1*61046927SAndroid Build Coastguard Worker // dear imgui, v1.68 WIP
2*61046927SAndroid Build Coastguard Worker // (headers)
3*61046927SAndroid Build Coastguard Worker
4*61046927SAndroid Build Coastguard Worker // See imgui.cpp file for documentation.
5*61046927SAndroid Build Coastguard Worker // Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
6*61046927SAndroid Build Coastguard Worker // Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase.
7*61046927SAndroid Build Coastguard Worker // Get latest version at https://github.com/ocornut/imgui
8*61046927SAndroid Build Coastguard Worker
9*61046927SAndroid Build Coastguard Worker /*
10*61046927SAndroid Build Coastguard Worker
11*61046927SAndroid Build Coastguard Worker Index of this file:
12*61046927SAndroid Build Coastguard Worker // Header mess
13*61046927SAndroid Build Coastguard Worker // Forward declarations and basic types
14*61046927SAndroid Build Coastguard Worker // ImGui API (Dear ImGui end-user API)
15*61046927SAndroid Build Coastguard Worker // Flags & Enumerations
16*61046927SAndroid Build Coastguard Worker // ImVector<>
17*61046927SAndroid Build Coastguard Worker // ImGuiStyle
18*61046927SAndroid Build Coastguard Worker // ImGuiIO
19*61046927SAndroid Build Coastguard Worker // Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
20*61046927SAndroid Build Coastguard Worker // Obsolete functions
21*61046927SAndroid Build Coastguard Worker // Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)
22*61046927SAndroid Build Coastguard Worker // Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListFlags, ImDrawList, ImDrawData)
23*61046927SAndroid Build Coastguard Worker // Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
24*61046927SAndroid Build Coastguard Worker
25*61046927SAndroid Build Coastguard Worker */
26*61046927SAndroid Build Coastguard Worker
27*61046927SAndroid Build Coastguard Worker #pragma once
28*61046927SAndroid Build Coastguard Worker
29*61046927SAndroid Build Coastguard Worker // Configuration file (edit imconfig.h or define IMGUI_USER_CONFIG to your own filename)
30*61046927SAndroid Build Coastguard Worker #ifdef IMGUI_USER_CONFIG
31*61046927SAndroid Build Coastguard Worker #include IMGUI_USER_CONFIG
32*61046927SAndroid Build Coastguard Worker #endif
33*61046927SAndroid Build Coastguard Worker #if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H)
34*61046927SAndroid Build Coastguard Worker #include "imconfig.h"
35*61046927SAndroid Build Coastguard Worker #endif
36*61046927SAndroid Build Coastguard Worker
37*61046927SAndroid Build Coastguard Worker //-----------------------------------------------------------------------------
38*61046927SAndroid Build Coastguard Worker // Header mess
39*61046927SAndroid Build Coastguard Worker //-----------------------------------------------------------------------------
40*61046927SAndroid Build Coastguard Worker
41*61046927SAndroid Build Coastguard Worker #include <float.h> // FLT_MAX
42*61046927SAndroid Build Coastguard Worker #include <stdarg.h> // va_list
43*61046927SAndroid Build Coastguard Worker #include <stddef.h> // ptrdiff_t, NULL
44*61046927SAndroid Build Coastguard Worker #include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
45*61046927SAndroid Build Coastguard Worker
46*61046927SAndroid Build Coastguard Worker // Version
47*61046927SAndroid Build Coastguard Worker // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY00 then bounced up to XYY01 when release tagging happens)
48*61046927SAndroid Build Coastguard Worker #define IMGUI_VERSION "1.68 WIP"
49*61046927SAndroid Build Coastguard Worker #define IMGUI_VERSION_NUM 16800
50*61046927SAndroid Build Coastguard Worker #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert))
51*61046927SAndroid Build Coastguard Worker
52*61046927SAndroid Build Coastguard Worker // Define attributes of all API symbols declarations (e.g. for DLL under Windows)
53*61046927SAndroid Build Coastguard Worker // IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default bindings files (imgui_impl_xxx.h)
54*61046927SAndroid Build Coastguard Worker #ifndef IMGUI_API
55*61046927SAndroid Build Coastguard Worker #define IMGUI_API
56*61046927SAndroid Build Coastguard Worker #endif
57*61046927SAndroid Build Coastguard Worker #ifndef IMGUI_IMPL_API
58*61046927SAndroid Build Coastguard Worker #define IMGUI_IMPL_API IMGUI_API
59*61046927SAndroid Build Coastguard Worker #endif
60*61046927SAndroid Build Coastguard Worker
61*61046927SAndroid Build Coastguard Worker // Helper Macros
62*61046927SAndroid Build Coastguard Worker #ifndef IM_ASSERT
63*61046927SAndroid Build Coastguard Worker #include <assert.h>
64*61046927SAndroid Build Coastguard Worker #define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h
65*61046927SAndroid Build Coastguard Worker #endif
66*61046927SAndroid Build Coastguard Worker #if defined(__clang__) || defined(__GNUC__)
67*61046927SAndroid Build Coastguard Worker #define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) // Apply printf-style warnings to user functions.
68*61046927SAndroid Build Coastguard Worker #define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
69*61046927SAndroid Build Coastguard Worker #else
70*61046927SAndroid Build Coastguard Worker #define IM_FMTARGS(FMT)
71*61046927SAndroid Build Coastguard Worker #define IM_FMTLIST(FMT)
72*61046927SAndroid Build Coastguard Worker #endif
73*61046927SAndroid Build Coastguard Worker #define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR)/sizeof(*_ARR))) // Size of a static C-style array. Don't use on pointers!
74*61046927SAndroid Build Coastguard Worker #define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in modern C++.
75*61046927SAndroid Build Coastguard Worker #define IM_UNUSED(_VAR) ((void)_VAR) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
76*61046927SAndroid Build Coastguard Worker
77*61046927SAndroid Build Coastguard Worker // Warnings
78*61046927SAndroid Build Coastguard Worker #if defined(__clang__)
79*61046927SAndroid Build Coastguard Worker #pragma clang diagnostic push
80*61046927SAndroid Build Coastguard Worker #pragma clang diagnostic ignored "-Wold-style-cast"
81*61046927SAndroid Build Coastguard Worker #if __has_warning("-Wzero-as-null-pointer-constant")
82*61046927SAndroid Build Coastguard Worker #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
83*61046927SAndroid Build Coastguard Worker #endif
84*61046927SAndroid Build Coastguard Worker #elif defined(__GNUC__) && __GNUC__ >= 8
85*61046927SAndroid Build Coastguard Worker #pragma GCC diagnostic push
86*61046927SAndroid Build Coastguard Worker #pragma GCC diagnostic ignored "-Wclass-memaccess"
87*61046927SAndroid Build Coastguard Worker #endif
88*61046927SAndroid Build Coastguard Worker
89*61046927SAndroid Build Coastguard Worker //-----------------------------------------------------------------------------
90*61046927SAndroid Build Coastguard Worker // Forward declarations and basic types
91*61046927SAndroid Build Coastguard Worker //-----------------------------------------------------------------------------
92*61046927SAndroid Build Coastguard Worker
93*61046927SAndroid Build Coastguard Worker struct ImDrawChannel; // Temporary storage for ImDrawList ot output draw commands out of order, used by ImDrawList::ChannelsSplit()
94*61046927SAndroid Build Coastguard Worker struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)
95*61046927SAndroid Build Coastguard Worker struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.
96*61046927SAndroid Build Coastguard Worker struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder)
97*61046927SAndroid Build Coastguard Worker struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
98*61046927SAndroid Build Coastguard Worker struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
99*61046927SAndroid Build Coastguard Worker struct ImFont; // Runtime data for a single font within a parent ImFontAtlas
100*61046927SAndroid Build Coastguard Worker struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
101*61046927SAndroid Build Coastguard Worker struct ImFontConfig; // Configuration data when adding a font or merging fonts
102*61046927SAndroid Build Coastguard Worker struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset)
103*61046927SAndroid Build Coastguard Worker struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data
104*61046927SAndroid Build Coastguard Worker struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)
105*61046927SAndroid Build Coastguard Worker struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h)
106*61046927SAndroid Build Coastguard Worker struct ImGuiIO; // Main configuration and I/O between your application and ImGui
107*61046927SAndroid Build Coastguard Worker struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
108*61046927SAndroid Build Coastguard Worker struct ImGuiListClipper; // Helper to manually clip large list of items
109*61046927SAndroid Build Coastguard Worker struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro
110*61046927SAndroid Build Coastguard Worker struct ImGuiPayload; // User data payload for drag and drop operations
111*61046927SAndroid Build Coastguard Worker struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
112*61046927SAndroid Build Coastguard Worker struct ImGuiStorage; // Helper for key->value storage
113*61046927SAndroid Build Coastguard Worker struct ImGuiStyle; // Runtime data for styling/colors
114*61046927SAndroid Build Coastguard Worker struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder)
115*61046927SAndroid Build Coastguard Worker struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbb][,ccccc]")
116*61046927SAndroid Build Coastguard Worker
117*61046927SAndroid Build Coastguard Worker // Typedefs and Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file)
118*61046927SAndroid Build Coastguard Worker // Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists.
119*61046927SAndroid Build Coastguard Worker #ifndef ImTextureID
120*61046927SAndroid Build Coastguard Worker typedef void* ImTextureID; // User data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp)
121*61046927SAndroid Build Coastguard Worker #endif
122*61046927SAndroid Build Coastguard Worker typedef unsigned int ImGuiID; // Unique ID used by widgets (typically hashed from a stack of string)
123*61046927SAndroid Build Coastguard Worker typedef unsigned short ImWchar; // A single U16 character for keyboard input/display. We encode them as multi bytes UTF-8 when used in strings.
124*61046927SAndroid Build Coastguard Worker typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling
125*61046927SAndroid Build Coastguard Worker typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for Set*()
126*61046927SAndroid Build Coastguard Worker typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type
127*61046927SAndroid Build Coastguard Worker typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction
128*61046927SAndroid Build Coastguard Worker typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A key identifier (ImGui-side enum)
129*61046927SAndroid Build Coastguard Worker typedef int ImGuiNavInput; // -> enum ImGuiNavInput_ // Enum: An input identifier for navigation
130*61046927SAndroid Build Coastguard Worker typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier
131*61046927SAndroid Build Coastguard Worker typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling
132*61046927SAndroid Build Coastguard Worker typedef int ImDrawCornerFlags; // -> enum ImDrawCornerFlags_ // Flags: for ImDrawList::AddRect*() etc.
133*61046927SAndroid Build Coastguard Worker typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList
134*61046927SAndroid Build Coastguard Worker typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas
135*61046927SAndroid Build Coastguard Worker typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags
136*61046927SAndroid Build Coastguard Worker typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit*(), ColorPicker*()
137*61046927SAndroid Build Coastguard Worker typedef int ImGuiColumnsFlags; // -> enum ImGuiColumnsFlags_ // Flags: for Columns(), BeginColumns()
138*61046927SAndroid Build Coastguard Worker typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags
139*61046927SAndroid Build Coastguard Worker typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo()
140*61046927SAndroid Build Coastguard Worker typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for *DragDrop*()
141*61046927SAndroid Build Coastguard Worker typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused()
142*61046927SAndroid Build Coastguard Worker typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc.
143*61046927SAndroid Build Coastguard Worker typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText*()
144*61046927SAndroid Build Coastguard Worker typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
145*61046927SAndroid Build Coastguard Worker typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar()
146*61046927SAndroid Build Coastguard Worker typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem()
147*61046927SAndroid Build Coastguard Worker typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode*(),CollapsingHeader()
148*61046927SAndroid Build Coastguard Worker typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin*()
149*61046927SAndroid Build Coastguard Worker typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData *data);
150*61046927SAndroid Build Coastguard Worker typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data);
151*61046927SAndroid Build Coastguard Worker
152*61046927SAndroid Build Coastguard Worker // Scalar data types
153*61046927SAndroid Build Coastguard Worker typedef signed int ImS32; // 32-bit signed integer == int
154*61046927SAndroid Build Coastguard Worker typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors)
155*61046927SAndroid Build Coastguard Worker #if defined(_MSC_VER) && !defined(__clang__)
156*61046927SAndroid Build Coastguard Worker typedef signed __int64 ImS64; // 64-bit signed integer (pre and post C++11 with Visual Studio)
157*61046927SAndroid Build Coastguard Worker typedef unsigned __int64 ImU64; // 64-bit unsigned integer (pre and post C++11 with Visual Studio)
158*61046927SAndroid Build Coastguard Worker #elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100)
159*61046927SAndroid Build Coastguard Worker #include <stdint.h>
160*61046927SAndroid Build Coastguard Worker typedef int64_t ImS64; // 64-bit signed integer (pre C++11)
161*61046927SAndroid Build Coastguard Worker typedef uint64_t ImU64; // 64-bit unsigned integer (pre C++11)
162*61046927SAndroid Build Coastguard Worker #else
163*61046927SAndroid Build Coastguard Worker typedef signed long long ImS64; // 64-bit signed integer (post C++11)
164*61046927SAndroid Build Coastguard Worker typedef unsigned long long ImU64; // 64-bit unsigned integer (post C++11)
165*61046927SAndroid Build Coastguard Worker #endif
166*61046927SAndroid Build Coastguard Worker
167*61046927SAndroid Build Coastguard Worker // 2D vector (often used to store positions, sizes, etc.)
168*61046927SAndroid Build Coastguard Worker struct ImVec2
169*61046927SAndroid Build Coastguard Worker {
170*61046927SAndroid Build Coastguard Worker float x, y;
ImVec2ImVec2171*61046927SAndroid Build Coastguard Worker ImVec2() { x = y = 0.0f; }
ImVec2ImVec2172*61046927SAndroid Build Coastguard Worker ImVec2(float _x, float _y) { x = _x; y = _y; }
173*61046927SAndroid Build Coastguard Worker float operator[] (size_t idx) const { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine.
174*61046927SAndroid Build Coastguard Worker float& operator[] (size_t idx) { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine.
175*61046927SAndroid Build Coastguard Worker #ifdef IM_VEC2_CLASS_EXTRA
176*61046927SAndroid Build Coastguard Worker 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.
177*61046927SAndroid Build Coastguard Worker #endif
178*61046927SAndroid Build Coastguard Worker };
179*61046927SAndroid Build Coastguard Worker
180*61046927SAndroid Build Coastguard Worker // 4D vector (often used to store floating-point colors)
181*61046927SAndroid Build Coastguard Worker struct ImVec4
182*61046927SAndroid Build Coastguard Worker {
183*61046927SAndroid Build Coastguard Worker float x, y, z, w;
ImVec4ImVec4184*61046927SAndroid Build Coastguard Worker ImVec4() { x = y = z = w = 0.0f; }
ImVec4ImVec4185*61046927SAndroid Build Coastguard Worker ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; }
186*61046927SAndroid Build Coastguard Worker #ifdef IM_VEC4_CLASS_EXTRA
187*61046927SAndroid Build Coastguard Worker 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.
188*61046927SAndroid Build Coastguard Worker #endif
189*61046927SAndroid Build Coastguard Worker };
190*61046927SAndroid Build Coastguard Worker
191*61046927SAndroid Build Coastguard Worker //-----------------------------------------------------------------------------
192*61046927SAndroid Build Coastguard Worker // ImGui: Dear ImGui end-user API
193*61046927SAndroid Build Coastguard Worker // (Inside a namespace so you can add extra functions in your own separate file. Please don't modify imgui.cpp/.h!)
194*61046927SAndroid Build Coastguard Worker //-----------------------------------------------------------------------------
195*61046927SAndroid Build Coastguard Worker
196*61046927SAndroid Build Coastguard Worker namespace ImGui
197*61046927SAndroid Build Coastguard Worker {
198*61046927SAndroid Build Coastguard Worker // Context creation and access
199*61046927SAndroid Build Coastguard Worker // Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between imgui contexts.
200*61046927SAndroid Build Coastguard Worker // All those functions are not reliant on the current context.
201*61046927SAndroid Build Coastguard Worker IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
202*61046927SAndroid Build Coastguard Worker IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context
203*61046927SAndroid Build Coastguard Worker IMGUI_API ImGuiContext* GetCurrentContext();
204*61046927SAndroid Build Coastguard Worker IMGUI_API void SetCurrentContext(ImGuiContext* ctx);
205*61046927SAndroid Build Coastguard Worker 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);
206*61046927SAndroid Build Coastguard Worker
207*61046927SAndroid Build Coastguard Worker // Main
208*61046927SAndroid Build Coastguard Worker IMGUI_API ImGuiIO& GetIO(); // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
209*61046927SAndroid Build Coastguard Worker IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame.
210*61046927SAndroid Build Coastguard Worker IMGUI_API void NewFrame(); // start a new ImGui frame, you can submit any command from this point until Render()/EndFrame().
211*61046927SAndroid Build Coastguard Worker IMGUI_API void EndFrame(); // ends the ImGui frame. automatically called by Render(), you likely don't need to call that yourself directly. If you don't need to render data (skipping rendering) you may call EndFrame() but you'll have wasted CPU already! If you don't need to render, better to not create any imgui windows and not call NewFrame() at all!
212*61046927SAndroid Build Coastguard Worker IMGUI_API void Render(); // ends the ImGui frame, finalize the draw data. (Obsolete: optionally call io.RenderDrawListsFn if set. Nowadays, prefer calling your render function yourself.)
213*61046927SAndroid Build Coastguard Worker IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render. (Obsolete: this used to be passed to your io.RenderDrawListsFn() function.)
214*61046927SAndroid Build Coastguard Worker
215*61046927SAndroid Build Coastguard Worker // Demo, Debug, Information
216*61046927SAndroid Build Coastguard Worker IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create demo/test window (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
217*61046927SAndroid Build Coastguard Worker IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create about window. display Dear ImGui version, credits and build/system information.
218*61046927SAndroid Build Coastguard Worker IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create metrics window. display Dear ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc.
219*61046927SAndroid Build Coastguard Worker 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)
220*61046927SAndroid Build Coastguard Worker IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles.
221*61046927SAndroid Build Coastguard Worker IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts.
222*61046927SAndroid Build Coastguard Worker IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls).
223*61046927SAndroid Build Coastguard Worker IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.23"
224*61046927SAndroid Build Coastguard Worker
225*61046927SAndroid Build Coastguard Worker // Styles
226*61046927SAndroid Build Coastguard Worker IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default)
227*61046927SAndroid Build Coastguard Worker IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style
228*61046927SAndroid Build Coastguard Worker IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font
229*61046927SAndroid Build Coastguard Worker
230*61046927SAndroid Build Coastguard Worker // Windows
231*61046927SAndroid Build Coastguard Worker // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.
232*61046927SAndroid Build Coastguard Worker // - You may append multiple times to the same window during the same frame.
233*61046927SAndroid Build Coastguard Worker // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,
234*61046927SAndroid Build Coastguard Worker // which clicking will set the boolean to false when clicked.
235*61046927SAndroid Build Coastguard Worker // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
236*61046927SAndroid Build Coastguard Worker // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
237*61046927SAndroid Build Coastguard Worker // [this is due to legacy reason and is inconsistent with most other functions such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc.
238*61046927SAndroid Build Coastguard Worker // where the EndXXX call should only be called if the corresponding BeginXXX function returned true.]
239*61046927SAndroid Build Coastguard Worker // - Note that the bottom of window stack always contains a window called "Debug".
240*61046927SAndroid Build Coastguard Worker IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
241*61046927SAndroid Build Coastguard Worker IMGUI_API void End();
242*61046927SAndroid Build Coastguard Worker
243*61046927SAndroid Build Coastguard Worker // Child Windows
244*61046927SAndroid Build Coastguard Worker // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
245*61046927SAndroid Build Coastguard Worker // - For each independent axis of 'size': ==0.0f: use remaining host window size / >0.0f: fixed size / <0.0f: use remaining window size minus abs(size) / Each axis can use a different mode, e.g. ImVec2(0,400).
246*61046927SAndroid Build Coastguard Worker // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window.
247*61046927SAndroid Build Coastguard Worker // Always call a matching EndChild() for each BeginChild() call, regardless of its return value [this is due to legacy reason and is inconsistent with most other functions such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function returned true.]
248*61046927SAndroid Build Coastguard Worker IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0);
249*61046927SAndroid Build Coastguard Worker IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0);
250*61046927SAndroid Build Coastguard Worker IMGUI_API void EndChild();
251*61046927SAndroid Build Coastguard Worker
252*61046927SAndroid Build Coastguard Worker // Windows Utilities
253*61046927SAndroid Build Coastguard Worker // - "current window" = the window we are appending into while inside a Begin()/End() block. "next window" = next window we will Begin() into.
254*61046927SAndroid Build Coastguard Worker IMGUI_API bool IsWindowAppearing();
255*61046927SAndroid Build Coastguard Worker IMGUI_API bool IsWindowCollapsed();
256*61046927SAndroid Build Coastguard Worker IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
257*61046927SAndroid Build Coastguard Worker IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ!
258*61046927SAndroid Build Coastguard Worker IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives
259*61046927SAndroid Build Coastguard Worker
260*61046927SAndroid Build Coastguard Worker IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList API)
261*61046927SAndroid Build Coastguard Worker IMGUI_API ImVec2 GetWindowSize(); // get current window size
262*61046927SAndroid Build Coastguard Worker IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x)
263*61046927SAndroid Build Coastguard Worker IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y)
264*61046927SAndroid Build Coastguard Worker IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
265*61046927SAndroid Build Coastguard Worker IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos()
266*61046927SAndroid Build Coastguard Worker IMGUI_API float GetContentRegionAvailWidth(); //
267*61046927SAndroid Build Coastguard Worker IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates
268*61046927SAndroid Build Coastguard Worker IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
269*61046927SAndroid Build Coastguard Worker IMGUI_API float GetWindowContentRegionWidth(); //
270*61046927SAndroid Build Coastguard Worker
271*61046927SAndroid Build Coastguard Worker 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.
272*61046927SAndroid Build Coastguard Worker 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()
273*61046927SAndroid Build Coastguard Worker IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Use callback to apply non-trivial programmatic constraints.
274*61046927SAndroid Build Coastguard Worker IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ enforce the range of scrollbars). not including window decorations (title bar, menu bar, etc.). set an axis to 0.0f to leave it automatic. call before Begin()
275*61046927SAndroid Build Coastguard Worker IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin()
276*61046927SAndroid Build Coastguard Worker IMGUI_API void SetNextWindowFocus(); // set next window to be focused / front-most. call before Begin()
277*61046927SAndroid Build Coastguard Worker IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily modify ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground.
278*61046927SAndroid Build Coastguard Worker 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.
279*61046927SAndroid Build Coastguard Worker 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.
280*61046927SAndroid Build Coastguard Worker IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
281*61046927SAndroid Build Coastguard Worker IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / front-most. prefer using SetNextWindowFocus().
282*61046927SAndroid Build Coastguard Worker IMGUI_API void SetWindowFontScale(float scale); // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows
283*61046927SAndroid Build Coastguard Worker IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position.
284*61046927SAndroid Build Coastguard Worker 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.
285*61046927SAndroid Build Coastguard Worker IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state
286*61046927SAndroid Build Coastguard Worker IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / front-most. use NULL to remove focus.
287*61046927SAndroid Build Coastguard Worker
288*61046927SAndroid Build Coastguard Worker // Windows Scrolling
289*61046927SAndroid Build Coastguard Worker IMGUI_API float GetScrollX(); // get scrolling amount [0..GetScrollMaxX()]
290*61046927SAndroid Build Coastguard Worker IMGUI_API float GetScrollY(); // get scrolling amount [0..GetScrollMaxY()]
291*61046927SAndroid Build Coastguard Worker IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.X - WindowSize.X
292*61046927SAndroid Build Coastguard Worker IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.Y - WindowSize.Y
293*61046927SAndroid Build Coastguard Worker IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0..GetScrollMaxX()]
294*61046927SAndroid Build Coastguard Worker IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()]
295*61046927SAndroid Build Coastguard Worker 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.
296*61046927SAndroid Build Coastguard Worker IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position valid. use GetCursorPos() or GetCursorStartPos()+offset to get valid positions.
297*61046927SAndroid Build Coastguard Worker
298*61046927SAndroid Build Coastguard Worker // Parameters stacks (shared)
299*61046927SAndroid Build Coastguard Worker IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font
300*61046927SAndroid Build Coastguard Worker IMGUI_API void PopFont();
301*61046927SAndroid Build Coastguard Worker IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col);
302*61046927SAndroid Build Coastguard Worker IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col);
303*61046927SAndroid Build Coastguard Worker IMGUI_API void PopStyleColor(int count = 1);
304*61046927SAndroid Build Coastguard Worker IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val);
305*61046927SAndroid Build Coastguard Worker IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val);
306*61046927SAndroid Build Coastguard Worker IMGUI_API void PopStyleVar(int count = 1);
307*61046927SAndroid Build Coastguard Worker 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.
308*61046927SAndroid Build Coastguard Worker IMGUI_API ImFont* GetFont(); // get current font
309*61046927SAndroid Build Coastguard Worker IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied
310*61046927SAndroid Build Coastguard Worker IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
311*61046927SAndroid Build Coastguard Worker IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier
312*61046927SAndroid Build Coastguard Worker IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied
313*61046927SAndroid Build Coastguard Worker IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied
314*61046927SAndroid Build Coastguard Worker
315*61046927SAndroid Build Coastguard Worker // Parameters stacks (current window)
316*61046927SAndroid Build Coastguard Worker IMGUI_API void PushItemWidth(float item_width); // width of items for the common item+label case, pixels. 0.0f = default to ~2/3 of windows width, >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side)
317*61046927SAndroid Build Coastguard Worker IMGUI_API void PopItemWidth();
318*61046927SAndroid Build Coastguard Worker IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position
319*61046927SAndroid Build Coastguard Worker IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
320*61046927SAndroid Build Coastguard Worker IMGUI_API void PopTextWrapPos();
321*61046927SAndroid Build Coastguard Worker IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
322*61046927SAndroid Build Coastguard Worker IMGUI_API void PopAllowKeyboardFocus();
323*61046927SAndroid Build Coastguard Worker IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame.
324*61046927SAndroid Build Coastguard Worker IMGUI_API void PopButtonRepeat();
325*61046927SAndroid Build Coastguard Worker
326*61046927SAndroid Build Coastguard Worker // Cursor / Layout
327*61046927SAndroid Build Coastguard Worker // - By "cursor" we mean the current output position.
328*61046927SAndroid Build Coastguard Worker // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
329*61046927SAndroid Build Coastguard Worker IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
330*61046927SAndroid Build Coastguard Worker IMGUI_API void SameLine(float local_pos_x = 0.0f, float spacing_w = -1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates.
331*61046927SAndroid Build Coastguard Worker IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in an horizontal-layout context.
332*61046927SAndroid Build Coastguard Worker IMGUI_API void Spacing(); // add vertical spacing.
333*61046927SAndroid Build Coastguard Worker 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.
334*61046927SAndroid Build Coastguard Worker IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by style.IndentSpacing or indent_w if != 0
335*61046927SAndroid Build Coastguard Worker IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by style.IndentSpacing or indent_w if != 0
336*61046927SAndroid Build Coastguard Worker IMGUI_API void BeginGroup(); // lock horizontal starting position
337*61046927SAndroid Build Coastguard Worker 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.)
338*61046927SAndroid Build Coastguard Worker IMGUI_API ImVec2 GetCursorPos(); // cursor position in window coordinates (relative to window position)
339*61046927SAndroid Build Coastguard Worker IMGUI_API float GetCursorPosX(); // (some functions are using window-relative coordinates, such as: GetCursorPos, GetCursorStartPos, GetContentRegionMax, GetWindowContentRegion* etc.
340*61046927SAndroid Build Coastguard Worker IMGUI_API float GetCursorPosY(); // other functions such as GetCursorScreenPos or everything in ImDrawList::
341*61046927SAndroid Build Coastguard Worker IMGUI_API void SetCursorPos(const ImVec2& local_pos); // are using the main, absolute coordinate system.
342*61046927SAndroid Build Coastguard Worker IMGUI_API void SetCursorPosX(float local_x); // GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.)
343*61046927SAndroid Build Coastguard Worker IMGUI_API void SetCursorPosY(float local_y); //
344*61046927SAndroid Build Coastguard Worker IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position in window coordinates
345*61046927SAndroid Build Coastguard Worker IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute screen coordinates [0..io.DisplaySize] (useful to work with ImDrawList API)
346*61046927SAndroid Build Coastguard Worker IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute screen coordinates [0..io.DisplaySize]
347*61046927SAndroid Build Coastguard Worker 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)
348*61046927SAndroid Build Coastguard Worker IMGUI_API float GetTextLineHeight(); // ~ FontSize
349*61046927SAndroid Build Coastguard Worker IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
350*61046927SAndroid Build Coastguard Worker IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2
351*61046927SAndroid Build Coastguard Worker IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)
352*61046927SAndroid Build Coastguard Worker
353*61046927SAndroid Build Coastguard Worker // ID stack/scopes
354*61046927SAndroid Build Coastguard Worker // - Read the FAQ for more details about how ID are handled in dear imgui. If you are creating widgets in a loop you most
355*61046927SAndroid Build Coastguard Worker // likely want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
356*61046927SAndroid Build Coastguard Worker // - The resulting ID are hashes of the entire stack.
357*61046927SAndroid Build Coastguard Worker // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others.
358*61046927SAndroid Build Coastguard Worker // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed and used as an ID,
359*61046927SAndroid Build Coastguard Worker // whereas "str_id" denote a string that is only used as an ID and not normally displayed.
360*61046927SAndroid Build Coastguard Worker IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string).
361*61046927SAndroid Build Coastguard Worker IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string).
362*61046927SAndroid Build Coastguard Worker IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer).
363*61046927SAndroid Build Coastguard Worker IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer).
364*61046927SAndroid Build Coastguard Worker IMGUI_API void PopID(); // pop from the ID stack.
365*61046927SAndroid Build Coastguard Worker 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
366*61046927SAndroid Build Coastguard Worker IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end);
367*61046927SAndroid Build Coastguard Worker IMGUI_API ImGuiID GetID(const void* ptr_id);
368*61046927SAndroid Build Coastguard Worker
369*61046927SAndroid Build Coastguard Worker // Widgets: Text
370*61046927SAndroid Build Coastguard Worker IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text.
371*61046927SAndroid Build Coastguard Worker IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // simple formatted text
372*61046927SAndroid Build Coastguard Worker IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1);
373*61046927SAndroid Build Coastguard Worker IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
374*61046927SAndroid Build Coastguard Worker IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2);
375*61046927SAndroid Build Coastguard Worker IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
376*61046927SAndroid Build Coastguard Worker IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1);
377*61046927SAndroid Build Coastguard Worker 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().
378*61046927SAndroid Build Coastguard Worker IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1);
379*61046927SAndroid Build Coastguard Worker IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets
380*61046927SAndroid Build Coastguard Worker IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2);
381*61046927SAndroid Build Coastguard Worker IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text()
382*61046927SAndroid Build Coastguard Worker IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1);
383*61046927SAndroid Build Coastguard Worker
384*61046927SAndroid Build Coastguard Worker // Widgets: Main
385*61046927SAndroid Build Coastguard Worker // - Most widgets return true when the value has been changed or when pressed/selected
386*61046927SAndroid Build Coastguard Worker IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0)); // button
387*61046927SAndroid Build Coastguard Worker IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text
388*61046927SAndroid Build Coastguard Worker IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size); // button behavior without the visuals, useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
389*61046927SAndroid Build Coastguard Worker IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape
390*61046927SAndroid Build Coastguard Worker IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0));
391*61046927SAndroid Build Coastguard Worker IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no padding
392*61046927SAndroid Build Coastguard Worker IMGUI_API bool Checkbox(const char* label, bool* v);
393*61046927SAndroid Build Coastguard Worker IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
394*61046927SAndroid Build Coastguard Worker IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }
395*61046927SAndroid Build Coastguard Worker IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer
396*61046927SAndroid Build Coastguard Worker IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-1,0), const char* overlay = NULL);
397*61046927SAndroid Build Coastguard Worker IMGUI_API void Bullet(); // draw a small circle and keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
398*61046927SAndroid Build Coastguard Worker
399*61046927SAndroid Build Coastguard Worker // Widgets: Combo Box
400*61046927SAndroid Build Coastguard Worker // - The new BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
401*61046927SAndroid Build Coastguard Worker // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose.
402*61046927SAndroid Build Coastguard Worker IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
403*61046927SAndroid Build Coastguard Worker IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true!
404*61046927SAndroid Build Coastguard Worker IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);
405*61046927SAndroid Build Coastguard Worker 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"
406*61046927SAndroid Build Coastguard Worker IMGUI_API bool Combo(const char* label, int* current_item, bool(*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int popup_max_height_in_items = -1);
407*61046927SAndroid Build Coastguard Worker
408*61046927SAndroid Build Coastguard Worker // Widgets: Drags
409*61046927SAndroid Build Coastguard Worker // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped and can go off-bounds.
410*61046927SAndroid Build Coastguard Worker // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that a 'float v[X]' function argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
411*61046927SAndroid Build Coastguard Worker // - 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.
412*61046927SAndroid Build Coastguard Worker // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision).
413*61046927SAndroid Build Coastguard Worker IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f); // If v_min >= v_max we have no bound
414*61046927SAndroid Build Coastguard Worker IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f);
415*61046927SAndroid Build Coastguard Worker IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f);
416*61046927SAndroid Build Coastguard Worker IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f);
417*61046927SAndroid Build Coastguard Worker IMGUI_API bool DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, float power = 1.0f);
418*61046927SAndroid Build Coastguard Worker IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d"); // If v_min >= v_max we have no bound
419*61046927SAndroid Build Coastguard Worker 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");
420*61046927SAndroid Build Coastguard Worker 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");
421*61046927SAndroid Build Coastguard Worker 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");
422*61046927SAndroid Build Coastguard Worker 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);
423*61046927SAndroid Build Coastguard Worker IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* v, float v_speed, const void* v_min = NULL, const void* v_max = NULL, const char* format = NULL, float power = 1.0f);
424*61046927SAndroid Build Coastguard Worker IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* v, int components, float v_speed, const void* v_min = NULL, const void* v_max = NULL, const char* format = NULL, float power = 1.0f);
425*61046927SAndroid Build Coastguard Worker
426*61046927SAndroid Build Coastguard Worker // Widgets: Sliders
427*61046927SAndroid Build Coastguard Worker // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped and can go off-bounds.
428*61046927SAndroid Build Coastguard Worker // - 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.
429*61046927SAndroid Build Coastguard Worker IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", float power = 1.0f); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display. Use power!=1.0 for power curve sliders
430*61046927SAndroid Build Coastguard Worker IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
431*61046927SAndroid Build Coastguard Worker IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
432*61046927SAndroid Build Coastguard Worker IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
433*61046927SAndroid Build Coastguard Worker 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");
434*61046927SAndroid Build Coastguard Worker IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d");
435*61046927SAndroid Build Coastguard Worker IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d");
436*61046927SAndroid Build Coastguard Worker IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d");
437*61046927SAndroid Build Coastguard Worker IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d");
438*61046927SAndroid Build Coastguard Worker IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f);
439*61046927SAndroid Build Coastguard Worker IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f);
440*61046927SAndroid Build Coastguard Worker IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
441*61046927SAndroid Build Coastguard Worker IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d");
442*61046927SAndroid Build Coastguard Worker IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f);
443*61046927SAndroid Build Coastguard Worker
444*61046927SAndroid Build Coastguard Worker // Widgets: Input with Keyboard
445*61046927SAndroid Build Coastguard Worker // - If you want to use InputText() with a dynamic string type such as std::string or your own, see misc/cpp/imgui_stdlib.h
446*61046927SAndroid Build Coastguard Worker // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.
447*61046927SAndroid Build Coastguard Worker IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
448*61046927SAndroid Build Coastguard Worker 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);
449*61046927SAndroid Build Coastguard Worker 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);
450*61046927SAndroid Build Coastguard Worker IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
451*61046927SAndroid Build Coastguard Worker IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
452*61046927SAndroid Build Coastguard Worker IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
453*61046927SAndroid Build Coastguard Worker IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0);
454*61046927SAndroid Build Coastguard Worker IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0);
455*61046927SAndroid Build Coastguard Worker IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0);
456*61046927SAndroid Build Coastguard Worker IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0);
457*61046927SAndroid Build Coastguard Worker 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);
458*61046927SAndroid Build Coastguard Worker IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* v, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
459*61046927SAndroid Build Coastguard Worker IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
460*61046927SAndroid Build Coastguard Worker
461*61046927SAndroid Build Coastguard Worker // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little colored preview square that can be left-clicked to open a picker, and right-clicked to open an option menu.)
462*61046927SAndroid Build Coastguard Worker // - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can the pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
463*61046927SAndroid Build Coastguard Worker IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
464*61046927SAndroid Build Coastguard Worker IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
465*61046927SAndroid Build Coastguard Worker IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
466*61046927SAndroid Build Coastguard Worker IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
467*61046927SAndroid Build Coastguard Worker IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0,0)); // display a colored square/button, hover for details, return true when pressed.
468*61046927SAndroid Build Coastguard Worker IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls.
469*61046927SAndroid Build Coastguard Worker
470*61046927SAndroid Build Coastguard Worker // Widgets: Trees
471*61046927SAndroid Build Coastguard Worker // - 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.
472*61046927SAndroid Build Coastguard Worker IMGUI_API bool TreeNode(const char* label);
473*61046927SAndroid Build Coastguard Worker IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to completely decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
474*61046927SAndroid Build Coastguard Worker IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // "
475*61046927SAndroid Build Coastguard Worker IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
476*61046927SAndroid Build Coastguard Worker IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
477*61046927SAndroid Build Coastguard Worker IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);
478*61046927SAndroid Build Coastguard Worker IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
479*61046927SAndroid Build Coastguard Worker IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
480*61046927SAndroid Build Coastguard Worker IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
481*61046927SAndroid Build Coastguard Worker IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
482*61046927SAndroid Build Coastguard Worker 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.
483*61046927SAndroid Build Coastguard Worker IMGUI_API void TreePush(const void* ptr_id = NULL); // "
484*61046927SAndroid Build Coastguard Worker IMGUI_API void TreePop(); // ~ Unindent()+PopId()
485*61046927SAndroid Build Coastguard Worker IMGUI_API void TreeAdvanceToLabelPos(); // advance cursor x position by GetTreeNodeToLabelSpacing()
486*61046927SAndroid Build Coastguard Worker IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
487*61046927SAndroid Build Coastguard Worker IMGUI_API void SetNextTreeNodeOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state.
488*61046927SAndroid Build Coastguard Worker 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().
489*61046927SAndroid Build Coastguard Worker IMGUI_API bool CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags = 0); // when 'p_open' isn't NULL, display an additional small close button on upper right of the header
490*61046927SAndroid Build Coastguard Worker
491*61046927SAndroid Build Coastguard Worker // Widgets: Selectables
492*61046927SAndroid Build Coastguard Worker // - A selectable highlights when hovered, and can display another color when selected.
493*61046927SAndroid Build Coastguard Worker // - Neighbors selectable extend their highlight bounds in order to leave no gap between them.
494*61046927SAndroid Build Coastguard Worker 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
495*61046927SAndroid Build Coastguard Worker 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.
496*61046927SAndroid Build Coastguard Worker
497*61046927SAndroid Build Coastguard Worker // Widgets: List Boxes
498*61046927SAndroid Build Coastguard Worker // - FIXME: To be consistent with all the newer API, ListBoxHeader/ListBoxFooter should in reality be called BeginListBox/EndListBox. Will rename them.
499*61046927SAndroid Build Coastguard Worker IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);
500*61046927SAndroid Build Coastguard Worker IMGUI_API bool ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1);
501*61046927SAndroid Build Coastguard Worker IMGUI_API bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0,0)); // use if you want to reimplement ListBox() will custom data or interactions. if the function return true, you can output elements then call ListBoxFooter() afterwards.
502*61046927SAndroid Build Coastguard Worker IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // "
503*61046927SAndroid Build Coastguard Worker IMGUI_API void ListBoxFooter(); // terminate the scrolling region. only call ListBoxFooter() if ListBoxHeader() returned true!
504*61046927SAndroid Build Coastguard Worker
505*61046927SAndroid Build Coastguard Worker // Widgets: Data Plotting
506*61046927SAndroid Build Coastguard Worker 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));
507*61046927SAndroid Build Coastguard Worker 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));
508*61046927SAndroid Build Coastguard Worker 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));
509*61046927SAndroid Build Coastguard Worker 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));
510*61046927SAndroid Build Coastguard Worker
511*61046927SAndroid Build Coastguard Worker // Widgets: Value() Helpers.
512*61046927SAndroid Build Coastguard Worker // - 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)
513*61046927SAndroid Build Coastguard Worker IMGUI_API void Value(const char* prefix, bool b);
514*61046927SAndroid Build Coastguard Worker IMGUI_API void Value(const char* prefix, int v);
515*61046927SAndroid Build Coastguard Worker IMGUI_API void Value(const char* prefix, unsigned int v);
516*61046927SAndroid Build Coastguard Worker IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL);
517*61046927SAndroid Build Coastguard Worker
518*61046927SAndroid Build Coastguard Worker // Widgets: Menus
519*61046927SAndroid Build Coastguard Worker IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar.
520*61046927SAndroid Build Coastguard Worker IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
521*61046927SAndroid Build Coastguard Worker IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
522*61046927SAndroid Build Coastguard Worker IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true!
523*61046927SAndroid Build Coastguard Worker IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true!
524*61046927SAndroid Build Coastguard Worker IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true!
525*61046927SAndroid Build Coastguard Worker IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. shortcuts are displayed for convenience but not processed by ImGui at the moment
526*61046927SAndroid Build Coastguard Worker 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
527*61046927SAndroid Build Coastguard Worker
528*61046927SAndroid Build Coastguard Worker // Tooltips
529*61046927SAndroid Build Coastguard Worker IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of items).
530*61046927SAndroid Build Coastguard Worker IMGUI_API void EndTooltip();
531*61046927SAndroid Build Coastguard Worker IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). overidde any previous call to SetTooltip().
532*61046927SAndroid Build Coastguard Worker IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
533*61046927SAndroid Build Coastguard Worker
534*61046927SAndroid Build Coastguard Worker // Popups, Modals
535*61046927SAndroid Build Coastguard Worker // The properties of popups windows are:
536*61046927SAndroid Build Coastguard Worker // - They block normal mouse hovering detection outside them. (*)
537*61046927SAndroid Build Coastguard Worker // - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
538*61046927SAndroid Build Coastguard Worker // - Their visibility state (~bool) is held internally by imgui instead of being held by the programmer as we are used to with regular Begin() calls.
539*61046927SAndroid Build Coastguard Worker // User can manipulate the visibility state by calling OpenPopup().
540*61046927SAndroid Build Coastguard Worker // (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even when normally blocked by a popup.
541*61046927SAndroid Build Coastguard Worker // Those three properties are connected. The library needs to hold their visibility state because it can close popups at any time.
542*61046927SAndroid Build Coastguard Worker IMGUI_API void OpenPopup(const char* str_id); // call to mark popup as open (don't call every frame!). popups are closed when user click outside, or if CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. By default, Selectable()/MenuItem() are calling CloseCurrentPopup(). Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
543*61046927SAndroid Build Coastguard Worker IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it. only call EndPopup() if BeginPopup() returns true!
544*61046927SAndroid Build Coastguard Worker IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked on last item. if you can pass a NULL str_id only if the previous item had an id. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!
545*61046927SAndroid Build Coastguard Worker IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, int mouse_button = 1, bool also_over_items = true); // helper to open and begin popup when clicked on current window.
546*61046927SAndroid Build Coastguard Worker IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked in void (where there are no imgui windows).
547*61046927SAndroid Build Coastguard Worker IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // modal dialog (regular window with title bar, block interactions behind the modal window, can't close the modal window by clicking outside)
548*61046927SAndroid Build Coastguard Worker IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true!
549*61046927SAndroid Build Coastguard Worker IMGUI_API bool OpenPopupOnItemClick(const char* str_id = NULL, int mouse_button = 1); // helper to open popup when clicked on last item (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors). return true when just opened.
550*61046927SAndroid Build Coastguard Worker IMGUI_API bool IsPopupOpen(const char* str_id); // return true if the popup is open at the current begin-ed level of the popup stack.
551*61046927SAndroid Build Coastguard Worker IMGUI_API void CloseCurrentPopup(); // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup.
552*61046927SAndroid Build Coastguard Worker
553*61046927SAndroid Build Coastguard Worker // Columns
554*61046927SAndroid Build Coastguard Worker // - You can also use SameLine(pos_x) to mimic simplified columns.
555*61046927SAndroid Build Coastguard Worker // - The columns API is work-in-progress and rather lacking (columns are arguably the worst part of dear imgui at the moment!)
556*61046927SAndroid Build Coastguard Worker IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true);
557*61046927SAndroid Build Coastguard Worker IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
558*61046927SAndroid Build Coastguard Worker IMGUI_API int GetColumnIndex(); // get current column index
559*61046927SAndroid Build Coastguard Worker IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column
560*61046927SAndroid Build Coastguard Worker IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column
561*61046927SAndroid Build Coastguard Worker 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
562*61046927SAndroid Build Coastguard Worker 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
563*61046927SAndroid Build Coastguard Worker IMGUI_API int GetColumnsCount();
564*61046927SAndroid Build Coastguard Worker
565*61046927SAndroid Build Coastguard Worker // Tab Bars, Tabs
566*61046927SAndroid Build Coastguard Worker // [BETA API] API may evolve!
567*61046927SAndroid Build Coastguard Worker IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar
568*61046927SAndroid Build Coastguard Worker IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true!
569*61046927SAndroid Build Coastguard Worker IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0);// create a Tab. Returns true if the Tab is selected.
570*61046927SAndroid Build Coastguard Worker IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true!
571*61046927SAndroid Build Coastguard Worker 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.
572*61046927SAndroid Build Coastguard Worker
573*61046927SAndroid Build Coastguard Worker // Logging/Capture
574*61046927SAndroid Build Coastguard Worker // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.
575*61046927SAndroid Build Coastguard Worker IMGUI_API void LogToTTY(int max_depth = -1); // start logging to tty (stdout)
576*61046927SAndroid Build Coastguard Worker IMGUI_API void LogToFile(int max_depth = -1, const char* filename = NULL); // start logging to file
577*61046927SAndroid Build Coastguard Worker IMGUI_API void LogToClipboard(int max_depth = -1); // start logging to OS clipboard
578*61046927SAndroid Build Coastguard Worker IMGUI_API void LogFinish(); // stop logging (close file, etc.)
579*61046927SAndroid Build Coastguard Worker IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard
580*61046927SAndroid Build Coastguard Worker IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed)
581*61046927SAndroid Build Coastguard Worker
582*61046927SAndroid Build Coastguard Worker // Drag and Drop
583*61046927SAndroid Build Coastguard Worker // [BETA API] API may evolve!
584*61046927SAndroid Build Coastguard Worker IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource()
585*61046927SAndroid Build Coastguard Worker IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t size, ImGuiCond cond = 0);// type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui.
586*61046927SAndroid Build Coastguard Worker IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true!
587*61046927SAndroid Build Coastguard Worker IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
588*61046927SAndroid Build Coastguard Worker 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.
589*61046927SAndroid Build Coastguard Worker IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
590*61046927SAndroid Build Coastguard Worker IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. may return NULL. use ImGuiPayload::IsDataType() to test for the payload type.
591*61046927SAndroid Build Coastguard Worker
592*61046927SAndroid Build Coastguard Worker // Clipping
593*61046927SAndroid Build Coastguard Worker IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
594*61046927SAndroid Build Coastguard Worker IMGUI_API void PopClipRect();
595*61046927SAndroid Build Coastguard Worker
596*61046927SAndroid Build Coastguard Worker // Focus, Activation
597*61046927SAndroid Build Coastguard Worker // - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item"
598*61046927SAndroid Build Coastguard Worker IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window.
599*61046927SAndroid Build Coastguard Worker 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.
600*61046927SAndroid Build Coastguard Worker
601*61046927SAndroid Build Coastguard Worker // Item/Widgets Utilities
602*61046927SAndroid Build Coastguard Worker // - Most of the functions are referring to the last/previous item we submitted.
603*61046927SAndroid Build Coastguard Worker // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions.
604*61046927SAndroid Build Coastguard Worker 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.
605*61046927SAndroid Build Coastguard Worker 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)
606*61046927SAndroid Build Coastguard Worker IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation?
607*61046927SAndroid Build Coastguard Worker IMGUI_API bool IsItemClicked(int mouse_button = 0); // is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(mouse_button) && IsItemHovered()
608*61046927SAndroid Build Coastguard Worker IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling)
609*61046927SAndroid Build Coastguard Worker 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.
610*61046927SAndroid Build Coastguard Worker IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive).
611*61046927SAndroid Build Coastguard Worker IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that requires continuous editing.
612*61046927SAndroid Build Coastguard Worker IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that requires continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item).
613*61046927SAndroid Build Coastguard Worker IMGUI_API bool IsAnyItemHovered();
614*61046927SAndroid Build Coastguard Worker IMGUI_API bool IsAnyItemActive();
615*61046927SAndroid Build Coastguard Worker IMGUI_API bool IsAnyItemFocused();
616*61046927SAndroid Build Coastguard Worker IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space)
617*61046927SAndroid Build Coastguard Worker IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space)
618*61046927SAndroid Build Coastguard Worker IMGUI_API ImVec2 GetItemRectSize(); // get size of last item
619*61046927SAndroid Build Coastguard Worker IMGUI_API void SetItemAllowOverlap(); // allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area.
620*61046927SAndroid Build Coastguard Worker
621*61046927SAndroid Build Coastguard Worker // Miscellaneous Utilities
622*61046927SAndroid Build Coastguard Worker IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
623*61046927SAndroid Build Coastguard Worker 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.
624*61046927SAndroid Build Coastguard Worker IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame.
625*61046927SAndroid Build Coastguard Worker IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame.
626*61046927SAndroid Build Coastguard Worker IMGUI_API ImDrawList* GetOverlayDrawList(); // this draw list will be the last rendered one, useful to quickly draw overlays shapes/text
627*61046927SAndroid Build Coastguard Worker IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances
628*61046927SAndroid Build Coastguard Worker IMGUI_API const char* GetStyleColorName(ImGuiCol idx);
629*61046927SAndroid Build Coastguard Worker 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)
630*61046927SAndroid Build Coastguard Worker IMGUI_API ImGuiStorage* GetStateStorage();
631*61046927SAndroid Build Coastguard Worker IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
632*61046927SAndroid Build Coastguard Worker IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // calculate coarse clipping for large list of evenly sized items. Prefer using the ImGuiListClipper higher-level helper if you can.
633*61046927SAndroid Build Coastguard Worker IMGUI_API bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame
634*61046927SAndroid Build Coastguard Worker IMGUI_API void EndChildFrame(); // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window)
635*61046927SAndroid Build Coastguard Worker
636*61046927SAndroid Build Coastguard Worker // Color Utilities
637*61046927SAndroid Build Coastguard Worker IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in);
638*61046927SAndroid Build Coastguard Worker IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in);
639*61046927SAndroid Build Coastguard Worker IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
640*61046927SAndroid Build Coastguard Worker IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
641*61046927SAndroid Build Coastguard Worker
642*61046927SAndroid Build Coastguard Worker // Inputs Utilities
643*61046927SAndroid Build Coastguard Worker IMGUI_API int GetKeyIndex(ImGuiKey imgui_key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
644*61046927SAndroid Build Coastguard Worker IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index]. note that imgui doesn't know the semantic of each entry of io.KeysDown[]. Use your own indices/enums according to how your backend/engine stored them into io.KeysDown[]!
645*61046927SAndroid Build Coastguard Worker IMGUI_API bool IsKeyPressed(int user_key_index, bool repeat = true); // was key pressed (went from !Down to Down). if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
646*61046927SAndroid Build Coastguard Worker IMGUI_API bool IsKeyReleased(int user_key_index); // was key released (went from Down to !Down)..
647*61046927SAndroid Build Coastguard Worker IMGUI_API int GetKeyPressedAmount(int key_index, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate
648*61046927SAndroid Build Coastguard Worker IMGUI_API bool IsMouseDown(int button); // is mouse button held (0=left, 1=right, 2=middle)
649*61046927SAndroid Build Coastguard Worker IMGUI_API bool IsAnyMouseDown(); // is any mouse button held
650*61046927SAndroid Build Coastguard Worker IMGUI_API bool IsMouseClicked(int button, bool repeat = false); // did mouse button clicked (went from !Down to Down) (0=left, 1=right, 2=middle)
651*61046927SAndroid Build Coastguard Worker IMGUI_API bool IsMouseDoubleClicked(int button); // did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime.
652*61046927SAndroid Build Coastguard Worker IMGUI_API bool IsMouseReleased(int button); // did mouse button released (went from Down to !Down)
653*61046927SAndroid Build Coastguard Worker IMGUI_API bool IsMouseDragging(int button = 0, float lock_threshold = -1.0f); // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
654*61046927SAndroid Build Coastguard Worker 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.
655*61046927SAndroid Build Coastguard Worker IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); //
656*61046927SAndroid Build Coastguard Worker IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
657*61046927SAndroid Build Coastguard Worker IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve backup of mouse position at the time of opening popup we have BeginPopup() into
658*61046927SAndroid Build Coastguard Worker IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position. This is locked and return 0.0f until the mouse moves past a distance threshold at least once. If lock_threshold < -1.0f uses io.MouseDraggingThreshold
659*61046927SAndroid Build Coastguard Worker IMGUI_API void ResetMouseDragDelta(int button = 0); //
660*61046927SAndroid Build Coastguard Worker IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
661*61046927SAndroid Build Coastguard Worker IMGUI_API void SetMouseCursor(ImGuiMouseCursor type); // set desired cursor type
662*61046927SAndroid Build Coastguard Worker IMGUI_API void CaptureKeyboardFromApp(bool want_capture_keyboard_value = true); // attention: misleading name! manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application to handle). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard_value"; after the next NewFrame() call.
663*61046927SAndroid Build Coastguard Worker IMGUI_API void CaptureMouseFromApp(bool want_capture_mouse_value = true); // attention: misleading name! manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application to handle). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse_value;" after the next NewFrame() call.
664*61046927SAndroid Build Coastguard Worker
665*61046927SAndroid Build Coastguard Worker // Clipboard Utilities (also see the LogToClipboard() function to capture or output text data to the clipboard)
666*61046927SAndroid Build Coastguard Worker IMGUI_API const char* GetClipboardText();
667*61046927SAndroid Build Coastguard Worker IMGUI_API void SetClipboardText(const char* text);
668*61046927SAndroid Build Coastguard Worker
669*61046927SAndroid Build Coastguard Worker // Settings/.Ini Utilities
670*61046927SAndroid Build Coastguard Worker // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
671*61046927SAndroid Build Coastguard Worker // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
672*61046927SAndroid Build Coastguard Worker IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
673*61046927SAndroid Build Coastguard Worker 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.
674*61046927SAndroid Build Coastguard Worker IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename);
675*61046927SAndroid Build Coastguard Worker 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.
676*61046927SAndroid Build Coastguard Worker
677*61046927SAndroid Build Coastguard Worker // Memory Utilities
678*61046927SAndroid Build Coastguard Worker // - All those functions are not reliant on the current context.
679*61046927SAndroid Build Coastguard Worker // - If you reload the contents of imgui.cpp at runtime, you may need to call SetCurrentContext() + SetAllocatorFunctions() again.
680*61046927SAndroid Build Coastguard Worker IMGUI_API void SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data = NULL);
681*61046927SAndroid Build Coastguard Worker IMGUI_API void* MemAlloc(size_t size);
682*61046927SAndroid Build Coastguard Worker IMGUI_API void MemFree(void* ptr);
683*61046927SAndroid Build Coastguard Worker
684*61046927SAndroid Build Coastguard Worker } // namespace ImGui
685*61046927SAndroid Build Coastguard Worker
686*61046927SAndroid Build Coastguard Worker //-----------------------------------------------------------------------------
687*61046927SAndroid Build Coastguard Worker // Flags & Enumerations
688*61046927SAndroid Build Coastguard Worker //-----------------------------------------------------------------------------
689*61046927SAndroid Build Coastguard Worker
690*61046927SAndroid Build Coastguard Worker // Flags for ImGui::Begin()
691*61046927SAndroid Build Coastguard Worker enum ImGuiWindowFlags_
692*61046927SAndroid Build Coastguard Worker {
693*61046927SAndroid Build Coastguard Worker ImGuiWindowFlags_None = 0,
694*61046927SAndroid Build Coastguard Worker ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar
695*61046927SAndroid Build Coastguard Worker ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip
696*61046927SAndroid Build Coastguard Worker ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window
697*61046927SAndroid Build Coastguard Worker ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programatically)
698*61046927SAndroid Build Coastguard Worker 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.
699*61046927SAndroid Build Coastguard Worker ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it
700*61046927SAndroid Build Coastguard Worker ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame
701*61046927SAndroid Build Coastguard Worker ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
702*61046927SAndroid Build Coastguard Worker ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file
703*61046927SAndroid Build Coastguard Worker ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through.
704*61046927SAndroid Build Coastguard Worker ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar
705*61046927SAndroid Build Coastguard Worker 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.
706*61046927SAndroid Build Coastguard Worker ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state
707*61046927SAndroid Build Coastguard Worker ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programatically giving it focus)
708*61046927SAndroid Build Coastguard Worker ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y)
709*61046927SAndroid Build Coastguard Worker ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
710*61046927SAndroid Build Coastguard Worker ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
711*61046927SAndroid Build Coastguard Worker ImGuiWindowFlags_NoNavInputs = 1 << 18, // No gamepad/keyboard navigation within the window
712*61046927SAndroid Build Coastguard Worker ImGuiWindowFlags_NoNavFocus = 1 << 19, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
713*61046927SAndroid Build Coastguard Worker ImGuiWindowFlags_UnsavedDocument = 1 << 20, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. When used in a tab/docking context, tab is selected on closure and closure is deferred by one frame to allow code to cancel the closure (with a confirmation popup, etc.) without flicker.
714*61046927SAndroid Build Coastguard Worker ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
715*61046927SAndroid Build Coastguard Worker ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,
716*61046927SAndroid Build Coastguard Worker ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
717*61046927SAndroid Build Coastguard Worker
718*61046927SAndroid Build Coastguard Worker // [Internal]
719*61046927SAndroid Build Coastguard Worker ImGuiWindowFlags_NavFlattened = 1 << 23, // [BETA] Allow gamepad/keyboard navigation to cross over parent border to this child (only use on child that have no scrolling!)
720*61046927SAndroid Build Coastguard Worker ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild()
721*61046927SAndroid Build Coastguard Worker ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip()
722*61046927SAndroid Build Coastguard Worker ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
723*61046927SAndroid Build Coastguard Worker ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal()
724*61046927SAndroid Build Coastguard Worker ImGuiWindowFlags_ChildMenu = 1 << 28 // Don't use! For internal use by BeginMenu()
725*61046927SAndroid Build Coastguard Worker
726*61046927SAndroid Build Coastguard Worker // [Obsolete]
727*61046927SAndroid Build Coastguard Worker //ImGuiWindowFlags_ShowBorders = 1 << 7, // --> Set style.FrameBorderSize=1.0f / style.WindowBorderSize=1.0f to enable borders around windows and items
728*61046927SAndroid Build Coastguard Worker //ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // --> Set io.ConfigWindowsResizeFromEdges and make sure mouse cursors are supported by back-end (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors)
729*61046927SAndroid Build Coastguard Worker };
730*61046927SAndroid Build Coastguard Worker
731*61046927SAndroid Build Coastguard Worker // Flags for ImGui::InputText()
732*61046927SAndroid Build Coastguard Worker enum ImGuiInputTextFlags_
733*61046927SAndroid Build Coastguard Worker {
734*61046927SAndroid Build Coastguard Worker ImGuiInputTextFlags_None = 0,
735*61046927SAndroid Build Coastguard Worker ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/
736*61046927SAndroid Build Coastguard Worker ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef
737*61046927SAndroid Build Coastguard Worker ImGuiInputTextFlags_CharsUppercase = 1 << 2, // Turn a..z into A..Z
738*61046927SAndroid Build Coastguard Worker ImGuiInputTextFlags_CharsNoBlank = 1 << 3, // Filter out spaces, tabs
739*61046927SAndroid Build Coastguard Worker ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking mouse focus
740*61046927SAndroid Build Coastguard Worker ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, // Return 'true' when Enter is pressed (as opposed to when the value was modified)
741*61046927SAndroid Build Coastguard Worker ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Callback on pressing TAB (for completion handling)
742*61046927SAndroid Build Coastguard Worker ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Callback on pressing Up/Down arrows (for history handling)
743*61046927SAndroid Build Coastguard Worker ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Callback on each iteration. User code may query cursor position, modify text buffer.
744*61046927SAndroid Build Coastguard Worker ImGuiInputTextFlags_CallbackCharFilter = 1 << 9, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
745*61046927SAndroid Build Coastguard Worker ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field
746*61046927SAndroid Build Coastguard Worker ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 11, // In multi-line mode, unfocus with Enter, add new line with Ctrl+Enter (default is opposite: unfocus with Ctrl+Enter, add line with Enter).
747*61046927SAndroid Build Coastguard Worker ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally
748*61046927SAndroid Build Coastguard Worker ImGuiInputTextFlags_AlwaysInsertMode = 1 << 13, // Insert mode
749*61046927SAndroid Build Coastguard Worker ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode
750*61046927SAndroid Build Coastguard Worker ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*'
751*61046927SAndroid Build Coastguard Worker 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().
752*61046927SAndroid Build Coastguard Worker ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input)
753*61046927SAndroid Build Coastguard Worker ImGuiInputTextFlags_CallbackResize = 1 << 18, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this)
754*61046927SAndroid Build Coastguard Worker // [Internal]
755*61046927SAndroid Build Coastguard Worker ImGuiInputTextFlags_Multiline = 1 << 20 // For internal use by InputTextMultiline()
756*61046927SAndroid Build Coastguard Worker };
757*61046927SAndroid Build Coastguard Worker
758*61046927SAndroid Build Coastguard Worker // Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
759*61046927SAndroid Build Coastguard Worker enum ImGuiTreeNodeFlags_
760*61046927SAndroid Build Coastguard Worker {
761*61046927SAndroid Build Coastguard Worker ImGuiTreeNodeFlags_None = 0,
762*61046927SAndroid Build Coastguard Worker ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected
763*61046927SAndroid Build Coastguard Worker ImGuiTreeNodeFlags_Framed = 1 << 1, // Full colored frame (e.g. for CollapsingHeader)
764*61046927SAndroid Build Coastguard Worker ImGuiTreeNodeFlags_AllowItemOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one
765*61046927SAndroid Build Coastguard Worker ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
766*61046927SAndroid Build Coastguard Worker ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
767*61046927SAndroid Build Coastguard Worker ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open
768*61046927SAndroid Build Coastguard Worker ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node
769*61046927SAndroid Build Coastguard Worker ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Only open when clicking on the arrow part. If ImGuiTreeNodeFlags_OpenOnDoubleClick is also set, single-click arrow or double-click all box to open.
770*61046927SAndroid Build Coastguard Worker ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes).
771*61046927SAndroid Build Coastguard Worker ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow
772*61046927SAndroid Build Coastguard Worker 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().
773*61046927SAndroid Build Coastguard Worker //ImGuITreeNodeFlags_SpanAllAvailWidth = 1 << 11, // FIXME: TODO: Extend hit box horizontally even if not framed
774*61046927SAndroid Build Coastguard Worker //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 12, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
775*61046927SAndroid Build Coastguard Worker ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
776*61046927SAndroid Build Coastguard Worker ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog
777*61046927SAndroid Build Coastguard Worker
778*61046927SAndroid Build Coastguard Worker // Obsolete names (will be removed)
779*61046927SAndroid Build Coastguard Worker #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
780*61046927SAndroid Build Coastguard Worker , ImGuiTreeNodeFlags_AllowOverlapMode = ImGuiTreeNodeFlags_AllowItemOverlap
781*61046927SAndroid Build Coastguard Worker #endif
782*61046927SAndroid Build Coastguard Worker };
783*61046927SAndroid Build Coastguard Worker
784*61046927SAndroid Build Coastguard Worker // Flags for ImGui::Selectable()
785*61046927SAndroid Build Coastguard Worker enum ImGuiSelectableFlags_
786*61046927SAndroid Build Coastguard Worker {
787*61046927SAndroid Build Coastguard Worker ImGuiSelectableFlags_None = 0,
788*61046927SAndroid Build Coastguard Worker ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this don't close parent popup window
789*61046927SAndroid Build Coastguard Worker ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column)
790*61046927SAndroid Build Coastguard Worker ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too
791*61046927SAndroid Build Coastguard Worker ImGuiSelectableFlags_Disabled = 1 << 3 // Cannot be selected, display greyed out text
792*61046927SAndroid Build Coastguard Worker };
793*61046927SAndroid Build Coastguard Worker
794*61046927SAndroid Build Coastguard Worker // Flags for ImGui::BeginCombo()
795*61046927SAndroid Build Coastguard Worker enum ImGuiComboFlags_
796*61046927SAndroid Build Coastguard Worker {
797*61046927SAndroid Build Coastguard Worker ImGuiComboFlags_None = 0,
798*61046927SAndroid Build Coastguard Worker ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default
799*61046927SAndroid Build Coastguard Worker 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()
800*61046927SAndroid Build Coastguard Worker ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default)
801*61046927SAndroid Build Coastguard Worker ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible
802*61046927SAndroid Build Coastguard Worker ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible
803*61046927SAndroid Build Coastguard Worker ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button
804*61046927SAndroid Build Coastguard Worker ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button
805*61046927SAndroid Build Coastguard Worker ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest
806*61046927SAndroid Build Coastguard Worker };
807*61046927SAndroid Build Coastguard Worker
808*61046927SAndroid Build Coastguard Worker // Flags for ImGui::BeginTabBar()
809*61046927SAndroid Build Coastguard Worker enum ImGuiTabBarFlags_
810*61046927SAndroid Build Coastguard Worker {
811*61046927SAndroid Build Coastguard Worker ImGuiTabBarFlags_None = 0,
812*61046927SAndroid Build Coastguard Worker ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list
813*61046927SAndroid Build Coastguard Worker ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear
814*61046927SAndroid Build Coastguard Worker ImGuiTabBarFlags_TabListPopupButton = 1 << 2,
815*61046927SAndroid Build Coastguard Worker ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
816*61046927SAndroid Build Coastguard Worker ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4,
817*61046927SAndroid Build Coastguard Worker ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab
818*61046927SAndroid Build Coastguard Worker ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 6, // Resize tabs when they don't fit
819*61046927SAndroid Build Coastguard Worker ImGuiTabBarFlags_FittingPolicyScroll = 1 << 7, // Add scroll buttons when tabs don't fit
820*61046927SAndroid Build Coastguard Worker ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll,
821*61046927SAndroid Build Coastguard Worker ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown
822*61046927SAndroid Build Coastguard Worker };
823*61046927SAndroid Build Coastguard Worker
824*61046927SAndroid Build Coastguard Worker // Flags for ImGui::BeginTabItem()
825*61046927SAndroid Build Coastguard Worker enum ImGuiTabItemFlags_
826*61046927SAndroid Build Coastguard Worker {
827*61046927SAndroid Build Coastguard Worker ImGuiTabItemFlags_None = 0,
828*61046927SAndroid Build Coastguard Worker ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. Also: tab is selected on closure and closure is deferred by one frame to allow code to undo it without flicker.
829*61046927SAndroid Build Coastguard Worker ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programatically make the tab selected when calling BeginTabItem()
830*61046927SAndroid Build Coastguard Worker ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
831*61046927SAndroid Build Coastguard Worker ImGuiTabItemFlags_NoPushId = 1 << 3 // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem()
832*61046927SAndroid Build Coastguard Worker };
833*61046927SAndroid Build Coastguard Worker
834*61046927SAndroid Build Coastguard Worker // Flags for ImGui::IsWindowFocused()
835*61046927SAndroid Build Coastguard Worker enum ImGuiFocusedFlags_
836*61046927SAndroid Build Coastguard Worker {
837*61046927SAndroid Build Coastguard Worker ImGuiFocusedFlags_None = 0,
838*61046927SAndroid Build Coastguard Worker ImGuiFocusedFlags_ChildWindows = 1 << 0, // IsWindowFocused(): Return true if any children of the window is focused
839*61046927SAndroid Build Coastguard Worker ImGuiFocusedFlags_RootWindow = 1 << 1, // IsWindowFocused(): Test from root window (top most parent of the current hierarchy)
840*61046927SAndroid Build Coastguard Worker ImGuiFocusedFlags_AnyWindow = 1 << 2, // IsWindowFocused(): Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use ImGui::GetIO().WantCaptureMouse instead.
841*61046927SAndroid Build Coastguard Worker ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows
842*61046927SAndroid Build Coastguard Worker };
843*61046927SAndroid Build Coastguard Worker
844*61046927SAndroid Build Coastguard Worker // Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
845*61046927SAndroid Build Coastguard Worker // Note: if you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that. Please read the FAQ!
846*61046927SAndroid Build Coastguard Worker // Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.
847*61046927SAndroid Build Coastguard Worker enum ImGuiHoveredFlags_
848*61046927SAndroid Build Coastguard Worker {
849*61046927SAndroid Build Coastguard Worker 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.
850*61046927SAndroid Build Coastguard Worker ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered
851*61046927SAndroid Build Coastguard Worker ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
852*61046927SAndroid Build Coastguard Worker ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered
853*61046927SAndroid Build Coastguard Worker ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 3, // Return true even if a popup window is normally blocking access to this item/window
854*61046927SAndroid Build Coastguard Worker //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 4, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
855*61046927SAndroid Build Coastguard Worker ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 5, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
856*61046927SAndroid Build Coastguard Worker ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 6, // Return true even if the position is overlapped by another window
857*61046927SAndroid Build Coastguard Worker ImGuiHoveredFlags_AllowWhenDisabled = 1 << 7, // Return true even if the item is disabled
858*61046927SAndroid Build Coastguard Worker ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
859*61046927SAndroid Build Coastguard Worker ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows
860*61046927SAndroid Build Coastguard Worker };
861*61046927SAndroid Build Coastguard Worker
862*61046927SAndroid Build Coastguard Worker // Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
863*61046927SAndroid Build Coastguard Worker enum ImGuiDragDropFlags_
864*61046927SAndroid Build Coastguard Worker {
865*61046927SAndroid Build Coastguard Worker ImGuiDragDropFlags_None = 0,
866*61046927SAndroid Build Coastguard Worker // BeginDragDropSource() flags
867*61046927SAndroid Build Coastguard Worker ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, // By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disable this behavior.
868*61046927SAndroid Build Coastguard Worker ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disable this behavior so you can still call IsItemHovered() on the source item.
869*61046927SAndroid Build Coastguard Worker 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.
870*61046927SAndroid Build Coastguard Worker 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.
871*61046927SAndroid Build Coastguard Worker ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously.
872*61046927SAndroid Build Coastguard Worker ImGuiDragDropFlags_SourceAutoExpirePayload = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)
873*61046927SAndroid Build Coastguard Worker // AcceptDragDropPayload() flags
874*61046927SAndroid Build Coastguard Worker 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.
875*61046927SAndroid Build Coastguard Worker ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target.
876*61046927SAndroid Build Coastguard Worker ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.
877*61046927SAndroid Build Coastguard Worker ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect // For peeking ahead and inspecting the payload before delivery.
878*61046927SAndroid Build Coastguard Worker };
879*61046927SAndroid Build Coastguard Worker
880*61046927SAndroid Build Coastguard Worker // Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.
881*61046927SAndroid Build Coastguard Worker #define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type.
882*61046927SAndroid Build Coastguard Worker #define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type.
883*61046927SAndroid Build Coastguard Worker
884*61046927SAndroid Build Coastguard Worker // A primary data type
885*61046927SAndroid Build Coastguard Worker enum ImGuiDataType_
886*61046927SAndroid Build Coastguard Worker {
887*61046927SAndroid Build Coastguard Worker ImGuiDataType_S32, // int
888*61046927SAndroid Build Coastguard Worker ImGuiDataType_U32, // unsigned int
889*61046927SAndroid Build Coastguard Worker ImGuiDataType_S64, // long long, __int64
890*61046927SAndroid Build Coastguard Worker ImGuiDataType_U64, // unsigned long long, unsigned __int64
891*61046927SAndroid Build Coastguard Worker ImGuiDataType_Float, // float
892*61046927SAndroid Build Coastguard Worker ImGuiDataType_Double, // double
893*61046927SAndroid Build Coastguard Worker ImGuiDataType_COUNT
894*61046927SAndroid Build Coastguard Worker };
895*61046927SAndroid Build Coastguard Worker
896*61046927SAndroid Build Coastguard Worker // A cardinal direction
897*61046927SAndroid Build Coastguard Worker enum ImGuiDir_
898*61046927SAndroid Build Coastguard Worker {
899*61046927SAndroid Build Coastguard Worker ImGuiDir_None = -1,
900*61046927SAndroid Build Coastguard Worker ImGuiDir_Left = 0,
901*61046927SAndroid Build Coastguard Worker ImGuiDir_Right = 1,
902*61046927SAndroid Build Coastguard Worker ImGuiDir_Up = 2,
903*61046927SAndroid Build Coastguard Worker ImGuiDir_Down = 3,
904*61046927SAndroid Build Coastguard Worker ImGuiDir_COUNT
905*61046927SAndroid Build Coastguard Worker };
906*61046927SAndroid Build Coastguard Worker
907*61046927SAndroid Build Coastguard Worker // User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array
908*61046927SAndroid Build Coastguard Worker enum ImGuiKey_
909*61046927SAndroid Build Coastguard Worker {
910*61046927SAndroid Build Coastguard Worker ImGuiKey_Tab,
911*61046927SAndroid Build Coastguard Worker ImGuiKey_LeftArrow,
912*61046927SAndroid Build Coastguard Worker ImGuiKey_RightArrow,
913*61046927SAndroid Build Coastguard Worker ImGuiKey_UpArrow,
914*61046927SAndroid Build Coastguard Worker ImGuiKey_DownArrow,
915*61046927SAndroid Build Coastguard Worker ImGuiKey_PageUp,
916*61046927SAndroid Build Coastguard Worker ImGuiKey_PageDown,
917*61046927SAndroid Build Coastguard Worker ImGuiKey_Home,
918*61046927SAndroid Build Coastguard Worker ImGuiKey_End,
919*61046927SAndroid Build Coastguard Worker ImGuiKey_Insert,
920*61046927SAndroid Build Coastguard Worker ImGuiKey_Delete,
921*61046927SAndroid Build Coastguard Worker ImGuiKey_Backspace,
922*61046927SAndroid Build Coastguard Worker ImGuiKey_Space,
923*61046927SAndroid Build Coastguard Worker ImGuiKey_Enter,
924*61046927SAndroid Build Coastguard Worker ImGuiKey_Escape,
925*61046927SAndroid Build Coastguard Worker ImGuiKey_A, // for text edit CTRL+A: select all
926*61046927SAndroid Build Coastguard Worker ImGuiKey_C, // for text edit CTRL+C: copy
927*61046927SAndroid Build Coastguard Worker ImGuiKey_V, // for text edit CTRL+V: paste
928*61046927SAndroid Build Coastguard Worker ImGuiKey_X, // for text edit CTRL+X: cut
929*61046927SAndroid Build Coastguard Worker ImGuiKey_Y, // for text edit CTRL+Y: redo
930*61046927SAndroid Build Coastguard Worker ImGuiKey_Z, // for text edit CTRL+Z: undo
931*61046927SAndroid Build Coastguard Worker ImGuiKey_COUNT
932*61046927SAndroid Build Coastguard Worker };
933*61046927SAndroid Build Coastguard Worker
934*61046927SAndroid Build Coastguard Worker // Gamepad/Keyboard directional navigation
935*61046927SAndroid Build Coastguard Worker // Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
936*61046927SAndroid Build Coastguard Worker // Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Back-end: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
937*61046927SAndroid Build Coastguard Worker // Read instructions in imgui.cpp for more details. Download PNG/PSD at http://goo.gl/9LgVZW.
938*61046927SAndroid Build Coastguard Worker enum ImGuiNavInput_
939*61046927SAndroid Build Coastguard Worker {
940*61046927SAndroid Build Coastguard Worker // Gamepad Mapping
941*61046927SAndroid Build Coastguard Worker ImGuiNavInput_Activate, // activate / open / toggle / tweak value // e.g. Cross (PS4), A (Xbox), A (Switch), Space (Keyboard)
942*61046927SAndroid Build Coastguard Worker ImGuiNavInput_Cancel, // cancel / close / exit // e.g. Circle (PS4), B (Xbox), B (Switch), Escape (Keyboard)
943*61046927SAndroid Build Coastguard Worker ImGuiNavInput_Input, // text input / on-screen keyboard // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard)
944*61046927SAndroid Build Coastguard Worker ImGuiNavInput_Menu, // tap: toggle menu / hold: focus, move, resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard)
945*61046927SAndroid Build Coastguard Worker ImGuiNavInput_DpadLeft, // move / tweak / resize window (w/ PadMenu) // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard)
946*61046927SAndroid Build Coastguard Worker ImGuiNavInput_DpadRight, //
947*61046927SAndroid Build Coastguard Worker ImGuiNavInput_DpadUp, //
948*61046927SAndroid Build Coastguard Worker ImGuiNavInput_DpadDown, //
949*61046927SAndroid Build Coastguard Worker ImGuiNavInput_LStickLeft, // scroll / move window (w/ PadMenu) // e.g. Left Analog Stick Left/Right/Up/Down
950*61046927SAndroid Build Coastguard Worker ImGuiNavInput_LStickRight, //
951*61046927SAndroid Build Coastguard Worker ImGuiNavInput_LStickUp, //
952*61046927SAndroid Build Coastguard Worker ImGuiNavInput_LStickDown, //
953*61046927SAndroid Build Coastguard Worker ImGuiNavInput_FocusPrev, // next window (w/ PadMenu) // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
954*61046927SAndroid Build Coastguard Worker ImGuiNavInput_FocusNext, // prev window (w/ PadMenu) // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
955*61046927SAndroid Build Coastguard Worker ImGuiNavInput_TweakSlow, // slower tweaks // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
956*61046927SAndroid Build Coastguard Worker ImGuiNavInput_TweakFast, // faster tweaks // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
957*61046927SAndroid Build Coastguard Worker
958*61046927SAndroid Build Coastguard Worker // [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them.
959*61046927SAndroid Build Coastguard Worker // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[].
960*61046927SAndroid Build Coastguard Worker ImGuiNavInput_KeyMenu_, // toggle menu // = io.KeyAlt
961*61046927SAndroid Build Coastguard Worker ImGuiNavInput_KeyLeft_, // move left // = Arrow keys
962*61046927SAndroid Build Coastguard Worker ImGuiNavInput_KeyRight_, // move right
963*61046927SAndroid Build Coastguard Worker ImGuiNavInput_KeyUp_, // move up
964*61046927SAndroid Build Coastguard Worker ImGuiNavInput_KeyDown_, // move down
965*61046927SAndroid Build Coastguard Worker ImGuiNavInput_COUNT,
966*61046927SAndroid Build Coastguard Worker ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyMenu_
967*61046927SAndroid Build Coastguard Worker };
968*61046927SAndroid Build Coastguard Worker
969*61046927SAndroid Build Coastguard Worker // Configuration flags stored in io.ConfigFlags. Set by user/application.
970*61046927SAndroid Build Coastguard Worker enum ImGuiConfigFlags_
971*61046927SAndroid Build Coastguard Worker {
972*61046927SAndroid Build Coastguard Worker ImGuiConfigFlags_None = 0,
973*61046927SAndroid Build Coastguard Worker ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeysDown[].
974*61046927SAndroid Build Coastguard Worker ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. This is mostly to instruct your imgui back-end to fill io.NavInputs[]. Back-end also needs to set ImGuiBackendFlags_HasGamepad.
975*61046927SAndroid Build Coastguard Worker ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your binding, otherwise ImGui will react as if the mouse is jumping around back and forth.
976*61046927SAndroid Build Coastguard Worker ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set.
977*61046927SAndroid Build Coastguard Worker ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the back-end.
978*61046927SAndroid Build Coastguard Worker ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct back-end to not alter mouse cursor shape and visibility. Use if the back-end cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead.
979*61046927SAndroid Build Coastguard Worker
980*61046927SAndroid Build Coastguard Worker // User storage (to allow your back-end/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core ImGui)
981*61046927SAndroid Build Coastguard Worker ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware.
982*61046927SAndroid Build Coastguard Worker ImGuiConfigFlags_IsTouchScreen = 1 << 21 // Application is using a touch screen instead of a mouse.
983*61046927SAndroid Build Coastguard Worker };
984*61046927SAndroid Build Coastguard Worker
985*61046927SAndroid Build Coastguard Worker // Back-end capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom back-end.
986*61046927SAndroid Build Coastguard Worker enum ImGuiBackendFlags_
987*61046927SAndroid Build Coastguard Worker {
988*61046927SAndroid Build Coastguard Worker ImGuiBackendFlags_None = 0,
989*61046927SAndroid Build Coastguard Worker ImGuiBackendFlags_HasGamepad = 1 << 0, // Back-end supports gamepad and currently has one connected.
990*61046927SAndroid Build Coastguard Worker ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Back-end supports honoring GetMouseCursor() value to change the OS cursor shape.
991*61046927SAndroid Build Coastguard Worker ImGuiBackendFlags_HasSetMousePos = 1 << 2 // Back-end supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
992*61046927SAndroid Build Coastguard Worker };
993*61046927SAndroid Build Coastguard Worker
994*61046927SAndroid Build Coastguard Worker // Enumeration for PushStyleColor() / PopStyleColor()
995*61046927SAndroid Build Coastguard Worker enum ImGuiCol_
996*61046927SAndroid Build Coastguard Worker {
997*61046927SAndroid Build Coastguard Worker ImGuiCol_Text,
998*61046927SAndroid Build Coastguard Worker ImGuiCol_TextDisabled,
999*61046927SAndroid Build Coastguard Worker ImGuiCol_WindowBg, // Background of normal windows
1000*61046927SAndroid Build Coastguard Worker ImGuiCol_ChildBg, // Background of child windows
1001*61046927SAndroid Build Coastguard Worker ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows
1002*61046927SAndroid Build Coastguard Worker ImGuiCol_Border,
1003*61046927SAndroid Build Coastguard Worker ImGuiCol_BorderShadow,
1004*61046927SAndroid Build Coastguard Worker ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input
1005*61046927SAndroid Build Coastguard Worker ImGuiCol_FrameBgHovered,
1006*61046927SAndroid Build Coastguard Worker ImGuiCol_FrameBgActive,
1007*61046927SAndroid Build Coastguard Worker ImGuiCol_TitleBg,
1008*61046927SAndroid Build Coastguard Worker ImGuiCol_TitleBgActive,
1009*61046927SAndroid Build Coastguard Worker ImGuiCol_TitleBgCollapsed,
1010*61046927SAndroid Build Coastguard Worker ImGuiCol_MenuBarBg,
1011*61046927SAndroid Build Coastguard Worker ImGuiCol_ScrollbarBg,
1012*61046927SAndroid Build Coastguard Worker ImGuiCol_ScrollbarGrab,
1013*61046927SAndroid Build Coastguard Worker ImGuiCol_ScrollbarGrabHovered,
1014*61046927SAndroid Build Coastguard Worker ImGuiCol_ScrollbarGrabActive,
1015*61046927SAndroid Build Coastguard Worker ImGuiCol_CheckMark,
1016*61046927SAndroid Build Coastguard Worker ImGuiCol_SliderGrab,
1017*61046927SAndroid Build Coastguard Worker ImGuiCol_SliderGrabActive,
1018*61046927SAndroid Build Coastguard Worker ImGuiCol_Button,
1019*61046927SAndroid Build Coastguard Worker ImGuiCol_ButtonHovered,
1020*61046927SAndroid Build Coastguard Worker ImGuiCol_ButtonActive,
1021*61046927SAndroid Build Coastguard Worker ImGuiCol_Header,
1022*61046927SAndroid Build Coastguard Worker ImGuiCol_HeaderHovered,
1023*61046927SAndroid Build Coastguard Worker ImGuiCol_HeaderActive,
1024*61046927SAndroid Build Coastguard Worker ImGuiCol_Separator,
1025*61046927SAndroid Build Coastguard Worker ImGuiCol_SeparatorHovered,
1026*61046927SAndroid Build Coastguard Worker ImGuiCol_SeparatorActive,
1027*61046927SAndroid Build Coastguard Worker ImGuiCol_ResizeGrip,
1028*61046927SAndroid Build Coastguard Worker ImGuiCol_ResizeGripHovered,
1029*61046927SAndroid Build Coastguard Worker ImGuiCol_ResizeGripActive,
1030*61046927SAndroid Build Coastguard Worker ImGuiCol_Tab,
1031*61046927SAndroid Build Coastguard Worker ImGuiCol_TabHovered,
1032*61046927SAndroid Build Coastguard Worker ImGuiCol_TabActive,
1033*61046927SAndroid Build Coastguard Worker ImGuiCol_TabUnfocused,
1034*61046927SAndroid Build Coastguard Worker ImGuiCol_TabUnfocusedActive,
1035*61046927SAndroid Build Coastguard Worker ImGuiCol_PlotLines,
1036*61046927SAndroid Build Coastguard Worker ImGuiCol_PlotLinesHovered,
1037*61046927SAndroid Build Coastguard Worker ImGuiCol_PlotHistogram,
1038*61046927SAndroid Build Coastguard Worker ImGuiCol_PlotHistogramHovered,
1039*61046927SAndroid Build Coastguard Worker ImGuiCol_TextSelectedBg,
1040*61046927SAndroid Build Coastguard Worker ImGuiCol_DragDropTarget,
1041*61046927SAndroid Build Coastguard Worker ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item
1042*61046927SAndroid Build Coastguard Worker ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB
1043*61046927SAndroid Build Coastguard Worker ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active
1044*61046927SAndroid Build Coastguard Worker ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active
1045*61046927SAndroid Build Coastguard Worker ImGuiCol_COUNT
1046*61046927SAndroid Build Coastguard Worker
1047*61046927SAndroid Build Coastguard Worker // Obsolete names (will be removed)
1048*61046927SAndroid Build Coastguard Worker #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1049*61046927SAndroid Build Coastguard Worker , ImGuiCol_ModalWindowDarkening = ImGuiCol_ModalWindowDimBg // [renamed in 1.63]
1050*61046927SAndroid Build Coastguard Worker , ImGuiCol_ChildWindowBg = ImGuiCol_ChildBg // [renamed in 1.53]
1051*61046927SAndroid Build Coastguard Worker , ImGuiCol_Column = ImGuiCol_Separator, ImGuiCol_ColumnHovered = ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive = ImGuiCol_SeparatorActive // [renamed in 1.51]
1052*61046927SAndroid Build Coastguard Worker //ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered, // [unused since 1.60+] the close button now uses regular button colors.
1053*61046927SAndroid Build Coastguard Worker //ImGuiCol_ComboBg, // [unused since 1.53+] ComboBg has been merged with PopupBg, so a redirect isn't accurate.
1054*61046927SAndroid Build Coastguard Worker #endif
1055*61046927SAndroid Build Coastguard Worker };
1056*61046927SAndroid Build Coastguard Worker
1057*61046927SAndroid Build Coastguard Worker // Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
1058*61046927SAndroid Build Coastguard Worker // NB: the enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code. During initialization, feel free to just poke into ImGuiStyle directly.
1059*61046927SAndroid Build Coastguard Worker // NB: if changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type.
1060*61046927SAndroid Build Coastguard Worker enum ImGuiStyleVar_
1061*61046927SAndroid Build Coastguard Worker {
1062*61046927SAndroid Build Coastguard Worker // Enum name ......................// Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
1063*61046927SAndroid Build Coastguard Worker ImGuiStyleVar_Alpha, // float Alpha
1064*61046927SAndroid Build Coastguard Worker ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding
1065*61046927SAndroid Build Coastguard Worker ImGuiStyleVar_WindowRounding, // float WindowRounding
1066*61046927SAndroid Build Coastguard Worker ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize
1067*61046927SAndroid Build Coastguard Worker ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize
1068*61046927SAndroid Build Coastguard Worker ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign
1069*61046927SAndroid Build Coastguard Worker ImGuiStyleVar_ChildRounding, // float ChildRounding
1070*61046927SAndroid Build Coastguard Worker ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize
1071*61046927SAndroid Build Coastguard Worker ImGuiStyleVar_PopupRounding, // float PopupRounding
1072*61046927SAndroid Build Coastguard Worker ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize
1073*61046927SAndroid Build Coastguard Worker ImGuiStyleVar_FramePadding, // ImVec2 FramePadding
1074*61046927SAndroid Build Coastguard Worker ImGuiStyleVar_FrameRounding, // float FrameRounding
1075*61046927SAndroid Build Coastguard Worker ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize
1076*61046927SAndroid Build Coastguard Worker ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing
1077*61046927SAndroid Build Coastguard Worker ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing
1078*61046927SAndroid Build Coastguard Worker ImGuiStyleVar_IndentSpacing, // float IndentSpacing
1079*61046927SAndroid Build Coastguard Worker ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize
1080*61046927SAndroid Build Coastguard Worker ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding
1081*61046927SAndroid Build Coastguard Worker ImGuiStyleVar_GrabMinSize, // float GrabMinSize
1082*61046927SAndroid Build Coastguard Worker ImGuiStyleVar_GrabRounding, // float GrabRounding
1083*61046927SAndroid Build Coastguard Worker ImGuiStyleVar_TabRounding, // float TabRounding
1084*61046927SAndroid Build Coastguard Worker ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign
1085*61046927SAndroid Build Coastguard Worker ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign
1086*61046927SAndroid Build Coastguard Worker ImGuiStyleVar_COUNT
1087*61046927SAndroid Build Coastguard Worker
1088*61046927SAndroid Build Coastguard Worker // Obsolete names (will be removed)
1089*61046927SAndroid Build Coastguard Worker #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1090*61046927SAndroid Build Coastguard Worker , ImGuiStyleVar_Count_ = ImGuiStyleVar_COUNT, ImGuiStyleVar_ChildWindowRounding = ImGuiStyleVar_ChildRounding
1091*61046927SAndroid Build Coastguard Worker #endif
1092*61046927SAndroid Build Coastguard Worker };
1093*61046927SAndroid Build Coastguard Worker
1094*61046927SAndroid Build Coastguard Worker // Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
1095*61046927SAndroid Build Coastguard Worker enum ImGuiColorEditFlags_
1096*61046927SAndroid Build Coastguard Worker {
1097*61046927SAndroid Build Coastguard Worker ImGuiColorEditFlags_None = 0,
1098*61046927SAndroid Build Coastguard Worker ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (read 3 components from the input pointer).
1099*61046927SAndroid Build Coastguard Worker ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on colored square.
1100*61046927SAndroid Build Coastguard Worker ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
1101*61046927SAndroid Build Coastguard Worker ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable colored square preview next to the inputs. (e.g. to show only the inputs)
1102*61046927SAndroid Build Coastguard Worker ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview colored square).
1103*61046927SAndroid Build Coastguard Worker ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
1104*61046927SAndroid Build Coastguard Worker ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
1105*61046927SAndroid Build Coastguard Worker ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small colored square preview instead.
1106*61046927SAndroid Build Coastguard Worker ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
1107*61046927SAndroid Build Coastguard Worker
1108*61046927SAndroid Build Coastguard Worker // User Options (right-click on widget to change some of them). You can set application defaults using SetColorEditOptions(). The idea is that you probably don't want to override them in most of your calls, let the user choose and/or call SetColorEditOptions() during startup.
1109*61046927SAndroid Build Coastguard Worker ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
1110*61046927SAndroid Build Coastguard Worker ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.
1111*61046927SAndroid Build Coastguard Worker ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque.
1112*61046927SAndroid Build Coastguard Worker 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).
1113*61046927SAndroid Build Coastguard Worker ImGuiColorEditFlags_RGB = 1 << 20, // [Inputs] // ColorEdit: choose one among RGB/HSV/HEX. ColorPicker: choose any combination using RGB/HSV/HEX.
1114*61046927SAndroid Build Coastguard Worker ImGuiColorEditFlags_HSV = 1 << 21, // [Inputs] // "
1115*61046927SAndroid Build Coastguard Worker ImGuiColorEditFlags_HEX = 1 << 22, // [Inputs] // "
1116*61046927SAndroid Build Coastguard Worker ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.
1117*61046927SAndroid Build Coastguard Worker 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.
1118*61046927SAndroid Build Coastguard Worker ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [PickerMode] // ColorPicker: bar for Hue, rectangle for Sat/Value.
1119*61046927SAndroid Build Coastguard Worker ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [PickerMode] // ColorPicker: wheel for Hue, triangle for Sat/Value.
1120*61046927SAndroid Build Coastguard Worker
1121*61046927SAndroid Build Coastguard Worker // [Internal] Masks
1122*61046927SAndroid Build Coastguard Worker ImGuiColorEditFlags__InputsMask = ImGuiColorEditFlags_RGB|ImGuiColorEditFlags_HSV|ImGuiColorEditFlags_HEX,
1123*61046927SAndroid Build Coastguard Worker ImGuiColorEditFlags__DataTypeMask = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_Float,
1124*61046927SAndroid Build Coastguard Worker ImGuiColorEditFlags__PickerMask = ImGuiColorEditFlags_PickerHueWheel|ImGuiColorEditFlags_PickerHueBar,
1125*61046927SAndroid Build Coastguard Worker ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_RGB|ImGuiColorEditFlags_PickerHueBar // Change application default using SetColorEditOptions()
1126*61046927SAndroid Build Coastguard Worker };
1127*61046927SAndroid Build Coastguard Worker
1128*61046927SAndroid Build Coastguard Worker // Enumeration for GetMouseCursor()
1129*61046927SAndroid Build Coastguard Worker // User code may request binding to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here
1130*61046927SAndroid Build Coastguard Worker enum ImGuiMouseCursor_
1131*61046927SAndroid Build Coastguard Worker {
1132*61046927SAndroid Build Coastguard Worker ImGuiMouseCursor_None = -1,
1133*61046927SAndroid Build Coastguard Worker ImGuiMouseCursor_Arrow = 0,
1134*61046927SAndroid Build Coastguard Worker ImGuiMouseCursor_TextInput, // When hovering over InputText, etc.
1135*61046927SAndroid Build Coastguard Worker ImGuiMouseCursor_ResizeAll, // (Unused by imgui functions)
1136*61046927SAndroid Build Coastguard Worker ImGuiMouseCursor_ResizeNS, // When hovering over an horizontal border
1137*61046927SAndroid Build Coastguard Worker ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column
1138*61046927SAndroid Build Coastguard Worker ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window
1139*61046927SAndroid Build Coastguard Worker ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window
1140*61046927SAndroid Build Coastguard Worker ImGuiMouseCursor_Hand, // (Unused by imgui functions. Use for e.g. hyperlinks)
1141*61046927SAndroid Build Coastguard Worker ImGuiMouseCursor_COUNT
1142*61046927SAndroid Build Coastguard Worker
1143*61046927SAndroid Build Coastguard Worker // Obsolete names (will be removed)
1144*61046927SAndroid Build Coastguard Worker #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1145*61046927SAndroid Build Coastguard Worker , ImGuiMouseCursor_Count_ = ImGuiMouseCursor_COUNT
1146*61046927SAndroid Build Coastguard Worker #endif
1147*61046927SAndroid Build Coastguard Worker };
1148*61046927SAndroid Build Coastguard Worker
1149*61046927SAndroid Build Coastguard Worker // Enumateration for ImGui::SetWindow***(), SetNextWindow***(), SetNextTreeNode***() functions
1150*61046927SAndroid Build Coastguard Worker // Represent a condition.
1151*61046927SAndroid Build Coastguard Worker // 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.
1152*61046927SAndroid Build Coastguard Worker enum ImGuiCond_
1153*61046927SAndroid Build Coastguard Worker {
1154*61046927SAndroid Build Coastguard Worker ImGuiCond_Always = 1 << 0, // Set the variable
1155*61046927SAndroid Build Coastguard Worker ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call with succeed)
1156*61046927SAndroid Build Coastguard Worker ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file)
1157*61046927SAndroid Build Coastguard Worker ImGuiCond_Appearing = 1 << 3 // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
1158*61046927SAndroid Build Coastguard Worker
1159*61046927SAndroid Build Coastguard Worker // Obsolete names (will be removed)
1160*61046927SAndroid Build Coastguard Worker #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1161*61046927SAndroid Build Coastguard Worker , ImGuiSetCond_Always = ImGuiCond_Always, ImGuiSetCond_Once = ImGuiCond_Once, ImGuiSetCond_FirstUseEver = ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing = ImGuiCond_Appearing
1162*61046927SAndroid Build Coastguard Worker #endif
1163*61046927SAndroid Build Coastguard Worker };
1164*61046927SAndroid Build Coastguard Worker
1165*61046927SAndroid Build Coastguard Worker //-----------------------------------------------------------------------------
1166*61046927SAndroid Build Coastguard Worker // Helper: ImVector<>
1167*61046927SAndroid Build Coastguard Worker // 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).
1168*61046927SAndroid Build Coastguard Worker // You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our data structures are relying on it.
1169*61046927SAndroid Build Coastguard Worker // 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.
1170*61046927SAndroid Build Coastguard Worker // Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,
1171*61046927SAndroid Build Coastguard Worker // 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.
1172*61046927SAndroid Build Coastguard Worker //-----------------------------------------------------------------------------
1173*61046927SAndroid Build Coastguard Worker
1174*61046927SAndroid Build Coastguard Worker template<typename T>
1175*61046927SAndroid Build Coastguard Worker struct ImVector
1176*61046927SAndroid Build Coastguard Worker {
1177*61046927SAndroid Build Coastguard Worker int Size;
1178*61046927SAndroid Build Coastguard Worker int Capacity;
1179*61046927SAndroid Build Coastguard Worker T* Data;
1180*61046927SAndroid Build Coastguard Worker
1181*61046927SAndroid Build Coastguard Worker // Provide standard typedefs but we don't use them ourselves.
1182*61046927SAndroid Build Coastguard Worker typedef T value_type;
1183*61046927SAndroid Build Coastguard Worker typedef value_type* iterator;
1184*61046927SAndroid Build Coastguard Worker typedef const value_type* const_iterator;
1185*61046927SAndroid Build Coastguard Worker
1186*61046927SAndroid Build Coastguard Worker // Constructors, destructor
ImVectorImVector1187*61046927SAndroid Build Coastguard Worker inline ImVector() { Size = Capacity = 0; Data = NULL; }
ImVectorImVector1188*61046927SAndroid Build Coastguard Worker inline ImVector(const ImVector<T>& src) { Size = Capacity = 0; Data = NULL; operator=(src); }
1189*61046927SAndroid Build Coastguard Worker inline ImVector<T>& operator=(const ImVector<T>& src) { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; }
~ImVectorImVector1190*61046927SAndroid Build Coastguard Worker inline ~ImVector() { if (Data) ImGui::MemFree(Data); }
1191*61046927SAndroid Build Coastguard Worker
emptyImVector1192*61046927SAndroid Build Coastguard Worker inline bool empty() const { return Size == 0; }
sizeImVector1193*61046927SAndroid Build Coastguard Worker inline int size() const { return Size; }
size_in_bytesImVector1194*61046927SAndroid Build Coastguard Worker inline int size_in_bytes() const { return Size * (int)sizeof(T); }
capacityImVector1195*61046927SAndroid Build Coastguard Worker inline int capacity() const { return Capacity; }
1196*61046927SAndroid Build Coastguard Worker inline T& operator[](int i) { IM_ASSERT(i < Size); return Data[i]; }
1197*61046927SAndroid Build Coastguard Worker inline const T& operator[](int i) const { IM_ASSERT(i < Size); return Data[i]; }
1198*61046927SAndroid Build Coastguard Worker
clearImVector1199*61046927SAndroid Build Coastguard Worker inline void clear() { if (Data) { Size = Capacity = 0; ImGui::MemFree(Data); Data = NULL; } }
beginImVector1200*61046927SAndroid Build Coastguard Worker inline T* begin() { return Data; }
beginImVector1201*61046927SAndroid Build Coastguard Worker inline const T* begin() const { return Data; }
endImVector1202*61046927SAndroid Build Coastguard Worker inline T* end() { return Data + Size; }
endImVector1203*61046927SAndroid Build Coastguard Worker inline const T* end() const { return Data + Size; }
frontImVector1204*61046927SAndroid Build Coastguard Worker inline T& front() { IM_ASSERT(Size > 0); return Data[0]; }
frontImVector1205*61046927SAndroid Build Coastguard Worker inline const T& front() const { IM_ASSERT(Size > 0); return Data[0]; }
backImVector1206*61046927SAndroid Build Coastguard Worker inline T& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; }
backImVector1207*61046927SAndroid Build Coastguard Worker inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; }
swapImVector1208*61046927SAndroid Build Coastguard Worker 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; }
1209*61046927SAndroid Build Coastguard Worker
_grow_capacityImVector1210*61046927SAndroid Build Coastguard Worker inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > sz ? new_capacity : sz; }
resizeImVector1211*61046927SAndroid Build Coastguard Worker inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
resizeImVector1212*61046927SAndroid Build Coastguard Worker 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; }
reserveImVector1213*61046927SAndroid Build Coastguard Worker inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)ImGui::MemAlloc((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); ImGui::MemFree(Data); } Data = new_data; Capacity = new_capacity; }
1214*61046927SAndroid Build Coastguard Worker
1215*61046927SAndroid Build Coastguard Worker // 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.
push_backImVector1216*61046927SAndroid Build Coastguard Worker inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }
pop_backImVector1217*61046927SAndroid Build Coastguard Worker inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
push_frontImVector1218*61046927SAndroid Build Coastguard Worker inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); }
eraseImVector1219*61046927SAndroid Build Coastguard Worker 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; }
eraseImVector1220*61046927SAndroid Build Coastguard Worker inline T* erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data+Size && it_last > it && it_last <= Data+Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - count) * sizeof(T)); Size -= (int)count; return Data + off; }
erase_unsortedImVector1221*61046927SAndroid Build Coastguard Worker 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; }
insertImVector1222*61046927SAndroid Build Coastguard Worker 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; }
containsImVector1223*61046927SAndroid Build Coastguard Worker 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; }
index_from_ptrImVector1224*61046927SAndroid Build Coastguard Worker 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; }
1225*61046927SAndroid Build Coastguard Worker };
1226*61046927SAndroid Build Coastguard Worker
1227*61046927SAndroid Build Coastguard Worker //-----------------------------------------------------------------------------
1228*61046927SAndroid Build Coastguard Worker // ImGuiStyle
1229*61046927SAndroid Build Coastguard Worker // You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
1230*61046927SAndroid Build Coastguard Worker // During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,
1231*61046927SAndroid Build Coastguard Worker // and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
1232*61046927SAndroid Build Coastguard Worker //-----------------------------------------------------------------------------
1233*61046927SAndroid Build Coastguard Worker
1234*61046927SAndroid Build Coastguard Worker struct ImGuiStyle
1235*61046927SAndroid Build Coastguard Worker {
1236*61046927SAndroid Build Coastguard Worker float Alpha; // Global alpha applies to everything in ImGui.
1237*61046927SAndroid Build Coastguard Worker ImVec2 WindowPadding; // Padding within a window.
1238*61046927SAndroid Build Coastguard Worker float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows.
1239*61046927SAndroid Build Coastguard Worker 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).
1240*61046927SAndroid Build Coastguard Worker ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints().
1241*61046927SAndroid Build Coastguard Worker ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
1242*61046927SAndroid Build Coastguard Worker float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
1243*61046927SAndroid Build Coastguard Worker 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).
1244*61046927SAndroid Build Coastguard Worker float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
1245*61046927SAndroid Build Coastguard Worker 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).
1246*61046927SAndroid Build Coastguard Worker ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets).
1247*61046927SAndroid Build Coastguard Worker float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
1248*61046927SAndroid Build Coastguard Worker 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).
1249*61046927SAndroid Build Coastguard Worker ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines.
1250*61046927SAndroid Build Coastguard Worker ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
1251*61046927SAndroid Build Coastguard Worker 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!
1252*61046927SAndroid Build Coastguard Worker float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
1253*61046927SAndroid Build Coastguard Worker float ColumnsMinSpacing; // Minimum horizontal spacing between two columns.
1254*61046927SAndroid Build Coastguard Worker float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar.
1255*61046927SAndroid Build Coastguard Worker float ScrollbarRounding; // Radius of grab corners for scrollbar.
1256*61046927SAndroid Build Coastguard Worker float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.
1257*61046927SAndroid Build Coastguard Worker float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
1258*61046927SAndroid Build Coastguard Worker float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
1259*61046927SAndroid Build Coastguard Worker float TabBorderSize; // Thickness of border around tabs.
1260*61046927SAndroid Build Coastguard Worker ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
1261*61046927SAndroid Build Coastguard Worker ImVec2 SelectableTextAlign; // Alignment of selectable text when selectable is larger than text. Defaults to (0.0f, 0.0f) (top-left aligned).
1262*61046927SAndroid Build Coastguard Worker ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows.
1263*61046927SAndroid Build Coastguard Worker ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly!
1264*61046927SAndroid Build Coastguard Worker float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
1265*61046927SAndroid Build Coastguard Worker bool AntiAliasedLines; // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU.
1266*61046927SAndroid Build Coastguard Worker bool AntiAliasedFill; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)
1267*61046927SAndroid Build Coastguard Worker 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.
1268*61046927SAndroid Build Coastguard Worker ImVec4 Colors[ImGuiCol_COUNT];
1269*61046927SAndroid Build Coastguard Worker
1270*61046927SAndroid Build Coastguard Worker IMGUI_API ImGuiStyle();
1271*61046927SAndroid Build Coastguard Worker IMGUI_API void ScaleAllSizes(float scale_factor);
1272*61046927SAndroid Build Coastguard Worker };
1273*61046927SAndroid Build Coastguard Worker
1274*61046927SAndroid Build Coastguard Worker //-----------------------------------------------------------------------------
1275*61046927SAndroid Build Coastguard Worker // ImGuiIO
1276*61046927SAndroid Build Coastguard Worker // Communicate most settings and inputs/outputs to Dear ImGui using this structure.
1277*61046927SAndroid Build Coastguard Worker // Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.
1278*61046927SAndroid Build Coastguard Worker //-----------------------------------------------------------------------------
1279*61046927SAndroid Build Coastguard Worker
1280*61046927SAndroid Build Coastguard Worker struct ImGuiIO
1281*61046927SAndroid Build Coastguard Worker {
1282*61046927SAndroid Build Coastguard Worker //------------------------------------------------------------------
1283*61046927SAndroid Build Coastguard Worker // Configuration (fill once) // Default value
1284*61046927SAndroid Build Coastguard Worker //------------------------------------------------------------------
1285*61046927SAndroid Build Coastguard Worker
1286*61046927SAndroid Build Coastguard Worker ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
1287*61046927SAndroid Build Coastguard Worker ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by back-end (imgui_impl_xxx files or custom back-end) to communicate features supported by the back-end.
1288*61046927SAndroid Build Coastguard Worker ImVec2 DisplaySize; // <unset> // Main display size, in pixels.
1289*61046927SAndroid Build Coastguard Worker float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds.
1290*61046927SAndroid Build Coastguard Worker float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
1291*61046927SAndroid Build Coastguard Worker const char* IniFilename; // = "imgui.ini" // Path to .ini file. Set NULL to disable automatic .ini loading/saving, if e.g. you want to manually load/save from memory.
1292*61046927SAndroid Build Coastguard Worker const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
1293*61046927SAndroid Build Coastguard Worker float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
1294*61046927SAndroid Build Coastguard Worker float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
1295*61046927SAndroid Build Coastguard Worker float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging.
1296*61046927SAndroid Build Coastguard Worker int KeyMap[ImGuiKey_COUNT]; // <unset> // Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state.
1297*61046927SAndroid Build Coastguard Worker float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
1298*61046927SAndroid Build Coastguard Worker float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
1299*61046927SAndroid Build Coastguard Worker void* UserData; // = NULL // Store your own data for retrieval by callbacks.
1300*61046927SAndroid Build Coastguard Worker
1301*61046927SAndroid Build Coastguard Worker ImFontAtlas*Fonts; // <auto> // Load, rasterize and pack one or more fonts into a single texture.
1302*61046927SAndroid Build Coastguard Worker float FontGlobalScale; // = 1.0f // Global scale all fonts
1303*61046927SAndroid Build Coastguard Worker bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel.
1304*61046927SAndroid Build Coastguard Worker ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
1305*61046927SAndroid Build Coastguard Worker ImVec2 DisplayFramebufferScale; // = (1, 1) // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale.
1306*61046927SAndroid Build Coastguard Worker
1307*61046927SAndroid Build Coastguard Worker // Miscellaneous options
1308*61046927SAndroid Build Coastguard Worker bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by back-end implementations.
1309*61046927SAndroid Build Coastguard Worker bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl (was called io.OptMacOSXBehaviors prior to 1.63)
1310*61046927SAndroid Build Coastguard Worker bool ConfigInputTextCursorBlink; // = true // Set to false to disable blinking cursor, for users who consider it distracting. (was called: io.OptCursorBlink prior to 1.63)
1311*61046927SAndroid Build Coastguard Worker bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be the a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
1312*61046927SAndroid Build Coastguard Worker bool ConfigWindowsMoveFromTitleBarOnly; // = false // [BETA] Set to true to only allow moving windows when clicked+dragged from the title bar. Windows without a title bar are not affected.
1313*61046927SAndroid Build Coastguard Worker
1314*61046927SAndroid Build Coastguard Worker //------------------------------------------------------------------
1315*61046927SAndroid Build Coastguard Worker // Platform Functions
1316*61046927SAndroid Build Coastguard Worker // (the imgui_impl_xxxx back-end files are setting those up for you)
1317*61046927SAndroid Build Coastguard Worker //------------------------------------------------------------------
1318*61046927SAndroid Build Coastguard Worker
1319*61046927SAndroid Build Coastguard Worker // Optional: Platform/Renderer back-end name (informational only! will be displayed in About Window) + User data for back-end/wrappers to store their own stuff.
1320*61046927SAndroid Build Coastguard Worker const char* BackendPlatformName; // = NULL
1321*61046927SAndroid Build Coastguard Worker const char* BackendRendererName; // = NULL
1322*61046927SAndroid Build Coastguard Worker void* BackendPlatformUserData; // = NULL
1323*61046927SAndroid Build Coastguard Worker void* BackendRendererUserData; // = NULL
1324*61046927SAndroid Build Coastguard Worker void* BackendLanguageUserData; // = NULL
1325*61046927SAndroid Build Coastguard Worker
1326*61046927SAndroid Build Coastguard Worker // Optional: Access OS clipboard
1327*61046927SAndroid Build Coastguard Worker // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
1328*61046927SAndroid Build Coastguard Worker const char* (*GetClipboardTextFn)(void* user_data);
1329*61046927SAndroid Build Coastguard Worker void (*SetClipboardTextFn)(void* user_data, const char* text);
1330*61046927SAndroid Build Coastguard Worker void* ClipboardUserData;
1331*61046927SAndroid Build Coastguard Worker
1332*61046927SAndroid Build Coastguard Worker // 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)
1333*61046927SAndroid Build Coastguard Worker // (default to use native imm32 api on Windows)
1334*61046927SAndroid Build Coastguard Worker void (*ImeSetInputScreenPosFn)(int x, int y);
1335*61046927SAndroid Build Coastguard Worker void* ImeWindowHandle; // = NULL // (Windows) Set this to your HWND to get automatic IME cursor positioning.
1336*61046927SAndroid Build Coastguard Worker
1337*61046927SAndroid Build Coastguard Worker #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1338*61046927SAndroid Build Coastguard Worker // [OBSOLETE since 1.60+] Rendering function, will be automatically called in Render(). Please call your rendering function yourself now!
1339*61046927SAndroid Build Coastguard Worker // You can obtain the ImDrawData* by calling ImGui::GetDrawData() after Render(). See example applications if you are unsure of how to implement this.
1340*61046927SAndroid Build Coastguard Worker void (*RenderDrawListsFn)(ImDrawData* data);
1341*61046927SAndroid Build Coastguard Worker #else
1342*61046927SAndroid Build Coastguard Worker // This is only here to keep ImGuiIO the same size/layout, so that IMGUI_DISABLE_OBSOLETE_FUNCTIONS can exceptionally be used outside of imconfig.h.
1343*61046927SAndroid Build Coastguard Worker void* RenderDrawListsFnUnused;
1344*61046927SAndroid Build Coastguard Worker #endif
1345*61046927SAndroid Build Coastguard Worker
1346*61046927SAndroid Build Coastguard Worker //------------------------------------------------------------------
1347*61046927SAndroid Build Coastguard Worker // Input - Fill before calling NewFrame()
1348*61046927SAndroid Build Coastguard Worker //------------------------------------------------------------------
1349*61046927SAndroid Build Coastguard Worker
1350*61046927SAndroid Build Coastguard Worker ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.)
1351*61046927SAndroid Build Coastguard Worker bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
1352*61046927SAndroid Build Coastguard Worker float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text.
1353*61046927SAndroid Build Coastguard Worker float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all back-ends.
1354*61046927SAndroid Build Coastguard Worker bool KeyCtrl; // Keyboard modifier pressed: Control
1355*61046927SAndroid Build Coastguard Worker bool KeyShift; // Keyboard modifier pressed: Shift
1356*61046927SAndroid Build Coastguard Worker bool KeyAlt; // Keyboard modifier pressed: Alt
1357*61046927SAndroid Build Coastguard Worker bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows
1358*61046927SAndroid Build Coastguard Worker bool KeysDown[512]; // Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys).
1359*61046927SAndroid Build Coastguard Worker float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame().
1360*61046927SAndroid Build Coastguard Worker
1361*61046927SAndroid Build Coastguard Worker // Functions
1362*61046927SAndroid Build Coastguard Worker IMGUI_API void AddInputCharacter(ImWchar c); // Queue new character input
1363*61046927SAndroid Build Coastguard Worker IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue new characters input from an UTF-8 string
1364*61046927SAndroid Build Coastguard Worker IMGUI_API void ClearInputCharacters(); // Clear the text input buffer manually
1365*61046927SAndroid Build Coastguard Worker
1366*61046927SAndroid Build Coastguard Worker //------------------------------------------------------------------
1367*61046927SAndroid Build Coastguard Worker // Output - Retrieve after calling NewFrame()
1368*61046927SAndroid Build Coastguard Worker //------------------------------------------------------------------
1369*61046927SAndroid Build Coastguard Worker
1370*61046927SAndroid Build Coastguard Worker bool WantCaptureMouse; // When io.WantCaptureMouse is true, imgui will use the mouse inputs, do not dispatch them to your main game/application (in both cases, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.).
1371*61046927SAndroid Build Coastguard Worker bool WantCaptureKeyboard; // When io.WantCaptureKeyboard is true, imgui will use the keyboard inputs, do not dispatch them to your main game/application (in both cases, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).
1372*61046927SAndroid Build Coastguard Worker bool WantTextInput; // Mobile/console: when io.WantTextInput is true, you may display an on-screen keyboard. This is set by ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
1373*61046927SAndroid Build Coastguard Worker bool WantSetMousePos; // MousePos has been altered, back-end should reposition mouse on next frame. Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
1374*61046927SAndroid Build Coastguard Worker bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. IMPORTANT: You need to clear io.WantSaveIniSettings yourself.
1375*61046927SAndroid Build Coastguard Worker bool NavActive; // Directional navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
1376*61046927SAndroid Build Coastguard Worker bool NavVisible; // Directional navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
1377*61046927SAndroid Build Coastguard Worker float Framerate; // Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames
1378*61046927SAndroid Build Coastguard Worker int MetricsRenderVertices; // Vertices output during last call to Render()
1379*61046927SAndroid Build Coastguard Worker int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
1380*61046927SAndroid Build Coastguard Worker int MetricsRenderWindows; // Number of visible windows
1381*61046927SAndroid Build Coastguard Worker int MetricsActiveWindows; // Number of active windows
1382*61046927SAndroid Build Coastguard Worker int MetricsActiveAllocations; // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts.
1383*61046927SAndroid Build Coastguard Worker 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.
1384*61046927SAndroid Build Coastguard Worker
1385*61046927SAndroid Build Coastguard Worker //------------------------------------------------------------------
1386*61046927SAndroid Build Coastguard Worker // [Internal] ImGui will maintain those fields. Forward compatibility not guaranteed!
1387*61046927SAndroid Build Coastguard Worker //------------------------------------------------------------------
1388*61046927SAndroid Build Coastguard Worker
1389*61046927SAndroid Build Coastguard Worker ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
1390*61046927SAndroid Build Coastguard Worker ImVec2 MouseClickedPos[5]; // Position at time of clicking
1391*61046927SAndroid Build Coastguard Worker double MouseClickedTime[5]; // Time of last click (used to figure out double-click)
1392*61046927SAndroid Build Coastguard Worker bool MouseClicked[5]; // Mouse button went from !Down to Down
1393*61046927SAndroid Build Coastguard Worker bool MouseDoubleClicked[5]; // Has mouse button been double-clicked?
1394*61046927SAndroid Build Coastguard Worker bool MouseReleased[5]; // Mouse button went from Down to !Down
1395*61046927SAndroid Build Coastguard Worker bool MouseDownOwned[5]; // Track if button was clicked inside a window. We don't request mouse capture from the application if click started outside ImGui bounds.
1396*61046927SAndroid Build Coastguard Worker float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
1397*61046927SAndroid Build Coastguard Worker float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
1398*61046927SAndroid Build Coastguard Worker ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
1399*61046927SAndroid Build Coastguard Worker float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point
1400*61046927SAndroid Build Coastguard Worker float KeysDownDuration[512]; // Duration the keyboard key has been down (0.0f == just pressed)
1401*61046927SAndroid Build Coastguard Worker float KeysDownDurationPrev[512]; // Previous duration the key has been down
1402*61046927SAndroid Build Coastguard Worker float NavInputsDownDuration[ImGuiNavInput_COUNT];
1403*61046927SAndroid Build Coastguard Worker float NavInputsDownDurationPrev[ImGuiNavInput_COUNT];
1404*61046927SAndroid Build Coastguard Worker ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform back-end). Fill using AddInputCharacter() helper.
1405*61046927SAndroid Build Coastguard Worker
1406*61046927SAndroid Build Coastguard Worker IMGUI_API ImGuiIO();
1407*61046927SAndroid Build Coastguard Worker };
1408*61046927SAndroid Build Coastguard Worker
1409*61046927SAndroid Build Coastguard Worker //-----------------------------------------------------------------------------
1410*61046927SAndroid Build Coastguard Worker // Misc data structures
1411*61046927SAndroid Build Coastguard Worker //-----------------------------------------------------------------------------
1412*61046927SAndroid Build Coastguard Worker
1413*61046927SAndroid Build Coastguard Worker // Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
1414*61046927SAndroid Build Coastguard Worker // The callback function should return 0 by default.
1415*61046927SAndroid Build Coastguard Worker // Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
1416*61046927SAndroid Build Coastguard Worker // - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB
1417*61046927SAndroid Build Coastguard Worker // - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows
1418*61046927SAndroid Build Coastguard Worker // - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration
1419*61046927SAndroid Build Coastguard Worker // - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
1420*61046927SAndroid Build Coastguard Worker // - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
1421*61046927SAndroid Build Coastguard Worker struct ImGuiInputTextCallbackData
1422*61046927SAndroid Build Coastguard Worker {
1423*61046927SAndroid Build Coastguard Worker ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only
1424*61046927SAndroid Build Coastguard Worker ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only
1425*61046927SAndroid Build Coastguard Worker void* UserData; // What user passed to InputText() // Read-only
1426*61046927SAndroid Build Coastguard Worker
1427*61046927SAndroid Build Coastguard Worker // Arguments for the different callback events
1428*61046927SAndroid Build Coastguard Worker // - 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.
1429*61046927SAndroid Build Coastguard Worker // - 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.
1430*61046927SAndroid Build Coastguard Worker 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;
1431*61046927SAndroid Build Coastguard Worker ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History]
1432*61046927SAndroid Build Coastguard Worker char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
1433*61046927SAndroid Build Coastguard Worker 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()
1434*61046927SAndroid Build Coastguard Worker 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
1435*61046927SAndroid Build Coastguard Worker bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always]
1436*61046927SAndroid Build Coastguard Worker int CursorPos; // // Read-write // [Completion,History,Always]
1437*61046927SAndroid Build Coastguard Worker int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection)
1438*61046927SAndroid Build Coastguard Worker int SelectionEnd; // // Read-write // [Completion,History,Always]
1439*61046927SAndroid Build Coastguard Worker
1440*61046927SAndroid Build Coastguard Worker // Helper functions for text manipulation.
1441*61046927SAndroid Build Coastguard Worker // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection.
1442*61046927SAndroid Build Coastguard Worker IMGUI_API ImGuiInputTextCallbackData();
1443*61046927SAndroid Build Coastguard Worker IMGUI_API void DeleteChars(int pos, int bytes_count);
1444*61046927SAndroid Build Coastguard Worker IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL);
HasSelectionImGuiInputTextCallbackData1445*61046927SAndroid Build Coastguard Worker bool HasSelection() const { return SelectionStart != SelectionEnd; }
1446*61046927SAndroid Build Coastguard Worker };
1447*61046927SAndroid Build Coastguard Worker
1448*61046927SAndroid Build Coastguard Worker // Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
1449*61046927SAndroid Build Coastguard Worker // NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
1450*61046927SAndroid Build Coastguard Worker struct ImGuiSizeCallbackData
1451*61046927SAndroid Build Coastguard Worker {
1452*61046927SAndroid Build Coastguard Worker void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints()
1453*61046927SAndroid Build Coastguard Worker ImVec2 Pos; // Read-only. Window position, for reference.
1454*61046927SAndroid Build Coastguard Worker ImVec2 CurrentSize; // Read-only. Current window size.
1455*61046927SAndroid Build Coastguard Worker ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing.
1456*61046927SAndroid Build Coastguard Worker };
1457*61046927SAndroid Build Coastguard Worker
1458*61046927SAndroid Build Coastguard Worker // Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()
1459*61046927SAndroid Build Coastguard Worker struct ImGuiPayload
1460*61046927SAndroid Build Coastguard Worker {
1461*61046927SAndroid Build Coastguard Worker // Members
1462*61046927SAndroid Build Coastguard Worker void* Data; // Data (copied and owned by dear imgui)
1463*61046927SAndroid Build Coastguard Worker int DataSize; // Data size
1464*61046927SAndroid Build Coastguard Worker
1465*61046927SAndroid Build Coastguard Worker // [Internal]
1466*61046927SAndroid Build Coastguard Worker ImGuiID SourceId; // Source item id
1467*61046927SAndroid Build Coastguard Worker ImGuiID SourceParentId; // Source parent id (if available)
1468*61046927SAndroid Build Coastguard Worker int DataFrameCount; // Data timestamp
1469*61046927SAndroid Build Coastguard Worker char DataType[32+1]; // Data type tag (short user-supplied string, 32 characters max)
1470*61046927SAndroid Build Coastguard Worker bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)
1471*61046927SAndroid Build Coastguard Worker bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.
1472*61046927SAndroid Build Coastguard Worker
ImGuiPayloadImGuiPayload1473*61046927SAndroid Build Coastguard Worker ImGuiPayload() { Clear(); }
ClearImGuiPayload1474*61046927SAndroid Build Coastguard Worker void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; }
IsDataTypeImGuiPayload1475*61046927SAndroid Build Coastguard Worker bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; }
IsPreviewImGuiPayload1476*61046927SAndroid Build Coastguard Worker bool IsPreview() const { return Preview; }
IsDeliveryImGuiPayload1477*61046927SAndroid Build Coastguard Worker bool IsDelivery() const { return Delivery; }
1478*61046927SAndroid Build Coastguard Worker };
1479*61046927SAndroid Build Coastguard Worker
1480*61046927SAndroid Build Coastguard Worker //-----------------------------------------------------------------------------
1481*61046927SAndroid Build Coastguard Worker // Obsolete functions (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
1482*61046927SAndroid Build Coastguard Worker // Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead.
1483*61046927SAndroid Build Coastguard Worker //-----------------------------------------------------------------------------
1484*61046927SAndroid Build Coastguard Worker
1485*61046927SAndroid Build Coastguard Worker #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1486*61046927SAndroid Build Coastguard Worker namespace ImGui
1487*61046927SAndroid Build Coastguard Worker {
1488*61046927SAndroid Build Coastguard Worker // OBSOLETED in 1.66 (from Sep 2018)
1489*61046927SAndroid Build Coastguard Worker static inline void SetScrollHere(float center_ratio=0.5f){ SetScrollHereY(center_ratio); }
1490*61046927SAndroid Build Coastguard Worker // OBSOLETED in 1.63 (between Aug 2018 and Sept 2018)
IsItemDeactivatedAfterChange()1491*61046927SAndroid Build Coastguard Worker static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); }
1492*61046927SAndroid Build Coastguard Worker // OBSOLETED in 1.61 (between Apr 2018 and Aug 2018)
1493*61046927SAndroid Build Coastguard Worker IMGUI_API bool InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags flags = 0); // Use the 'const char* format' version instead of 'decimal_precision'!
1494*61046927SAndroid Build Coastguard Worker IMGUI_API bool InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags flags = 0);
1495*61046927SAndroid Build Coastguard Worker IMGUI_API bool InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags flags = 0);
1496*61046927SAndroid Build Coastguard Worker IMGUI_API bool InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags flags = 0);
1497*61046927SAndroid Build Coastguard Worker // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)
IsAnyWindowFocused()1498*61046927SAndroid Build Coastguard Worker static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); }
IsAnyWindowHovered()1499*61046927SAndroid Build Coastguard Worker static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }
1500*61046927SAndroid Build Coastguard Worker static inline ImVec2 CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = 0.f) { IM_UNUSED(on_edge); IM_UNUSED(outward); IM_ASSERT(0); return pos; }
1501*61046927SAndroid Build Coastguard Worker // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
ShowTestWindow()1502*61046927SAndroid Build Coastguard Worker static inline void ShowTestWindow() { return ShowDemoWindow(); }
IsRootWindowFocused()1503*61046927SAndroid Build Coastguard Worker static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); }
IsRootWindowOrAnyChildFocused()1504*61046927SAndroid Build Coastguard Worker static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); }
SetNextWindowContentWidth(float w)1505*61046927SAndroid Build Coastguard Worker static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); }
GetItemsLineHeightWithSpacing()1506*61046927SAndroid Build Coastguard Worker static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); }
1507*61046927SAndroid Build Coastguard Worker // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
1508*61046927SAndroid Build Coastguard Worker IMGUI_API bool Begin(const char* name, bool* p_open, const ImVec2& size_on_first_use, float bg_alpha_override = -1.0f, ImGuiWindowFlags flags = 0); // Use SetNextWindowSize(size, ImGuiCond_FirstUseEver) + SetNextWindowBgAlpha() instead.
IsRootWindowOrAnyChildHovered()1509*61046927SAndroid Build Coastguard Worker static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); }
AlignFirstTextHeightToWidgets()1510*61046927SAndroid Build Coastguard Worker static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); }
1511*61046927SAndroid Build Coastguard Worker static inline void SetNextWindowPosCenter(ImGuiCond c=0) { ImGuiIO& io = GetIO(); SetNextWindowPos(ImVec2(io.DisplaySize.x * 0.5f, io.DisplaySize.y * 0.5f), c, ImVec2(0.5f, 0.5f)); }
1512*61046927SAndroid Build Coastguard Worker // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
IsItemHoveredRect()1513*61046927SAndroid Build Coastguard Worker static inline bool IsItemHoveredRect() { return IsItemHovered(ImGuiHoveredFlags_RectOnly); }
IsPosHoveringAnyWindow(const ImVec2 &)1514*61046927SAndroid Build Coastguard Worker static inline bool IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // This was misleading and partly broken. You probably want to use the ImGui::GetIO().WantCaptureMouse flag instead.
IsMouseHoveringAnyWindow()1515*61046927SAndroid Build Coastguard Worker static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }
IsMouseHoveringWindow()1516*61046927SAndroid Build Coastguard Worker static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); }
1517*61046927SAndroid Build Coastguard Worker }
1518*61046927SAndroid Build Coastguard Worker typedef ImGuiInputTextCallback ImGuiTextEditCallback; // OBSOLETE in 1.63 (from Aug 2018): made the names consistent
1519*61046927SAndroid Build Coastguard Worker typedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData;
1520*61046927SAndroid Build Coastguard Worker #endif
1521*61046927SAndroid Build Coastguard Worker
1522*61046927SAndroid Build Coastguard Worker //-----------------------------------------------------------------------------
1523*61046927SAndroid Build Coastguard Worker // Helpers
1524*61046927SAndroid Build Coastguard Worker //-----------------------------------------------------------------------------
1525*61046927SAndroid Build Coastguard Worker
1526*61046927SAndroid Build Coastguard Worker // Helper: IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() macros to call MemAlloc + Placement New, Placement Delete + MemFree
1527*61046927SAndroid Build Coastguard Worker // We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
1528*61046927SAndroid Build Coastguard Worker // Defining a custom placement new() with a dummy parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.
1529*61046927SAndroid Build Coastguard Worker struct ImNewDummy {};
new(size_t,ImNewDummy,void * ptr)1530*61046927SAndroid Build Coastguard Worker inline void* operator new(size_t, ImNewDummy, void* ptr) { return ptr; }
delete(void *,ImNewDummy,void *)1531*61046927SAndroid Build Coastguard Worker inline void operator delete(void*, ImNewDummy, void*) {} // This is only required so we can use the symetrical new()
1532*61046927SAndroid Build Coastguard Worker #define IM_PLACEMENT_NEW(_PTR) new(ImNewDummy(), _PTR)
1533*61046927SAndroid Build Coastguard Worker #define IM_NEW(_TYPE) new(ImNewDummy(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
IM_DELETE(T * p)1534*61046927SAndroid Build Coastguard Worker template<typename T> void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } }
1535*61046927SAndroid Build Coastguard Worker
1536*61046927SAndroid Build Coastguard Worker // Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame.
1537*61046927SAndroid Build Coastguard Worker // Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame");
1538*61046927SAndroid Build Coastguard Worker struct ImGuiOnceUponAFrame
1539*61046927SAndroid Build Coastguard Worker {
ImGuiOnceUponAFrameImGuiOnceUponAFrame1540*61046927SAndroid Build Coastguard Worker ImGuiOnceUponAFrame() { RefFrame = -1; }
1541*61046927SAndroid Build Coastguard Worker mutable int RefFrame;
1542*61046927SAndroid Build Coastguard Worker operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
1543*61046927SAndroid Build Coastguard Worker };
1544*61046927SAndroid Build Coastguard Worker
1545*61046927SAndroid Build Coastguard Worker // Helper: Macro for ImGuiOnceUponAFrame. Attention: The macro expands into 2 statement so make sure you don't use it within e.g. an if() statement without curly braces.
1546*61046927SAndroid Build Coastguard Worker #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1547*61046927SAndroid Build Coastguard Worker #define IMGUI_ONCE_UPON_A_FRAME static ImGuiOnceUponAFrame imgui_oaf; if (imgui_oaf) // OBSOLETED in 1.51, will remove!
1548*61046927SAndroid Build Coastguard Worker #endif
1549*61046927SAndroid Build Coastguard Worker
1550*61046927SAndroid Build Coastguard Worker // Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
1551*61046927SAndroid Build Coastguard Worker struct ImGuiTextFilter
1552*61046927SAndroid Build Coastguard Worker {
1553*61046927SAndroid Build Coastguard Worker IMGUI_API ImGuiTextFilter(const char* default_filter = "");
1554*61046927SAndroid Build Coastguard Worker IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build
1555*61046927SAndroid Build Coastguard Worker IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const;
1556*61046927SAndroid Build Coastguard Worker IMGUI_API void Build();
ClearImGuiTextFilter1557*61046927SAndroid Build Coastguard Worker void Clear() { InputBuf[0] = 0; Build(); }
IsActiveImGuiTextFilter1558*61046927SAndroid Build Coastguard Worker bool IsActive() const { return !Filters.empty(); }
1559*61046927SAndroid Build Coastguard Worker
1560*61046927SAndroid Build Coastguard Worker // [Internal]
1561*61046927SAndroid Build Coastguard Worker struct TextRange
1562*61046927SAndroid Build Coastguard Worker {
1563*61046927SAndroid Build Coastguard Worker const char* b;
1564*61046927SAndroid Build Coastguard Worker const char* e;
1565*61046927SAndroid Build Coastguard Worker
TextRangeImGuiTextFilter::TextRange1566*61046927SAndroid Build Coastguard Worker TextRange() { b = e = NULL; }
TextRangeImGuiTextFilter::TextRange1567*61046927SAndroid Build Coastguard Worker TextRange(const char* _b, const char* _e) { b = _b; e = _e; }
beginImGuiTextFilter::TextRange1568*61046927SAndroid Build Coastguard Worker const char* begin() const { return b; }
endImGuiTextFilter::TextRange1569*61046927SAndroid Build Coastguard Worker const char* end () const { return e; }
emptyImGuiTextFilter::TextRange1570*61046927SAndroid Build Coastguard Worker bool empty() const { return b == e; }
1571*61046927SAndroid Build Coastguard Worker IMGUI_API void split(char separator, ImVector<TextRange>* out) const;
1572*61046927SAndroid Build Coastguard Worker };
1573*61046927SAndroid Build Coastguard Worker char InputBuf[256];
1574*61046927SAndroid Build Coastguard Worker ImVector<TextRange> Filters;
1575*61046927SAndroid Build Coastguard Worker int CountGrep;
1576*61046927SAndroid Build Coastguard Worker };
1577*61046927SAndroid Build Coastguard Worker
1578*61046927SAndroid Build Coastguard Worker // Helper: Growable text buffer for logging/accumulating text
1579*61046927SAndroid Build Coastguard Worker // (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')
1580*61046927SAndroid Build Coastguard Worker struct ImGuiTextBuffer
1581*61046927SAndroid Build Coastguard Worker {
1582*61046927SAndroid Build Coastguard Worker ImVector<char> Buf;
1583*61046927SAndroid Build Coastguard Worker static char EmptyString[1];
1584*61046927SAndroid Build Coastguard Worker
ImGuiTextBufferImGuiTextBuffer1585*61046927SAndroid Build Coastguard Worker ImGuiTextBuffer() { }
1586*61046927SAndroid Build Coastguard Worker inline char operator[](int i) { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }
beginImGuiTextBuffer1587*61046927SAndroid Build Coastguard Worker const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; }
endImGuiTextBuffer1588*61046927SAndroid Build Coastguard Worker const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator
sizeImGuiTextBuffer1589*61046927SAndroid Build Coastguard Worker int size() const { return Buf.Size ? Buf.Size - 1 : 0; }
emptyImGuiTextBuffer1590*61046927SAndroid Build Coastguard Worker bool empty() { return Buf.Size <= 1; }
clearImGuiTextBuffer1591*61046927SAndroid Build Coastguard Worker void clear() { Buf.clear(); }
reserveImGuiTextBuffer1592*61046927SAndroid Build Coastguard Worker void reserve(int capacity) { Buf.reserve(capacity); }
c_strImGuiTextBuffer1593*61046927SAndroid Build Coastguard Worker const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; }
1594*61046927SAndroid Build Coastguard Worker IMGUI_API void append(const char* str, const char* str_end = NULL);
1595*61046927SAndroid Build Coastguard Worker IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2);
1596*61046927SAndroid Build Coastguard Worker IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2);
1597*61046927SAndroid Build Coastguard Worker };
1598*61046927SAndroid Build Coastguard Worker
1599*61046927SAndroid Build Coastguard Worker // Helper: Key->Value storage
1600*61046927SAndroid Build Coastguard Worker // Typically you don't have to worry about this since a storage is held within each Window.
1601*61046927SAndroid Build Coastguard Worker // We use it to e.g. store collapse state for a tree (Int 0/1)
1602*61046927SAndroid Build Coastguard Worker // This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)
1603*61046927SAndroid Build Coastguard Worker // You can use it as custom user storage for temporary values. Declare your own storage if, for example:
1604*61046927SAndroid Build Coastguard Worker // - 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).
1605*61046927SAndroid Build Coastguard Worker // - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)
1606*61046927SAndroid Build Coastguard Worker // Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
1607*61046927SAndroid Build Coastguard Worker struct ImGuiStorage
1608*61046927SAndroid Build Coastguard Worker {
1609*61046927SAndroid Build Coastguard Worker struct Pair
1610*61046927SAndroid Build Coastguard Worker {
1611*61046927SAndroid Build Coastguard Worker ImGuiID key;
1612*61046927SAndroid Build Coastguard Worker union { int val_i; float val_f; void* val_p; };
PairImGuiStorage::Pair1613*61046927SAndroid Build Coastguard Worker Pair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; }
PairImGuiStorage::Pair1614*61046927SAndroid Build Coastguard Worker Pair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; }
PairImGuiStorage::Pair1615*61046927SAndroid Build Coastguard Worker Pair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; }
1616*61046927SAndroid Build Coastguard Worker };
1617*61046927SAndroid Build Coastguard Worker ImVector<Pair> Data;
1618*61046927SAndroid Build Coastguard Worker
1619*61046927SAndroid Build Coastguard Worker // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
1620*61046927SAndroid Build Coastguard Worker // - Set***() functions find pair, insertion on demand if missing.
1621*61046927SAndroid Build Coastguard Worker // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
ClearImGuiStorage1622*61046927SAndroid Build Coastguard Worker void Clear() { Data.clear(); }
1623*61046927SAndroid Build Coastguard Worker IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const;
1624*61046927SAndroid Build Coastguard Worker IMGUI_API void SetInt(ImGuiID key, int val);
1625*61046927SAndroid Build Coastguard Worker IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const;
1626*61046927SAndroid Build Coastguard Worker IMGUI_API void SetBool(ImGuiID key, bool val);
1627*61046927SAndroid Build Coastguard Worker IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const;
1628*61046927SAndroid Build Coastguard Worker IMGUI_API void SetFloat(ImGuiID key, float val);
1629*61046927SAndroid Build Coastguard Worker IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL
1630*61046927SAndroid Build Coastguard Worker IMGUI_API void SetVoidPtr(ImGuiID key, void* val);
1631*61046927SAndroid Build Coastguard Worker
1632*61046927SAndroid Build Coastguard Worker // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
1633*61046927SAndroid Build Coastguard Worker // - 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.
1634*61046927SAndroid Build Coastguard Worker // - 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)
1635*61046927SAndroid Build Coastguard Worker // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
1636*61046927SAndroid Build Coastguard Worker IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0);
1637*61046927SAndroid Build Coastguard Worker IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false);
1638*61046927SAndroid Build Coastguard Worker IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f);
1639*61046927SAndroid Build Coastguard Worker IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
1640*61046927SAndroid Build Coastguard Worker
1641*61046927SAndroid Build Coastguard Worker // Use on your own storage if you know only integer are being stored (open/close all tree nodes)
1642*61046927SAndroid Build Coastguard Worker IMGUI_API void SetAllInt(int val);
1643*61046927SAndroid Build Coastguard Worker
1644*61046927SAndroid Build Coastguard Worker // For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
1645*61046927SAndroid Build Coastguard Worker IMGUI_API void BuildSortByKey();
1646*61046927SAndroid Build Coastguard Worker };
1647*61046927SAndroid Build Coastguard Worker
1648*61046927SAndroid Build Coastguard Worker // Helper: Manually clip large list of items.
1649*61046927SAndroid Build Coastguard Worker // If you are submitting lots of evenly spaced items and you have a random access to the list, you can perform coarse clipping based on visibility to save yourself from processing those items at all.
1650*61046927SAndroid Build Coastguard Worker // The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
1651*61046927SAndroid Build Coastguard Worker // ImGui already clip items based on their bounds but it needs to measure text size to do so. Coarse clipping before submission makes this cost and your own data fetching/submission cost null.
1652*61046927SAndroid Build Coastguard Worker // Usage:
1653*61046927SAndroid Build Coastguard Worker // ImGuiListClipper clipper(1000); // we have 1000 elements, evenly spaced.
1654*61046927SAndroid Build Coastguard Worker // while (clipper.Step())
1655*61046927SAndroid Build Coastguard Worker // for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
1656*61046927SAndroid Build Coastguard Worker // ImGui::Text("line number %d", i);
1657*61046927SAndroid Build Coastguard Worker // - Step 0: the clipper let you process the first element, regardless of it being visible or not, so we can measure the element height (step skipped if we passed a known height as second arg to constructor).
1658*61046927SAndroid Build Coastguard Worker // - Step 1: the clipper infer height from first element, calculate the actual range of elements to display, and position the cursor before the first element.
1659*61046927SAndroid Build Coastguard Worker // - (Step 2: dummy step only required if an explicit items_height was passed to constructor or Begin() and user call Step(). Does nothing and switch to Step 3.)
1660*61046927SAndroid Build Coastguard Worker // - Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), advance the cursor to the end of the list and then returns 'false' to end the loop.
1661*61046927SAndroid Build Coastguard Worker struct ImGuiListClipper
1662*61046927SAndroid Build Coastguard Worker {
1663*61046927SAndroid Build Coastguard Worker float StartPosY;
1664*61046927SAndroid Build Coastguard Worker float ItemsHeight;
1665*61046927SAndroid Build Coastguard Worker int ItemsCount, StepNo, DisplayStart, DisplayEnd;
1666*61046927SAndroid Build Coastguard Worker
1667*61046927SAndroid Build Coastguard Worker // items_count: Use -1 to ignore (you can call Begin later). Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step).
1668*61046927SAndroid Build Coastguard Worker // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
1669*61046927SAndroid Build Coastguard Worker // If you don't specify an items_height, you NEED to call Step(). If you specify items_height you may call the old Begin()/End() api directly, but prefer calling Step().
1670*61046927SAndroid Build Coastguard Worker ImGuiListClipper(int items_count = -1, float items_height = -1.0f) { Begin(items_count, items_height); } // NB: Begin() initialize every fields (as we allow user to call Begin/End multiple times on a same instance if they want).
~ImGuiListClipperImGuiListClipper1671*61046927SAndroid Build Coastguard Worker ~ImGuiListClipper() { IM_ASSERT(ItemsCount == -1); } // Assert if user forgot to call End() or Step() until false.
1672*61046927SAndroid Build Coastguard Worker
1673*61046927SAndroid Build Coastguard Worker IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
1674*61046927SAndroid Build Coastguard Worker IMGUI_API void Begin(int items_count, float items_height = -1.0f); // Automatically called by constructor if you passed 'items_count' or by Step() in Step 1.
1675*61046927SAndroid Build Coastguard Worker IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
1676*61046927SAndroid Build Coastguard Worker };
1677*61046927SAndroid Build Coastguard Worker
1678*61046927SAndroid Build Coastguard Worker // Helpers macros to generate 32-bits encoded colors
1679*61046927SAndroid Build Coastguard Worker #ifdef IMGUI_USE_BGRA_PACKED_COLOR
1680*61046927SAndroid Build Coastguard Worker #define IM_COL32_R_SHIFT 16
1681*61046927SAndroid Build Coastguard Worker #define IM_COL32_G_SHIFT 8
1682*61046927SAndroid Build Coastguard Worker #define IM_COL32_B_SHIFT 0
1683*61046927SAndroid Build Coastguard Worker #define IM_COL32_A_SHIFT 24
1684*61046927SAndroid Build Coastguard Worker #define IM_COL32_A_MASK 0xFF000000
1685*61046927SAndroid Build Coastguard Worker #else
1686*61046927SAndroid Build Coastguard Worker #define IM_COL32_R_SHIFT 0
1687*61046927SAndroid Build Coastguard Worker #define IM_COL32_G_SHIFT 8
1688*61046927SAndroid Build Coastguard Worker #define IM_COL32_B_SHIFT 16
1689*61046927SAndroid Build Coastguard Worker #define IM_COL32_A_SHIFT 24
1690*61046927SAndroid Build Coastguard Worker #define IM_COL32_A_MASK 0xFF000000
1691*61046927SAndroid Build Coastguard Worker #endif
1692*61046927SAndroid Build Coastguard Worker #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))
1693*61046927SAndroid Build Coastguard Worker #define IM_COL32_WHITE IM_COL32(255,255,255,255) // Opaque white = 0xFFFFFFFF
1694*61046927SAndroid Build Coastguard Worker #define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black
1695*61046927SAndroid Build Coastguard Worker #define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black = 0x00000000
1696*61046927SAndroid Build Coastguard Worker
1697*61046927SAndroid Build Coastguard Worker // Helper: ImColor() implicity converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
1698*61046927SAndroid Build Coastguard Worker // Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
1699*61046927SAndroid Build Coastguard Worker // **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
1700*61046927SAndroid Build Coastguard Worker // **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.
1701*61046927SAndroid Build Coastguard Worker struct ImColor
1702*61046927SAndroid Build Coastguard Worker {
1703*61046927SAndroid Build Coastguard Worker ImVec4 Value;
1704*61046927SAndroid Build Coastguard Worker
ImColorImColor1705*61046927SAndroid Build Coastguard Worker ImColor() { Value.x = Value.y = Value.z = Value.w = 0.0f; }
1706*61046927SAndroid Build Coastguard Worker ImColor(int r, int g, int b, int a = 255) { float sc = 1.0f/255.0f; Value.x = (float)r * sc; Value.y = (float)g * sc; Value.z = (float)b * sc; Value.w = (float)a * sc; }
ImColorImColor1707*61046927SAndroid Build Coastguard Worker ImColor(ImU32 rgba) { float sc = 1.0f/255.0f; Value.x = (float)((rgba>>IM_COL32_R_SHIFT)&0xFF) * sc; Value.y = (float)((rgba>>IM_COL32_G_SHIFT)&0xFF) * sc; Value.z = (float)((rgba>>IM_COL32_B_SHIFT)&0xFF) * sc; Value.w = (float)((rgba>>IM_COL32_A_SHIFT)&0xFF) * sc; }
1708*61046927SAndroid Build Coastguard Worker ImColor(float r, float g, float b, float a = 1.0f) { Value.x = r; Value.y = g; Value.z = b; Value.w = a; }
ImColorImColor1709*61046927SAndroid Build Coastguard Worker ImColor(const ImVec4& col) { Value = col; }
ImU32ImColor1710*61046927SAndroid Build Coastguard Worker inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); }
ImVec4ImColor1711*61046927SAndroid Build Coastguard Worker inline operator ImVec4() const { return Value; }
1712*61046927SAndroid Build Coastguard Worker
1713*61046927SAndroid Build Coastguard Worker // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.
1714*61046927SAndroid Build Coastguard Worker 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; }
1715*61046927SAndroid Build Coastguard Worker 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); }
1716*61046927SAndroid Build Coastguard Worker };
1717*61046927SAndroid Build Coastguard Worker
1718*61046927SAndroid Build Coastguard Worker //-----------------------------------------------------------------------------
1719*61046927SAndroid Build Coastguard Worker // Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListFlags, ImDrawList, ImDrawData)
1720*61046927SAndroid Build Coastguard Worker // Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
1721*61046927SAndroid Build Coastguard Worker //-----------------------------------------------------------------------------
1722*61046927SAndroid Build Coastguard Worker
1723*61046927SAndroid Build Coastguard Worker // Draw callbacks for advanced uses.
1724*61046927SAndroid Build Coastguard Worker // NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
1725*61046927SAndroid Build Coastguard Worker // you can poke into the draw list for that! Draw callback may be useful for example to: A) Change your GPU render state,
1726*61046927SAndroid Build Coastguard Worker // B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
1727*61046927SAndroid Build Coastguard Worker // The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
1728*61046927SAndroid Build Coastguard Worker typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
1729*61046927SAndroid Build Coastguard Worker
1730*61046927SAndroid Build Coastguard Worker // Typically, 1 command = 1 GPU draw call (unless command is a callback)
1731*61046927SAndroid Build Coastguard Worker struct ImDrawCmd
1732*61046927SAndroid Build Coastguard Worker {
1733*61046927SAndroid Build Coastguard Worker unsigned int ElemCount; // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
1734*61046927SAndroid Build Coastguard Worker ImVec4 ClipRect; // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
1735*61046927SAndroid Build Coastguard Worker ImTextureID TextureId; // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
1736*61046927SAndroid Build Coastguard Worker ImDrawCallback UserCallback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
1737*61046927SAndroid Build Coastguard Worker void* UserCallbackData; // The draw callback code can access this.
1738*61046927SAndroid Build Coastguard Worker
ImDrawCmdImDrawCmd1739*61046927SAndroid Build Coastguard Worker ImDrawCmd() { ElemCount = 0; ClipRect.x = ClipRect.y = ClipRect.z = ClipRect.w = 0.0f; TextureId = (ImTextureID)NULL; UserCallback = NULL; UserCallbackData = NULL; }
1740*61046927SAndroid Build Coastguard Worker };
1741*61046927SAndroid Build Coastguard Worker
1742*61046927SAndroid Build Coastguard Worker // Vertex index (override with '#define ImDrawIdx unsigned int' in imconfig.h)
1743*61046927SAndroid Build Coastguard Worker #ifndef ImDrawIdx
1744*61046927SAndroid Build Coastguard Worker typedef unsigned short ImDrawIdx;
1745*61046927SAndroid Build Coastguard Worker #endif
1746*61046927SAndroid Build Coastguard Worker
1747*61046927SAndroid Build Coastguard Worker // Vertex layout
1748*61046927SAndroid Build Coastguard Worker #ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
1749*61046927SAndroid Build Coastguard Worker struct ImDrawVert
1750*61046927SAndroid Build Coastguard Worker {
1751*61046927SAndroid Build Coastguard Worker ImVec2 pos;
1752*61046927SAndroid Build Coastguard Worker ImVec2 uv;
1753*61046927SAndroid Build Coastguard Worker ImU32 col;
1754*61046927SAndroid Build Coastguard Worker };
1755*61046927SAndroid Build Coastguard Worker #else
1756*61046927SAndroid Build Coastguard Worker // You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
1757*61046927SAndroid Build Coastguard Worker // 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.
1758*61046927SAndroid Build Coastguard Worker // The type has to be described within the macro (you can either declare the struct or use a typedef)
1759*61046927SAndroid Build Coastguard Worker // 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.
1760*61046927SAndroid Build Coastguard Worker IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
1761*61046927SAndroid Build Coastguard Worker #endif
1762*61046927SAndroid Build Coastguard Worker
1763*61046927SAndroid Build Coastguard Worker // Draw channels are used by the Columns API to "split" the render list into different channels while building, so items of each column can be batched together.
1764*61046927SAndroid Build Coastguard Worker // You can also use them to simulate drawing layers and submit primitives in a different order than how they will be rendered.
1765*61046927SAndroid Build Coastguard Worker struct ImDrawChannel
1766*61046927SAndroid Build Coastguard Worker {
1767*61046927SAndroid Build Coastguard Worker ImVector<ImDrawCmd> CmdBuffer;
1768*61046927SAndroid Build Coastguard Worker ImVector<ImDrawIdx> IdxBuffer;
1769*61046927SAndroid Build Coastguard Worker };
1770*61046927SAndroid Build Coastguard Worker
1771*61046927SAndroid Build Coastguard Worker enum ImDrawCornerFlags_
1772*61046927SAndroid Build Coastguard Worker {
1773*61046927SAndroid Build Coastguard Worker ImDrawCornerFlags_TopLeft = 1 << 0, // 0x1
1774*61046927SAndroid Build Coastguard Worker ImDrawCornerFlags_TopRight = 1 << 1, // 0x2
1775*61046927SAndroid Build Coastguard Worker ImDrawCornerFlags_BotLeft = 1 << 2, // 0x4
1776*61046927SAndroid Build Coastguard Worker ImDrawCornerFlags_BotRight = 1 << 3, // 0x8
1777*61046927SAndroid Build Coastguard Worker ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight, // 0x3
1778*61046927SAndroid Build Coastguard Worker ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight, // 0xC
1779*61046927SAndroid Build Coastguard Worker ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft, // 0x5
1780*61046927SAndroid Build Coastguard Worker ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight, // 0xA
1781*61046927SAndroid Build Coastguard Worker ImDrawCornerFlags_All = 0xF // In your function calls you may use ~0 (= all bits sets) instead of ImDrawCornerFlags_All, as a convenience
1782*61046927SAndroid Build Coastguard Worker };
1783*61046927SAndroid Build Coastguard Worker
1784*61046927SAndroid Build Coastguard Worker enum ImDrawListFlags_
1785*61046927SAndroid Build Coastguard Worker {
1786*61046927SAndroid Build Coastguard Worker ImDrawListFlags_None = 0,
1787*61046927SAndroid Build Coastguard Worker ImDrawListFlags_AntiAliasedLines = 1 << 0, // Lines are anti-aliased (*2 the number of triangles for 1.0f wide line, otherwise *3 the number of triangles)
1788*61046927SAndroid Build Coastguard Worker ImDrawListFlags_AntiAliasedFill = 1 << 1 // Filled shapes have anti-aliased edges (*2 the number of vertices)
1789*61046927SAndroid Build Coastguard Worker };
1790*61046927SAndroid Build Coastguard Worker
1791*61046927SAndroid Build Coastguard Worker // Draw command list
1792*61046927SAndroid Build Coastguard Worker // This is the low-level list of polygons that ImGui functions are filling. At the end of the frame, all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
1793*61046927SAndroid Build Coastguard Worker // Each ImGui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to access the current window draw list and draw custom primitives.
1794*61046927SAndroid Build Coastguard Worker // You can interleave normal ImGui:: calls and adding primitives to the current draw list.
1795*61046927SAndroid Build Coastguard Worker // All positions are generally in pixel coordinates (top-left at (0,0), bottom-right at io.DisplaySize), but you are totally free to apply whatever transformation matrix to want to the data (if you apply such transformation you'll want to apply it to ClipRect as well)
1796*61046927SAndroid Build Coastguard Worker // 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.
1797*61046927SAndroid Build Coastguard Worker struct ImDrawList
1798*61046927SAndroid Build Coastguard Worker {
1799*61046927SAndroid Build Coastguard Worker // This is what you have to render
1800*61046927SAndroid Build Coastguard Worker ImVector<ImDrawCmd> CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.
1801*61046927SAndroid Build Coastguard Worker ImVector<ImDrawIdx> IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those
1802*61046927SAndroid Build Coastguard Worker ImVector<ImDrawVert> VtxBuffer; // Vertex buffer.
1803*61046927SAndroid Build Coastguard Worker ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
1804*61046927SAndroid Build Coastguard Worker
1805*61046927SAndroid Build Coastguard Worker // [Internal, used while building lists]
1806*61046927SAndroid Build Coastguard Worker const ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
1807*61046927SAndroid Build Coastguard Worker const char* _OwnerName; // Pointer to owner window's name for debugging
1808*61046927SAndroid Build Coastguard Worker unsigned int _VtxCurrentIdx; // [Internal] == VtxBuffer.Size
1809*61046927SAndroid Build Coastguard Worker ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
1810*61046927SAndroid Build Coastguard Worker ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
1811*61046927SAndroid Build Coastguard Worker ImVector<ImVec4> _ClipRectStack; // [Internal]
1812*61046927SAndroid Build Coastguard Worker ImVector<ImTextureID> _TextureIdStack; // [Internal]
1813*61046927SAndroid Build Coastguard Worker ImVector<ImVec2> _Path; // [Internal] current path building
1814*61046927SAndroid Build Coastguard Worker int _ChannelsCurrent; // [Internal] current channel number (0)
1815*61046927SAndroid Build Coastguard Worker int _ChannelsCount; // [Internal] number of active channels (1+)
1816*61046927SAndroid Build Coastguard Worker ImVector<ImDrawChannel> _Channels; // [Internal] draw channels for columns API (not resized down so _ChannelsCount may be smaller than _Channels.Size)
1817*61046927SAndroid Build Coastguard Worker
1818*61046927SAndroid Build Coastguard Worker // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui)
ImDrawListImDrawList1819*61046927SAndroid Build Coastguard Worker ImDrawList(const ImDrawListSharedData* shared_data) { _Data = shared_data; _OwnerName = NULL; Clear(); }
~ImDrawListImDrawList1820*61046927SAndroid Build Coastguard Worker ~ImDrawList() { ClearFreeMemory(); }
1821*61046927SAndroid Build Coastguard Worker IMGUI_API void PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
1822*61046927SAndroid Build Coastguard Worker IMGUI_API void PushClipRectFullScreen();
1823*61046927SAndroid Build Coastguard Worker IMGUI_API void PopClipRect();
1824*61046927SAndroid Build Coastguard Worker IMGUI_API void PushTextureID(ImTextureID texture_id);
1825*61046927SAndroid Build Coastguard Worker IMGUI_API void PopTextureID();
GetClipRectMinImDrawList1826*61046927SAndroid Build Coastguard Worker inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }
GetClipRectMaxImDrawList1827*61046927SAndroid Build Coastguard Worker inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
1828*61046927SAndroid Build Coastguard Worker
1829*61046927SAndroid Build Coastguard Worker // Primitives
1830*61046927SAndroid Build Coastguard Worker IMGUI_API void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f);
1831*61046927SAndroid Build Coastguard Worker IMGUI_API void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All, float thickness = 1.0f); // a: upper-left, b: lower-right, rounding_corners_flags: 4-bits corresponding to which corner to round
1832*61046927SAndroid Build Coastguard Worker IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All); // a: upper-left, b: lower-right
1833*61046927SAndroid Build Coastguard Worker IMGUI_API void AddRectFilledMultiColor(const ImVec2& a, const ImVec2& b, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);
1834*61046927SAndroid Build Coastguard Worker IMGUI_API void AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness = 1.0f);
1835*61046927SAndroid Build Coastguard Worker IMGUI_API void AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col);
1836*61046927SAndroid Build Coastguard Worker IMGUI_API void AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness = 1.0f);
1837*61046927SAndroid Build Coastguard Worker IMGUI_API void AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col);
1838*61046927SAndroid Build Coastguard Worker IMGUI_API void AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f);
1839*61046927SAndroid Build Coastguard Worker IMGUI_API void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
1840*61046927SAndroid Build Coastguard Worker IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
1841*61046927SAndroid Build Coastguard Worker IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL);
1842*61046927SAndroid Build Coastguard Worker IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,1), ImU32 col = 0xFFFFFFFF);
1843*61046927SAndroid Build Coastguard Worker IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,0), const ImVec2& uv_c = ImVec2(1,1), const ImVec2& uv_d = ImVec2(0,1), ImU32 col = 0xFFFFFFFF);
1844*61046927SAndroid Build Coastguard Worker IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col, float rounding, int rounding_corners = ImDrawCornerFlags_All);
1845*61046927SAndroid Build Coastguard Worker IMGUI_API void AddPolyline(const ImVec2* points, const int num_points, ImU32 col, bool closed, float thickness);
1846*61046927SAndroid Build Coastguard Worker IMGUI_API void AddConvexPolyFilled(const ImVec2* points, const int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order.
1847*61046927SAndroid Build Coastguard Worker IMGUI_API void AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0);
1848*61046927SAndroid Build Coastguard Worker
1849*61046927SAndroid Build Coastguard Worker // Stateful path API, add points then finish with PathFillConvex() or PathStroke()
PathClearImDrawList1850*61046927SAndroid Build Coastguard Worker inline void PathClear() { _Path.Size = 0; }
PathLineToImDrawList1851*61046927SAndroid Build Coastguard Worker inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); }
PathLineToMergeDuplicateImDrawList1852*61046927SAndroid Build Coastguard Worker inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size-1], &pos, 8) != 0) _Path.push_back(pos); }
PathFillConvexImDrawList1853*61046927SAndroid Build Coastguard Worker inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } // Note: Anti-aliased filling requires points to be in clockwise order.
1854*61046927SAndroid Build Coastguard Worker inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); _Path.Size = 0; }
1855*61046927SAndroid Build Coastguard Worker IMGUI_API void PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 10);
1856*61046927SAndroid Build Coastguard Worker IMGUI_API void PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle
1857*61046927SAndroid Build Coastguard Worker IMGUI_API void PathBezierCurveTo(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, int num_segments = 0);
1858*61046927SAndroid Build Coastguard Worker IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All);
1859*61046927SAndroid Build Coastguard Worker
1860*61046927SAndroid Build Coastguard Worker // Channels
1861*61046927SAndroid Build Coastguard Worker // - Use to simulate layers. By switching channels to can render out-of-order (e.g. submit foreground primitives before background primitives)
1862*61046927SAndroid Build Coastguard Worker // - Use to minimize draw calls (e.g. if going back-and-forth between multiple non-overlapping clipping rectangles, prefer to append into separate channels then merge at the end)
1863*61046927SAndroid Build Coastguard Worker IMGUI_API void ChannelsSplit(int channels_count);
1864*61046927SAndroid Build Coastguard Worker IMGUI_API void ChannelsMerge();
1865*61046927SAndroid Build Coastguard Worker IMGUI_API void ChannelsSetCurrent(int channel_index);
1866*61046927SAndroid Build Coastguard Worker
1867*61046927SAndroid Build Coastguard Worker // Advanced
1868*61046927SAndroid Build Coastguard Worker IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles.
1869*61046927SAndroid Build Coastguard Worker 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
1870*61046927SAndroid Build Coastguard Worker IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.
1871*61046927SAndroid Build Coastguard Worker
1872*61046927SAndroid Build Coastguard Worker // Internal helpers
1873*61046927SAndroid Build Coastguard Worker // NB: all primitives needs to be reserved via PrimReserve() beforehand!
1874*61046927SAndroid Build Coastguard Worker IMGUI_API void Clear();
1875*61046927SAndroid Build Coastguard Worker IMGUI_API void ClearFreeMemory();
1876*61046927SAndroid Build Coastguard Worker IMGUI_API void PrimReserve(int idx_count, int vtx_count);
1877*61046927SAndroid Build Coastguard Worker IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles)
1878*61046927SAndroid Build Coastguard Worker IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
1879*61046927SAndroid Build Coastguard Worker 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);
PrimWriteVtxImDrawList1880*61046927SAndroid Build Coastguard Worker inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col){ _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
PrimWriteIdxImDrawList1881*61046927SAndroid Build Coastguard Worker inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; }
PrimVtxImDrawList1882*61046927SAndroid Build Coastguard Worker inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); }
1883*61046927SAndroid Build Coastguard Worker IMGUI_API void UpdateClipRect();
1884*61046927SAndroid Build Coastguard Worker IMGUI_API void UpdateTextureID();
1885*61046927SAndroid Build Coastguard Worker };
1886*61046927SAndroid Build Coastguard Worker
1887*61046927SAndroid Build Coastguard Worker // All draw data to render an ImGui frame
1888*61046927SAndroid Build Coastguard Worker // (NB: the style and the naming convention here is a little inconsistent but we preserve them for backward compatibility purpose)
1889*61046927SAndroid Build Coastguard Worker struct ImDrawData
1890*61046927SAndroid Build Coastguard Worker {
1891*61046927SAndroid Build Coastguard Worker bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
1892*61046927SAndroid Build Coastguard Worker ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here.
1893*61046927SAndroid Build Coastguard Worker int CmdListsCount; // Number of ImDrawList* to render
1894*61046927SAndroid Build Coastguard Worker int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size
1895*61046927SAndroid Build Coastguard Worker int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size
1896*61046927SAndroid Build Coastguard Worker ImVec2 DisplayPos; // Upper-left position of the viewport to render (== upper-left of the orthogonal projection matrix to use)
1897*61046927SAndroid Build Coastguard Worker ImVec2 DisplaySize; // Size of the viewport to render (== io.DisplaySize for the main viewport) (DisplayPos + DisplaySize == lower-right of the orthogonal projection matrix to use)
1898*61046927SAndroid Build Coastguard Worker ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display.
1899*61046927SAndroid Build Coastguard Worker
1900*61046927SAndroid Build Coastguard Worker // Functions
ImDrawDataImDrawData1901*61046927SAndroid Build Coastguard Worker ImDrawData() { Valid = false; Clear(); }
~ImDrawDataImDrawData1902*61046927SAndroid Build Coastguard Worker ~ImDrawData() { Clear(); }
ClearImDrawData1903*61046927SAndroid Build Coastguard Worker void Clear() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.f, 0.f); } // The ImDrawList are owned by ImGuiContext!
1904*61046927SAndroid Build Coastguard Worker 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!
1905*61046927SAndroid Build Coastguard Worker 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 ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
1906*61046927SAndroid Build Coastguard Worker };
1907*61046927SAndroid Build Coastguard Worker
1908*61046927SAndroid Build Coastguard Worker //-----------------------------------------------------------------------------
1909*61046927SAndroid Build Coastguard Worker // Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)
1910*61046927SAndroid Build Coastguard Worker //-----------------------------------------------------------------------------
1911*61046927SAndroid Build Coastguard Worker
1912*61046927SAndroid Build Coastguard Worker struct ImFontConfig
1913*61046927SAndroid Build Coastguard Worker {
1914*61046927SAndroid Build Coastguard Worker void* FontData; // // TTF/OTF data
1915*61046927SAndroid Build Coastguard Worker int FontDataSize; // // TTF/OTF data size
1916*61046927SAndroid Build Coastguard Worker bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
1917*61046927SAndroid Build Coastguard Worker int FontNo; // 0 // Index of font within TTF/OTF file
1918*61046927SAndroid Build Coastguard Worker float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height).
1919*61046927SAndroid Build Coastguard Worker int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.
1920*61046927SAndroid Build Coastguard Worker int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
1921*61046927SAndroid Build Coastguard Worker bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1.
1922*61046927SAndroid Build Coastguard Worker ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
1923*61046927SAndroid Build Coastguard Worker ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input.
1924*61046927SAndroid Build Coastguard Worker const ImWchar* GlyphRanges; // NULL // Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE.
1925*61046927SAndroid Build Coastguard Worker float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font
1926*61046927SAndroid Build Coastguard Worker float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs
1927*61046927SAndroid Build Coastguard Worker 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.
1928*61046927SAndroid Build Coastguard Worker unsigned int RasterizerFlags; // 0x00 // Settings for custom font rasterizer (e.g. ImGuiFreeType). Leave as zero if you aren't using one.
1929*61046927SAndroid Build Coastguard Worker float RasterizerMultiply; // 1.0f // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable.
1930*61046927SAndroid Build Coastguard Worker
1931*61046927SAndroid Build Coastguard Worker // [Internal]
1932*61046927SAndroid Build Coastguard Worker char Name[40]; // Name (strictly to ease debugging)
1933*61046927SAndroid Build Coastguard Worker ImFont* DstFont;
1934*61046927SAndroid Build Coastguard Worker
1935*61046927SAndroid Build Coastguard Worker IMGUI_API ImFontConfig();
1936*61046927SAndroid Build Coastguard Worker };
1937*61046927SAndroid Build Coastguard Worker
1938*61046927SAndroid Build Coastguard Worker struct ImFontGlyph
1939*61046927SAndroid Build Coastguard Worker {
1940*61046927SAndroid Build Coastguard Worker ImWchar Codepoint; // 0x0000..0xFFFF
1941*61046927SAndroid Build Coastguard Worker float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in)
1942*61046927SAndroid Build Coastguard Worker float X0, Y0, X1, Y1; // Glyph corners
1943*61046927SAndroid Build Coastguard Worker float U0, V0, U1, V1; // Texture coordinates
1944*61046927SAndroid Build Coastguard Worker };
1945*61046927SAndroid Build Coastguard Worker
1946*61046927SAndroid Build Coastguard Worker // Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges().
1947*61046927SAndroid Build Coastguard Worker // This is essentially a tightly packed of vector of 64k booleans = 8KB storage.
1948*61046927SAndroid Build Coastguard Worker struct ImFontGlyphRangesBuilder
1949*61046927SAndroid Build Coastguard Worker {
1950*61046927SAndroid Build Coastguard Worker ImVector<int> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used)
1951*61046927SAndroid Build Coastguard Worker
ImFontGlyphRangesBuilderImFontGlyphRangesBuilder1952*61046927SAndroid Build Coastguard Worker ImFontGlyphRangesBuilder() { UsedChars.resize(0x10000 / sizeof(int)); memset(UsedChars.Data, 0, 0x10000 / sizeof(int)); }
GetBitImFontGlyphRangesBuilder1953*61046927SAndroid Build Coastguard Worker bool GetBit(int n) const { int off = (n >> 5); int mask = 1 << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array
SetBitImFontGlyphRangesBuilder1954*61046927SAndroid Build Coastguard Worker void SetBit(int n) { int off = (n >> 5); int mask = 1 << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array
AddCharImFontGlyphRangesBuilder1955*61046927SAndroid Build Coastguard Worker void AddChar(ImWchar c) { SetBit(c); } // Add character
1956*61046927SAndroid Build Coastguard Worker IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added)
1957*61046927SAndroid Build Coastguard Worker IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
1958*61046927SAndroid Build Coastguard Worker IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges); // Output new ranges
1959*61046927SAndroid Build Coastguard Worker };
1960*61046927SAndroid Build Coastguard Worker
1961*61046927SAndroid Build Coastguard Worker enum ImFontAtlasFlags_
1962*61046927SAndroid Build Coastguard Worker {
1963*61046927SAndroid Build Coastguard Worker ImFontAtlasFlags_None = 0,
1964*61046927SAndroid Build Coastguard Worker ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two
1965*61046927SAndroid Build Coastguard Worker ImFontAtlasFlags_NoMouseCursors = 1 << 1 // Don't build software mouse cursors into the atlas
1966*61046927SAndroid Build Coastguard Worker };
1967*61046927SAndroid Build Coastguard Worker
1968*61046927SAndroid Build Coastguard Worker // Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
1969*61046927SAndroid Build Coastguard Worker // - One or more fonts.
1970*61046927SAndroid Build Coastguard Worker // - Custom graphics data needed to render the shapes needed by Dear ImGui.
1971*61046927SAndroid Build Coastguard Worker // - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas).
1972*61046927SAndroid Build Coastguard Worker // It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api.
1973*61046927SAndroid Build Coastguard Worker // - Optionally, call any of the AddFont*** functions. If you don't call any, the default font embedded in the code will be loaded for you.
1974*61046927SAndroid Build Coastguard Worker // - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
1975*61046927SAndroid Build Coastguard Worker // - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples)
1976*61046927SAndroid Build Coastguard Worker // - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
1977*61046927SAndroid Build Coastguard Worker // This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details.
1978*61046927SAndroid Build Coastguard Worker // Common pitfalls:
1979*61046927SAndroid Build Coastguard Worker // - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the
1980*61046927SAndroid Build Coastguard Worker // atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
1981*61046927SAndroid Build Coastguard Worker // - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.
1982*61046927SAndroid Build Coastguard Worker // You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
1983*61046927SAndroid Build Coastguard Worker // - Even though many functions are suffixed with "TTF", OTF data is supported just as well.
1984*61046927SAndroid Build Coastguard Worker // - This is an old API and it is currently awkward for those and and various other reasons! We will address them in the future!
1985*61046927SAndroid Build Coastguard Worker struct ImFontAtlas
1986*61046927SAndroid Build Coastguard Worker {
1987*61046927SAndroid Build Coastguard Worker IMGUI_API ImFontAtlas();
1988*61046927SAndroid Build Coastguard Worker IMGUI_API ~ImFontAtlas();
1989*61046927SAndroid Build Coastguard Worker IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg);
1990*61046927SAndroid Build Coastguard Worker IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL);
1991*61046927SAndroid Build Coastguard Worker IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
1992*61046927SAndroid Build Coastguard Worker IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed.
1993*61046927SAndroid Build Coastguard Worker IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp.
1994*61046927SAndroid Build Coastguard Worker IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter.
1995*61046927SAndroid Build Coastguard Worker IMGUI_API void ClearInputData(); // Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts.
1996*61046927SAndroid Build Coastguard Worker IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory.
1997*61046927SAndroid Build Coastguard Worker IMGUI_API void ClearFonts(); // Clear output font data (glyphs storage, UV coordinates).
1998*61046927SAndroid Build Coastguard Worker IMGUI_API void Clear(); // Clear all input and output.
1999*61046927SAndroid Build Coastguard Worker
2000*61046927SAndroid Build Coastguard Worker // Build atlas, retrieve pixel data.
2001*61046927SAndroid Build Coastguard Worker // 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().
2002*61046927SAndroid Build Coastguard Worker // The pitch is always = Width * BytesPerPixels (1 or 4)
2003*61046927SAndroid Build Coastguard Worker // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
2004*61046927SAndroid Build Coastguard Worker // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste.
2005*61046927SAndroid Build Coastguard Worker IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions.
2006*61046927SAndroid Build Coastguard Worker IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
2007*61046927SAndroid Build Coastguard Worker IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
IsBuiltImFontAtlas2008*61046927SAndroid Build Coastguard Worker bool IsBuilt() { return Fonts.Size > 0 && (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); }
SetTexIDImFontAtlas2009*61046927SAndroid Build Coastguard Worker void SetTexID(ImTextureID id) { TexID = id; }
2010*61046927SAndroid Build Coastguard Worker
2011*61046927SAndroid Build Coastguard Worker //-------------------------------------------
2012*61046927SAndroid Build Coastguard Worker // Glyph Ranges
2013*61046927SAndroid Build Coastguard Worker //-------------------------------------------
2014*61046927SAndroid Build Coastguard Worker
2015*61046927SAndroid Build Coastguard Worker // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
2016*61046927SAndroid Build Coastguard Worker // NB: Make sure that your string are UTF-8 and NOT in your local code page. In C++11, you can create UTF-8 string literal using the u8"Hello world" syntax. See FAQ for details.
2017*61046927SAndroid Build Coastguard Worker // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.
2018*61046927SAndroid Build Coastguard Worker IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
2019*61046927SAndroid Build Coastguard Worker IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters
2020*61046927SAndroid Build Coastguard Worker IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
2021*61046927SAndroid Build Coastguard Worker IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs
2022*61046927SAndroid Build Coastguard Worker IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
2023*61046927SAndroid Build Coastguard Worker IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters
2024*61046927SAndroid Build Coastguard Worker IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters
2025*61046927SAndroid Build Coastguard Worker
2026*61046927SAndroid Build Coastguard Worker //-------------------------------------------
2027*61046927SAndroid Build Coastguard Worker // Custom Rectangles/Glyphs API
2028*61046927SAndroid Build Coastguard Worker //-------------------------------------------
2029*61046927SAndroid Build Coastguard Worker
2030*61046927SAndroid Build Coastguard Worker // You can request arbitrary rectangles to be packed into the atlas, for your own purposes. After calling Build(), you can query the rectangle position and render your pixels.
2031*61046927SAndroid Build Coastguard Worker // You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), so you can render e.g. custom colorful icons and use them as regular glyphs.
2032*61046927SAndroid Build Coastguard Worker struct CustomRect
2033*61046927SAndroid Build Coastguard Worker {
2034*61046927SAndroid Build Coastguard Worker unsigned int ID; // Input // User ID. Use <0x10000 to map into a font glyph, >=0x10000 for other/internal/custom texture data.
2035*61046927SAndroid Build Coastguard Worker unsigned short Width, Height; // Input // Desired rectangle dimension
2036*61046927SAndroid Build Coastguard Worker unsigned short X, Y; // Output // Packed position in Atlas
2037*61046927SAndroid Build Coastguard Worker float GlyphAdvanceX; // Input // For custom font glyphs only (ID<0x10000): glyph xadvance
2038*61046927SAndroid Build Coastguard Worker ImVec2 GlyphOffset; // Input // For custom font glyphs only (ID<0x10000): glyph display offset
2039*61046927SAndroid Build Coastguard Worker ImFont* Font; // Input // For custom font glyphs only (ID<0x10000): target font
CustomRectImFontAtlas::CustomRect2040*61046927SAndroid Build Coastguard Worker CustomRect() { ID = 0xFFFFFFFF; Width = Height = 0; X = Y = 0xFFFF; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0,0); Font = NULL; }
IsPackedImFontAtlas::CustomRect2041*61046927SAndroid Build Coastguard Worker bool IsPacked() const { return X != 0xFFFF; }
2042*61046927SAndroid Build Coastguard Worker };
2043*61046927SAndroid Build Coastguard Worker
2044*61046927SAndroid Build Coastguard Worker IMGUI_API int AddCustomRectRegular(unsigned int id, int width, int height); // Id needs to be >= 0x10000. Id >= 0x80000000 are reserved for ImGui and ImDrawList
2045*61046927SAndroid Build Coastguard Worker IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0,0)); // Id needs to be < 0x10000 to register a rectangle to map into a specific font.
GetCustomRectByIndexImFontAtlas2046*61046927SAndroid Build Coastguard Worker const CustomRect* GetCustomRectByIndex(int index) const { if (index < 0) return NULL; return &CustomRects[index]; }
2047*61046927SAndroid Build Coastguard Worker
2048*61046927SAndroid Build Coastguard Worker // [Internal]
2049*61046927SAndroid Build Coastguard Worker IMGUI_API void CalcCustomRectUV(const CustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max);
2050*61046927SAndroid Build Coastguard Worker IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]);
2051*61046927SAndroid Build Coastguard Worker
2052*61046927SAndroid Build Coastguard Worker //-------------------------------------------
2053*61046927SAndroid Build Coastguard Worker // Members
2054*61046927SAndroid Build Coastguard Worker //-------------------------------------------
2055*61046927SAndroid Build Coastguard Worker
2056*61046927SAndroid Build Coastguard Worker bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
2057*61046927SAndroid Build Coastguard Worker ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_)
2058*61046927SAndroid Build Coastguard Worker ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure.
2059*61046927SAndroid Build Coastguard Worker int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.
2060*61046927SAndroid Build Coastguard Worker int TexGlyphPadding; // 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.
2061*61046927SAndroid Build Coastguard Worker
2062*61046927SAndroid Build Coastguard Worker // [Internal]
2063*61046927SAndroid Build Coastguard Worker // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
2064*61046927SAndroid Build Coastguard Worker unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
2065*61046927SAndroid Build Coastguard Worker unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
2066*61046927SAndroid Build Coastguard Worker int TexWidth; // Texture width calculated during Build().
2067*61046927SAndroid Build Coastguard Worker int TexHeight; // Texture height calculated during Build().
2068*61046927SAndroid Build Coastguard Worker ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight)
2069*61046927SAndroid Build Coastguard Worker ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel
2070*61046927SAndroid Build Coastguard Worker 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.
2071*61046927SAndroid Build Coastguard Worker ImVector<CustomRect> CustomRects; // Rectangles for packing custom texture data into the atlas.
2072*61046927SAndroid Build Coastguard Worker ImVector<ImFontConfig> ConfigData; // Internal data
2073*61046927SAndroid Build Coastguard Worker int CustomRectIds[1]; // Identifiers of custom texture rectangle used by ImFontAtlas/ImDrawList
2074*61046927SAndroid Build Coastguard Worker
2075*61046927SAndroid Build Coastguard Worker #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2076*61046927SAndroid Build Coastguard Worker typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETE 1.67+
2077*61046927SAndroid Build Coastguard Worker #endif
2078*61046927SAndroid Build Coastguard Worker };
2079*61046927SAndroid Build Coastguard Worker
2080*61046927SAndroid Build Coastguard Worker // Font runtime data and rendering
2081*61046927SAndroid Build Coastguard Worker // ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
2082*61046927SAndroid Build Coastguard Worker struct ImFont
2083*61046927SAndroid Build Coastguard Worker {
2084*61046927SAndroid Build Coastguard Worker // Members: Hot ~20/24 bytes (for CalcTextSize)
2085*61046927SAndroid Build Coastguard Worker ImVector<float> IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this this info, and are often bottleneck in large UI).
2086*61046927SAndroid Build Coastguard Worker float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX
2087*61046927SAndroid Build Coastguard Worker float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading)
2088*61046927SAndroid Build Coastguard Worker
2089*61046927SAndroid Build Coastguard Worker // Members: Hot ~36/48 bytes (for CalcTextSize + render loop)
2090*61046927SAndroid Build Coastguard Worker ImVector<ImWchar> IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point.
2091*61046927SAndroid Build Coastguard Worker ImVector<ImFontGlyph> Glyphs; // 12-16 // out // // All glyphs.
2092*61046927SAndroid Build Coastguard Worker const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar)
2093*61046927SAndroid Build Coastguard Worker ImVec2 DisplayOffset; // 8 // in // = (0,0) // Offset font rendering by xx pixels
2094*61046927SAndroid Build Coastguard Worker
2095*61046927SAndroid Build Coastguard Worker // Members: Cold ~32/40 bytes
2096*61046927SAndroid Build Coastguard Worker ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into
2097*61046927SAndroid Build Coastguard Worker const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData
2098*61046927SAndroid Build Coastguard Worker short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
2099*61046927SAndroid Build Coastguard Worker ImWchar FallbackChar; // 2 // in // = '?' // Replacement glyph if one isn't found. Only set via SetFallbackChar()
2100*61046927SAndroid Build Coastguard Worker float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
2101*61046927SAndroid Build Coastguard Worker float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
2102*61046927SAndroid Build Coastguard Worker int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
2103*61046927SAndroid Build Coastguard Worker bool DirtyLookupTables; // 1 // out //
2104*61046927SAndroid Build Coastguard Worker
2105*61046927SAndroid Build Coastguard Worker // Methods
2106*61046927SAndroid Build Coastguard Worker IMGUI_API ImFont();
2107*61046927SAndroid Build Coastguard Worker IMGUI_API ~ImFont();
2108*61046927SAndroid Build Coastguard Worker IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const;
2109*61046927SAndroid Build Coastguard Worker IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const;
GetCharAdvanceImFont2110*61046927SAndroid Build Coastguard Worker float GetCharAdvance(ImWchar c) const { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; }
IsLoadedImFont2111*61046927SAndroid Build Coastguard Worker bool IsLoaded() const { return ContainerAtlas != NULL; }
GetDebugNameImFont2112*61046927SAndroid Build Coastguard Worker const char* GetDebugName() const { return ConfigData ? ConfigData->Name : "<unknown>"; }
2113*61046927SAndroid Build Coastguard Worker
2114*61046927SAndroid Build Coastguard Worker // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
2115*61046927SAndroid Build Coastguard Worker // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
2116*61046927SAndroid Build Coastguard Worker IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8
2117*61046927SAndroid Build Coastguard Worker IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
2118*61046927SAndroid Build Coastguard Worker IMGUI_API void RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const;
2119*61046927SAndroid Build Coastguard Worker IMGUI_API void RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const;
2120*61046927SAndroid Build Coastguard Worker
2121*61046927SAndroid Build Coastguard Worker // [Internal] Don't use!
2122*61046927SAndroid Build Coastguard Worker IMGUI_API void BuildLookupTable();
2123*61046927SAndroid Build Coastguard Worker IMGUI_API void ClearOutputData();
2124*61046927SAndroid Build Coastguard Worker IMGUI_API void GrowIndex(int new_size);
2125*61046927SAndroid Build Coastguard Worker IMGUI_API void AddGlyph(ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x);
2126*61046927SAndroid Build Coastguard Worker IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built.
2127*61046927SAndroid Build Coastguard Worker IMGUI_API void SetFallbackChar(ImWchar c);
2128*61046927SAndroid Build Coastguard Worker
2129*61046927SAndroid Build Coastguard Worker #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2130*61046927SAndroid Build Coastguard Worker typedef ImFontGlyph Glyph; // OBSOLETE 1.52+
2131*61046927SAndroid Build Coastguard Worker #endif
2132*61046927SAndroid Build Coastguard Worker };
2133*61046927SAndroid Build Coastguard Worker
2134*61046927SAndroid Build Coastguard Worker #if defined(__clang__)
2135*61046927SAndroid Build Coastguard Worker #pragma clang diagnostic pop
2136*61046927SAndroid Build Coastguard Worker #elif defined(__GNUC__) && __GNUC__ >= 8
2137*61046927SAndroid Build Coastguard Worker #pragma GCC diagnostic pop
2138*61046927SAndroid Build Coastguard Worker #endif
2139*61046927SAndroid Build Coastguard Worker
2140*61046927SAndroid Build Coastguard Worker // Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h)
2141*61046927SAndroid Build Coastguard Worker #ifdef IMGUI_INCLUDE_IMGUI_USER_H
2142*61046927SAndroid Build Coastguard Worker #include "imgui_user.h"
2143*61046927SAndroid Build Coastguard Worker #endif
2144