IMGUI_APIImGuiIDGetID(constchar*str_id);// calculate unique ID (hash of whole ID stack + given parameter). useful if you want to query into ImGuiStorage yourself. otherwise rarely needed
IMGUI_APIImGuiIDGetID(constchar*str_id);// calculate unique ID (hash of whole ID stack + given parameter). useful if you want to query into ImGuiStorage yourself. otherwise rarely needed
// Widgets: Drags (tip: ctrl+click on a drag box to input text)
// Widgets: Drags (tip: ctrl+click on a drag box to input text)
// ImGui 1.38+ work-in-progress, may change name or API.
// ImGui 1.38+ work-in-progress, may change name or API.
IMGUI_APIboolDragFloat(constchar*label,float*v,floatv_step=1.0f,floatv_min=0.0f,floatv_max=0.0f,constchar*display_format="%.3f");// If v_max >= v_max we have no bound
IMGUI_APIboolDragFloat(constchar*label,float*v,floatv_speed=1.0f,floatv_min=0.0f,floatv_max=0.0f,constchar*display_format="%.3f", floatpower=1.0f);// If v_max >= v_max we have no bound
IMGUI_APIboolDragInt(constchar*label,int*v,int v_step=1,intv_min=0,intv_max=0,constchar*display_format="%.0f");// If v_max >= v_max we have no bound
IMGUI_APIboolDragInt(constchar*label,int*v,float v_speed=1.0f,intv_min=0,intv_max=0,constchar*display_format="%.0f");// If v_max >= v_max we have no bound
IMGUI_APIboolIsItemHoveredRect();// was the last item hovered by mouse? even if another item is active while we are hovering this
IMGUI_APIboolIsItemHoveredRect();// was the last item hovered by mouse? even if another item is active while we are hovering this
IMGUI_APIboolIsItemActive();// was the last item active? (e.g. button being held, text field being edited- items that don't interact will always return false)
IMGUI_APIboolIsItemActive();// was the last item active? (e.g. button being held, text field being edited- items that don't interact will always return false)
IMGUI_APIboolIsAnyItemActive();//
IMGUI_APIboolIsAnyItemActive();//
IMGUI_APIImVec2GetItemRectMin();// get bounding rect of last item
IMGUI_APIboolIsItemVisible();
IMGUI_APIImVec2GetItemRectMin();// get bounding rect of last item in screen space
IMGUI_APIImVec2GetItemRectMax();// "
IMGUI_APIImVec2GetItemRectMax();// "
IMGUI_APIImVec2GetItemRectSize();// "
IMGUI_APIImVec2GetItemRectSize();// "
IMGUI_APIboolIsWindowFocused();// is current window focused (differentiate child windows from each others)
IMGUI_APIboolIsWindowFocused();// is current window focused (differentiate child windows from each others)
IMGUI_APIboolIsRootWindowFocused();// is current root window focused
IMGUI_APIboolIsRootWindowFocused();// is current root window focused
IMGUI_APIboolIsRootWindowOrAnyChildFocused();// is current root window or any of its child (including current window) focused
IMGUI_APIboolIsRootWindowOrAnyChildFocused();// is current root window or any of its child (including current window) focused
IMGUI_APIboolIsClipped(constImVec2&item_size);// to perform coarse clipping on user's side (as an optimization)
IMGUI_APIboolIsRectClipped(constImVec2& size);// test if rectangle of given size starting from cursor pos is out of clipping region. to perform coarse clipping on user's side (as an optimization)
IMGUI_APIboolIsKeyPressed(intkey_index,boolrepeat=true);// key_index into the keys_down[512] array, imgui doesn't know the semantic of each entry
IMGUI_APIboolIsKeyPressed(intkey_index,boolrepeat=true);// key_index into the keys_down[512] array, imgui doesn't know the semantic of each entry
IMGUI_APIboolIsPosHoveringAnyWindow(constImVec2&pos);// is given position hovering any active imgui window
IMGUI_APIboolIsPosHoveringAnyWindow(constImVec2&pos);// is given position hovering any active imgui window
IMGUI_APIImVec2GetMousePos();// shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
IMGUI_APIImVec2GetMousePos();// shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
IMGUI_APIImVec2GetMouseDragDelta(intbutton=0,floatlock_threshold=-1.0f);// dragging amount since clicking, also see: GetItemActiveDragDelta(). if lock_threshold < -1.0f uses io.MouseDraggingThreshold
IMGUI_APIImVec2GetMouseDragDelta(intbutton=0,floatlock_threshold=-1.0f);// dragging amount since clicking, also see: GetItemActiveDragDelta(). if lock_threshold < -1.0f uses io.MouseDraggingThreshold
IMGUI_APIvoidResetMouseDragDelta(intbutton=0);
IMGUI_APIImGuiMouseCursorGetMouseCursor();// get desired cursor type, reset in ImGui::NewFrame(), this updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
IMGUI_APIImGuiMouseCursorGetMouseCursor();// get desired cursor type, reset in ImGui::NewFrame(), this updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
IMGUI_APIvoidSetMouseCursor(ImGuiMouseCursortype);// set desired cursor type
IMGUI_APIvoidSetMouseCursor(ImGuiMouseCursortype);// set desired cursor type
// 2. Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
// 2. Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
// 3. Upload the pixels data into a texture within your graphics system.
// 3. Upload the pixels data into a texture within your graphics system.
// 4. Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture. This value will be passed back to you during rendering to identify the texture.
// 4. Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture. This value will be passed back to you during rendering to identify the texture.
// 5. Call ClearPixelsData() to free textures memory on the heap.
// 5. Call ClearTexData() to free textures memory on the heap.