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imgui.h
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1 //VRV_PATCH
2 #include <vrvImgui/vrvImgui.h>
3 
4 // dear imgui, v1.74
5 // (headers)
6 
7 // See imgui.cpp file for documentation.
8 // Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
9 // Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
10 // Get latest version at https://github.com/ocornut/imgui
11 
12 /*
13 
14 Index of this file:
15 // Header mess
16 // Forward declarations and basic types
17 // ImGui API (Dear ImGui end-user API)
18 // Flags & Enumerations
19 // Memory allocations macros
20 // ImVector<>
21 // ImGuiStyle
22 // ImGuiIO
23 // Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
24 // Obsolete functions
25 // Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)
26 // Draw List API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)
27 // Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
28 
29 */
30 
31 #pragma once
32 
33 // Configuration file with compile-time options (edit imconfig.h or #define IMGUI_USER_CONFIG to your own filename)
34 #ifdef IMGUI_USER_CONFIG
35 #include IMGUI_USER_CONFIG
36 #endif
37 #if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H)
38 #include "imconfig.h"
39 #endif
40 
41 //-----------------------------------------------------------------------------
42 // Header mess
43 //-----------------------------------------------------------------------------
44 
45 // Includes
46 #include <float.h> // FLT_MIN, FLT_MAX
47 #include <stdarg.h> // va_list, va_start, va_end
48 #include <stddef.h> // ptrdiff_t, NULL
49 #include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
50 
51 // Version
52 // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
53 #define IMGUI_VERSION "1.74"
54 #define IMGUI_VERSION_NUM 17400
55 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
56 
57 // Define attributes of all API symbols declarations (e.g. for DLL under Windows)
58 // IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default bindings files (imgui_impl_xxx.h)
59 // Using dear imgui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
60 #ifndef IMGUI_API
61 #define IMGUI_API
62 #endif
63 #ifndef IMGUI_IMPL_API
64 #define IMGUI_IMPL_API IMGUI_API
65 #endif
66 
67 // Helper Macros
68 #ifndef IM_ASSERT
69 #include <assert.h>
70 #define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h
71 #endif
72 #if defined(__clang__) || defined(__GNUC__)
73 #define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) // To apply printf-style warnings to our functions.
74 #define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
75 #else
76 #define IM_FMTARGS(FMT)
77 #define IM_FMTLIST(FMT)
78 #endif
79 #define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*_ARR))) // Size of a static C-style array. Don't use on pointers!
80 #define IM_UNUSED(_VAR) ((void)_VAR) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
81 #if (__cplusplus >= 201100)
82 #define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11
83 #else
84 #define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Old style macro.
85 #endif
86 #define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Last Unicode code point supported by this build.
87 #define IM_UNICODE_CODEPOINT_INVALID 0xFFFD // Standard invalid Unicode code point.
88 
89 // Warnings
90 #if defined(__clang__)
91 #pragma clang diagnostic push
92 #pragma clang diagnostic ignored "-Wold-style-cast"
93 #if __has_warning("-Wzero-as-null-pointer-constant")
94 #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
95 #endif
96 #elif defined(__GNUC__)
97 #pragma GCC diagnostic push
98 #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
99 #pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
100 #endif
101 
102 //-----------------------------------------------------------------------------
103 // Forward declarations and basic types
104 //-----------------------------------------------------------------------------
105 
106 struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit()
107 struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)
108 struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.
109 struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder)
110 struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
111 struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back.
112 struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
113 struct ImFont; // Runtime data for a single font within a parent ImFontAtlas
114 struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
115 struct ImFontConfig; // Configuration data when adding a font or merging fonts
116 struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset)
117 struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data
118 struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)
119 struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h)
120 struct ImGuiIO; // Main configuration and I/O between your application and ImGui
121 struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
122 struct ImGuiListClipper; // Helper to manually clip large list of items
123 struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro
124 struct ImGuiPayload; // User data payload for drag and drop operations
125 struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
126 struct ImGuiStorage; // Helper for key->value storage
127 struct ImGuiStyle; // Runtime data for styling/colors
128 struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder)
129 struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbb][,ccccc]")
130 
131 // 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)
132 // Use your programming IDE "Go to definition" facility on the names in the central column below to find the actual flags/enum lists.
133 #ifndef ImTextureID
134 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)
135 #endif
136 typedef unsigned int ImGuiID; // Unique ID used by widgets (typically hashed from a stack of string)
137 typedef unsigned short ImWchar; // A single U16 character for keyboard input/display. We encode them as multi bytes UTF-8 when used in strings.
138 typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling
139 typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions
140 typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type
141 typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction
142 typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A key identifier (ImGui-side enum)
143 typedef int ImGuiNavInput; // -> enum ImGuiNavInput_ // Enum: An input identifier for navigation
144 typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier
145 typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling
146 typedef int ImDrawCornerFlags; // -> enum ImDrawCornerFlags_ // Flags: for ImDrawList::AddRect(), AddRectFilled() etc.
147 typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList
148 typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas
149 typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags
150 typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc.
151 typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags
152 typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo()
153 typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload()
154 typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused()
155 typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc.
156 typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline()
157 typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
158 typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar()
159 typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem()
160 typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader()
161 typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild()
164 
165 // Scalar data types
166 typedef signed char ImS8; // 8-bit signed integer
167 typedef unsigned char ImU8; // 8-bit unsigned integer
168 typedef signed short ImS16; // 16-bit signed integer
169 typedef unsigned short ImU16; // 16-bit unsigned integer
170 typedef signed int ImS32; // 32-bit signed integer == int
171 typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors)
172 #if defined(_MSC_VER) && !defined(__clang__)
173 typedef signed __int64 ImS64; // 64-bit signed integer (pre and post C++11 with Visual Studio)
174 typedef unsigned __int64 ImU64; // 64-bit unsigned integer (pre and post C++11 with Visual Studio)
175 #elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100)
176 #include <stdint.h>
177 typedef int64_t ImS64; // 64-bit signed integer (pre C++11)
178 typedef uint64_t ImU64; // 64-bit unsigned integer (pre C++11)
179 #else
180 typedef signed long long ImS64; // 64-bit signed integer (post C++11)
181 typedef unsigned long long ImU64; // 64-bit unsigned integer (post C++11)
182 #endif
183 
184 // 2D vector (often used to store positions, sizes, etc.)
185 struct ImVec2
186 {
187  float x, y;
188  ImVec2() { x = y = 0.0f; }
189  ImVec2(float _x, float _y) { x = _x; y = _y; }
190  float operator[] (size_t idx) const { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine.
191  float& operator[] (size_t idx) { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine.
192 #ifdef IM_VEC2_CLASS_EXTRA
193  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.
194 #endif
195 };
196 
197 // 4D vector (often used to store floating-point colors)
198 struct ImVec4
199 {
200  float x, y, z, w;
201  ImVec4() { x = y = z = w = 0.0f; }
202  ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; }
203 #ifdef IM_VEC4_CLASS_EXTRA
204  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.
205 #endif
206 };
207 
208 //-----------------------------------------------------------------------------
209 // ImGui: Dear ImGui end-user API
210 // (Inside a namespace so you can add extra functions in your own separate file. Please don't modify imgui source files!)
211 //-----------------------------------------------------------------------------
212 
213 namespace ImGui
214 {
215  // Context creation and access
216  // 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.
217  // None of those functions is reliant on the current context.
218  IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
219  IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context
222  IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx);
223 
224  // Main
225  IMGUI_API ImGuiIO& GetIO(); // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
226  IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame.
227  IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame().
228  IMGUI_API void EndFrame(); // ends the Dear 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!
229  IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can get call GetDrawData() to obtain it and run your rendering function. (Obsolete: this used to call io.RenderDrawListsFn(). Nowadays, we allow and prefer calling your render function yourself.)
230  IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render.
231 
232  // Demo, Debug, Information
233  IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
234  IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information.
235  IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debug window. display Dear ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc.
236  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)
237  IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles.
238  IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts.
239  IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls).
240  IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.23" (essentially the compiled value for IMGUI_VERSION)
241 
242  // Styles
243  IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default)
244  IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style
245  IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font
246 
247  // Windows
248  // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.
249  // - You may append multiple times to the same window during the same frame.
250  // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,
251  // which clicking will set the boolean to false when clicked.
252  // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
253  // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
254  // [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu,
255  // BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function
256  // returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
257  // - Note that the bottom of window stack always contains a window called "Debug".
258  IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
259  IMGUI_API void End();
260 
261  // Child Windows
262  // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
263  // - 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).
264  // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window.
265  // Always call a matching EndChild() for each BeginChild() call, regardless of its return value [as with Begin: this is due to legacy reason and inconsistent with most BeginXXX functions apart from the regular Begin() which behaves like BeginChild().]
266  IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0);
267  IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0);
268  IMGUI_API void EndChild();
269 
270  // Windows Utilities
271  // - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into.
274  IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
275  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!
276  IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives
277  IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList API)
278  IMGUI_API ImVec2 GetWindowSize(); // get current window size
279  IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x)
280  IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y)
281 
282  // Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
283  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.
284  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()
285  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. Sizes will be rounded down. Use callback to apply non-trivial programmatic constraints.
286  IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin()
287  IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin()
288  IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin()
289  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.
290  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.
291  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.
292  IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
293  IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().
294  IMGUI_API void SetWindowFontScale(float scale); // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes().
295  IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position.
296  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.
297  IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state
298  IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus.
299 
300  // Content region
301  // - Those functions are bound to be redesigned soon (they are confusing, incomplete and return values in local window coordinates which increases confusion)
302  IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
303  IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos()
304  IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates
305  IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
307 
308  // Windows Scrolling
309  IMGUI_API float GetScrollX(); // get scrolling amount [0..GetScrollMaxX()]
310  IMGUI_API float GetScrollY(); // get scrolling amount [0..GetScrollMaxY()]
311  IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.X - WindowSize.X
312  IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.Y - WindowSize.Y
313  IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0..GetScrollMaxX()]
314  IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()]
315  IMGUI_API void SetScrollHereX(float center_x_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
316  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.
317  IMGUI_API void SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
318  IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
319 
320  // Parameters stacks (shared)
321  IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font
322  IMGUI_API void PopFont();
323  IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col);
324  IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col);
325  IMGUI_API void PopStyleColor(int count = 1);
326  IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val);
327  IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val);
328  IMGUI_API void PopStyleVar(int count = 1);
329  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.
330  IMGUI_API ImFont* GetFont(); // get current font
331  IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied
332  IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
333  IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier
334  IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied
335  IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied
336 
337  // Parameters stacks (current window)
338  IMGUI_API void PushItemWidth(float item_width); // set width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side). 0.0f = default to ~2/3 of windows width,
339  IMGUI_API void PopItemWidth();
340  IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side)
341  IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions.
342  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
343  IMGUI_API void PopTextWrapPos();
344  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
346  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.
347  IMGUI_API void PopButtonRepeat();
348 
349  // Cursor / Layout
350  // - By "cursor" we mean the current output position.
351  // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
352  // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceeding widget.
353  IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
354  IMGUI_API void SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates.
355  IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in an horizontal-layout context.
356  IMGUI_API void Spacing(); // add vertical spacing.
357  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.
358  IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by style.IndentSpacing or indent_w if != 0
359  IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by style.IndentSpacing or indent_w if != 0
360  IMGUI_API void BeginGroup(); // lock horizontal starting position
361  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.)
362  IMGUI_API ImVec2 GetCursorPos(); // cursor position in window coordinates (relative to window position)
363  IMGUI_API float GetCursorPosX(); // (some functions are using window-relative coordinates, such as: GetCursorPos, GetCursorStartPos, GetContentRegionMax, GetWindowContentRegion* etc.
364  IMGUI_API float GetCursorPosY(); // other functions such as GetCursorScreenPos or everything in ImDrawList::
365  IMGUI_API void SetCursorPos(const ImVec2& local_pos); // are using the main, absolute coordinate system.
366  IMGUI_API void SetCursorPosX(float local_x); // GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.)
367  IMGUI_API void SetCursorPosY(float local_y); //
368  IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position in window coordinates
369  IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute screen coordinates [0..io.DisplaySize] (useful to work with ImDrawList API)
370  IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute screen coordinates [0..io.DisplaySize]
371  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)
372  IMGUI_API float GetTextLineHeight(); // ~ FontSize
373  IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
374  IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2
375  IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)
376 
377  // ID stack/scopes
378  // - Read the FAQ for more details about how ID are handled in dear imgui. If you are creating widgets in a loop you most
379  // likely want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
380  // - The resulting ID are hashes of the entire stack.
381  // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others.
382  // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed and used as an ID,
383  // whereas "str_id" denote a string that is only used as an ID and not normally displayed.
384  IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string).
385  IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string).
386  IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer).
387  IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer).
388  IMGUI_API void PopID(); // pop from the ID stack.
389  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
390  IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end);
391  IMGUI_API ImGuiID GetID(const void* ptr_id);
392 
393  // Widgets: Text
394  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.
395  IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // formatted text
396  IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1);
397  IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
398  IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2);
399  IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
400  IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1);
401  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().
402  IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1);
403  IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets
404  IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2);
405  IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text()
406  IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1);
407 
408  // Widgets: Main
409  // - Most widgets return true when the value has been changed or when pressed/selected
410  // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state.
411  IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0)); // button
412  IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text
413  IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size); // button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
414  IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape
415  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));
416  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
417  IMGUI_API bool Checkbox(const char* label, bool* v);
418  IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
419  IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }
420  IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer
421  IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-1,0), const char* overlay = NULL);
422  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
423 
424  // Widgets: Combo Box
425  // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
426  // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose.
427  IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
428  IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true!
429  IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);
430  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"
431  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);
432 
433  // Widgets: Drags
434  // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped and can go off-bounds.
435  // - 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
436  // - 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.
437  // - 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).
438  // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits.
439  // - Use v_min > v_max to lock edits.
440  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
441  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);
442  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);
443  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);
444  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);
445  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
446  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");
447  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");
448  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");
449  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);
450  IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, float power = 1.0f);
451  IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, float power = 1.0f);
452 
453  // Widgets: Sliders
454  // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped and can go off-bounds.
455  // - 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.
456  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
457  IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
458  IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
459  IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
460  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");
461  IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d");
462  IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d");
463  IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d");
464  IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d");
465  IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, float power = 1.0f);
466  IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format = NULL, float power = 1.0f);
467  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);
468  IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d");
469  IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, float power = 1.0f);
470 
471  // Widgets: Input with Keyboard
472  // - If you want to use InputText() with a dynamic string type such as std::string or your own, see misc/cpp/imgui_stdlib.h
473  // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.
474  IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
475  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);
476  IMGUI_API bool InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
477  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);
478  IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
479  IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
480  IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
481  IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0);
482  IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0);
483  IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0);
484  IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0);
485  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);
486  IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
487  IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
488 
489  // 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.)
490  // - 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.
491  // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
492  IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
493  IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
494  IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
495  IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
496  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.
497  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.
498 
499  // Widgets: Trees
500  // - 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.
501  IMGUI_API bool TreeNode(const char* label);
502  IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to easily 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().
503  IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // "
504  IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
505  IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
506  IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);
507  IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
508  IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
509  IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
510  IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
511  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.
512  IMGUI_API void TreePush(const void* ptr_id = NULL); // "
513  IMGUI_API void TreePop(); // ~ Unindent()+PopId()
514  IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
515  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().
516  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
517  IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state.
518 
519  // Widgets: Selectables
520  // - A selectable highlights when hovered, and can display another color when selected.
521  // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous.
522  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
523  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.
524 
525  // Widgets: List Boxes
526  // - FIXME: To be consistent with all the newer API, ListBoxHeader/ListBoxFooter should in reality be called BeginListBox/EndListBox. Will rename them.
527  IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);
528  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);
529  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.
530  IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // "
531  IMGUI_API void ListBoxFooter(); // terminate the scrolling region. only call ListBoxFooter() if ListBoxHeader() returned true!
532 
533  // Widgets: Data Plotting
534  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));
535  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));
536  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));
537  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));
538 
539  // Widgets: Value() Helpers.
540  // - 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)
541  IMGUI_API void Value(const char* prefix, bool b);
542  IMGUI_API void Value(const char* prefix, int v);
543  IMGUI_API void Value(const char* prefix, unsigned int v);
544  IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL);
545 
546  // Widgets: Menus
547  // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar.
548  // - Use BeginMainMenuBar() to create a menu bar at the top of the screen.
549  IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
550  IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true!
551  IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar.
552  IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
553  IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true!
554  IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true!
555  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
556  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
557 
558  // Tooltips
559  // - Tooltip are windows following the mouse which do not take focus away.
560  IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of items).
561  IMGUI_API void EndTooltip();
562  IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). override any previous call to SetTooltip().
563  IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
564 
565  // Popups, Modals
566  // The properties of popups windows are:
567  // - They block normal mouse hovering detection outside them. (*)
568  // - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
569  // - 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.
570  // User can manipulate the visibility state by calling OpenPopup().
571  // (*) You can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even when normally blocked by a popup.
572  // Those three properties are connected. The library needs to hold their visibility state because it can close popups at any time.
573  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).
574  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!
575  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!
576  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.
577  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).
578  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)
579  IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true!
580  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.
581  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.
582  IMGUI_API void CloseCurrentPopup(); // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup.
583 
584  // Columns
585  // - You can also use SameLine(pos_x) to mimic simplified columns.
586  // - The columns API is work-in-progress and rather lacking (columns are arguably the worst part of dear imgui at the moment!)
587  // - By end of the 2019 we will expose a new 'Table' api which will replace columns.
588  IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true);
589  IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
590  IMGUI_API int GetColumnIndex(); // get current column index
591  IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column
592  IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column
593  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
594  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
596 
597  // Tab Bars, Tabs
598  IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar
599  IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true!
600  IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0);// create a Tab. Returns true if the Tab is selected.
601  IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true!
602  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.
603 
604  // Logging/Capture
605  // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.
606  IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout)
607  IMGUI_API void LogToFile(int auto_open_depth = -1, const char* filename = NULL); // start logging to file
608  IMGUI_API void LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard
609  IMGUI_API void LogFinish(); // stop logging (close file, etc.)
610  IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard
611  IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed)
612 
613  // Drag and Drop
614  // [BETA API] API may evolve!
615  IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource()
616  IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui.
617  IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true!
618  IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
619  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.
620  IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
621  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.
622 
623  // Clipping
624  IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
625  IMGUI_API void PopClipRect();
626 
627  // Focus, Activation
628  // - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item"
629  IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window.
630  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.
631 
632  // Item/Widgets Utilities
633  // - Most of the functions are referring to the last/previous item we submitted.
634  // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions.
635  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.
636  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)
637  IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation?
638  IMGUI_API bool IsItemClicked(int mouse_button = 0); // is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(mouse_button) && IsItemHovered()
639  IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling)
640  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.
641  IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive).
642  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.
643  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).
644  IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode().
645  IMGUI_API bool IsAnyItemHovered(); // is any item hovered?
646  IMGUI_API bool IsAnyItemActive(); // is any item active?
647  IMGUI_API bool IsAnyItemFocused(); // is any item focused?
648  IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space)
649  IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space)
650  IMGUI_API ImVec2 GetItemRectSize(); // get size of last item
651  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.
652 
653  // Miscellaneous Utilities
654  IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
655  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.
656  IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame.
657  IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame.
658  IMGUI_API ImDrawList* GetBackgroundDrawList(); // this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.
659  IMGUI_API ImDrawList* GetForegroundDrawList(); // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
660  IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances.
661  IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.).
662  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)
664  IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
665  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.
666  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
667  IMGUI_API void EndChildFrame(); // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window)
668 
669  // Color Utilities
672  IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
673  IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
674 
675  // Inputs Utilities
676  IMGUI_API int GetKeyIndex(ImGuiKey imgui_key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
677  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[]!
678  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
679  IMGUI_API bool IsKeyReleased(int user_key_index); // was key released (went from Down to !Down)..
680  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
681  IMGUI_API bool IsMouseDown(int button); // is mouse button held (0=left, 1=right, 2=middle)
682  IMGUI_API bool IsAnyMouseDown(); // is any mouse button held
683  IMGUI_API bool IsMouseClicked(int button, bool repeat = false); // did mouse button clicked (went from !Down to Down) (0=left, 1=right, 2=middle)
684  IMGUI_API bool IsMouseDoubleClicked(int button); // did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime.
685  IMGUI_API bool IsMouseReleased(int button); // did mouse button released (went from Down to !Down)
686  IMGUI_API bool IsMouseDragging(int button = 0, float lock_threshold = -1.0f); // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
687  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.
688  IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse
689  IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
690  IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve backup of mouse position at the time of opening popup we have BeginPopup() into
691  IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once. If lock_threshold < -1.0f uses io.MouseDraggingThreshold.
692  IMGUI_API void ResetMouseDragDelta(int button = 0); //
693  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
694  IMGUI_API void SetMouseCursor(ImGuiMouseCursor type); // set desired cursor type
695  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.
696  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.
697 
698  // Clipboard Utilities (also see the LogToClipboard() function to capture or output text data to the clipboard)
699  IMGUI_API const char* GetClipboardText();
700  IMGUI_API void SetClipboardText(const char* text);
701 
702  // Settings/.Ini Utilities
703  // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
704  // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
705  IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
706  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.
707  IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename); // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext).
708  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.
709 
710  // Memory Allocators
711  // - All those functions are not reliant on the current context.
712  // - If you reload the contents of imgui.cpp at runtime, you may need to call SetCurrentContext() + SetAllocatorFunctions() again because we use global storage for those.
713  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);
714  IMGUI_API void* MemAlloc(size_t size);
715  IMGUI_API void MemFree(void* ptr);
716 
717 } // namespace ImGui
718 
719 //-----------------------------------------------------------------------------
720 // Flags & Enumerations
721 //-----------------------------------------------------------------------------
722 
723 // Flags for ImGui::Begin()
725 {
727  ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar
728  ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip
729  ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window
730  ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically)
731  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.
732  ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it
733  ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame
734  ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
735  ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file
736  ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through.
737  ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar
738  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.
739  ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state
740  ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus)
741  ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y)
742  ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
743  ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
744  ImGuiWindowFlags_NoNavInputs = 1 << 18, // No gamepad/keyboard navigation within the window
745  ImGuiWindowFlags_NoNavFocus = 1 << 19, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
746  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.
750 
751  // [Internal]
752  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!)
753  ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild()
754  ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip()
755  ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
756  ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal()
757  ImGuiWindowFlags_ChildMenu = 1 << 28 // Don't use! For internal use by BeginMenu()
758 
759  // [Obsolete]
760  //ImGuiWindowFlags_ShowBorders = 1 << 7, // --> Set style.FrameBorderSize=1.0f / style.WindowBorderSize=1.0f to enable borders around windows and items
761  //ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // --> Set io.ConfigWindowsResizeFromEdges and make sure mouse cursors are supported by back-end (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors)
762 };
763 
764 // Flags for ImGui::InputText()
766 {
768  ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/
769  ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef
770  ImGuiInputTextFlags_CharsUppercase = 1 << 2, // Turn a..z into A..Z
771  ImGuiInputTextFlags_CharsNoBlank = 1 << 3, // Filter out spaces, tabs
772  ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking mouse focus
773  ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider looking at the IsItemDeactivatedAfterEdit() function.
774  ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Callback on pressing TAB (for completion handling)
775  ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Callback on pressing Up/Down arrows (for history handling)
776  ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Callback on each iteration. User code may query cursor position, modify text buffer.
777  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.
778  ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field
779  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).
780  ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally
781  ImGuiInputTextFlags_AlwaysInsertMode = 1 << 13, // Insert mode
782  ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode
783  ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*'
784  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().
785  ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input)
786  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)
787  // [Internal]
788  ImGuiInputTextFlags_Multiline = 1 << 20, // For internal use by InputTextMultiline()
789  ImGuiInputTextFlags_NoMarkEdited = 1 << 21 // For internal use by functions using InputText() before reformatting data
790 };
791 
792 // Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
794 {
796  ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected
797  ImGuiTreeNodeFlags_Framed = 1 << 1, // Full colored frame (e.g. for CollapsingHeader)
798  ImGuiTreeNodeFlags_AllowItemOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one
799  ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
800  ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
801  ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open
802  ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node
803  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.
804  ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes).
805  ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow
806  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().
807  ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line. In the future we may refactor the hit system to be front-to-back, allowing natural overlaps and then this can become the default.
808  ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (bypass the indented area).
809  ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
810  //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 14, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
812 
813  // Obsolete names (will be removed)
814 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
816 #endif
817 };
818 
819 // Flags for ImGui::Selectable()
821 {
823  ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this don't close parent popup window
824  ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column)
825  ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too
826  ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text
827  ImGuiSelectableFlags_AllowItemOverlap = 1 << 4 // (WIP) Hit testing to allow subsequent widgets to overlap this one
828 };
829 
830 // Flags for ImGui::BeginCombo()
832 {
834  ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default
835  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()
836  ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default)
837  ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible
838  ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible
839  ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button
840  ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button
842 };
843 
844 // Flags for ImGui::BeginTabBar()
846 {
848  ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list
849  ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear
850  ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup
851  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.
852  ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll)
853  ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab
854  ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 6, // Resize tabs when they don't fit
855  ImGuiTabBarFlags_FittingPolicyScroll = 1 << 7, // Add scroll buttons when tabs don't fit
858 };
859 
860 // Flags for ImGui::BeginTabItem()
862 {
864  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.
865  ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem()
866  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.
867  ImGuiTabItemFlags_NoPushId = 1 << 3 // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem()
868 };
869 
870 // Flags for ImGui::IsWindowFocused()
872 {
874  ImGuiFocusedFlags_ChildWindows = 1 << 0, // IsWindowFocused(): Return true if any children of the window is focused
875  ImGuiFocusedFlags_RootWindow = 1 << 1, // IsWindowFocused(): Test from root window (top most parent of the current hierarchy)
876  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.
878 };
879 
880 // Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
881 // 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!
882 // Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.
884 {
885  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.
886  ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered
887  ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
888  ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered
889  ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 3, // Return true even if a popup window is normally blocking access to this item/window
890  //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 4, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
891  ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 5, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
892  ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 6, // Return true even if the position is obstructed or overlapped by another window
893  ImGuiHoveredFlags_AllowWhenDisabled = 1 << 7, // Return true even if the item is disabled
896 };
897 
898 // Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
900 {
902  // BeginDragDropSource() flags
903  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.
904  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.
905  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.
906  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.
907  ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously.
908  ImGuiDragDropFlags_SourceAutoExpirePayload = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)
909  // AcceptDragDropPayload() flags
910  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.
911  ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target.
912  ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.
914 };
915 
916 // Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.
917 #define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type.
918 #define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type.
919 
920 // A primary data type
922 {
923  ImGuiDataType_S8, // signed char / char (with sensible compilers)
924  ImGuiDataType_U8, // unsigned char
926  ImGuiDataType_U16, // unsigned short
928  ImGuiDataType_U32, // unsigned int
929  ImGuiDataType_S64, // long long / __int64
930  ImGuiDataType_U64, // unsigned long long / unsigned __int64
934 };
935 
936 // A cardinal direction
938 {
945 };
946 
947 // User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array
949 {
966  ImGuiKey_A, // for text edit CTRL+A: select all
967  ImGuiKey_C, // for text edit CTRL+C: copy
968  ImGuiKey_V, // for text edit CTRL+V: paste
969  ImGuiKey_X, // for text edit CTRL+X: cut
970  ImGuiKey_Y, // for text edit CTRL+Y: redo
971  ImGuiKey_Z, // for text edit CTRL+Z: undo
973 };
974 
975 // Gamepad/Keyboard directional navigation
976 // Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
977 // 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().
978 // Read instructions in imgui.cpp for more details. Download PNG/PSD at http://goo.gl/9LgVZW.
980 {
981  // Gamepad Mapping
982  ImGuiNavInput_Activate, // activate / open / toggle / tweak value // e.g. Cross (PS4), A (Xbox), A (Switch), Space (Keyboard)
983  ImGuiNavInput_Cancel, // cancel / close / exit // e.g. Circle (PS4), B (Xbox), B (Switch), Escape (Keyboard)
984  ImGuiNavInput_Input, // text input / on-screen keyboard // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard)
985  ImGuiNavInput_Menu, // tap: toggle menu / hold: focus, move, resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard)
986  ImGuiNavInput_DpadLeft, // move / tweak / resize window (w/ PadMenu) // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard)
990  ImGuiNavInput_LStickLeft, // scroll / move window (w/ PadMenu) // e.g. Left Analog Stick Left/Right/Up/Down
994  ImGuiNavInput_FocusPrev, // next window (w/ PadMenu) // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
995  ImGuiNavInput_FocusNext, // prev window (w/ PadMenu) // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
996  ImGuiNavInput_TweakSlow, // slower tweaks // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
997  ImGuiNavInput_TweakFast, // faster tweaks // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
998 
999  // [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them.
1000  // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[].
1001  ImGuiNavInput_KeyMenu_, // toggle menu // = io.KeyAlt
1002  ImGuiNavInput_KeyLeft_, // move left // = Arrow keys
1008 };
1009 
1010 // Configuration flags stored in io.ConfigFlags. Set by user/application.
1012 {
1014  ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeysDown[].
1015  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.
1016  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.
1017  ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set.
1018  ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the back-end.
1019  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.
1020 
1021  // 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 Dear ImGui)
1022  ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware.
1023  ImGuiConfigFlags_IsTouchScreen = 1 << 21 // Application is using a touch screen instead of a mouse.
1024 };
1025 
1026 // Back-end capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom back-end.
1028 {
1030  ImGuiBackendFlags_HasGamepad = 1 << 0, // Back-end Platform supports gamepad and currently has one connected.
1031  ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Back-end Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
1032  ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Back-end Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
1033  ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3 // Back-end Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
1034 };
1035 
1036 // Enumeration for PushStyleColor() / PopStyleColor()
1038 {
1041  ImGuiCol_WindowBg, // Background of normal windows
1042  ImGuiCol_ChildBg, // Background of child windows
1043  ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows
1046  ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input
1063  ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem
1083  ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item
1084  ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB
1085  ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active
1086  ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active
1088 
1089  // Obsolete names (will be removed)
1090 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1092  , ImGuiCol_ChildWindowBg = ImGuiCol_ChildBg // [renamed in 1.53]
1093  //ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered, // [unused since 1.60+] the close button now uses regular button colors.
1094  //ImGuiCol_ComboBg, // [unused since 1.53+] ComboBg has been merged with PopupBg, so a redirect isn't accurate.
1095 #endif
1096 };
1097 
1098 // Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
1099 // 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.
1100 // 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.
1102 {
1103  // Enum name --------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
1104  ImGuiStyleVar_Alpha, // float Alpha
1105  ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding
1106  ImGuiStyleVar_WindowRounding, // float WindowRounding
1107  ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize
1108  ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize
1109  ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign
1110  ImGuiStyleVar_ChildRounding, // float ChildRounding
1111  ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize
1112  ImGuiStyleVar_PopupRounding, // float PopupRounding
1113  ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize
1114  ImGuiStyleVar_FramePadding, // ImVec2 FramePadding
1115  ImGuiStyleVar_FrameRounding, // float FrameRounding
1116  ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize
1117  ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing
1118  ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing
1119  ImGuiStyleVar_IndentSpacing, // float IndentSpacing
1120  ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize
1121  ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding
1122  ImGuiStyleVar_GrabMinSize, // float GrabMinSize
1123  ImGuiStyleVar_GrabRounding, // float GrabRounding
1124  ImGuiStyleVar_TabRounding, // float TabRounding
1125  ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign
1126  ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign
1128 
1129  // Obsolete names (will be removed)
1130 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1133 #endif
1134 };
1135 
1136 // Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
1138 {
1140  ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer).
1141  ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on colored square.
1142  ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
1143  ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable colored square preview next to the inputs. (e.g. to show only the inputs)
1144  ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview colored square).
1145  ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
1146  ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
1147  ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small colored square preview instead.
1148  ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
1149 
1150  // User Options (right-click on widget to change some of them).
1151  ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
1152  ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.
1153  ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque.
1154  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).
1155  ImGuiColorEditFlags_DisplayRGB = 1 << 20, // [Display] // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex.
1156  ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // "
1157  ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // "
1158  ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.
1159  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.
1160  ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value.
1161  ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value.
1162  ImGuiColorEditFlags_InputRGB = 1 << 27, // [Input] // ColorEdit, ColorPicker: input and output data in RGB format.
1163  ImGuiColorEditFlags_InputHSV = 1 << 28, // [Input] // ColorEdit, ColorPicker: input and output data in HSV format.
1164 
1165  // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to
1166  // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup.
1168 
1169  // [Internal] Masks
1174 
1175  // Obsolete names (will be removed)
1176 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1178 #endif
1179 };
1180 
1181 // Enumeration for GetMouseCursor()
1182 // User code may request binding to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here
1184 {
1187  ImGuiMouseCursor_TextInput, // When hovering over InputText, etc.
1188  ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions)
1189  ImGuiMouseCursor_ResizeNS, // When hovering over an horizontal border
1190  ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column
1191  ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window
1192  ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window
1193  ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks)
1195 
1196  // Obsolete names (will be removed)
1197 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1199 #endif
1200 };
1201 
1202 // Enumateration for ImGui::SetWindow***(), SetNextWindow***(), SetNextItem***() functions
1203 // Represent a condition.
1204 // 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.
1206 {
1207  ImGuiCond_Always = 1 << 0, // Set the variable
1208  ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call with succeed)
1209  ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file)
1210  ImGuiCond_Appearing = 1 << 3 // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
1211 };
1212 
1213 //-----------------------------------------------------------------------------
1214 // Helpers: Memory allocations macros
1215 // IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE()
1216 // We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
1217 // 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.
1218 //-----------------------------------------------------------------------------
1219 
1220 struct ImNewDummy {};
1221 inline void* operator new(size_t, ImNewDummy, void* ptr) { return ptr; }
1222 inline void operator delete(void*, ImNewDummy, void*) {} // This is only required so we can use the symmetrical new()
1223 #define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE)
1224 #define IM_FREE(_PTR) ImGui::MemFree(_PTR)
1225 #define IM_PLACEMENT_NEW(_PTR) new(ImNewDummy(), _PTR)
1226 #define IM_NEW(_TYPE) new(ImNewDummy(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
1227 template<typename T> void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } }
1228 
1229 //-----------------------------------------------------------------------------
1230 // Helper: ImVector<>
1231 // 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).
1232 //-----------------------------------------------------------------------------
1233 // - You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our public structures are relying on it.
1234 // - We use std-like naming convention here, which is a little unusual for this codebase.
1235 // - 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.
1236 // - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,
1237 // 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.
1238 //-----------------------------------------------------------------------------
1239 
1240 template<typename T>
1241 struct ImVector
1242 {
1243  int Size;
1245  T* Data;
1246 
1247  // Provide standard typedefs but we don't use them ourselves.
1248  typedef T value_type;
1250  typedef const value_type* const_iterator;
1251 
1252  // Constructors, destructor
1253  inline ImVector() { Size = Capacity = 0; Data = NULL; }
1254  inline ImVector(const ImVector<T>& src) { Size = Capacity = 0; Data = NULL; operator=(src); }
1255  inline ImVector<T>& operator=(const ImVector<T>& src) { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; }
1256  inline ~ImVector() { if (Data) IM_FREE(Data); }
1257 
1258  inline bool empty() const { return Size == 0; }
1259  inline int size() const { return Size; }
1260  inline int size_in_bytes() const { return Size * (int)sizeof(T); }
1261  inline int capacity() const { return Capacity; }
1262  inline T& operator[](int i) { IM_ASSERT(i < Size); return Data[i]; }
1263  inline const T& operator[](int i) const { IM_ASSERT(i < Size); return Data[i]; }
1264 
1265  inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } }
1266  inline T* begin() { return Data; }
1267  inline const T* begin() const { return Data; }
1268  inline T* end() { return Data + Size; }
1269  inline const T* end() const { return Data + Size; }
1270  inline T& front() { IM_ASSERT(Size > 0); return Data[0]; }
1271  inline const T& front() const { IM_ASSERT(Size > 0); return Data[0]; }
1272  inline T& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; }
1273  inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; }
1274  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; }
1275 
1276  inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > sz ? new_capacity : sz; }
1277  inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
1278  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; }
1279  inline void shrink(int new_size) { IM_ASSERT(new_size <= Size); Size = new_size; }
1280  inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; }
1281 
1282  // 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.
1283  inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }
1284  inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
1285  inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); }
1286  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; }
1287  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; }
1288  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; }
1289  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; }
1290  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; }
1291  inline T* find(const T& v) { T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; }
1292  inline const T* find(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; }
1293  inline bool find_erase(const T& v) { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; }
1294  inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; }
1295  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; }
1296 };
1297 
1298 //-----------------------------------------------------------------------------
1299 // ImGuiStyle
1300 // You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
1301 // During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,
1302 // and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
1303 //-----------------------------------------------------------------------------
1304 
1306 {
1307  float Alpha; // Global alpha applies to everything in Dear ImGui.
1308  ImVec2 WindowPadding; // Padding within a window.
1309  float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows.
1310  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).
1311  ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints().
1312  ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
1313  ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left.
1314  float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
1315  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).
1316  float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
1317  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).
1318  ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets).
1319  float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
1320  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).
1321  ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines.
1322  ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
1323  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!
1324  float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
1325  float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
1326  float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar.
1327  float ScrollbarRounding; // Radius of grab corners for scrollbar.
1328  float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.
1329  float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
1330  float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
1331  float TabBorderSize; // Thickness of border around tabs.
1332  ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
1333  ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
1334  ImVec2 SelectableTextAlign; // Alignment of selectable text when selectable is larger than text. Defaults to (0.0f, 0.0f) (top-left aligned).
1335  ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows.
1336  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!
1337  float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
1338  bool AntiAliasedLines; // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU.
1339  bool AntiAliasedFill; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)
1340  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.
1342 
1344  IMGUI_API void ScaleAllSizes(float scale_factor);
1345 };
1346 
1347 //-----------------------------------------------------------------------------
1348 // ImGuiIO
1349 // Communicate most settings and inputs/outputs to Dear ImGui using this structure.
1350 // Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.
1351 //-----------------------------------------------------------------------------
1352 
1353 struct ImGuiIO
1354 {
1355  //------------------------------------------------------------------
1356  // Configuration (fill once) // Default value
1357  //------------------------------------------------------------------
1358 
1359  ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
1360  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.
1361  ImVec2 DisplaySize; // <unset> // Main display size, in pixels.
1362  float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds.
1363  float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
1364  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.
1365  const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
1366  float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
1367  float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
1368  float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging.
1369  int KeyMap[ImGuiKey_COUNT]; // <unset> // Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state.
1370  float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
1371  float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
1372  void* UserData; // = NULL // Store your own data for retrieval by callbacks.
1373 
1374  ImFontAtlas*Fonts; // <auto> // Font atlas: load, rasterize and pack one or more fonts into a single texture.
1375  float FontGlobalScale; // = 1.0f // Global scale all fonts
1376  bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel.
1377  ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
1378  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.
1379 
1380  // Miscellaneous options
1381  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.
1382  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)
1383  bool ConfigInputTextCursorBlink; // = true // Set to false to disable blinking cursor, for users who consider it distracting. (was called: io.OptCursorBlink prior to 1.63)
1384  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 a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
1385  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.
1386  float ConfigWindowsMemoryCompactTimer;// = 60.0f // [BETA] Compact window memory usage when unused. Set to -1.0f to disable.
1387 
1388  //------------------------------------------------------------------
1389  // Platform Functions
1390  // (the imgui_impl_xxxx back-end files are setting those up for you)
1391  //------------------------------------------------------------------
1392 
1393  // 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.
1394  const char* BackendPlatformName; // = NULL
1395  const char* BackendRendererName; // = NULL
1396  void* BackendPlatformUserData; // = NULL
1397  void* BackendRendererUserData; // = NULL
1398  void* BackendLanguageUserData; // = NULL
1399 
1400  // Optional: Access OS clipboard
1401  // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
1402  const char* (*GetClipboardTextFn)(void* user_data);
1403  void (*SetClipboardTextFn)(void* user_data, const char* text);
1405 
1406  // 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)
1407  // (default to use native imm32 api on Windows)
1409  void* ImeWindowHandle; // = NULL // (Windows) Set this to your HWND to get automatic IME cursor positioning.
1410 
1411 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1412  // [OBSOLETE since 1.60+] Rendering function, will be automatically called in Render(). Please call your rendering function yourself now!
1413  // You can obtain the ImDrawData* by calling ImGui::GetDrawData() after Render(). See example applications if you are unsure of how to implement this.
1415 #else
1416  // 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.
1417  void* RenderDrawListsFnUnused;
1418 #endif
1419 
1420  //------------------------------------------------------------------
1421  // Input - Fill before calling NewFrame()
1422  //------------------------------------------------------------------
1423  // VRV_PATCH
1424  ImVec2 DisplayPosOffset; // <unset> // Display position offset, in pixels.
1425  // VRV_PATCH_END
1426 
1427  ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.)
1428  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.
1429  float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text.
1430  float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all back-ends.
1431  bool KeyCtrl; // Keyboard modifier pressed: Control
1432  bool KeyShift; // Keyboard modifier pressed: Shift
1433  bool KeyAlt; // Keyboard modifier pressed: Alt
1434  bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows
1435  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).
1436  float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame().
1437 
1438  // Functions
1439  IMGUI_API void AddInputCharacter(unsigned int c); // Queue new character input
1440  IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue new characters input from an UTF-8 string
1441  IMGUI_API void ClearInputCharacters(); // Clear the text input buffer manually
1442 
1443  //------------------------------------------------------------------
1444  // Output - Retrieve after calling NewFrame()
1445  //------------------------------------------------------------------
1446 
1447  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.).
1448  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.).
1449  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).
1450  bool WantSetMousePos; // MousePos has been altered, back-end should reposition mouse on next frame. Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
1451  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.
1452  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.
1453  bool NavVisible; // Directional navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
1454  float Framerate; // Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames
1455  int MetricsRenderVertices; // Vertices output during last call to Render()
1456  int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
1457  int MetricsRenderWindows; // Number of visible windows
1458  int MetricsActiveWindows; // Number of active windows
1459  int MetricsActiveAllocations; // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts.
1460  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.
1461 
1462  //------------------------------------------------------------------
1463  // [Internal] ImGui will maintain those fields. Forward compatibility not guaranteed!
1464  //------------------------------------------------------------------
1465 
1466  ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
1467  ImVec2 MouseClickedPos[5]; // Position at time of clicking
1468  double MouseClickedTime[5]; // Time of last click (used to figure out double-click)
1469  bool MouseClicked[5]; // Mouse button went from !Down to Down
1470  bool MouseDoubleClicked[5]; // Has mouse button been double-clicked?
1471  bool MouseReleased[5]; // Mouse button went from Down to !Down
1472  bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window. We don't request mouse capture from the application if click started outside ImGui bounds.
1473  bool MouseDownWasDoubleClick[5]; // Track if button down was a double-click
1474  float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
1475  float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
1476  ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
1477  float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point
1478  float KeysDownDuration[512]; // Duration the keyboard key has been down (0.0f == just pressed)
1479  float KeysDownDurationPrev[512]; // Previous duration the key has been down
1482  ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform back-end). Fill using AddInputCharacter() helper.
1483 
1484  IMGUI_API ImGuiIO();
1485 };
1486 
1487 //-----------------------------------------------------------------------------
1488 // Misc data structures
1489 //-----------------------------------------------------------------------------
1490 
1491 // Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
1492 // The callback function should return 0 by default.
1493 // Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
1494 // - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB
1495 // - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows
1496 // - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration
1497 // - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
1498 // - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
1500 {
1501  ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only
1502  ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only
1503  void* UserData; // What user passed to InputText() // Read-only
1504 
1505  // Arguments for the different callback events
1506  // - 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.
1507  // - 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.
1508  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;
1509  ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History]
1510  char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
1511  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()
1512  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
1513  bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always]
1514  int CursorPos; // // Read-write // [Completion,History,Always]
1515  int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection)
1516  int SelectionEnd; // // Read-write // [Completion,History,Always]
1517 
1518  // Helper functions for text manipulation.
1519  // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection.
1521  IMGUI_API void DeleteChars(int pos, int bytes_count);
1522  IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL);
1523  bool HasSelection() const { return SelectionStart != SelectionEnd; }
1524 };
1525 
1526 // Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
1527 // NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
1529 {
1530  void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints()
1531  ImVec2 Pos; // Read-only. Window position, for reference.
1532  ImVec2 CurrentSize; // Read-only. Current window size.
1533  ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing.
1534 };
1535 
1536 // Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()
1538 {
1539  // Members
1540  void* Data; // Data (copied and owned by dear imgui)
1541  int DataSize; // Data size
1542 
1543  // [Internal]
1544  ImGuiID SourceId; // Source item id
1545  ImGuiID SourceParentId; // Source parent id (if available)
1546  int DataFrameCount; // Data timestamp
1547  char DataType[32+1]; // Data type tag (short user-supplied string, 32 characters max)
1548  bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)
1549  bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.
1550 
1552  void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; }
1553  bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; }
1554  bool IsPreview() const { return Preview; }
1555  bool IsDelivery() const { return Delivery; }
1556 };
1557 
1558 //-----------------------------------------------------------------------------
1559 // Obsolete functions (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
1560 // Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead.
1561 //-----------------------------------------------------------------------------
1562 
1563 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1564 namespace ImGui
1565 {
1566  // OBSOLETED in 1.72 (from July 2019)
1568  // OBSOLETED in 1.71 (from June 2019)
1569  static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); }
1570  // OBSOLETED in 1.70 (from May 2019)
1571  static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; }
1572  // OBSOLETED in 1.69 (from Mar 2019)
1573  static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); }
1574  // OBSOLETED in 1.66 (from Sep 2018)
1575  static inline void SetScrollHere(float center_ratio=0.5f){ SetScrollHereY(center_ratio); }
1576  // OBSOLETED in 1.63 (between Aug 2018 and Sept 2018)
1578  // OBSOLETED in 1.61 (between Apr 2018 and Aug 2018)
1579  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'!
1580  IMGUI_API bool InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags flags = 0);
1581  IMGUI_API bool InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags flags = 0);
1582  IMGUI_API bool InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags flags = 0);
1583  // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)
1586  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; }
1587  // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
1588  static inline void ShowTestWindow() { return ShowDemoWindow(); }
1591  static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); }
1592  static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); }
1593 }
1594 typedef ImGuiInputTextCallback ImGuiTextEditCallback; // OBSOLETED in 1.63 (from Aug 2018): made the names consistent
1596 #endif
1597 
1598 //-----------------------------------------------------------------------------
1599 // Helpers
1600 //-----------------------------------------------------------------------------
1601 
1602 // 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.
1603 // Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame");
1605 {
1607  mutable int RefFrame;
1608  operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
1609 };
1610 
1611 // Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
1613 {
1614  IMGUI_API ImGuiTextFilter(const char* default_filter = "");
1615  IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build
1616  IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const;
1617  IMGUI_API void Build();
1618  void Clear() { InputBuf[0] = 0; Build(); }
1619  bool IsActive() const { return !Filters.empty(); }
1620 
1621  // [Internal]
1623  {
1624  const char* b;
1625  const char* e;
1626 
1627  ImGuiTextRange() { b = e = NULL; }
1628  ImGuiTextRange(const char* _b, const char* _e) { b = _b; e = _e; }
1629  bool empty() const { return b == e; }
1630  IMGUI_API void split(char separator, ImVector<ImGuiTextRange>* out) const;
1631  };
1632  char InputBuf[256];
1635 };
1636 
1637 // Helper: Growable text buffer for logging/accumulating text
1638 // (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')
1640 {
1642  IMGUI_API static char EmptyString[1];
1643 
1645  inline char operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }
1646  const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; }
1647  const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator
1648  int size() const { return Buf.Size ? Buf.Size - 1 : 0; }
1649  bool empty() const { return Buf.Size <= 1; }
1650  void clear() { Buf.clear(); }
1651  void reserve(int capacity) { Buf.reserve(capacity); }
1652  const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; }
1653  IMGUI_API void append(const char* str, const char* str_end = NULL);
1654  IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2);
1655  IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2);
1656 };
1657 
1658 // Helper: Key->Value storage
1659 // Typically you don't have to worry about this since a storage is held within each Window.
1660 // We use it to e.g. store collapse state for a tree (Int 0/1)
1661 // This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)
1662 // You can use it as custom user storage for temporary values. Declare your own storage if, for example:
1663 // - 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).
1664 // - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)
1665 // Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
1667 {
1668  // [Internal]
1670  {
1672  union { int val_i; float val_f; void* val_p; };
1673  ImGuiStoragePair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; }
1674  ImGuiStoragePair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; }
1675  ImGuiStoragePair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; }
1676  };
1677 
1679 
1680  // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
1681  // - Set***() functions find pair, insertion on demand if missing.
1682  // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
1683  void Clear() { Data.clear(); }
1684  IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const;
1685  IMGUI_API void SetInt(ImGuiID key, int val);
1686  IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const;
1687  IMGUI_API void SetBool(ImGuiID key, bool val);
1688  IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const;
1689  IMGUI_API void SetFloat(ImGuiID key, float val);
1690  IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL
1691  IMGUI_API void SetVoidPtr(ImGuiID key, void* val);
1692 
1693  // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
1694  // - 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.
1695  // - 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)
1696  // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
1697  IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0);
1698  IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false);
1699  IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f);
1700  IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
1701 
1702  // Use on your own storage if you know only integer are being stored (open/close all tree nodes)
1703  IMGUI_API void SetAllInt(int val);
1704 
1705  // For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
1706  IMGUI_API void BuildSortByKey();
1707 };
1708 
1709 // Helper: Manually clip large list of items.
1710 // 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.
1711 // The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
1712 // 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.
1713 // Usage:
1714 // ImGuiListClipper clipper(1000); // we have 1000 elements, evenly spaced.
1715 // while (clipper.Step())
1716 // for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
1717 // ImGui::Text("line number %d", i);
1718 // - 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).
1719 // - 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.
1720 // - (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.)
1721 // - 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.
1723 {
1724  float StartPosY;
1726  int ItemsCount, StepNo, DisplayStart, DisplayEnd;
1727 
1728  // 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).
1729  // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
1730  // 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().
1731  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).
1732  ~ImGuiListClipper() { IM_ASSERT(ItemsCount == -1); } // Assert if user forgot to call End() or Step() until false.
1733 
1734  IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
1735  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.
1736  IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
1737 };
1738 
1739 // Helpers macros to generate 32-bit encoded colors
1740 #ifdef IMGUI_USE_BGRA_PACKED_COLOR
1741 #define IM_COL32_R_SHIFT 16
1742 #define IM_COL32_G_SHIFT 8
1743 #define IM_COL32_B_SHIFT 0
1744 #define IM_COL32_A_SHIFT 24
1745 #define IM_COL32_A_MASK 0xFF000000
1746 #else
1747 #define IM_COL32_R_SHIFT 0
1748 #define IM_COL32_G_SHIFT 8
1749 #define IM_COL32_B_SHIFT 16
1750 #define IM_COL32_A_SHIFT 24
1751 #define IM_COL32_A_MASK 0xFF000000
1752 #endif
1753 #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))
1754 #define IM_COL32_WHITE IM_COL32(255,255,255,255) // Opaque white = 0xFFFFFFFF
1755 #define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black
1756 #define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black = 0x00000000
1757 
1758 // Helper: ImColor() implicitly converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
1759 // Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
1760 // **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
1761 // **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.
1762 struct ImColor
1763 {
1765 
1766  ImColor() { Value.x = Value.y = Value.z = Value.w = 0.0f; }
1767  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; }
1768  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; }
1769  ImColor(float r, float g, float b, float a = 1.0f) { Value.x = r; Value.y = g; Value.z = b; Value.w = a; }
1770  ImColor(const ImVec4& col) { Value = col; }
1771  inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); }
1772  inline operator ImVec4() const { return Value; }
1773 
1774  // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.
1775  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; }
1776  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); }
1777 };
1778 
1779 //-----------------------------------------------------------------------------
1780 // Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)
1781 // Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
1782 //-----------------------------------------------------------------------------
1783 
1784 // Draw callbacks for advanced uses.
1785 // NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
1786 // you can poke into the draw list for that! Draw callback may be useful for example to:
1787 // A) Change your GPU render state,
1788 // B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
1789 // The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
1790 // If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering back-end accordingly.
1791 #ifndef ImDrawCallback
1792 typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
1793 #endif
1794 
1795 // Special Draw callback value to request renderer back-end to reset the graphics/render state.
1796 // The renderer back-end needs to handle this special value, otherwise it will crash trying to call a function at this address.
1797 // This is useful for example if you submitted callbacks which you know have altered the render state and you want it to be restored.
1798 // It is not done by default because they are many perfectly useful way of altering render state for imgui contents (e.g. changing shader/blending settings before an Image call).
1799 #define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1)
1800 
1801 // Typically, 1 command = 1 GPU draw call (unless command is a callback)
1802 // Pre 1.71 back-ends will typically ignore the VtxOffset/IdxOffset fields. When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset'
1803 // is enabled, those fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
1805 {
1806  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[].
1807  ImVec4 ClipRect; // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
1808  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.
1809  unsigned int VtxOffset; // Start offset in vertex buffer. Pre-1.71 or without ImGuiBackendFlags_RendererHasVtxOffset: always 0. With ImGuiBackendFlags_RendererHasVtxOffset: may be >0 to support meshes larger than 64K vertices with 16-bit indices.
1810  unsigned int IdxOffset; // Start offset in index buffer. Always equal to sum of ElemCount drawn so far.
1811  ImDrawCallback UserCallback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
1812  void* UserCallbackData; // The draw callback code can access this.
1813 
1814  ImDrawCmd() { ElemCount = 0; TextureId = (ImTextureID)NULL; VtxOffset = IdxOffset = 0; UserCallback = NULL; UserCallbackData = NULL; }
1815 };
1816 
1817 // Vertex index
1818 // (to allow large meshes with 16-bit indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer back-end)
1819 // (to use 32-bit indices: override with '#define ImDrawIdx unsigned int' in imconfig.h)
1820 #ifndef ImDrawIdx
1821 typedef unsigned short ImDrawIdx;
1822 #endif
1823 
1824 // Vertex layout
1825 #ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
1827 {
1831 };
1832 #else
1833 // You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
1834 // 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.
1835 // The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared a the time you'd want to set your type up.
1836 // 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.
1837 IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
1838 #endif
1839 
1840 // For use by ImDrawListSplitter.
1842 {
1845 };
1846 
1847 // Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order.
1848 // This is used by the Columns api, so items of each column can be batched together in a same draw call.
1850 {
1851  int _Current; // Current channel number (0)
1852  int _Count; // Number of active channels (1+)
1853  ImVector<ImDrawChannel> _Channels; // Draw channels (not resized down so _Count might be < Channels.Size)
1854 
1855  inline ImDrawListSplitter() { Clear(); }
1856  inline ~ImDrawListSplitter() { ClearFreeMemory(); }
1857  inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame
1858  IMGUI_API void ClearFreeMemory();
1859  IMGUI_API void Split(ImDrawList* draw_list, int count);
1860  IMGUI_API void Merge(ImDrawList* draw_list);
1861  IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx);
1862 };
1863 
1865 {
1867  ImDrawCornerFlags_TopLeft = 1 << 0, // 0x1
1869  ImDrawCornerFlags_BotLeft = 1 << 2, // 0x4
1875  ImDrawCornerFlags_All = 0xF // In your function calls you may use ~0 (= all bits sets) instead of ImDrawCornerFlags_All, as a convenience
1876 };
1877 
1879 {
1881  ImDrawListFlags_AntiAliasedLines = 1 << 0, // Lines are anti-aliased (*2 the number of triangles for 1.0f wide line, otherwise *3 the number of triangles)
1882  ImDrawListFlags_AntiAliasedFill = 1 << 1, // Filled shapes have anti-aliased edges (*2 the number of vertices)
1883  ImDrawListFlags_AllowVtxOffset = 1 << 2 // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.
1884 };
1885 
1886 // Draw command list
1887 // This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame,
1888 // all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
1889 // Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to
1890 // access the current window draw list and draw custom primitives.
1891 // You can interleave normal ImGui:: calls and adding primitives to the current draw list.
1892 // 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)
1893 // 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.
1895 {
1896  // This is what you have to render
1897  ImVector<ImDrawCmd> CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.
1898  ImVector<ImDrawIdx> IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those
1899  ImVector<ImDrawVert> VtxBuffer; // Vertex buffer.
1900  ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
1901 
1902  // [Internal, used while building lists]
1903  const ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
1904  const char* _OwnerName; // Pointer to owner window's name for debugging
1905  unsigned int _VtxCurrentOffset; // [Internal] Always 0 unless 'Flags & ImDrawListFlags_AllowVtxOffset'.
1906  unsigned int _VtxCurrentIdx; // [Internal] Generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.
1907  ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
1908  ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
1911  ImVector<ImVec2> _Path; // [Internal] current path building
1912  ImDrawListSplitter _Splitter; // [Internal] for channels api
1913 
1914  // 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)
1915  ImDrawList(const ImDrawListSharedData* shared_data) { _Data = shared_data; _OwnerName = NULL; Clear(); }
1916  ~ImDrawList() { ClearFreeMemory(); }
1917  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)
1918  IMGUI_API void PushClipRectFullScreen();
1919  IMGUI_API void PopClipRect();
1920  IMGUI_API void PushTextureID(ImTextureID texture_id);
1921  IMGUI_API void PopTextureID();
1922  inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }
1923  inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
1924 
1925  // Primitives
1926  // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
1927  IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f);
1928  IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size), rounding_corners_flags: 4 bits corresponding to which corner to round
1929  IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); // a: upper-left, b: lower-right (== upper-left + size)
1930  IMGUI_API void AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);
1931  IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f);
1932  IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col);
1933  IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f);
1934  IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col);
1935  IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f);
1936  IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 12);
1937  IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
1938  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);
1939  IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, bool closed, float thickness);
1940  IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order.
1941  IMGUI_API void AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0);
1942 
1943  // Image primitives
1944  // - Read FAQ to understand what ImTextureID is.
1945  // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle.
1946  // - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture.
1947  IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE);
1948  IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE);
1949  IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All);
1950 
1951  // Stateful path API, add points then finish with PathFillConvex() or PathStroke()
1952  inline void PathClear() { _Path.Size = 0; }
1953  inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); }
1954  inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size-1], &pos, 8) != 0) _Path.push_back(pos); }
1955  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.
1956  inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); _Path.Size = 0; }
1957  IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 10);
1958  IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle
1959  IMGUI_API void PathBezierCurveTo(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, int num_segments = 0);
1960  IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All);
1961 
1962  // Advanced
1963  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.
1964  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
1965  IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.
1966 
1967  // Advanced: Channels
1968  // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit foreground primitives before background primitives)
1969  // - 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)
1970  inline void ChannelsSplit(int count) { _Splitter.Split(this, count); }
1971  inline void ChannelsMerge() { _Splitter.Merge(this); }
1972  inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); }
1973 
1974  // Internal helpers
1975  // NB: all primitives needs to be reserved via PrimReserve() beforehand!
1976  IMGUI_API void Clear();
1977  IMGUI_API void ClearFreeMemory();
1978  IMGUI_API void PrimReserve(int idx_count, int vtx_count);
1979  IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles)
1980  IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
1981  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);
1982  inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col){ _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
1983  inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; }
1984  inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); }
1985  IMGUI_API void UpdateClipRect();
1986  IMGUI_API void UpdateTextureID();
1987 };
1988 
1989 // All draw data to render a Dear ImGui frame
1990 // (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose,
1991 // as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList)
1993 {
1994  bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
1995  ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here.
1996  int CmdListsCount; // Number of ImDrawList* to render
1997  int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size
1998  int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size
1999  ImVec2 DisplayPos; // Upper-left position of the viewport to render (== upper-left of the orthogonal projection matrix to use)
2000  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)
2001  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.
2002 
2003  // Functions
2004  ImDrawData() { Valid = false; Clear(); }
2005  ~ImDrawData() { Clear(); }
2006  void Clear() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.f, 0.f); } // The ImDrawList are owned by ImGuiContext!
2007  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!
2008  IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
2009 };
2010 
2011 //-----------------------------------------------------------------------------
2012 // Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)
2013 //-----------------------------------------------------------------------------
2014 
2016 {
2017  void* FontData; // // TTF/OTF data
2018  int FontDataSize; // // TTF/OTF data size
2019  bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
2020  int FontNo; // 0 // Index of font within TTF/OTF file
2021  float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height).
2022  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.
2023  int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
2024  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.
2025  ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
2026  ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input.
2027  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.
2028  float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font
2029  float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs
2030  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.
2031  unsigned int RasterizerFlags; // 0x00 // Settings for custom font rasterizer (e.g. ImGuiFreeType). Leave as zero if you aren't using one.
2032  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.
2033  ImWchar EllipsisChar; // -1 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.
2034 
2035  // [Internal]
2036  char Name[40]; // Name (strictly to ease debugging)
2038 
2040 };
2041 
2043 {
2044  ImWchar Codepoint; // 0x0000..0xFFFF
2045  float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in)
2046  float X0, Y0, X1, Y1; // Glyph corners
2047  float U0, V0, U1, V1; // Texture coordinates
2048 };
2049 
2050 // Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges().
2051 // This is essentially a tightly packed of vector of 64k booleans = 8KB storage.
2053 {
2054  ImVector<ImU32> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used)
2055 
2057  inline void Clear() { int size_in_bytes = (IM_UNICODE_CODEPOINT_MAX+1) / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); }
2058  inline bool GetBit(int n) const { int off = (n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array
2059  inline void SetBit(int n) { int off = (n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array
2060  inline void AddChar(ImWchar c) { SetBit(c); } // Add character
2061  IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added)
2062  IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
2063  IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges); // Output new ranges
2064 };
2065 
2066 // See ImFontAtlas::AddCustomRectXXX functions.
2068 {
2069  unsigned int ID; // Input // User ID. Use < 0x110000 to map into a font glyph, >= 0x110000 for other/internal/custom texture data.
2070  unsigned short Width, Height; // Input // Desired rectangle dimension
2071  unsigned short X, Y; // Output // Packed position in Atlas
2072  float GlyphAdvanceX; // Input // For custom font glyphs only (ID < 0x110000): glyph xadvance
2073  ImVec2 GlyphOffset; // Input // For custom font glyphs only (ID < 0x110000): glyph display offset
2074  ImFont* Font; // Input // For custom font glyphs only (ID < 0x110000): target font
2075  ImFontAtlasCustomRect() { ID = 0xFFFFFFFF; Width = Height = 0; X = Y = 0xFFFF; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0,0); Font = NULL; }
2076  bool IsPacked() const { return X != 0xFFFF; }
2077 };
2078 
2080 {
2082  ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two
2083  ImFontAtlasFlags_NoMouseCursors = 1 << 1 // Don't build software mouse cursors into the atlas
2084 };
2085 
2086 // Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
2087 // - One or more fonts.
2088 // - Custom graphics data needed to render the shapes needed by Dear ImGui.
2089 // - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas).
2090 // It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api.
2091 // - 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.
2092 // - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
2093 // - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples)
2094 // - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
2095 // This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details.
2096 // Common pitfalls:
2097 // - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the
2098 // atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
2099 // - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.
2100 // You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
2101 // - Even though many functions are suffixed with "TTF", OTF data is supported just as well.
2102 // - This is an old API and it is currently awkward for those and and various other reasons! We will address them in the future!
2104 {
2106  IMGUI_API ~ImFontAtlas();
2107  IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg);
2108  IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL);
2109  IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
2110  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.
2111  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.
2112  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.
2113  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.
2114  IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory.
2115  IMGUI_API void ClearFonts(); // Clear output font data (glyphs storage, UV coordinates).
2116  IMGUI_API void Clear(); // Clear all input and output.
2117 
2118  // Build atlas, retrieve pixel data.
2119  // 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().
2120  // The pitch is always = Width * BytesPerPixels (1 or 4)
2121  // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
2122  // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste.
2123  IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions.
2124  IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
2125  IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
2126  bool IsBuilt() const { return Fonts.Size > 0 && (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); }
2127  void SetTexID(ImTextureID id) { TexID = id; }
2128 
2129  //-------------------------------------------
2130  // Glyph Ranges
2131  //-------------------------------------------
2132 
2133  // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
2134  // 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.
2135  // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.
2136  IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
2137  IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters
2138  IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
2139  IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs
2140  IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
2141  IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters
2142  IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters
2143  IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters
2144 
2145  //-------------------------------------------
2146  // [BETA] Custom Rectangles/Glyphs API
2147  //-------------------------------------------
2148 
2149  // You can request arbitrary rectangles to be packed into the atlas, for your own purposes.
2150  // After calling Build(), you can query the rectangle position and render your pixels.
2151  // You can also request your rectangles to be mapped as font glyph (given a font + Unicode point),
2152  // so you can render e.g. custom colorful icons and use them as regular glyphs.
2153  // Read docs/FONTS.txt for more details about using colorful icons.
2154  IMGUI_API int AddCustomRectRegular(unsigned int id, int width, int height); // Id needs to be >= 0x110000. Id >= 0x80000000 are reserved for ImGui and ImDrawList
2155  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 < 0x110000 to register a rectangle to map into a specific font.
2156  const ImFontAtlasCustomRect*GetCustomRectByIndex(int index) const { if (index < 0) return NULL; return &CustomRects[index]; }
2157 
2158  // [Internal]
2159  IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const;
2160  IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]);
2161 
2162  //-------------------------------------------
2163  // Members
2164  //-------------------------------------------
2165 
2166  bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
2167  ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_)
2168  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.
2169  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.
2170  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.
2171 
2172  // [Internal]
2173  // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
2174  unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
2175  unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
2176  int TexWidth; // Texture width calculated during Build().
2177  int TexHeight; // Texture height calculated during Build().
2178  ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight)
2179  ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel
2180  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.
2181  ImVector<ImFontAtlasCustomRect> CustomRects; // Rectangles for packing custom texture data into the atlas.
2183  int CustomRectIds[1]; // Identifiers of custom texture rectangle used by ImFontAtlas/ImDrawList
2184 
2185 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2186  typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+
2187  typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
2188 #endif
2189 };
2190 
2191 // Font runtime data and rendering
2192 // ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
2193 struct ImFont
2194 {
2195  // Members: Hot ~20/24 bytes (for CalcTextSize)
2196  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).
2197  float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX
2198  float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading)
2199 
2200  // Members: Hot ~36/48 bytes (for CalcTextSize + render loop)
2201  ImVector<ImWchar> IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point.
2202  ImVector<ImFontGlyph> Glyphs; // 12-16 // out // // All glyphs.
2203  const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar)
2204  ImVec2 DisplayOffset; // 8 // in // = (0,0) // Offset font rendering by xx pixels
2205 
2206  // Members: Cold ~32/40 bytes
2207  ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into
2208  const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData
2209  short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
2210  ImWchar FallbackChar; // 2 // in // = '?' // Replacement character if a glyph isn't found. Only set via SetFallbackChar()
2211  ImWchar EllipsisChar; // 2 // out // = -1 // Character used for ellipsis rendering.
2212  float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
2213  float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
2214  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)
2215  bool DirtyLookupTables; // 1 // out //
2216 
2217  // Methods
2218  IMGUI_API ImFont();
2219  IMGUI_API ~ImFont();
2220  IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const;
2221  IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const;
2222  float GetCharAdvance(ImWchar c) const { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; }
2223  bool IsLoaded() const { return ContainerAtlas != NULL; }
2224  const char* GetDebugName() const { return ConfigData ? ConfigData->Name : "<unknown>"; }
2225 
2226  // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
2227  // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
2228  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
2229  IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
2230  IMGUI_API void RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const;
2231  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;
2232 
2233  // [Internal] Don't use!
2234  IMGUI_API void BuildLookupTable();
2235  IMGUI_API void ClearOutputData();
2236  IMGUI_API void GrowIndex(int new_size);
2237  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);
2238  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.
2239  IMGUI_API void SetFallbackChar(ImWchar c);
2240 };
2241 
2242 #if defined(__clang__)
2243 #pragma clang diagnostic pop
2244 #elif defined(__GNUC__)
2245 #pragma GCC diagnostic pop
2246 #endif
2247 
2248 // Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h)
2249 #ifdef IMGUI_INCLUDE_IMGUI_USER_H
2250 #include "imgui_user.h"
2251 #endif


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