imgui_test_engine/imgui_te_utils.cpp for a Unix compatible version.
2517 bool ConfigDebugIsDebuggerPresent; // = false // Enable various tools calling IM_DEBUG_BREAK().
2518
2519 // Tools to detect code submitting items with conflicting/duplicate IDs
2520 // - Code should use PushID()/PopID() in loops, or append "##xx" to same-label identifiers.
2521 // - Empty label e.g. Button("") == same ID as parent widget/node. Use Button("##xx") instead!
2522 // - See FAQ https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-about-the-id-stack-system
2523 bool ConfigDebugHighlightIdConflicts;// = true // Highlight and show an error message popup when multiple items have conflicting identifiers.
2524 bool ConfigDebugHighlightIdConflictsShowItemPicker;//=true // Show "Item Picker" button in aforementioned popup.
2525
2526 // Tools to test correct Begin/End and BeginChild/EndChild behaviors.
2527 // - Presently Begin()/End() and BeginChild()/EndChild() needs to ALWAYS be called in tandem, regardless of return value of BeginXXX()
2528 // - This is inconsistent with other BeginXXX functions and create confusion for many users.
2529 // - We expect to update the API eventually. In the meanwhile we provide tools to facilitate checking user-code behavior.
2530 bool ConfigDebugBeginReturnValueOnce;// = false // First-time calls to Begin()/BeginChild() will return false. NEEDS TO BE SET AT APPLICATION BOOT TIME if you don't want to miss windows.
2531 bool ConfigDebugBeginReturnValueLoop;// = false // Some calls to Begin()/BeginChild() will return false. Will cycle through window depths then repeat. Suggested use: add "io.ConfigDebugBeginReturnValue = io.KeyShift" in your main loop then occasionally press SHIFT. Windows should be flickering while running.
2532
2533 // Option to deactivate io.AddFocusEvent(false) handling.
2534 // - May facilitate interactions with a debugger when focus loss leads to clearing inputs data.
2535 // - Backends may have other side-effects on focus loss, so this will reduce side-effects but not necessary remove all of them.
2536 bool ConfigDebugIgnoreFocusLoss; // = false // Ignore io.AddFocusEvent(false), consequently not calling io.ClearInputKeys()/io.ClearInputMouse() in input processing.
2537
2538 //------------------------------------------------------------------
2539 // Platform Identifiers
2540 // (the imgui_impl_xxxx backend files are setting those up for you)
2541 //------------------------------------------------------------------
2542
2543 // Nowadays those would be stored in ImGuiPlatformIO but we are leaving them here for legacy reasons.
2544 // Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff.
2545 const char* BackendPlatformName; // = NULL
2546 const char* BackendRendererName; // = NULL
2547 void* BackendPlatformUserData; // = NULL // User data for platform backend
2548 void* BackendRendererUserData; // = NULL // User data for renderer backend
2549 void* BackendLanguageUserData; // = NULL // User data for non C++ programming language backend
2550
2551 //------------------------------------------------------------------
2552 // Input - Call before calling NewFrame()
2553 //------------------------------------------------------------------
2554
2555 // Input Functions
2556 IMGUI_API void AddKeyEvent(ImGuiKey key, bool down); // Queue a new key down/up event. Key should be "translated" (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
2557 IMGUI_API void AddKeyAnalogEvent(ImGuiKey key, bool down, float v); // Queue a new key down/up event for analog values (e.g. ImGuiKey_Gamepad_ values). Dead-zones should be handled by the backend.
2558 IMGUI_API void AddMousePosEvent(float x, float y); // Queue a mouse position update. Use -FLT_MAX,-FLT_MAX to signify no mouse (e.g. app not focused and not hovered)
2559 IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change
2560 IMGUI_API void AddMouseWheelEvent(float wheel_x, float wheel_y); // Queue a mouse wheel update. wheel_y<0: scroll down, wheel_y>0: scroll up, wheel_x<0: scroll right, wheel_x>0: scroll left.
2561 IMGUI_API void AddMouseSourceEvent(ImGuiMouseSource source); // Queue a mouse source change (Mouse/TouchScreen/Pen)
2562 IMGUI_API void AddFocusEvent(bool focused); // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window)
2563 IMGUI_API void AddInputCharacter(unsigned int c); // Queue a new character input
2564 IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue a new character input from a UTF-16 character, it can be a surrogate
2565 IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue a new characters input from a UTF-8 string
2566
2567 IMGUI_API void SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index = -1); // [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode.
2568 IMGUI_API void SetAppAcceptingEvents(bool accepting_events); // Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.
2569 IMGUI_API void ClearEventsQueue(); // Clear all incoming events.
2570 IMGUI_API void ClearInputKeys(); // Clear current keyboard/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.
2571 IMGUI_API void ClearInputMouse(); // Clear current mouse state.
2572
2573 //------------------------------------------------------------------
2574 // Output - Updated by NewFrame() or EndFrame()/Render()
2575 // (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is
2576 // generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!)
2577 //------------------------------------------------------------------
2578
2579 bool WantCaptureMouse; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.).
2580 bool WantCaptureKeyboard; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).
2581 bool WantTextInput; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
2582 bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when io.ConfigNavMoveSetMousePos is enabled.
2583 bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving!
2584 bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
2585 bool NavVisible; // Keyboard/Gamepad navigation highlight is visible and allowed (will handle ImGuiKey_NavXXX events).
2586 float Framerate; // Estimate of application framerate (rolling average over 60 frames, based on io.DeltaTime), in frame per second. Solely for convenience. Slow applications may not want to use a moving average or may want to reset underlying buffers occasionally.
2587 int MetricsRenderVertices; // Vertices output during last call to Render()
2588 int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
2589 int MetricsRenderWindows; // Number of visible windows
2590 int MetricsActiveWindows; // Number of active windows
2591 ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta.
2592
2593 //------------------------------------------------------------------
2594 // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed!
2595 //------------------------------------------------------------------
2596
2597 ImGuiContext* Ctx; // Parent UI context (needs to be set explicitly by parent).
2598
2599 // Main Input State
2600 // (this block used to be written by backend, since 1.87 it is best to NOT write to those directly, call the AddXXX functions above instead)
2601 // (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere)
2602 ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.)
2603 bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Other buttons allow us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
2604 float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. >0 scrolls Up, <0 scrolls Down. Hold Shift to turn vertical scroll into horizontal scroll.
2605 float MouseWheelH; // Mouse wheel Horizontal. >0 scrolls Left, <0 scrolls Right. Most users don't have a mouse with a horizontal wheel, may not be filled by all backends.
2606 ImGuiMouseSource MouseSource; // Mouse actual input peripheral (Mouse/TouchScreen/Pen).
2607 bool KeyCtrl; // Keyboard modifier down: Ctrl (non-macOS), Cmd (macOS)
2608 bool KeyShift; // Keyboard modifier down: Shift
2609 bool KeyAlt; // Keyboard modifier down: Alt
2610 bool KeySuper; // Keyboard modifier down: Windows/Super (non-macOS), Ctrl (macOS)
2611
2612 // Other state maintained from data above + IO function calls
2613 ImGuiKeyChord KeyMods; // Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags). Read-only, updated by NewFrame()
2614 ImGuiKeyData KeysData[ImGuiKey_NamedKey_COUNT];// Key state for all known keys. MUST use 'key - ImGuiKey_NamedKey_BEGIN' as index. Use IsKeyXXX() functions to access this.
2615 bool WantCaptureMouseUnlessPopupClose; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup.
2616 ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
2617 ImVec2 MouseClickedPos[5]; // Position at time of clicking
2618 double MouseClickedTime[5]; // Time of last click (used to figure out double-click)
2619 bool MouseClicked[5]; // Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0)
2620 bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2)
2621 ImU16 MouseClickedCount[5]; // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down
2622 ImU16 MouseClickedLastCount[5]; // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done.
2623 bool MouseReleased[5]; // Mouse button went from Down to !Down
2624 double MouseReleasedTime[5]; // Time of last released (rarely used! but useful to handle delayed single-click when trying to disambiguate them from double-click).
2625 bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds.
2626 bool MouseDownOwnedUnlessPopupClose[5]; // Track if button was clicked inside a dear imgui window.
2627 bool MouseWheelRequestAxisSwap; // On a non-Mac system, holding Shift requests WheelY to perform the equivalent of a WheelX event. On a Mac system this is already enforced by the system.
2628 bool MouseCtrlLeftAsRightClick; // (OSX) Set to true when the current click was a Ctrl+Click that spawned a simulated right click
2629 float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
2630 float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
2631 float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds)
2632 float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui.
2633 bool AppFocusLost; // Only modify via AddFocusEvent()
2634 bool AppAcceptingEvents; // Only modify via SetAppAcceptingEvents()
2635 ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16()
2636 ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.
2637
2638 // Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame.
2639 // This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent().
2640 // Old (<1.87): ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space)
2641 // Old (<1.87): ImGui::IsKeyPressed(MYPLATFORM_KEY_SPACE) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space)
2642 // Read https://github.com/ocornut/imgui/issues/4921 for details.
2643 //int KeyMap[ImGuiKey_COUNT]; // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512.
2644 //bool KeysDown[ImGuiKey_COUNT]; // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow.
2645 //float NavInputs[ImGuiNavInput_COUNT]; // [LEGACY] Since 1.88, NavInputs[] was removed. Backends from 1.60 to 1.86 won't build. Feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums.
2646 //void* ImeWindowHandle; // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning.
2647
2648#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2649 float FontGlobalScale; // Moved io.FontGlobalScale to style.FontScaleMain in 1.92.0 (June 2025)
2650
2651 // Legacy: before 1.91.1, clipboard functions were stored in ImGuiIO instead of ImGuiPlatformIO.
2652 // As this is will affect all users of custom engines/backends, we are providing proper legacy redirection (will obsolete).
2653 const char* (*GetClipboardTextFn)(void* user_data);
2654 void (*SetClipboardTextFn)(void* user_data, const char* text);
2655 void* ClipboardUserData;
2656
2657 //void ClearInputCharacters() { InputQueueCharacters.resize(0); } // [Obsoleted in 1.89.8] Clear the current frame text input buffer. Now included within ClearInputKeys(). Removed this as it is ambiguous/misleading and generally incorrect to use with the existence of a higher-level input queue.
2658#endif
2659
2660 IMGUI_API ImGuiIO();
2661};
2662
2663//-----------------------------------------------------------------------------
2664// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
2665//-----------------------------------------------------------------------------
2666
2667// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
2668// The callback function should return 0 by default.
2669// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
2670// - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit. Note that InputText() already returns true on edit + you can always use IsItemEdited(). The callback is useful to manipulate the underlying buffer while focus is active.
2671// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration
2672// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB
2673// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows
2674// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
2675// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
2676struct ImGuiInputTextCallbackData
2677{
2678 ImGuiContext* Ctx; // Parent UI context
2679 ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only
2680 ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only
2681 void* UserData; // What user passed to InputText() // Read-only
2682 ImGuiID ID; // Widget ID // Read-only
2683
2684 // Arguments for the different callback events
2685 // - During Resize callback, Buf will be same as your input buffer.
2686 // - However, during Completion/History/Always callback, Buf always points to our own internal data (it is not the same as your buffer)! Changes to it will be reflected into your own buffer shortly after the callback.
2687 // - To modify the text buffer in a callback, prefer using the InsertChars() / DeleteChars() function. InsertChars() will take care of calling the resize callback if necessary.
2688 // - If you know your edits are not going to resize the underlying buffer allocation, you may modify the contents of 'Buf[]' directly. You need to update 'BufTextLen' accordingly (0 <= BufTextLen < BufSize) and set 'BufDirty'' to true so InputText can update its internal state.
2689 ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History]
2690 ImWchar EventChar; // Character input // Read-write // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0;
2691 bool EventActivated; // Input field just got activated // Read-only // [Always]
2692 bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always]
2693 char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
2694 int BufTextLen; // Text length (in bytes) // Read-write // [Resize,Completion,History,Always] Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length()
2695 int BufSize; // Buffer size (in bytes) = capacity+1 // Read-only // [Resize,Completion,History,Always] Include zero-terminator storage. In C land: == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1
2696 int CursorPos; // // Read-write // [Completion,History,Always,CharFilter]
2697 int SelectionStart; // // Read-write // [Completion,History,Always,CharFilter] == to SelectionEnd when no selection
2698 int SelectionEnd; // // Read-write // [Completion,History,Always,CharFilter]
2699
2700 // Helper functions for text manipulation.
2701 // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection.
2702 IMGUI_API ImGuiInputTextCallbackData();
2703 IMGUI_API void DeleteChars(int pos, int bytes_count);
2704 IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL);
2705 void SelectAll() { SelectionStart = 0; CursorPos = SelectionEnd = BufTextLen; }
2706 void SetSelection(int s, int e) { IM_ASSERT(s >= 0 && s <= BufTextLen); IM_ASSERT(e >= 0 && e <= BufTextLen); SelectionStart = s; CursorPos = SelectionEnd = e; }
2707 void ClearSelection() { SelectionStart = SelectionEnd = BufTextLen; }
2708 bool HasSelection() const { return SelectionStart != SelectionEnd; }
2709};
2710
2711// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
2712// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
2713struct ImGuiSizeCallbackData
2714{
2715 void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints(). Generally store an integer or float in here (need reinterpret_cast<>).
2716 ImVec2 Pos; // Read-only. Window position, for reference.
2717 ImVec2 CurrentSize; // Read-only. Current window size.
2718 ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing.
2719};
2720
2721// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()
2722struct ImGuiPayload
2723{
2724 // Members
2725 void* Data; // Data (copied and owned by dear imgui)
2726 int DataSize; // Data size
2727
2728 // [Internal]
2729 ImGuiID SourceId; // Source item id
2730 ImGuiID SourceParentId; // Source parent id (if available)
2731 int DataFrameCount; // Data timestamp
2732 char DataType[32 + 1]; // Data type tag (short user-supplied string, 32 characters max)
2733 bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)
2734 bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.
2735
2736 ImGuiPayload() { Clear(); }
2737 void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; }
2738 bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; }
2739 bool IsPreview() const { return Preview; }
2740 bool IsDelivery() const { return Delivery; }
2741};
2742
2743//-----------------------------------------------------------------------------
2744// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor)
2745//-----------------------------------------------------------------------------
2746
2747// Helper: Unicode defines
2748#define IM_UNICODE_CODEPOINT_INVALID 0xFFFD // Invalid Unicode code point (standard value).
2749#ifdef IMGUI_USE_WCHAR32
2750#define IM_UNICODE_CODEPOINT_MAX 0x10FFFF // Maximum Unicode code point supported by this build.
2751#else
2752#define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Maximum Unicode code point supported by this build.
2753#endif
2754
2755// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create a UI within deep-nested code that runs multiple times every frame.
2756// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame");
2757struct ImGuiOnceUponAFrame
2758{
2759 ImGuiOnceUponAFrame() { RefFrame = -1; }
2760 mutable int RefFrame;
2761 operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
2762};
2763
2764// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
2765struct ImGuiTextFilter
2766{
2767 IMGUI_API ImGuiTextFilter(const char* default_filter = "");
2768 IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build
2769 IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const;
2770 IMGUI_API void Build();
2771 void Clear() { InputBuf[0] = 0; Build(); }
2772 bool IsActive() const { return !Filters.empty(); }
2773
2774 // [Internal]
2775 struct ImGuiTextRange
2776 {
2777 const char* b;
2778 const char* e;
2779
2780 ImGuiTextRange() { b = e = NULL; }
2781 ImGuiTextRange(const char* _b, const char* _e) { b = _b; e = _e; }
2782 bool empty() const { return b == e; }
2783 IMGUI_API void split(char separator, ImVector<ImGuiTextRange>* out) const;
2784 };
2785 char InputBuf[256];
2786 ImVector<ImGuiTextRange>Filters;
2787 int CountGrep;
2788};
2789
2790// Helper: Growable text buffer for logging/accumulating text
2791// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')
2792struct ImGuiTextBuffer
2793{
2794 ImVector<char> Buf;
2795 IMGUI_API static char EmptyString[1];
2796
2797 ImGuiTextBuffer() { }
2798 inline char operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }
2799 const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; }
2800 const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator
2801 int size() const { return Buf.Size ? Buf.Size - 1 : 0; }
2802 bool empty() const { return Buf.Size <= 1; }
2803 void clear() { Buf.clear(); }
2804 void resize(int size) { if (Buf.Size > size) Buf.Data[size] = 0; Buf.resize(size ? size + 1 : 0, 0); } // Similar to resize(0) on ImVector: empty string but don't free buffer.
2805 void reserve(int capacity) { Buf.reserve(capacity); }
2806 const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; }
2807 IMGUI_API void append(const char* str, const char* str_end = NULL);
2808 IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2);
2809 IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2);
2810};
2811
2812// [Internal] Key+Value for ImGuiStorage
2813struct ImGuiStoragePair
2814{
2815 ImGuiID key;
2816 union { int val_i; float val_f; void* val_p; };
2817 ImGuiStoragePair(ImGuiID _key, int _val) { key = _key; val_i = _val; }
2818 ImGuiStoragePair(ImGuiID _key, float _val) { key = _key; val_f = _val; }
2819 ImGuiStoragePair(ImGuiID _key, void* _val) { key = _key; val_p = _val; }
2820};
2821
2822// Helper: Key->Value storage
2823// Typically you don't have to worry about this since a storage is held within each Window.
2824// We use it to e.g. store collapse state for a tree (Int 0/1)
2825// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)
2826// You can use it as custom user storage for temporary values. Declare your own storage if, for example:
2827// - 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).
2828// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)
2829// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
2830struct ImGuiStorage
2831{
2832 // [Internal]
2833 ImVector<ImGuiStoragePair> Data;
2834
2835 // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
2836 // - Set***() functions find pair, insertion on demand if missing.
2837 // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
2838 void Clear() { Data.clear(); }
2839 IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const;
2840 IMGUI_API void SetInt(ImGuiID key, int val);
2841 IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const;
2842 IMGUI_API void SetBool(ImGuiID key, bool val);
2843 IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const;
2844 IMGUI_API void SetFloat(ImGuiID key, float val);
2845 IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL
2846 IMGUI_API void SetVoidPtr(ImGuiID key, void* val);
2847
2848 // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
2849 // - 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.
2850 // - A typical use case where this is convenient for quick hacking (e.g. add storage during a live Edit&Continue session if you can't modify existing struct)
2851 // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
2852 IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0);
2853 IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false);
2854 IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f);
2855 IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
2856
2857 // Advanced: for quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
2858 IMGUI_API void BuildSortByKey();
2859 // Obsolete: use on your own storage if you know only integer are being stored (open/close all tree nodes)
2860 IMGUI_API void SetAllInt(int val);
2861
2862#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2863 //typedef ::ImGuiStoragePair ImGuiStoragePair; // 1.90.8: moved type outside struct
2864#endif
2865};
2866
2867// Flags for ImGuiListClipper (currently not fully exposed in function calls: a future refactor will likely add this to ImGuiListClipper::Begin function equivalent)
2868enum ImGuiListClipperFlags_
2869{
2870 ImGuiListClipperFlags_None = 0,
2871 ImGuiListClipperFlags_NoSetTableRowCounters = 1 << 0, // [Internal] Disabled modifying table row counters. Avoid assumption that 1 clipper item == 1 table row.
2872};
2873
2874// Helper: Manually clip large list of items.
2875// If you have lots evenly spaced items and you have random access to the list, you can perform coarse
2876// clipping based on visibility to only submit items that are in view.
2877// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
2878// (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally
2879// fetching/submitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to easily
2880// scale using lists with tens of thousands of items without a problem)
2881// Usage:
2882// ImGuiListClipper clipper;
2883// clipper.Begin(1000); // We have 1000 elements, evenly spaced.
2884// while (clipper.Step())
2885// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
2886// ImGui::Text("line number %d", i);
2887// Generally what happens is:
2888// - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not.
2889// - User code submit that one element.
2890// - Clipper can measure the height of the first element
2891// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element.
2892// - User code submit visible elements.
2893// - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc.
2894struct ImGuiListClipper
2895{
2896 int DisplayStart; // First item to display, updated by each call to Step()
2897 int DisplayEnd; // End of items to display (exclusive)
2898 int UserIndex; // Helper storage for user convenience/code. Optional, and otherwise unused if you don't use it.
2899 int ItemsCount; // [Internal] Number of items
2900 float ItemsHeight; // [Internal] Height of item after a first step and item submission can calculate it
2901 ImGuiListClipperFlags Flags; // [Internal] Flags, currently not yet well exposed.
2902 double StartPosY; // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed
2903 double StartSeekOffsetY; // [Internal] Account for frozen rows in a table and initial loss of precision in very large windows.
2904 ImGuiContext* Ctx; // [Internal] Parent UI context
2905 void* TempData; // [Internal] Internal data
2906
2907 // items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step, and you can call SeekCursorForItem() manually if you need)
2908 // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
2909 IMGUI_API ImGuiListClipper();
2910 IMGUI_API ~ImGuiListClipper();
2911 IMGUI_API void Begin(int items_count, float items_height = -1.0f);
2912 IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
2913 IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
2914
2915 // Call IncludeItemByIndex() or IncludeItemsByIndex() *BEFORE* first call to Step() if you need a range of items to not be clipped, regardless of their visibility.
2916 // (Due to alignment / padding of certain items it is possible that an extra item may be included on either end of the display range).
2917 inline void IncludeItemByIndex(int item_index) { IncludeItemsByIndex(item_index, item_index + 1); }
2918 IMGUI_API void IncludeItemsByIndex(int item_begin, int item_end); // item_end is exclusive e.g. use (42, 42+1) to make item 42 never clipped.
2919
2920 // Seek cursor toward given item. This is automatically called while stepping.
2921 // - The only reason to call this is: you can use ImGuiListClipper::Begin(INT_MAX) if you don't know item count ahead of time.
2922 // - In this case, after all steps are done, you'll want to call SeekCursorForItem(item_count).
2923 IMGUI_API void SeekCursorForItem(int item_index);
2924
2925#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2926 //inline void IncludeRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.9]
2927 //inline void ForceDisplayRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.6]
2928 //inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset((void*)this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79]
2929#endif
2930};
2931
2932// Helpers: ImVec2/ImVec4 operators
2933// - It is important that we are keeping those disabled by default so they don't leak in user space.
2934// - This is in order to allow user enabling implicit cast operators between ImVec2/ImVec4 and their own types (using IM_VEC2_CLASS_EXTRA in imconfig.h)
2935// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4.
2936#ifdef IMGUI_DEFINE_MATH_OPERATORS
2937#define IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED
2938IM_MSVC_RUNTIME_CHECKS_OFF
2939// ImVec2 operators
2940inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x * rhs, lhs.y * rhs); }
2941inline ImVec2 operator*(const float lhs, const ImVec2& rhs) { return ImVec2(lhs * rhs.x, lhs * rhs.y); }
2942inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x / rhs, lhs.y / rhs); }
2943inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); }
2944inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); }
2945inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
2946inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); }
2947inline ImVec2 operator+(const ImVec2& lhs) { return lhs; }
2948inline ImVec2 operator-(const ImVec2& lhs) { return ImVec2(-lhs.x, -lhs.y); }
2949inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; }
2950inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; }
2951inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; }
2952inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; }
2953inline ImVec2& operator*=(ImVec2& lhs, const ImVec2& rhs) { lhs.x *= rhs.x; lhs.y *= rhs.y; return lhs; }
2954inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs) { lhs.x /= rhs.x; lhs.y /= rhs.y; return lhs; }
2955inline bool operator==(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y; }
2956inline bool operator!=(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y; }
2957// ImVec4 operators
2958inline ImVec4 operator*(const ImVec4& lhs, const float rhs) { return ImVec4(lhs.x * rhs, lhs.y * rhs, lhs.z * rhs, lhs.w * rhs); }
2959inline ImVec4 operator*(const float lhs, const ImVec4& rhs) { return ImVec4(lhs * rhs.x, lhs * rhs.y, lhs * rhs.z, lhs * rhs.w); }
2960inline ImVec4 operator/(const ImVec4& lhs, const float rhs) { return ImVec4(lhs.x / rhs, lhs.y / rhs, lhs.z / rhs, lhs.w / rhs); }
2961inline ImVec4 operator+(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w); }
2962inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w); }
2963inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z, lhs.w * rhs.w); }
2964inline ImVec4 operator/(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x / rhs.x, lhs.y / rhs.y, lhs.z / rhs.z, lhs.w / rhs.w); }
2965inline ImVec4 operator+(const ImVec4& lhs) { return lhs; }
2966inline ImVec4 operator-(const ImVec4& lhs) { return ImVec4(-lhs.x, -lhs.y, -lhs.z, -lhs.w); }
2967inline ImVec4& operator*=(ImVec4& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; lhs.z *= rhs; lhs.w *= rhs; return lhs; }
2968inline ImVec4& operator/=(ImVec4& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; lhs.z /= rhs; lhs.w /= rhs; return lhs; }
2969inline ImVec4& operator+=(ImVec4& lhs, const ImVec4& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; lhs.z += rhs.z; lhs.w += rhs.w; return lhs; }
2970inline ImVec4& operator-=(ImVec4& lhs, const ImVec4& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; lhs.z -= rhs.z; lhs.w -= rhs.w; return lhs; }
2971inline ImVec4& operator*=(ImVec4& lhs, const ImVec4& rhs) { lhs.x *= rhs.x; lhs.y *= rhs.y; lhs.z *= rhs.z; lhs.w *= rhs.w; return lhs; }
2972inline ImVec4& operator/=(ImVec4& lhs, const ImVec4& rhs) { lhs.x /= rhs.x; lhs.y /= rhs.y; lhs.z /= rhs.z; lhs.w /= rhs.w; return lhs; }
2973inline bool operator==(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z && lhs.w == rhs.w; }
2974inline bool operator!=(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y || lhs.z != rhs.z || lhs.w != rhs.w; }
2975IM_MSVC_RUNTIME_CHECKS_RESTORE
2976#endif
2977
2978// Helpers macros to generate 32-bit encoded colors
2979// - User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file.
2980// - Any setting other than the default will need custom backend support. The only standard backend that supports anything else than the default is DirectX9.
2981#ifndef IM_COL32_R_SHIFT
2982#ifdef IMGUI_USE_BGRA_PACKED_COLOR
2983#define IM_COL32_R_SHIFT 16
2984#define IM_COL32_G_SHIFT 8
2985#define IM_COL32_B_SHIFT 0
2986#define IM_COL32_A_SHIFT 24
2987#define IM_COL32_A_MASK 0xFF000000
2988#else
2989#define IM_COL32_R_SHIFT 0
2990#define IM_COL32_G_SHIFT 8
2991#define IM_COL32_B_SHIFT 16
2992#define IM_COL32_A_SHIFT 24
2993#define IM_COL32_A_MASK 0xFF000000
2994#endif
2995#endif
2996#define IM_COL32(R,G,B,A) (((ImU32)(A)<<IM_COL32_A_SHIFT) | ((ImU32)(B)<<IM_COL32_B_SHIFT) | ((ImU32)(G)<<IM_COL32_G_SHIFT) | ((ImU32)(R)<<IM_COL32_R_SHIFT))
2997#define IM_COL32_WHITE IM_COL32(255,255,255,255) // Opaque white = 0xFFFFFFFF
2998#define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black
2999#define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black = 0x00000000
3000
3001// Helper: ImColor() implicitly converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
3002// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
3003// **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
3004// **None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either ImU32 or ImVec4 formats. Explicitly cast to ImU32 or ImVec4 if needed.
3005struct ImColor
3006{
3007 ImVec4 Value;
3008
3009 constexpr ImColor() { }
3010 constexpr ImColor(float r, float g, float b, float a = 1.0f) : Value(r, g, b, a) { }
3011 constexpr ImColor(const ImVec4& col) : Value(col) {}
3012 constexpr ImColor(int r, int g, int b, int a = 255) : Value((float)r * (1.0f / 255.0f), (float)g * (1.0f / 255.0f), (float)b * (1.0f / 255.0f), (float)a* (1.0f / 255.0f)) {}
3013 constexpr ImColor(ImU32 rgba) : Value((float)((rgba >> IM_COL32_R_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_G_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_B_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_A_SHIFT) & 0xFF) * (1.0f / 255.0f)) {}
3014 inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); }
3015 inline operator ImVec4() const { return Value; }
3016
3017 // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.
3018 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; }
3019 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); }
3020};
3021
3022//-----------------------------------------------------------------------------
3023// [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiSelectionRequestType, ImGuiSelectionRequest, ImGuiMultiSelectIO, ImGuiSelectionBasicStorage)
3024//-----------------------------------------------------------------------------
3025
3026// Multi-selection system
3027// Documentation at: https://github.com/ocornut/imgui/wiki/Multi-Select
3028// - Refer to 'Demo->Widgets->Selection State & Multi-Select' for demos using this.
3029// - This system implements standard multi-selection idioms (Ctrl+Mouse/Keyboard, Shift+Mouse/Keyboard, etc)
3030// with support for clipper (skipping non-visible items), box-select and many other details.
3031// - Selectable(), Checkbox() are supported but custom widgets may use it as well.
3032// - TreeNode() is technically supported but... using this correctly is more complicated: you need some sort of linear/random access to your tree,
3033// which is suited to advanced trees setups also implementing filters and clipper. We will work toward simplifying and demoing it.
3034// - In the spirit of Dear ImGui design, your code owns actual selection data.
3035// This is designed to allow all kinds of selection storage you may use in your application e.g. set/map/hash.
3036// About ImGuiSelectionBasicStorage:
3037// - This is an optional helper to store a selection state and apply selection requests.
3038// - It is used by our demos and provided as a convenience to quickly implement multi-selection.
3039// Usage:
3040// - Identify submitted items with SetNextItemSelectionUserData(), most likely using an index into your current data-set.
3041// - Store and maintain actual selection data using persistent object identifiers.
3042// - Usage flow:
3043// BEGIN - (1) Call BeginMultiSelect() and retrieve the ImGuiMultiSelectIO* result.
3044// - (2) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 6.
3045// - (3) [If using clipper] You need to make sure RangeSrcItem is always submitted. Calculate its index and pass to clipper.IncludeItemByIndex(). If storing indices in ImGuiSelectionUserData, a simple clipper.IncludeItemByIndex(ms_io->RangeSrcItem) call will work.
3046// LOOP - (4) Submit your items with SetNextItemSelectionUserData() + Selectable()/TreeNode() calls.
3047// END - (5) Call EndMultiSelect() and retrieve the ImGuiMultiSelectIO* result.
3048// - (6) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 2.
3049// If you submit all items (no clipper), Step 2 and 3 are optional and will be handled by each item themselves. It is fine to always honor those steps.
3050// About ImGuiSelectionUserData:
3051// - This can store an application-defined identifier (e.g. index or pointer) submitted via SetNextItemSelectionUserData().
3052// - In return we store them into RangeSrcItem/RangeFirstItem/RangeLastItem and other fields in ImGuiMultiSelectIO.
3053// - Most applications will store an object INDEX, hence the chosen name and type. Storing an index is natural, because
3054// SetRange requests will give you two end-points and you will need to iterate/interpolate between them to update your selection.
3055// - However it is perfectly possible to store a POINTER or another IDENTIFIER inside ImGuiSelectionUserData.
3056// Our system never assume that you identify items by indices, it never attempts to interpolate between two values.
3057// - If you enable ImGuiMultiSelectFlags_NoRangeSelect then it is guaranteed that you will never have to interpolate
3058// between two ImGuiSelectionUserData, which may be a convenient way to use part of the feature with less code work.
3059// - As most users will want to store an index, for convenience and to reduce confusion we use ImS64 instead of void*,
3060// being syntactically easier to downcast. Feel free to reinterpret_cast and store a pointer inside.
3061
3062// Flags for BeginMultiSelect()
3063enum ImGuiMultiSelectFlags_
3064{
3065 ImGuiMultiSelectFlags_None = 0,
3066 ImGuiMultiSelectFlags_SingleSelect = 1 << 0, // Disable selecting more than one item. This is available to allow single-selection code to share same code/logic if desired. It essentially disables the main purpose of BeginMultiSelect() tho!
3067 ImGuiMultiSelectFlags_NoSelectAll = 1 << 1, // Disable Ctrl+A shortcut to select all.
3068 ImGuiMultiSelectFlags_NoRangeSelect = 1 << 2, // Disable Shift+selection mouse/keyboard support (useful for unordered 2D selection). With BoxSelect is also ensure contiguous SetRange requests are not combined into one. This allows not handling interpolation in SetRange requests.
3069 ImGuiMultiSelectFlags_NoAutoSelect = 1 << 3, // Disable selecting items when navigating (useful for e.g. supporting range-select in a list of checkboxes).
3070 ImGuiMultiSelectFlags_NoAutoClear = 1 << 4, // Disable clearing selection when navigating or selecting another one (generally used with ImGuiMultiSelectFlags_NoAutoSelect. useful for e.g. supporting range-select in a list of checkboxes).
3071 ImGuiMultiSelectFlags_NoAutoClearOnReselect = 1 << 5, // Disable clearing selection when clicking/selecting an already selected item.
3072 ImGuiMultiSelectFlags_BoxSelect1d = 1 << 6, // Enable box-selection with same width and same x pos items (e.g. full row Selectable()). Box-selection works better with little bit of spacing between items hit-box in order to be able to aim at empty space.
3073 ImGuiMultiSelectFlags_BoxSelect2d = 1 << 7, // Enable box-selection with varying width or varying x pos items support (e.g. different width labels, or 2D layout/grid). This is slower: alters clipping logic so that e.g. horizontal movements will update selection of normally clipped items.
3074 ImGuiMultiSelectFlags_BoxSelectNoScroll = 1 << 8, // Disable scrolling when box-selecting and moving mouse near edges of scope.
3075 ImGuiMultiSelectFlags_ClearOnEscape = 1 << 9, // Clear selection when pressing Escape while scope is focused.
3076 ImGuiMultiSelectFlags_ClearOnClickVoid = 1 << 10, // Clear selection when clicking on empty location within scope.
3077 ImGuiMultiSelectFlags_ScopeWindow = 1 << 11, // Scope for _BoxSelect and _ClearOnClickVoid is whole window (Default). Use if BeginMultiSelect() covers a whole window or used a single time in same window.
3078 ImGuiMultiSelectFlags_ScopeRect = 1 << 12, // Scope for _BoxSelect and _ClearOnClickVoid is rectangle encompassing BeginMultiSelect()/EndMultiSelect(). Use if BeginMultiSelect() is called multiple times in same window.
3079 ImGuiMultiSelectFlags_SelectOnAuto = 1 << 13, // Apply selection on mouse down when clicking on unselected item, on mouse up when clicking on selected item. (Default)
3080 ImGuiMultiSelectFlags_SelectOnClickAlways = 1 << 14, // Apply selection on mouse down when clicking on any items. Prevents Drag and Drop from being used on multiple-selection, but allows e.g. BoxSelect to always reselect even when clicking inside an existing selection. (Excel style behavior)
3081 ImGuiMultiSelectFlags_SelectOnClickRelease = 1 << 15, // Apply selection on mouse release when clicking an unselected item. Allow dragging an unselected item without altering selection.
3082 //ImGuiMultiSelectFlags_RangeSelect2d = 1 << 15, // Shift+Selection uses 2d geometry instead of linear sequence, so possible to use Shift+up/down to select vertically in grid. Analogous to what BoxSelect does.
3083 ImGuiMultiSelectFlags_NavWrapX = 1 << 16, // [Temporary] Enable navigation wrapping on X axis. Provided as a convenience because we don't have a design for the general Nav API for this yet. When the more general feature be public we may obsolete this flag in favor of new one.
3084 ImGuiMultiSelectFlags_NoSelectOnRightClick = 1 << 17, // Disable default right-click processing, which selects item on mouse down, and is designed for context-menus.
3085 ImGuiMultiSelectFlags_SelectOnMask_ = ImGuiMultiSelectFlags_SelectOnAuto | ImGuiMultiSelectFlags_SelectOnClickAlways | ImGuiMultiSelectFlags_SelectOnClickRelease,
3086 ImGuiMultiSelectFlags_CheckboxMode_ = 1 << 20, // [Internal]
3087
3088 // Obsolete names
3089#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3090 ImGuiMultiSelectFlags_SelectOnClick = ImGuiMultiSelectFlags_SelectOnAuto, // RENAMED in 1.92.6
3091#endif
3092};
3093
3094// Main IO structure returned by BeginMultiSelect()/EndMultiSelect().
3095// This mainly contains a list of selection requests.
3096// - Use 'Demo->Tools->Debug Log->Selection' to see requests as they happen.
3097// - Some fields are only useful if your list is dynamic and allows deletion (getting post-deletion focus/state right is shown in the demo)
3098// - Below: who reads/writes each fields? 'r'=read, 'w'=write, 'ms'=multi-select code, 'app'=application/user code.
3099struct ImGuiMultiSelectIO
3100{
3101 //------------------------------------------// BeginMultiSelect / EndMultiSelect
3102 ImVector<ImGuiSelectionRequest> Requests; // ms:w, app:r / ms:w app:r // Requests to apply to your selection data.
3103 ImGuiSelectionUserData RangeSrcItem; // ms:w app:r / // (If using clipper) Begin: Source item (often the first selected item) must never be clipped: use clipper.IncludeItemByIndex() to ensure it is submitted.
3104 ImGuiSelectionUserData NavIdItem; // ms:w, app:r / // (If using deletion) Last known SetNextItemSelectionUserData() value for NavId (if part of submitted items).
3105 bool NavIdSelected; // ms:w, app:r / app:r // (If using deletion) Last known selection state for NavId (if part of submitted items).
3106 bool RangeSrcReset; // app:w / ms:r // (If using deletion) Set before EndMultiSelect() to reset ResetSrcItem (e.g. if deleted selection).
3107 int ItemsCount; // ms:w, app:r / app:r // 'int items_count' parameter to BeginMultiSelect() is copied here for convenience, allowing simpler calls to your ApplyRequests handler. Not used internally.
3108};
3109
3110// Selection request type
3111enum ImGuiSelectionRequestType
3112{
3113 ImGuiSelectionRequestType_None = 0,
3114 ImGuiSelectionRequestType_SetAll, // Request app to clear selection (if Selected==false) or select all items (if Selected==true). We cannot set RangeFirstItem/RangeLastItem as its contents is entirely up to user (not necessarily an index)
3115 ImGuiSelectionRequestType_SetRange, // Request app to select/unselect [RangeFirstItem..RangeLastItem] items (inclusive) based on value of Selected. Only EndMultiSelect() request this, app code can read after BeginMultiSelect() and it will always be false.
3116};
3117
3118// Selection request item
3119struct ImGuiSelectionRequest
3120{
3121 //------------------------------------------// BeginMultiSelect / EndMultiSelect
3122 ImGuiSelectionRequestType Type; // ms:w, app:r / ms:w, app:r // Request type. You'll most often receive 1 Clear + 1 SetRange with a single-item range.
3123 bool Selected; // ms:w, app:r / ms:w, app:r // Parameter for SetAll/SetRange requests (true = select, false = unselect)
3124 ImS8 RangeDirection; // / ms:w app:r // Parameter for SetRange request: +1 when RangeFirstItem comes before RangeLastItem, -1 otherwise. Useful if you want to preserve selection order on a backward Shift+Click.
3125 ImGuiSelectionUserData RangeFirstItem; // / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from top to bottom).
3126 ImGuiSelectionUserData RangeLastItem; // / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from bottom to top). Inclusive!
3127};
3128
3129// Optional helper to store multi-selection state + apply multi-selection requests.
3130// - Used by our demos and provided as a convenience to easily implement basic multi-selection.
3131// - Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }'
3132// Or you can check 'if (Contains(id)) { ... }' for each possible object if their number is not too high to iterate.
3133// - USING THIS IS NOT MANDATORY. This is only a helper and not a required API.
3134// To store a multi-selection, in your application you could:
3135// - Use this helper as a convenience. We use our simple key->value ImGuiStorage as a std::set<ImGuiID> replacement.
3136// - Use your own external storage: e.g. std::set<MyObjectId>, std::vector<MyObjectId>, interval trees, intrusively stored selection etc.
3137// In ImGuiSelectionBasicStorage we:
3138// - always use indices in the multi-selection API (passed to SetNextItemSelectionUserData(), retrieved in ImGuiMultiSelectIO)
3139// - use the AdapterIndexToStorageId() indirection layer to abstract how persistent selection data is derived from an index.
3140// - use decently optimized logic to allow queries and insertion of very large selection sets.
3141// - do not preserve selection order.
3142// Many combinations are possible depending on how you prefer to store your items and how you prefer to store your selection.
3143// Large applications are likely to eventually want to get rid of this indirection layer and do their own thing.
3144// See https://github.com/ocornut/imgui/wiki/Multi-Select for details and pseudo-code using this helper.
3145struct ImGuiSelectionBasicStorage
3146{
3147 // Members
3148 int Size; // // Number of selected items, maintained by this helper.
3149 bool PreserveOrder; // = false // GetNextSelectedItem() will return ordered selection (currently implemented by two additional sorts of selection. Could be improved)
3150 void* UserData; // = NULL // User data for use by adapter function // e.g. selection.UserData = (void*)my_items;
3151 ImGuiID (*AdapterIndexToStorageId)(ImGuiSelectionBasicStorage* self, int idx); // e.g. selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { return ((MyItems**)self->UserData)[idx]->ID; };
3152 int _SelectionOrder;// [Internal] Increasing counter to store selection order
3153 ImGuiStorage _Storage; // [Internal] Selection set. Think of this as similar to e.g. std::set<ImGuiID>. Prefer not accessing directly: iterate with GetNextSelectedItem().
3154
3155 // Methods
3156 IMGUI_API ImGuiSelectionBasicStorage();
3157 IMGUI_API void ApplyRequests(ImGuiMultiSelectIO* ms_io); // Apply selection requests coming from BeginMultiSelect() and EndMultiSelect() functions. It uses 'items_count' passed to BeginMultiSelect()
3158 IMGUI_API bool Contains(ImGuiID id) const; // Query if an item id is in selection.
3159 IMGUI_API void Clear(); // Clear selection
3160 IMGUI_API void Swap(ImGuiSelectionBasicStorage& r); // Swap two selections
3161 IMGUI_API void SetItemSelected(ImGuiID id, bool selected); // Add/remove an item from selection (generally done by ApplyRequests() function)
3162 IMGUI_API bool GetNextSelectedItem(void** opaque_it, ImGuiID* out_id); // Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }'
3163 inline ImGuiID GetStorageIdFromIndex(int idx) { return AdapterIndexToStorageId(this, idx); } // Convert index to item id based on provided adapter.
3164};
3165
3166// Optional helper to apply multi-selection requests to existing randomly accessible storage.
3167// Convenient if you want to quickly wire multi-select API on e.g. an array of bool or items storing their own selection state.
3168struct ImGuiSelectionExternalStorage
3169{
3170 // Members
3171 void* UserData; // User data for use by adapter function // e.g. selection.UserData = (void*)my_items;
3172 void (*AdapterSetItemSelected)(ImGuiSelectionExternalStorage* self, int idx, bool selected); // e.g. AdapterSetItemSelected = [](ImGuiSelectionExternalStorage* self, int idx, bool selected) { ((MyItems**)self->UserData)[idx]->Selected = selected; }
3173
3174 // Methods
3175 IMGUI_API ImGuiSelectionExternalStorage();
3176 IMGUI_API void ApplyRequests(ImGuiMultiSelectIO* ms_io); // Apply selection requests by using AdapterSetItemSelected() calls
3177};
3178
3179//-----------------------------------------------------------------------------
3180// [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)
3181// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
3182//-----------------------------------------------------------------------------
3183
3184// The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking.
3185#ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX
3186#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (32)
3187#endif
3188
3189// ImDrawIdx: vertex index. [Compile-time configurable type]
3190// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).
3191// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.
3192#ifndef ImDrawIdx
3193typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends)
3194#endif
3195
3196// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h]
3197// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
3198// you can poke into the draw list for that! Draw callback may be useful for example to:
3199// A) Change your GPU render state,
3200// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
3201// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
3202// If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering backend accordingly.
3203#ifndef ImDrawCallback
3204typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
3205#endif
3206
3207// Typically, 1 command = 1 GPU draw call (unless command is a callback)
3208// - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,
3209// this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
3210// Backends made for <1.71. will typically ignore the VtxOffset fields.
3211// - The ClipRect/TexRef/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for).
3212struct ImDrawCmd
3213{
3214 ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
3215 ImTextureRef TexRef; // 16 // Reference to a font/texture atlas (where backend called ImTextureData::SetTexID()) or to a user-provided texture ID (via e.g. ImGui::Image() calls). Both will lead to a ImTextureID value.
3216 unsigned int VtxOffset; // 4 // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices.
3217 unsigned int IdxOffset; // 4 // Start offset in index buffer.
3218 unsigned int ElemCount; // 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
3219 ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
3220 void* UserCallbackData; // 4-8 // Callback user data (when UserCallback != NULL). If called AddCallback() with size == 0, this is a copy of the AddCallback() argument. If called AddCallback() with size > 0, this is pointing to a buffer where data is stored.
3221 int UserCallbackDataSize; // 4 // Size of callback user data when using storage, otherwise 0.
3222 int UserCallbackDataOffset;// 4 // [Internal] Offset of callback user data when using storage, otherwise -1.
3223
3224 ImDrawCmd() { memset((void*)this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed
3225
3226 // Since 1.83: returns ImTextureID associated with this draw call. Warning: DO NOT assume this is always same as 'TextureId' (we will change this function for an upcoming feature)
3227 // Since 1.92: removed ImDrawCmd::TextureId field, the getter function must be used!
3228 inline ImTextureID GetTexID() const; // == (TexRef._TexData ? TexRef._TexData->TexID : TexRef._TexID)
3229};
3230
3231// Vertex layout
3232#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
3233struct ImDrawVert
3234{
3235 ImVec2 pos;
3236 ImVec2 uv;
3237 ImU32 col;
3238};
3239#else
3240// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
3241// 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.
3242// The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared at the time you'd want to set your type up.
3243// NOTE: IMGUI DOESN'T CLEAR THE STRUCTURE AND DOESN'T CALL A CONSTRUCTOR SO ANY CUSTOM FIELD WILL BE UNINITIALIZED. IF YOU ADD EXTRA FIELDS (SUCH AS A 'Z' COORDINATES) YOU WILL NEED TO CLEAR THEM DURING RENDER OR TO IGNORE THEM.
3244IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
3245#endif
3246
3247// [Internal] For use by ImDrawList
3248struct ImDrawCmdHeader
3249{
3250 ImVec4 ClipRect;
3251 ImTextureRef TexRef;
3252 unsigned int VtxOffset;
3253};
3254
3255// [Internal] For use by ImDrawListSplitter
3256struct ImDrawChannel
3257{
3258 ImVector<ImDrawCmd> _CmdBuffer;
3259 ImVector<ImDrawIdx> _IdxBuffer;
3260};
3261
3262// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order.
3263// This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call.
3264struct ImDrawListSplitter
3265{
3266 int _Current; // Current channel number (0)
3267 int _Count; // Number of active channels (1+)
3268 ImVector<ImDrawChannel> _Channels; // Draw channels (not resized down so _Count might be < Channels.Size)
3269
3270 inline ImDrawListSplitter() { memset((void*)this, 0, sizeof(*this)); }
3271 inline ~ImDrawListSplitter() { ClearFreeMemory(); }
3272 inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame
3273 IMGUI_API void ClearFreeMemory();
3274 IMGUI_API void Split(ImDrawList* draw_list, int count);
3275 IMGUI_API void Merge(ImDrawList* draw_list);
3276 IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx);
3277};
3278
3279// Flags for ImDrawList functions
3280enum ImDrawFlags_
3281{
3282 ImDrawFlags_None = 0,
3283
3284 // Rounding for AddRect(), AddRectFilled(), PathRect()
3285 // - When not specified, we defaults to ImDrawFlags_RoundCornersAll! So you only need to use those flags if you want another configuration.
3286 ImDrawFlags_RoundCornersTopLeft = 1 << 4, // Round top-left corner only (when rounding > 0.0f, we default to all corners).
3287 ImDrawFlags_RoundCornersTopRight = 1 << 5, // Round top-right corner only (when rounding > 0.0f, we default to all corners).
3288 ImDrawFlags_RoundCornersBottomLeft = 1 << 6, // Round bottom-left corner only (when rounding > 0.0f, we default to all corners).
3289 ImDrawFlags_RoundCornersBottomRight = 1 << 7, // Round bottom-right corner only (when rounding > 0.0f, we default to all corners).
3290 ImDrawFlags_RoundCornersNone = 1 << 8, // Disable rounding even if `float rounding > 0.0f`. This is NOT zero, NOT an implicit flag!
3291 ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, // (Default!!)
3292 ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified!
3293 ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight,
3294 ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
3295 ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft,
3296 ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight,
3297 ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone,
3298
3299 // Stroke options
3300 ImDrawFlags_Closed = 1 << 9, // PathStroke(), AddPolyline(): specify that shape should be closed.
3301 //ImDrawFlags_Closed = 1 << 0, // Prior to 1.92.8 (May 2026), ImDrawFlags_Closed was guaranteed to be == 1<<0 == 1 for legacy compatibility reason. Hardcoded use of 1 or true should be replaced.
3302
3303 ImDrawFlags_InvalidMask_ = ~0x7FFFFFF0, // == 0x8000000F,
3304};
3305
3306// Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly.
3307// It is however possible to temporarily alter flags between calls to ImDrawList:: functions.
3308enum ImDrawListFlags_
3309{
3310 ImDrawListFlags_None = 0,
3311 ImDrawListFlags_AntiAliasedLines = 1 << 0, // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough to be drawn using textures, otherwise *3 the number of triangles)
3312 ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
3313 ImDrawListFlags_AntiAliasedFill = 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles).
3314 ImDrawListFlags_AllowVtxOffset = 1 << 3, // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.
3315 ImDrawListFlags_TextNoPixelSnap = 1 << 4, // Disable automatically snapping AddText() calls to pixel boundaries.
3316};
3317
3318// Draw command list
3319// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame,
3320// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
3321// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to
3322// access the current window draw list and draw custom primitives.
3323// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
3324// In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize).
3325// You are totally free to apply whatever transformation matrix you want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!)
3326// Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects.
3327struct ImDrawList
3328{
3329 // This is what you have to render
3330 ImVector<ImDrawCmd> CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.
3331 ImVector<ImDrawIdx> IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those
3332 ImVector<ImDrawVert> VtxBuffer; // Vertex buffer.
3333 ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
3334
3335 // [Internal, used while building lists]
3336 unsigned int _VtxCurrentIdx; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.
3337 ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
3338 ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
3339 ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
3340 ImVector<ImVec2> _Path; // [Internal] current path building
3341 ImDrawCmdHeader _CmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back().
3342 ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!)
3343 ImVector<ImVec4> _ClipRectStack; // [Internal]
3344 ImVector<ImTextureRef> _TextureStack; // [Internal]
3345 ImVector<ImU8> _CallbacksDataBuf; // [Internal]
3346 float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content
3347 const char* _OwnerName; // Pointer to owner window's name for debugging
3348
3349 // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData().
3350 // (advanced: you may create and use your own ImDrawListSharedData so you can use ImDrawList without ImGui, but that's more involved)
3351 IMGUI_API ImDrawList(ImDrawListSharedData* shared_data);
3352 IMGUI_API ~ImDrawList();
3353
3354 IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
3355 IMGUI_API void PushClipRectFullScreen();
3356 IMGUI_API void PopClipRect();
3357 IMGUI_API void PushTexture(ImTextureRef tex_ref);
3358 IMGUI_API void PopTexture();
3359 inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }
3360 inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
3361
3362 // Primitives
3363 // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
3364 // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
3365 // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred).
3366 // In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12.
3367 // In future versions we will use textures to provide cheaper and higher-quality circles.
3368 // Use AddNgon() and AddNgonFilled() functions if you need to guarantee a specific number of sides.
3369 IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f);
3370 IMGUI_API void AddLineH(float min_x, float max_x, float y, ImU32 col, float thickness = 1.0f);
3371 IMGUI_API void AddLineV(float x, float min_y, float max_y, ImU32 col, float thickness = 1.0f);
3372 IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, float thickness = 1.0f, ImDrawFlags flags = 0); // a: upper-left, b: lower-right (== upper-left + size)
3373 IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0); // a: upper-left, b: lower-right (== upper-left + size)
3374 IMGUI_API void AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);
3375 IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f);
3376 IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col);
3377 IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f);
3378 IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col);
3379 IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 0, float thickness = 1.0f);
3380 IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0);
3381 IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f);
3382 IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments);
3383 IMGUI_API void AddEllipse(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f);
3384 IMGUI_API void AddEllipseFilled(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0);
3385 IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
3386 IMGUI_API void AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL);
3387 IMGUI_API void AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Cubic Bezier (4 control points)
3388 IMGUI_API void AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0); // Quadratic Bezier (3 control points)
3389
3390 // General polygon
3391 // - Only simple polygons are supported by filling functions (no self-intersections, no holes).
3392 // - Concave polygon fill is more expensive than convex one: it has O(N^2) complexity. Provided as a convenience for the user but not used by the main library.
3393 IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, float thickness, ImDrawFlags flags = 0);
3394 IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col);
3395 IMGUI_API void AddConcavePolyFilled(const ImVec2* points, int num_points, ImU32 col);
3396
3397 // Image primitives
3398 // - Read FAQ to understand what ImTextureID/ImTextureRef are.
3399 // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle.
3400 // - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture.
3401 IMGUI_API void AddImage(ImTextureRef tex_ref, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE);
3402 IMGUI_API void AddImageQuad(ImTextureRef tex_ref, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE);
3403 IMGUI_API void AddImageRounded(ImTextureRef tex_ref, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0);
3404
3405 // Stateful path API, add points then finish with PathFillConvex() or PathStroke()
3406 // - Important: filled shapes must always use clockwise winding order! The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
3407 // so e.g. 'PathArcTo(center, radius, PI * -0.5f, PI)' is ok, whereas 'PathArcTo(center, radius, PI, PI * -0.5f)' won't have correct anti-aliasing when followed by PathFillConvex().
3408 inline void PathClear() { _Path.Size = 0; }
3409 inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); }
3410 inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); }
3411 inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; }
3412 inline void PathFillConcave(ImU32 col) { AddConcavePolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; }
3413 inline void PathStroke(ImU32 col, float thickness = 1.0f, ImDrawFlags flags = 0) { AddPolyline(_Path.Data, _Path.Size, col, thickness, flags); _Path.Size = 0; }
3414 IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0);
3415 IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle
3416 IMGUI_API void PathEllipticalArcTo(const ImVec2& center, const ImVec2& radius, float rot, float a_min, float a_max, int num_segments = 0); // Ellipse
3417 IMGUI_API void PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points)
3418 IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quadratic Bezier (3 control points)
3419 IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0);
3420
3421 // Advanced: Draw Callbacks
3422 // - May be used to alter render state (change sampler, blending, current shader). May be used to emit custom rendering commands (difficult to do correctly, but possible).
3423 // - Use special GetPlatformIO().DrawCallback_ResetRenderState callback to instruct backend to reset its render state to the default.
3424 // - See other standard callbacks in GetPlatformIO(), which may or not be supported by your backend.
3425 // - Your rendering loop must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. All standard backends are honoring this.
3426 // - For some backends, the callback may access selected render-states exposed by the backend in a ImGui_ImplXXXX_RenderState structure pointed to by platform_io.Renderer_RenderState.
3427 // - IMPORTANT: please be mindful of the different level of indirection between using size==0 (copying argument) and using size>0 (copying pointed data into a buffer).
3428 // - If userdata_size == 0: we copy/store the 'userdata' argument as-is. It will be available unmodified in ImDrawCmd::UserCallbackData during render.
3429 // - If userdata_size > 0, we copy/store 'userdata_size' bytes pointed to by 'userdata'. We store them in a buffer stored inside the drawlist. ImDrawCmd::UserCallbackData will point inside that buffer so you have to retrieve data from there. Your callback may need to use ImDrawCmd::UserCallbackDataSize if you expect dynamically-sized data.
3430 // - Support for userdata_size > 0 was added in v1.91.4, October 2024. So earlier code always only allowed to copy/store a simple void*.
3431 IMGUI_API void AddCallback(ImDrawCallback callback, void* userdata = NULL, size_t userdata_size = 0);
3432
3433 // Advanced: Miscellaneous
3434 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
3435 IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer. For multi-threaded rendering, consider using `imgui_threaded_rendering` from https://github.com/ocornut/imgui_club instead.
3436
3437 // Advanced: Channels
3438 // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives)
3439 // - Use to minimize draw calls (e.g. if going back-and-forth between multiple clipping rectangles, prefer to append into separate channels then merge at the end)
3440 // - This API shouldn't have been in ImDrawList in the first place!
3441 // Prefer using your own persistent instance of ImDrawListSplitter as you can stack them.
3442 // Using the ImDrawList::ChannelsXXXX you cannot stack a split over another.
3443 inline void ChannelsSplit(int count) { _Splitter.Split(this, count); }
3444 inline void ChannelsMerge() { _Splitter.Merge(this); }
3445 inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); }
3446
3447 // Advanced: Primitives allocations
3448 // - We render triangles (three vertices)
3449 // - All primitives needs to be reserved via PrimReserve() beforehand.
3450 IMGUI_API void PrimReserve(int idx_count, int vtx_count);
3451 IMGUI_API void PrimUnreserve(int idx_count, int vtx_count);
3452 IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles)
3453 IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
3454 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);
3455 inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
3456 inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; }
3457 inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index
3458
3459 // Obsolete names
3460#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3461 inline void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags, float thickness) { AddRect(p_min, p_max, col, rounding, thickness, flags); } // OBSOLETED in 1.92.8: NEW FUNCTION SIGNATURE HAS 'thickness' AND 'flags' SWAPPED.
3462 inline void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness) { AddPolyline(points, num_points, col, thickness, flags); } // OBSOLETED in 1.92.8: NEW FUNCTION SIGNATURE HAS 'thickness' AND 'flags' SWAPPED.
3463 inline void PathStroke(ImU32 col, ImDrawFlags flags, float thickness) { PathStroke(col, thickness, flags); } // OBSOLETED in 1.92.8: NEW FUNCTION SIGNATURE HAS 'thickness' AND 'flags' SWAPPED.
3464 inline void PushTextureID(ImTextureRef tex_ref) { PushTexture(tex_ref); } // RENAMED in 1.92.0
3465 inline void PopTextureID() { PopTexture(); } // RENAMED in 1.92.0
3466#else
3467 void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding /*= 0.0f*/, ImDrawFlags flags /*= 0*/, float thickness /*= 1.0f*/) = delete;
3468 void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness) = delete;
3469 inline void PathStroke(ImU32 col, ImDrawFlags flags /*= 0*/, float thickness /*= 1.0f*/) = delete;
3470#endif
3471 //inline void AddEllipse(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f) { AddEllipse(center, ImVec2(radius_x, radius_y), col, rot, num_segments, thickness); } // OBSOLETED in 1.90.5 (Mar 2024)
3472 //inline void AddEllipseFilled(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0) { AddEllipseFilled(center, ImVec2(radius_x, radius_y), col, rot, num_segments); } // OBSOLETED in 1.90.5 (Mar 2024)
3473 //inline void PathEllipticalArcTo(const ImVec2& center, float radius_x, float radius_y, float rot, float a_min, float a_max, int num_segments = 0) { PathEllipticalArcTo(center, ImVec2(radius_x, radius_y), rot, a_min, a_max, num_segments); } // OBSOLETED in 1.90.5 (Mar 2024)
3474 //inline void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); } // OBSOLETED in 1.80 (Jan 2021)
3475 //inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); } // OBSOLETED in 1.80 (Jan 2021)
3476
3477 // [Internal helpers]
3478 IMGUI_API void _SetDrawListSharedData(ImDrawListSharedData* data);
3479 IMGUI_API void _ResetForNewFrame();
3480 IMGUI_API void _ClearFreeMemory();
3481 IMGUI_API void _PopUnusedDrawCmd();
3482 IMGUI_API void _TryMergeDrawCmds();
3483 IMGUI_API void _OnChangedClipRect();
3484 IMGUI_API void _OnChangedTexture();
3485 IMGUI_API void _OnChangedVtxOffset();
3486 IMGUI_API void _SetTexture(ImTextureRef tex_ref);
3487 IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const;
3488 IMGUI_API void _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step);
3489 IMGUI_API void _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments);
3490};
3491
3492// All draw data to render a Dear ImGui frame
3493// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose,
3494// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList)
3495struct ImDrawData
3496{
3497 bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
3498 int FrameCount; // Frame counter of the emitter context. Mostly for debugging purpose.
3499 int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size
3500 int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size
3501 ImVector<ImDrawList*> CmdLists; // Array of ImDrawList* to render. The ImDrawLists are owned by ImGuiContext and only pointed to from here.
3502 ImVec2 DisplayPos; // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications)
3503 ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications)
3504 ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Copied from viewport->FramebufferScale (== io.DisplayFramebufferScale for main viewport). Generally (1,1) on normal display, (2,2) on OSX with Retina display.
3505 ImGuiViewport* OwnerViewport; // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not).
3506 ImVector<ImTextureData*>* Textures; // List of textures to update. Most of the times the list is shared by all ImDrawData, has only 1 texture and it doesn't need any update. This almost always points to ImGui::GetPlatformIO().Textures[]. May be overridden or set to NULL if you want to manually update textures.
3507
3508#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3509 int CmdListsCount; // Use CmdLists.Size instead. Number of ImDrawList* to render.
3510#endif
3511
3512 // Functions
3513 ImDrawData() { Clear(); }
3514 IMGUI_API void Clear();
3515 IMGUI_API void AddDrawList(ImDrawList* draw_list); // Helper to add an external draw list into an existing ImDrawData.
3516 IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
3517 IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
3518};
3519
3520//-----------------------------------------------------------------------------
3521// [SECTION] Texture API (ImTextureFormat, ImTextureStatus, ImTextureRect, ImTextureData)
3522//-----------------------------------------------------------------------------
3523// In principle, the only data types that user/application code should care about are 'ImTextureRef' and 'ImTextureID'.
3524// They are defined above in this header file. Read their description to the difference between ImTextureRef and ImTextureID.
3525// FOR ALL OTHER ImTextureXXXX TYPES: ONLY CORE LIBRARY AND RENDERER BACKENDS NEED TO KNOW AND CARE ABOUT THEM.
3526//-----------------------------------------------------------------------------
3527
3528#undef Status // X11 headers are leaking this.
3529
3530// We intentionally support a limited amount of texture formats to limit burden on CPU-side code and extension.
3531// Most standard backends only support RGBA32 but we provide a single channel option for low-resource/embedded systems.
3532enum ImTextureFormat
3533{
3534 ImTextureFormat_RGBA32, // 4 components per pixel, each is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
3535 ImTextureFormat_Alpha8, // 1 component per pixel, each is unsigned 8-bit. Total size = TexWidth * TexHeight
3536};
3537
3538// Status of a texture to communicate with Renderer Backend.
3539enum ImTextureStatus
3540{
3541 ImTextureStatus_OK,
3542 ImTextureStatus_Destroyed, // Backend destroyed the texture.
3543 ImTextureStatus_WantCreate, // Requesting backend to create the texture. Set status OK when done.
3544 ImTextureStatus_WantUpdates, // Requesting backend to update specific blocks of pixels (write to texture portions which have never been used before). Set status OK when done.
3545 ImTextureStatus_WantDestroy, // Requesting backend to destroy the texture. Set status to Destroyed when done.
3546};
3547
3548// Coordinates of a rectangle within a texture.
3549// When a texture is in ImTextureStatus_WantUpdates state, we provide a list of individual rectangles to copy to the graphics system.
3550// You may use ImTextureData::Updates[] for the list, or ImTextureData::UpdateBox for a single bounding box.
3551struct ImTextureRect
3552{
3553 unsigned short x, y; // Upper-left coordinates of rectangle to update, within the parent Pixels[] array.
3554 unsigned short w, h; // Size of rectangle to update (in pixels)
3555};
3556
3557// Specs and pixel storage for a texture used by Dear ImGui.
3558// This is only useful for (1) core library and (2) backends. End-user/applications do not need to care about this.
3559// Renderer Backends will create a GPU-side version of this.
3560// Why does we store two identifiers: TexID and BackendUserData?
3561// - ImTextureID TexID = lower-level identifier stored in ImDrawCmd. ImDrawCmd can refer to textures not created by the backend, and for which there's no ImTextureData.
3562// - void* BackendUserData = higher-level opaque storage for backend own book-keeping. Some backends may have enough with TexID and not need both.
3563// In columns below: who reads/writes each fields? 'r'=read, 'w'=write, 'core'=main library, 'backend'=renderer backend
3564struct ImTextureData
3565{
3566 //------------------------------------------ core / backend ---------------------------------------
3567 int UniqueID; // w - // [DEBUG] Sequential index to facilitate identifying a texture when debugging/printing. Unique per atlas.
3568 ImTextureStatus Status; // rw rw // ImTextureStatus_OK/_WantCreate/_WantUpdates/_WantDestroy. Always use SetStatus() to modify!
3569 void* BackendUserData; // - rw // Convenience storage for backend. Some backends may have enough with TexID.
3570 void* QueueUserData; // r - // Convenience storage for a staged/multi-threaded rendering texture queue (e.g. imgui_threaded_rendering.h. See #8597). When != NULL, core assumes the texture is referenced by the queue.
3571 ImTextureID TexID; // r w // Backend-specific texture identifier. Always use SetTexID() to modify! The identifier will stored in ImDrawCmd::GetTexID() and passed to backend's RenderDrawData function.
3572 ImTextureFormat Format; // w r // ImTextureFormat_RGBA32 (default) or ImTextureFormat_Alpha8
3573 int Width; // w r // Texture width
3574 int Height; // w r // Texture height
3575 int BytesPerPixel; // w r // 4 or 1
3576 unsigned char* Pixels; // w r // Pointer to whole texture buffer holding 'Width*Height' pixels and 'Width*Height*BytesPerPixels' bytes.
3577 ImTextureRect UsedRect; // w r // Bounding box encompassing all past and queued Updates[].
3578 ImTextureRect UpdateRect; // w r // Bounding box encompassing all queued Updates[].
3579 ImVector<ImTextureRect> Updates; // w r // Array of individual updates.
3580 int UnusedFrames; // w r // In order to facilitate handling Status==WantDestroy in some backend: this is a count successive frames where the texture was not used. Always >0 when Status==WantDestroy.
3581 unsigned short RefCount; // w r // Number of contexts using this texture. Used during backend shutdown.
3582 bool UseColors; // w r // Tell whether our texture data is known to use colors (rather than just white + alpha).
3583 bool WantDestroyNextFrame; // rw - // [Internal] Queued to set ImTextureStatus_WantDestroy next frame. May still be used in the current frame.
3584
3585 // Functions
3586 // - If GetPixels() functions asserts while being called by your render loop, it could be caused by calling ImFontAtlas::Clear()/ClearFonts()?
3587 ImTextureData() { memset((void*)this, 0, sizeof(*this)); Status = ImTextureStatus_Destroyed; TexID = ImTextureID_Invalid; }
3588 ~ImTextureData() { DestroyPixels(); }
3589 IMGUI_API void Create(ImTextureFormat format, int w, int h);
3590 IMGUI_API void DestroyPixels();
3591 void* GetPixels() { IM_ASSERT(Pixels != NULL); return Pixels; }
3592 void* GetPixelsAt(int x, int y) { IM_ASSERT(Pixels != NULL); return Pixels + (x + y * Width) * BytesPerPixel; }
3593 int GetSizeInBytes() const { return Width * Height * BytesPerPixel; }
3594 int GetPitch() const { return Width * BytesPerPixel; }
3595 ImTextureRef GetTexRef() { ImTextureRef tex_ref; tex_ref._TexData = this; tex_ref._TexID = ImTextureID_Invalid; return tex_ref; }
3596 ImTextureID GetTexID() const { return TexID; }
3597
3598 // Called by Renderer backend
3599 // - Call SetTexID() and SetStatus() after honoring texture requests. Never modify TexID and Status directly!
3600 // - A backend may decide to destroy a texture that we did not request to destroy, which is fine (e.g. freeing resources), but we immediately set the texture back in _WantCreate mode.
3601 void SetTexID(ImTextureID tex_id) { TexID = tex_id; }
3602 void SetStatus(ImTextureStatus status) { Status = status; if (status == ImTextureStatus_Destroyed && !WantDestroyNextFrame && Pixels != nullptr) Status = ImTextureStatus_WantCreate; }
3603};
3604
3605//-----------------------------------------------------------------------------
3606// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)
3607//-----------------------------------------------------------------------------
3608
3609// A font input/source (we may rename this to ImFontSource in the future)
3610struct ImFontConfig
3611{
3612 // Data Source
3613 char Name[40]; // <auto> // Name (strictly to ease debugging, hence limited size buffer)
3614 void* FontData; // // TTF/OTF data
3615 int FontDataSize; // // TTF/OTF data size
3616 bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the owner ImFontAtlas (will delete memory itself). SINCE 1.92, THE DATA NEEDS TO PERSIST FOR WHOLE DURATION OF ATLAS.
3617
3618 // Options
3619 bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights.
3620 bool PixelSnapH; // false // Align every glyph AdvanceX to pixel boundaries. Prevents fractional font size from working correctly! Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, OversampleH/V will default to 1.
3621 ImS8 OversampleH; // 0 (2) // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1 or 2 depending on size. Note the difference between 2 and 3 is minimal. You can reduce this to 1 for large glyphs save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.
3622 ImS8 OversampleV; // 0 (1) // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1. This is not really useful as we don't use sub-pixel positions on the Y axis.
3623 ImWchar EllipsisChar; // 0 // Explicitly specify Unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.
3624 float SizePixels; // // Output size in pixels for rasterizer (more or less maps to the resulting font height).
3625 const ImWchar* GlyphRanges; // NULL // *LEGACY* THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list).
3626 const ImWchar* GlyphExcludeRanges; // NULL // Pointer to a small user-provided list of Unicode ranges (2 value per range, values are inclusive, zero-terminated list). This is very close to GlyphRanges[] but designed to exclude ranges from a font source, when merging fonts with overlapping glyphs. Use "Input Glyphs Overlap Detection Tool" to find about your overlapping ranges.
3627 //ImVec2 GlyphExtraSpacing; // 0, 0 // (REMOVED AT IT SEEMS LARGELY OBSOLETE. PLEASE REPORT IF YOU WERE USING THIS). Extra spacing (in pixels) between glyphs when rendered: essentially add to glyph->AdvanceX. Only X axis is supported for now.
3628 ImVec2 GlyphOffset; // 0, 0 // Offset (in pixels) all glyphs from this font input. Absolute value for default size, other sizes will scale this value.
3629 float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font. Absolute value for default size, other sizes will scale this value.
3630 float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs
3631 float GlyphExtraAdvanceX; // 0 // Extra spacing (in pixels) between glyphs. Please contact us if you are using this. // FIXME-NEWATLAS: Intentionally unscaled
3632 ImU32 FontNo; // 0 // Index of font within TTF/OTF file
3633 unsigned int FontLoaderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure.
3634 //unsigned int FontBuilderFlags; // -- // [Renamed in 1.92] Use FontLoaderFlags.
3635 float RasterizerMultiply; // 1.0f // Linearly brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. This is a silly thing we may remove in the future.
3636 float RasterizerDensity; // 1.0f // [LEGACY: this only makes sense when ImGuiBackendFlags_RendererHasTextures is not supported] DPI scale multiplier for rasterization. Not altering other font metrics: makes it easy to swap between e.g. a 100% and a 400% fonts for a zooming display, or handle Retina screen. IMPORTANT: If you change this it is expected that you increase/decrease font scale roughly to the inverse of this, otherwise quality may look lowered.
3637 float ExtraSizeScale; // 1.0f // Extra rasterizer scale over SizePixels.
3638
3639 // [Internal]
3640 ImFontFlags Flags; // Font flags (don't use just yet, will be exposed in upcoming 1.92.X updates)
3641 ImFont* DstFont; // Target font (as we merging fonts, multiple ImFontConfig may target the same font)
3642 const ImFontLoader* FontLoader; // Custom font backend for this source (default source is the one stored in ImFontAtlas)
3643 void* FontLoaderData; // Font loader opaque storage (per font config)
3644
3645#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3646 bool PixelSnapV; // true // [Obsoleted in 1.91.6] Align Scaled GlyphOffset.y to pixel boundaries.
3647#endif
3648 IMGUI_API ImFontConfig();
3649};
3650
3651// Hold rendering data for one glyph.
3652// (Note: some language parsers may fail to convert the bitfield members, in this case maybe drop store a single u32 or we can rework this)
3653struct ImFontGlyph
3654{
3655 unsigned int Colored : 1; // Flag to indicate glyph is colored and should generally ignore tinting (make it usable with no shift on little-endian as this is used in loops)
3656 unsigned int Visible : 1; // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering.
3657 unsigned int SourceIdx : 4; // Index of source in parent font
3658 unsigned int Codepoint : 26; // 0x0000..0x10FFFF
3659 float AdvanceX; // Horizontal distance to advance cursor/layout position.
3660 float X0, Y0, X1, Y1; // Glyph corners. Offsets from current cursor/layout position.
3661 float U0, V0, U1, V1; // Texture coordinates for the current value of ImFontAtlas->TexRef. Cached equivalent of calling GetCustomRect() with PackId.
3662 int PackId; // [Internal] ImFontAtlasRectId value (FIXME: Cold data, could be moved elsewhere?)
3663
3664 ImFontGlyph() { memset((void*)this, 0, sizeof(*this)); PackId = -1; }
3665};
3666
3667// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges().
3668// This is essentially a tightly packed of vector of 64k booleans = 8KB storage.
3669struct ImFontGlyphRangesBuilder
3670{
3671 ImVector<ImU32> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used)
3672
3673 ImFontGlyphRangesBuilder() { Clear(); }
3674 inline void Clear() { int size_in_bytes = (IM_UNICODE_CODEPOINT_MAX + 1) / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); }
3675 inline bool GetBit(size_t n) const { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array
3676 inline void SetBit(size_t n) { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array
3677 inline void AddChar(ImWchar c) { SetBit(c); } // Add character
3678 IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added)
3679 IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
3680 IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges); // Output new ranges
3681};
3682
3683// An opaque identifier to a rectangle in the atlas. -1 when invalid.
3684// The rectangle may move and UV may be invalidated, use GetCustomRect() to retrieve it.
3685typedef int ImFontAtlasRectId;
3686#define ImFontAtlasRectId_Invalid -1
3687
3688// Output of ImFontAtlas::GetCustomRect() when using custom rectangles.
3689// Those values may not be cached/stored as they are only valid for the current value of atlas->TexRef
3690// (this is in theory derived from ImTextureRect but we use separate structures for reasons)
3691struct ImFontAtlasRect
3692{
3693 unsigned short x, y; // Position (in current texture)
3694 unsigned short w, h; // Size
3695 ImVec2 uv0, uv1; // UV coordinates (in current texture)
3696
3697 ImFontAtlasRect() { memset((void*)this, 0, sizeof(*this)); }
3698};
3699
3700// Flags for ImFontAtlas build
3701enum ImFontAtlasFlags_
3702{
3703 ImFontAtlasFlags_None = 0,
3704 ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two
3705 ImFontAtlasFlags_NoMouseCursors = 1 << 1, // Don't build software mouse cursors into the atlas (save a little texture memory)
3706 ImFontAtlasFlags_NoBakedLines = 1 << 2, // Don't build thick line textures into the atlas (save a little texture memory, allow support for point/nearest filtering). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU).
3707};
3708
3709// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
3710// - One or more fonts.
3711// - Custom graphics data needed to render the shapes needed by Dear ImGui.
3712// - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas).
3713// - If you don't call any AddFont*** functions, the default font embedded in the code will be loaded for you.
3714// It is the rendering backend responsibility to upload texture into your graphics API:
3715// - ImGui_ImplXXXX_RenderDrawData() functions generally iterate platform_io->Textures[] to create/update/destroy each ImTextureData instance.
3716// - Backend then set ImTextureData's TexID and BackendUserData.
3717// - Texture id are passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID/ImTextureRef for more details.
3718// Legacy path:
3719// - Call Build() + GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
3720// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
3721// Common pitfalls:
3722// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persists up until the
3723// atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
3724// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.
3725// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
3726// - Even though many functions are suffixed with "TTF", OTF data is supported just as well.
3727// - This is an old API and it is currently awkward for those and various other reasons! We will address them in the future!
3728struct ImFontAtlas
3729{
3730 IMGUI_API ImFontAtlas();
3731 IMGUI_API ~ImFontAtlas();
3732 IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg);
3733 IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL); // Selects between AddFontDefaultVector() and AddFontDefaultBitmap().
3734 IMGUI_API ImFont* AddFontDefaultVector(const ImFontConfig* font_cfg = NULL); // Embedded scalable font. Recommended at any higher size.
3735 IMGUI_API ImFont* AddFontDefaultBitmap(const ImFontConfig* font_cfg = NULL); // Embedded classic pixel-clean font. Recommended at Size 13px with no scaling.
3736 IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
3737 IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed.
3738 IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_data_size, float size_pixels = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp.
3739 IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter.
3740 IMGUI_API void RemoveFont(ImFont* font); // Remove a font
3741 IMGUI_API void CompactCache(); // Compact cached glyphs and texture.
3742 IMGUI_API void SetFontLoader(const ImFontLoader* font_loader); // Change font loader at runtime.
3743
3744 // Clearing the atlas/fonts has little use nowadays, unless you want to batch remove all fonts.
3745 // - Since 1.92, you can call ClearFonts() mid-frame, if you load new fonts afterwards.
3746 // - As we are transitioning toward our new font system the semantic for those functions gets increasingly misleading and are often a source of issues.
3747 // TL;DR; most likely, don't use any of those functions. We expect to obsolete/rework them.
3748 IMGUI_API void Clear(); // Clear everything (fonts + textures). Don't call mid-frame!
3749 IMGUI_API void ClearFonts(); // Clear input+output font data/glyphs. New fonts and textures will be recreated afterwards.
3750 IMGUI_API void ClearInputData(); // [OBSOLETE] Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts.
3751 IMGUI_API void ClearTexData(); // [OBSOLETE] Clear CPU-side copy of the texture data. Saves RAM once the texture has been copied to graphics memory.
3752
3753#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3754 // Legacy path for build atlas + retrieving pixel data.
3755 // - User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID().
3756 // - The pitch is always = Width * BytesPerPixels (1 or 4)
3757 // - Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
3758 // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste).
3759 // - From 1.92 with backends supporting ImGuiBackendFlags_RendererHasTextures:
3760 // - Calling Build(), GetTexDataAsAlpha8(), GetTexDataAsRGBA32() is not needed.
3761 // - In backend: replace calls to ImFontAtlas::SetTexID() with calls to ImTextureData::SetTexID() after honoring texture creation.
3762 IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions.
3763 IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
3764 IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
3765 void SetTexID(ImTextureID id) { IM_ASSERT(TexRef._TexID == ImTextureID_Invalid); TexRef._TexData->TexID = id; } // Called by legacy backends. May be called before texture creation.
3766 void SetTexID(ImTextureRef id) { IM_ASSERT(TexRef._TexID == ImTextureID_Invalid && id._TexData == NULL); TexRef._TexData->TexID = id._TexID; } // Called by legacy backends.
3767 bool IsBuilt() const { return Fonts.Size > 0 && TexIsBuilt; } // Bit ambiguous: used to detect when user didn't build texture but effectively we should check TexID != 0 except that would be backend dependent..
3768#endif
3769
3770 //-------------------------------------------
3771 // Glyph Ranges
3772 //-------------------------------------------
3773
3774 // Since 1.92: specifying glyph ranges is only useful/necessary if your backend doesn't support ImGuiBackendFlags_RendererHasTextures!
3775 IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
3776#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3777 // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
3778 // NB: Make sure that your string are UTF-8 and NOT in your local code page.
3779 // Read https://github.com/ocornut/imgui/blob/master/docs/FONTS.md/#about-utf-8-encoding for details.
3780 // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.
3781 IMGUI_API const ImWchar* GetGlyphRangesGreek(); // Default + Greek and Coptic
3782 IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters
3783 IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs
3784 IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs
3785 IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
3786 IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters
3787 IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters
3788 IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters
3789#endif
3790
3791 //-------------------------------------------
3792 // [ALPHA] Custom Rectangles/Glyphs API
3793 //-------------------------------------------
3794
3795 // Register and retrieve custom rectangles
3796 // - You can request arbitrary rectangles to be packed into the atlas, for your own purpose.
3797 // - Since 1.92.0, packing is done immediately in the function call (previously packing was done during the Build call)
3798 // - You can render your pixels into the texture right after calling the AddCustomRect() functions.
3799 // - VERY IMPORTANT:
3800 // - Texture may be created/resized at any time when calling ImGui or ImFontAtlas functions.
3801 // - IT WILL INVALIDATE RECTANGLE DATA SUCH AS UV COORDINATES. Always use latest values from GetCustomRect().
3802 // - UV coordinates are associated to the current texture identifier aka 'atlas->TexRef'. Both TexRef and UV coordinates are typically changed at the same time.
3803 // - If you render colored output into your custom rectangles: set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of preferred texture format.
3804 // - Read docs/FONTS.md for more details about using colorful icons.
3805 // - Note: this API may be reworked further in order to facilitate supporting e.g. multi-monitor, varying DPI settings.
3806 // - (Pre-1.92 names) ------------> (1.92 names)
3807 // - GetCustomRectByIndex() --> Use GetCustomRect()
3808 // - CalcCustomRectUV() --> Use GetCustomRect() and read uv0, uv1 fields.
3809 // - AddCustomRectRegular() --> Renamed to AddCustomRect()
3810 // - AddCustomRectFontGlyph() --> Prefer using custom ImFontLoader inside ImFontConfig
3811 // - ImFontAtlasCustomRect --> Renamed to ImFontAtlasRect
3812 IMGUI_API ImFontAtlasRectId AddCustomRect(int width, int height, ImFontAtlasRect* out_r = NULL);// Register a rectangle. Return -1 (ImFontAtlasRectId_Invalid) on error.
3813 IMGUI_API void RemoveCustomRect(ImFontAtlasRectId id); // Unregister a rectangle. Existing pixels will stay in texture until resized / garbage collected.
3814 IMGUI_API bool GetCustomRect(ImFontAtlasRectId id, ImFontAtlasRect* out_r) const; // Get rectangle coordinates for current texture. Valid immediately, never store this (read above)!
3815
3816 //-------------------------------------------
3817 // Members
3818 //-------------------------------------------
3819
3820 // Input
3821 ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_)
3822 ImTextureFormat TexDesiredFormat; // Desired texture format (default to ImTextureFormat_RGBA32 but may be changed to ImTextureFormat_Alpha8).
3823 int TexGlyphPadding; // FIXME: Should be called "TexPackPadding". Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false).
3824 int TexMinWidth; // Minimum desired texture width. Must be a power of two. Default to 512.
3825 int TexMinHeight; // Minimum desired texture height. Must be a power of two. Default to 128.
3826 int TexMaxWidth; // Maximum desired texture width. Must be a power of two. Default to 8192.
3827 int TexMaxHeight; // Maximum desired texture height. Must be a power of two. Default to 8192.
3828 void* UserData; // Store your own atlas related user-data (if e.g. you have multiple font atlas).
3829
3830 // Output
3831 // - Because textures are dynamically created/resized, the current texture identifier may changed at *ANY TIME* during the frame.
3832 // - This should not affect you as you can always use the latest value. But note that any precomputed UV coordinates are only valid for the current TexRef.
3833#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3834 ImTextureRef TexRef; // Latest texture identifier == TexData->GetTexRef().
3835#else
3836 union { ImTextureRef TexRef; ImTextureRef TexID; }; // Latest texture identifier == TexData->GetTexRef(). // RENAMED TexID to TexRef in 1.92.0.
3837#endif
3838 ImTextureData* TexData; // Latest texture.
3839
3840 // [Internal]
3841 ImVector<ImTextureData*> TexList; // Texture list (most often TexList.Size == 1). TexData is always == TexList.back(). DO NOT USE DIRECTLY, USE GetDrawData().Textures[]/GetPlatformIO().Textures[] instead!
3842 bool Locked; // Marked as locked during ImGui::NewFrame()..EndFrame() scope if TexUpdates are not supported. Any attempt to modify the atlas will assert.
3843 bool RendererHasTextures;// Copy of (BackendFlags & ImGuiBackendFlags_RendererHasTextures) from supporting context.
3844 bool TexIsBuilt; // Set when texture was built matching current font input. Mostly useful for legacy IsBuilt() call.
3845 bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format or conversion process.
3846 ImVec2 TexUvScale; // = (1.0f/TexData->TexWidth, 1.0f/TexData->TexHeight). May change as new texture gets created.
3847 ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel. May change as new texture gets created.
3848 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.
3849 ImVector<ImFontConfig> Sources; // Source/configuration data
3850 ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines
3851 int TexNextUniqueID; // Next value to be stored in TexData->UniqueID
3852 int FontNextUniqueID; // Next value to be stored in ImFont->FontID
3853 ImVector<ImDrawListSharedData*> DrawListSharedDatas; // List of users for this atlas. Typically one per Dear ImGui context.
3854 ImFontAtlasBuilder* Builder; // Opaque interface to our data that doesn't need to be public and may be discarded when rebuilding.
3855 const ImFontLoader* FontLoader; // Font loader opaque interface (default to use FreeType when IMGUI_ENABLE_FREETYPE is defined, otherwise default to use stb_truetype). Use SetFontLoader() to change this at runtime.
3856 const char* FontLoaderName; // Font loader name (for display e.g. in About box) == FontLoader->Name
3857 void* FontLoaderData; // Font backend opaque storage
3858 unsigned int FontLoaderFlags; // Shared flags (for all fonts) for font loader. THIS IS BUILD IMPLEMENTATION DEPENDENT (e.g. Per-font override is also available in ImFontConfig).
3859 int RefCount; // Number of contexts using this atlas
3860 ImGuiContext* OwnerContext; // Context which own the atlas will be in charge of updating and destroying it.
3861
3862 // [Obsolete]
3863#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3864 // Legacy: You can request your rectangles to be mapped as font glyph (given a font + Unicode point), so you can render e.g. custom colorful icons and use them as regular glyphs. --> Prefer using a custom ImFontLoader.
3865 ImFontAtlasRect TempRect; // For old GetCustomRectByIndex() API
3866 inline ImFontAtlasRectId AddCustomRectRegular(int w, int h) { return AddCustomRect(w, h); } // RENAMED in 1.92.0
3867 inline const ImFontAtlasRect* GetCustomRectByIndex(ImFontAtlasRectId id) { return GetCustomRect(id, &TempRect) ? &TempRect : NULL; } // OBSOLETED in 1.92.0
3868 inline void CalcCustomRectUV(const ImFontAtlasRect* r, ImVec2* out_uv_min, ImVec2* out_uv_max) const { *out_uv_min = r->uv0; *out_uv_max = r->uv1; } // OBSOLETED in 1.92.0
3869 IMGUI_API ImFontAtlasRectId AddCustomRectFontGlyph(ImFont* font, ImWchar codepoint, int w, int h, float advance_x, const ImVec2& offset = ImVec2(0, 0)); // OBSOLETED in 1.92.0: Use custom ImFontLoader in ImFontConfig
3870 IMGUI_API ImFontAtlasRectId AddCustomRectFontGlyphForSize(ImFont* font, float font_size, ImWchar codepoint, int w, int h, float advance_x, const ImVec2& offset = ImVec2(0, 0)); // ADDED AND OBSOLETED in 1.92.0
3871#endif
3872 //unsigned int FontBuilderFlags; // OBSOLETED in 1.92.0: Renamed to FontLoaderFlags.
3873 //int TexDesiredWidth; // OBSOLETED in 1.92.0: Force texture width before calling Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.
3874 //typedef ImFontAtlasRect ImFontAtlasCustomRect; // OBSOLETED in 1.92.0
3875 //typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+
3876 //typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
3877};
3878
3879// Font runtime data for a given size
3880// Important: pointers to ImFontBaked are only valid for the current frame.
3881struct ImFontBaked
3882{
3883 // [Internal] Members: Hot ~20/24 bytes (for CalcTextSize)
3884 ImVector<float> IndexAdvanceX; // 12-16 // out // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this info, and are often bottleneck in large UI).
3885 float FallbackAdvanceX; // 4 // out // FindGlyph(FallbackChar)->AdvanceX
3886 float Size; // 4 // in // Height of characters/line, set during loading (doesn't change after loading)
3887 float RasterizerDensity; // 4 // in // Density this is baked at
3888
3889 // [Internal] Members: Hot ~28/36 bytes (for RenderText loop)
3890 ImVector<ImU16> IndexLookup; // 12-16 // out // Sparse. Index glyphs by Unicode code-point.
3891 ImVector<ImFontGlyph> Glyphs; // 12-16 // out // All glyphs.
3892 int FallbackGlyphIndex; // 4 // out // Index of FontFallbackChar
3893
3894 // [Internal] Members: Cold
3895 float Ascent, Descent; // 4+4 // out // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] (unscaled)
3896 unsigned int MetricsTotalSurface:26;// 3 // out // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
3897 unsigned int WantDestroy:1; // 0 // // Queued for destroy
3898 unsigned int LoadNoFallback:1; // 0 // // Disable loading fallback in lower-level calls.
3899 unsigned int LoadNoRenderOnLayout:1;// 0 // // Enable a two-steps mode where CalcTextSize() calls will load AdvanceX *without* rendering/packing glyphs. Only advantageous if you know that the glyph is unlikely to actually be rendered, otherwise it is slower because we'd do one query on the first CalcTextSize and one query on the first Draw.
3900 int LastUsedFrame; // 4 // // Record of that time this was bounds
3901 ImGuiID BakedId; // 4 // // Unique ID for this baked storage
3902 ImFont* OwnerFont; // 4-8 // in // Parent font
3903 void* FontLoaderDatas; // 4-8 // // Font loader opaque storage (per baked font * sources): single contiguous buffer allocated by imgui, passed to loader.
3904
3905 // Functions
3906 IMGUI_API ImFontBaked();
3907 IMGUI_API void ClearOutputData();
3908 IMGUI_API ImFontGlyph* FindGlyph(ImWchar c); // Return U+FFFD glyph if requested glyph doesn't exists.
3909 IMGUI_API ImFontGlyph* FindGlyphNoFallback(ImWchar c); // Return NULL if glyph doesn't exist
3910 IMGUI_API float GetCharAdvance(ImWchar c);
3911 IMGUI_API bool IsGlyphLoaded(ImWchar c);
3912};
3913
3914// Font flags
3915// (in future versions as we redesign font loading API, this will become more important and better documented. for now please consider this as internal/advanced use)
3916enum ImFontFlags_
3917{
3918 ImFontFlags_None = 0,
3919 ImFontFlags_NoLoadError = 1 << 1, // Disable throwing an error/assert when calling AddFontXXX() with missing file/data. Calling code is expected to check AddFontXXX() return value.
3920 ImFontFlags_NoLoadGlyphs = 1 << 2, // [Internal] Disable loading new glyphs.
3921 ImFontFlags_LockBakedSizes = 1 << 3, // [Internal] Disable loading new baked sizes, disable garbage collecting current ones. e.g. if you want to lock a font to a single size. Important: if you use this to preload given sizes, consider the possibility of multiple font density used on Retina display.
3922 ImFontFlags_ImplicitRefSize = 1 << 4, // [Internal] Reference size was not set explicitly.
3923};
3924
3925// Font runtime data and rendering
3926// - ImFontAtlas automatically loads a default embedded font for you if you didn't load one manually.
3927// - Since 1.92.0 a font may be rendered as any size! Therefore a font doesn't have one specific size.
3928// - Use 'font->GetFontBaked(size)' to retrieve the ImFontBaked* corresponding to a given size.
3929// - If you used g.Font + g.FontSize (which is frequent from the ImGui layer), you can use g.FontBaked as a shortcut, as g.FontBaked == g.Font->GetFontBaked(g.FontSize).
3930struct ImFont
3931{
3932 // [Internal] Members: Hot ~12-20 bytes
3933 ImFontBaked* LastBaked; // 4-8 // Cache last bound baked. NEVER USE DIRECTLY. Use GetFontBaked().
3934 ImFontAtlas* OwnerAtlas; // 4-8 // What we have been loaded into.
3935 ImFontFlags Flags; // 4 // Font flags.
3936 float CurrentRasterizerDensity; // Current rasterizer density. This is a varying state of the font.
3937
3938 // [Internal] Members: Cold ~24-52 bytes
3939 // Conceptually Sources[] is the list of font sources merged to create this font.
3940 ImGuiID FontId; // Unique identifier for the font
3941 float LegacySize; // 4 // in // Font size passed to AddFont(). Use for old code calling PushFont() expecting to use that size. (use ImGui::GetFontBaked() to get font baked at current bound size).
3942 ImVector<ImFontConfig*> Sources; // 16 // in // List of sources. Pointers within OwnerAtlas->Sources[]
3943 ImWchar EllipsisChar; // 2-4 // out // Character used for ellipsis rendering ('...'). If you ever want to temporarily swap this for an alternative/dummy char, make sure to clear EllipsisAutoBake.
3944 ImWchar FallbackChar; // 2-4 // out // Character used if a glyph isn't found (U+FFFD, '?')
3945 ImU8 Used8kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/8192/8]; // 1 bytes if ImWchar=ImWchar16, 17 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 8K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints.
3946 bool EllipsisAutoBake; // 1 // // Mark when the "..." glyph (== EllipsisChar) needs to be generated by combining multiple '.'.
3947 ImGuiStorage RemapPairs; // 16 // // Remapping pairs when using AddRemapChar(), otherwise empty.
3948#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3949 float Scale; // 4 // in // Legacy base font scale (~1.0f), multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
3950#endif
3951
3952 // Methods
3953 IMGUI_API ImFont();
3954 IMGUI_API ~ImFont();
3955 IMGUI_API bool IsGlyphInFont(ImWchar c);
3956 bool IsLoaded() const { return OwnerAtlas != NULL; }
3957 const char* GetDebugName() const { return Sources.Size ? Sources[0]->Name : "<unknown>"; } // Fill ImFontConfig::Name.
3958
3959 // [Internal] Don't use!
3960 // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
3961 // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
3962 IMGUI_API ImFontBaked* GetFontBaked(float font_size, float density = -1.0f); // Get or create baked data for given size
3963 IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** out_remaining = NULL);
3964 IMGUI_API const char* CalcWordWrapPosition(float size, const char* text, const char* text_end, float wrap_width);
3965 IMGUI_API void RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c, const ImVec4* cpu_fine_clip = NULL);
3966 IMGUI_API void RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, ImDrawTextFlags flags = 0);
3967#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3968 inline const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) { return CalcWordWrapPosition(LegacySize * scale, text, text_end, wrap_width); } // Obsoleted old name in 1.92.0. Note how `scale` was to `size`.
3969#endif
3970
3971 // [Internal] Don't use!
3972 IMGUI_API void ClearOutputData();
3973 IMGUI_API void AddRemapChar(ImWchar from_codepoint, ImWchar to_codepoint); // Makes 'from_codepoint' character points to 'to_codepoint' glyph.
3974 IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last);
3975};
3976
3977// This is provided for consistency (but we don't actually use this)
3978inline ImTextureID ImTextureRef::GetTexID() const
3979{
3980 IM_ASSERT(!(_TexData != NULL && _TexID != ImTextureID_Invalid));
3981 return _TexData ? _TexData->TexID : _TexID;
3982}
3983
3984// Using an indirection to avoid patching ImDrawCmd after a SetTexID() call (but this could be an alternative solution too)
3985inline ImTextureID ImDrawCmd::GetTexID() const
3986{
3987 // If you are getting this assert with ImTextureID_Invalid == 0 and your ImTextureID is used to store an index or an offset:
3988 // - You can add '#define ImTextureID_Invalid ((ImTextureID)-1)' in your imconfig.h file.
3989 // If you are getting this assert with a renderer backend with support for ImGuiBackendFlags_RendererHasTextures (1.92+):
3990 // - You must correctly iterate and handle ImTextureData requests stored in ImDrawData::Textures[]. See docs/BACKENDS.md.
3991 ImTextureID tex_id = TexRef._TexData ? TexRef._TexData->TexID : TexRef._TexID; // == TexRef.GetTexID() above.
3992 if (TexRef._TexData != NULL)
3993 IM_ASSERT(tex_id != ImTextureID_Invalid && "ImDrawCmd is referring to ImTextureData that wasn't uploaded to graphics system. Backend must call ImTextureData::SetTexID() after handling ImTextureStatus_WantCreate request!");
3994 return tex_id;
3995}
3996
3997//-----------------------------------------------------------------------------
3998// [SECTION] Viewports
3999//-----------------------------------------------------------------------------
4000
4001// Flags stored in ImGuiViewport::Flags, giving indications to the platform backends.
4002enum ImGuiViewportFlags_
4003{
4004 ImGuiViewportFlags_None = 0,
4005 ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window
4006 ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet)
4007 ImGuiViewportFlags_OwnedByApp = 1 << 2, // Platform Window: Is created/managed by the application (rather than a dear imgui backend)
4008};
4009
4010// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
4011// - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
4012// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
4013// - About Main Area vs Work Area:
4014// - Main Area = entire viewport.
4015// - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor).
4016// - Windows are generally trying to stay within the Work Area of their host viewport.
4017struct ImGuiViewport
4018{
4019 ImGuiID ID; // Unique identifier for the viewport
4020 ImGuiViewportFlags Flags; // See ImGuiViewportFlags_
4021 ImVec2 Pos; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates)
4022 ImVec2 Size; // Main Area: Size of the viewport.
4023 ImVec2 FramebufferScale; // Density of the viewport for Retina display (always 1,1 on Windows, may be 2,2 etc on macOS/iOS). This will affect font rasterizer density.
4024 ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos)
4025 ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)
4026
4027 // Platform/Backend Dependent Data
4028 void* PlatformHandle; // void* to hold higher-level, platform window handle (e.g. HWND, GLFWWindow*, SDL_Window*)
4029 void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (under Win32 this is expected to be a HWND, unused for other platforms)
4030
4031 ImGuiViewport() { memset((void*)this, 0, sizeof(*this)); }
4032
4033 // Helpers
4034 ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); }
4035 ImVec2 GetWorkCenter() const { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); }
4036};
4037
4038//-----------------------------------------------------------------------------
4039// [SECTION] Platform Dependent Interfaces
4040//-----------------------------------------------------------------------------
4041
4042// Access via ImGui::GetPlatformIO()
4043struct ImGuiPlatformIO
4044{
4045 IMGUI_API ImGuiPlatformIO();
4046
4047 //------------------------------------------------------------------
4048 // Input - Interface with OS and Platform backend (most common stuff)
4049 //------------------------------------------------------------------
4050
4051 // Optional: Access OS clipboard
4052 // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
4053 const char* (*Platform_GetClipboardTextFn)(ImGuiContext* ctx); // Should return NULL on failure (e.g. clipboard data is not text).
4054 void (*Platform_SetClipboardTextFn)(ImGuiContext* ctx, const char* text);
4055 void* Platform_ClipboardUserData;
4056
4057 // Optional: Open link/folder/file in OS Shell
4058 // (default to use ShellExecuteW() on Windows, system() on Linux/Mac. expected to return false on failure, but some platforms may always return true)
4059 bool (*Platform_OpenInShellFn)(ImGuiContext* ctx, const char* path);
4060 void* Platform_OpenInShellUserData;
4061
4062 // Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows)
4063 // (default to use native imm32 api on Windows)
4064 void (*Platform_SetImeDataFn)(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data);
4065 void* Platform_ImeUserData;
4066 //void (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data); // [Renamed to platform_io.PlatformSetImeDataFn in 1.91.1]
4067
4068 // Optional: Platform locale
4069 // [Experimental] Configure decimal point e.g. '.' or ',' useful for some languages (e.g. German), generally pulled from *localeconv()->decimal_point
4070 ImWchar Platform_LocaleDecimalPoint; // '.'
4071
4072 // Optional: Platform time/date
4073 // This is automatically filled on startup. Used to store a "last used date" in some .ini structures. Facilitate creating tools to clean up old/unused data.
4074 int Platform_SessionDate; // Integer storing YYYYMMDD e.g. 20261231 corresponding to the beginning of application session.
4075
4076 //------------------------------------------------------------------
4077 // Input - Interface with Renderer Backend
4078 //------------------------------------------------------------------
4079
4080 // Optional: Maximum texture size supported by renderer (used to adjust how we size textures). 0 if not known.
4081 int Renderer_TextureMaxWidth;
4082 int Renderer_TextureMaxHeight;
4083
4084 // Written by some backends during ImGui_ImplXXXX_RenderDrawData() call to point backend_specific ImGui_ImplXXXX_RenderState* structure.
4085 void* Renderer_RenderState;
4086
4087 // Standard draw callbacks provided by renderer backend.
4088 ImDrawCallback DrawCallback_ResetRenderState; // Request to reset the graphics/render state.
4089 ImDrawCallback DrawCallback_SetSamplerLinear; // Request backend to set texture sampling to Linear.
4090 ImDrawCallback DrawCallback_SetSamplerNearest; // Request backend to set texture sampling to Nearest/Point.
4091 //ImDrawCallback DrawCallback_SetSamplerCustom; // Request backend to set texture sampling using Backend Specific data.
4092
4093 //------------------------------------------------------------------
4094 // Output
4095 //------------------------------------------------------------------
4096
4097 // Textures list (the list is updated by calling ImGui::EndFrame or ImGui::Render)
4098 // The ImGui_ImplXXXX_RenderDrawData() function of each backend generally access this via ImDrawData::Textures which points to this. The array is available here mostly because backends will want to destroy textures on shutdown.
4099 ImVector<ImTextureData*> Textures; // List of textures used by Dear ImGui (most often 1) + contents of external texture list is automatically appended into this.
4100
4101 //------------------------------------------------------------------
4102 // Functions
4103 //------------------------------------------------------------------
4104
4105 IMGUI_API void ClearPlatformHandlers(); // Clear all Platform_XXX fields. Typically called on Platform Backend shutdown.
4106 IMGUI_API void ClearRendererHandlers(); // Clear all Renderer_XXX fields. Typically called on Renderer Backend shutdown.
4107};
4108
4109// (Optional) Support for IME (Input Method Editor) via the platform_io.Platform_SetImeDataFn() function. Handler is called during EndFrame().
4110struct ImGuiPlatformImeData
4111{
4112 bool WantVisible; // A widget wants the IME to be visible.
4113 bool WantTextInput; // A widget wants text input, not necessarily IME to be visible. This is automatically set to the upcoming value of io.WantTextInput.
4114 ImVec2 InputPos; // Position of input cursor (for IME).
4115 float InputLineHeight; // Line height (for IME).
4116 ImGuiID ViewportId; // ID of platform window/viewport.
4117
4118 ImGuiPlatformImeData() { memset((void*)this, 0, sizeof(*this)); }
4119};
4120
4121//-----------------------------------------------------------------------------
4122// [SECTION] Obsolete functions and types
4123// (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
4124// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead.
4125//-----------------------------------------------------------------------------
4126
4127#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
4128namespace ImGui
4129{
4130 // OBSOLETED in 1.92.9 (from July 2026)
4131 IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // set current options for if you want to select a default format, picker type, etc. User will be able to change those settings, unless you pass the _NoOptions flag to your calls.
4132 // OBSOLETED in 1.92.0 (from June 2025)
4133 inline void PushFont(ImFont* font) { PushFont(font, font ? font->LegacySize : 0.0f); }
4134 IMGUI_API void SetWindowFontScale(float scale); // Set font scale factor for current window. Prefer using PushFont(NULL, style.FontSizeBase * factor) or use style.FontScaleMain to scale all windows.
4135 // OBSOLETED in 1.91.9 (from February 2025)
4136 IMGUI_API void Image(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col); // <-- 'border_col' was removed in favor of ImGuiCol_ImageBorder. If you use 'tint_col', use ImageWithBg() instead.
4137 // OBSOLETED in 1.91.0 (from July 2024)
4138 inline void PushButtonRepeat(bool repeat) { PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat); }
4139 inline void PopButtonRepeat() { PopItemFlag(); }
4140 inline void PushTabStop(bool tab_stop) { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); }
4141 inline void PopTabStop() { PopItemFlag(); }
4142 // You do not need those functions! See #7838 on GitHub for more info.
4143 IMGUI_API ImVec2 GetContentRegionMax(); // Content boundaries max (e.g. window boundaries including scrolling, or current column boundaries). You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()!
4144 IMGUI_API ImVec2 GetWindowContentRegionMin(); // Content boundaries min for the window (roughly (0,0)-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()!
4145 IMGUI_API ImVec2 GetWindowContentRegionMax(); // Content boundaries max for the window (roughly (0,0)+Size-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()!
4146
4147 // Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE)
4148 // OBSOLETED in 1.90.0 (from September 2023)
4149 //IMGUI_API bool Combo(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int popup_max_height_in_items = -1); // Getter signature changed. See 2023/09/15 and 2026/02/27 commits.
4150 //IMGUI_API bool ListBox(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int height_in_items = -1); // Getter signature changed. See 2023/09/15 and 2026/02/27 commits.
4151 //inline bool BeginChild(const char* str_id, const ImVec2& size_arg, bool borders, ImGuiWindowFlags window_flags) { return BeginChild(str_id, size_arg, borders ? ImGuiChildFlags_Borders : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Borders
4152 //inline bool BeginChild(ImGuiID id, const ImVec2& size_arg, bool borders, ImGuiWindowFlags window_flags) { return BeginChild(id, size_arg, borders ? ImGuiChildFlags_Borders : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Borders
4153 //inline bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags flags = 0) { return BeginChild(id, size, ImGuiChildFlags_FrameStyle, flags); }
4154 //inline void EndChildFrame() { EndChild(); }
4155 //inline void ShowStackToolWindow(bool* p_open = NULL) { ShowIDStackToolWindow(p_open); }
4156 // OBSOLETED in 1.89.7 (from June 2023)
4157 //IMGUI_API void SetItemAllowOverlap(); // Use SetNextItemAllowOverlap() _before_ item.
4158 //-- OBSOLETED in 1.89.4 (from March 2023)
4159 //static inline void PushAllowKeyboardFocus(bool tab_stop) { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); }
4160 //static inline void PopAllowKeyboardFocus() { PopItemFlag(); }
4161 //-- OBSOLETED in 1.89 (from August 2022)
4162 //IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); // --> Use new ImageButton() signature (explicit item id, regular FramePadding). Refer to code in 1.91 if you want to grab a copy of this version.
4163 //-- OBSOLETED in 1.88 (from May 2022)
4164 //static inline void CaptureKeyboardFromApp(bool want_capture_keyboard = true) { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value.
4165 //static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value.
4166 //-- OBSOLETED in 1.87 (from February 2022, more formally obsoleted April 2024)
4167 //IMGUI_API ImGuiKey GetKeyIndex(ImGuiKey key); { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); const ImGuiKeyData* key_data = GetKeyData(key); return (ImGuiKey)(key_data - g.IO.KeysData); } // Map ImGuiKey_* values into legacy native key index. == io.KeyMap[key]. When using a 1.87+ backend using io.AddKeyEvent(), calling GetKeyIndex() with ANY ImGuiKey_XXXX values will return the same value!
4168 //static inline ImGuiKey GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); return key; }
4169 //-- OBSOLETED in 1.86 (from November 2021)
4170 //IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Code removed, see 1.90 for last version of the code. Calculate range of visible items for large list of evenly sized items. Prefer using ImGuiListClipper.
4171 //-- OBSOLETED in 1.85 (from August 2021)
4172 //static inline float GetWindowContentRegionWidth() { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; }
4173 //-- OBSOLETED in 1.81 (from February 2021)
4174 //static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); }
4175 //static inline bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1) { float height = GetTextLineHeightWithSpacing() * ((height_in_items < 0 ? ImMin(items_count, 7) : height_in_items) + 0.25f) + GetStyle().FramePadding.y * 2.0f; return BeginListBox(label, ImVec2(0.0f, height)); } // Helper to calculate size from items_count and height_in_items
4176 //static inline void ListBoxFooter() { EndListBox(); }
4177 //-- OBSOLETED in 1.79 (from August 2020)
4178 //static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry!
4179 //-- OBSOLETED in 1.78 (from June 2020): Old drag/sliders functions that took a 'float power > 1.0f' argument instead of ImGuiSliderFlags_Logarithmic. See github.com/ocornut/imgui/issues/3361 for details.
4180 //IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f) // OBSOLETED in 1.78 (from June 2020)
4181 //IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020)
4182 //IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020)
4183 //IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020)
4184 //static inline bool DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
4185 //static inline bool DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
4186 //static inline bool DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
4187 //static inline bool DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
4188 //static inline bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
4189 //static inline bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
4190 //static inline bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
4191 //static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
4192 //-- OBSOLETED in 1.77 and before
4193 //static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); } // OBSOLETED in 1.77 (from June 2020)
4194 //static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } // OBSOLETED in 1.72 (from July 2019)
4195 //static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } // OBSOLETED in 1.71 (from June 2019)
4196 //static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } // OBSOLETED in 1.70 (from May 2019)
4197 //static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } // OBSOLETED in 1.69 (from Mar 2019)
4198 //static inline void SetScrollHere(float ratio = 0.5f) { SetScrollHereY(ratio); } // OBSOLETED in 1.66 (from Nov 2018)
4199 //static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); } // OBSOLETED in 1.63 (from Aug 2018)
4200 //-- OBSOLETED in 1.60 and before
4201 //static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } // OBSOLETED in 1.60 (from Apr 2018)
4202 //static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)
4203 //static inline void ShowTestWindow() { return ShowDemoWindow(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
4204 //static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
4205 //static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
4206 //static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
4207 //static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
4208 //IMGUI_API bool Begin(char* name, bool* p_open, ImVec2 size_first_use, float bg_alpha = -1.0f, ImGuiWindowFlags flags=0); // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017): Equivalent of using SetNextWindowSize(size, ImGuiCond_FirstUseEver) and SetNextWindowBgAlpha().
4209 //static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
4210 //static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
4211 //static inline void SetNextWindowPosCenter(ImGuiCond c=0) { SetNextWindowPos(GetMainViewport()->GetCenter(), c, ImVec2(0.5f,0.5f)); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
4212 //static inline bool IsItemHoveredRect() { return IsItemHovered(ImGuiHoveredFlags_RectOnly); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
4213 //static inline bool IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017): This was misleading and partly broken. You probably want to use the io.WantCaptureMouse flag instead.
4214 //static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
4215 //static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
4216 //-- OBSOLETED in 1.50 and before
4217 //static inline bool CollapsingHeader(char* label, const char* str_id, bool framed = true, bool default_open = false) { return CollapsingHeader(label, (default_open ? (1 << 5) : 0)); } // OBSOLETED in 1.49
4218 //static inline ImFont*GetWindowFont() { return GetFont(); } // OBSOLETED in 1.48
4219 //static inline float GetWindowFontSize() { return GetFontSize(); } // OBSOLETED in 1.48
4220 //static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETED in 1.42
4221}
4222
4223#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-8) // OBSOLETED in 1.92.8: Use ImGui::GetPlatformIO().DrawCallback_ResetRenderState
4224
4225//-- OBSOLETED in 1.92.0: ImFontAtlasCustomRect becomes ImTextureRect
4226// - ImFontAtlasCustomRect::X,Y --> ImTextureRect::x,y
4227// - ImFontAtlasCustomRect::Width,Height --> ImTextureRect::w,h
4228// - ImFontAtlasCustomRect::GlyphColored --> if you need to write to this, instead you can write to 'font->Glyphs.back()->Colored' after calling AddCustomRectFontGlyph()
4229// We could make ImTextureRect an union to use old names, but 1) this would be confusing 2) the fix is easy 3) ImFontAtlasCustomRect was always a rather esoteric api.
4230typedef ImFontAtlasRect ImFontAtlasCustomRect;
4231/*struct ImFontAtlasCustomRect
4232{
4233 unsigned short X, Y; // Output // Packed position in Atlas
4234 unsigned short Width, Height; // Input // [Internal] Desired rectangle dimension
4235 unsigned int GlyphID:31; // Input // [Internal] For custom font glyphs only (ID < 0x110000)
4236 unsigned int GlyphColored:1; // Input // [Internal] For custom font glyphs only: glyph is colored, removed tinting.
4237 float GlyphAdvanceX; // Input // [Internal] For custom font glyphs only: glyph xadvance
4238 ImVec2 GlyphOffset; // Input // [Internal] For custom font glyphs only: glyph display offset
4239 ImFont* Font; // Input // [Internal] For custom font glyphs only: target font
4240 ImFontAtlasCustomRect() { X = Y = 0xFFFF; Width = Height = 0; GlyphID = 0; GlyphColored = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; }
4241 bool IsPacked() const { return X != 0xFFFF; }
4242};*/
4243
4244//-- OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect()
4245//typedef ImDrawFlags ImDrawCornerFlags;
4246//enum ImDrawCornerFlags_
4247//{
4248// ImDrawCornerFlags_None = ImDrawFlags_RoundCornersNone, // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit
4249// ImDrawCornerFlags_TopLeft = ImDrawFlags_RoundCornersTopLeft, // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally).
4250// ImDrawCornerFlags_TopRight = ImDrawFlags_RoundCornersTopRight, // Was == 0x02 (1 << 1) prior to 1.82.
4251// ImDrawCornerFlags_BotLeft = ImDrawFlags_RoundCornersBottomLeft, // Was == 0x04 (1 << 2) prior to 1.82.
4252// ImDrawCornerFlags_BotRight = ImDrawFlags_RoundCornersBottomRight, // Was == 0x08 (1 << 3) prior to 1.82.
4253// ImDrawCornerFlags_All = ImDrawFlags_RoundCornersAll, // Was == 0x0F prior to 1.82
4254// ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight,
4255// ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight,
4256// ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft,
4257// ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight,
4258//};
4259
4260// RENAMED and MERGED both ImGuiKey_ModXXX and ImGuiModFlags_XXX into ImGuiMod_XXX (from September 2022)
4261// RENAMED ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022). Exceptionally commented out ahead of obsolescence schedule to reduce confusion and because they were not meant to be used in the first place.
4262//typedef ImGuiKeyChord ImGuiModFlags; // == int. We generally use ImGuiKeyChord to mean "a ImGuiKey or-ed with any number of ImGuiMod_XXX value", so you may store mods in there.
4263//enum ImGuiModFlags_ { ImGuiModFlags_None = 0, ImGuiModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiModFlags_Shift = ImGuiMod_Shift, ImGuiModFlags_Alt = ImGuiMod_Alt, ImGuiModFlags_Super = ImGuiMod_Super };
4264//typedef ImGuiKeyChord ImGuiKeyModFlags; // == int
4265//enum ImGuiKeyModFlags_ { ImGuiKeyModFlags_None = 0, ImGuiKeyModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiKeyModFlags_Shift = ImGuiMod_Shift, ImGuiKeyModFlags_Alt = ImGuiMod_Alt, ImGuiKeyModFlags_Super = ImGuiMod_Super };
4266
4267//#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // OBSOLETED IN 1.90 (now using C++11 standard version)
4268
4269#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
4270
4271#define IM_ARRAYSIZE IM_COUNTOF // RENAMED IN 1.92.6: IM_ARRAYSIZE -> IM_COUNTOF
4272
4273// RENAMED IMGUI_DISABLE_METRICS_WINDOW > IMGUI_DISABLE_DEBUG_TOOLS in 1.88 (from June 2022)
4274#ifdef IMGUI_DISABLE_METRICS_WINDOW
4275#error IMGUI_DISABLE_METRICS_WINDOW was renamed to IMGUI_DISABLE_DEBUG_TOOLS, please use new name.
4276#endif
4277
4278//-----------------------------------------------------------------------------
4279
4280#if defined(__clang__)
4281#pragma clang diagnostic pop
4282#elif defined(__GNUC__)
4283#pragma GCC diagnostic pop
4284#endif
4285
4286#ifdef _MSC_VER
4287#pragma warning (pop)
4288#endif
4289
4290// Include imgui_user.h at the end of imgui.h
4291// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included.
4292#ifdef IMGUI_INCLUDE_IMGUI_USER_H
4293#ifdef IMGUI_USER_H_FILENAME
4294#include IMGUI_USER_H_FILENAME
4295#else
4296#include "imgui_user.h"
4297#endif
4298#endif
4299
4300#endif // #ifndef IMGUI_DISABLE