// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
@ -67,7 +67,7 @@ int main(int, char**)
while(al_get_next_event(queue,&ev))
{
ImGui_ImplAllegro5_ProcessEvent(&ev);
if(ev.type==ALLEGRO_EVENT_DISPLAY_CLOSE)
if(ev.type==ALLEGRO_EVENT_DISPLAY_CLOSE)
running=false;
if(ev.type==ALLEGRO_EVENT_DISPLAY_RESIZE)
{
@ -96,7 +96,7 @@ int main(int, char**)
ImGui::Checkbox("Demo Window",&show_demo_window);// Edit bools storing our window open/close state
// We will also call ImGui_ImplFreeGLUT_InstallFuncs() to get all the other functions installed for us,
// We will also call ImGui_ImplFreeGLUT_InstallFuncs() to get all the other functions installed for us,
// otherwise it is possible to install our own functions and call the imgui_impl_freeglut.h functions ourselves.
glutDisplayFunc(glut_display_func);
@ -110,8 +110,8 @@ int main(int argc, char** argv)
ImGui_ImplOpenGL2_Init();
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
@ -100,7 +100,7 @@ int main(int, char**)
ImGui::Checkbox("Demo Window",&show_demo_window);// Edit bools storing our window open/close state
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
@ -459,7 +459,7 @@ int main(int, char**)
ImGui::Checkbox("Demo Window",&show_demo_window);// Edit bools storing our window open/close state
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
@ -81,7 +81,7 @@ int main(int, char**)
ImGui::Checkbox("Demo Window",&show_demo_window);// Edit bools storing our window open/close state
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
@ -104,7 +104,7 @@ int main(int, char**)
ImGui::Checkbox("Demo Window",&show_demo_window);// Edit bools storing our window open/close state
// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
@ -89,8 +89,8 @@ int main(int, char**)
ImGui_ImplOpenGL3_Init(glsl_version);
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
@ -146,7 +146,7 @@ int main(int, char**)
ImGui::Checkbox("Demo Window",&show_demo_window);// Edit bools storing our window open/close state
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
@ -180,7 +180,7 @@ int main(int, char**)
ImGui::Checkbox("Demo Window",&show_demo_window);// Edit bools storing our window open/close state
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
@ -184,7 +184,7 @@ int main(int, char**)
ImGui::Checkbox("Demo Window",&show_demo_window);// Edit bools storing our window open/close state
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
@ -359,7 +359,7 @@ int main(int, char**)
ImGui::Checkbox("Demo Window",&show_demo_window);// Edit bools storing our window open/close state
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
@ -147,7 +147,7 @@ int main(int, char**)
ImGui::Checkbox("Demo Window",&show_demo_window);// Edit bools storing our window open/close state
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
// If you would like to use this DX10 sample code but remove this dependency you can:
// If you would like to use this DX10 sample code but remove this dependency you can:
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
// If you would like to use this DX11 sample code but remove this dependency you can:
// If you would like to use this DX11 sample code but remove this dependency you can:
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
// If you would like to use this DX12 sample code but remove this dependency you can:
// If you would like to use this DX12 sample code but remove this dependency you can:
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
// 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
// 2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS.
// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
// FIXME: This code is faulty and we may want to eventually to replace or remove the 'apply_focus_to_window_under=true' path completely.
// Instead of using g.OpenPopupStack[remaining-1].Window etc. we should find the highest root window that is behind the popups we are closing.
// The current code will set focus to the parent of the popup window which is incorrect.
// It rarely manifested until now because UpdateMouseMovingWindow() would call FocusWindow() again on the clicked window,
// The current code will set focus to the parent of the popup window which is incorrect.
// It rarely manifested until now because UpdateMouseMovingWindow() would call FocusWindow() again on the clicked window,
// leading to a chain of focusing A (clicked window) then B (parent window of the popup) then A again.
// However if the clicked window has the _NoMove flag set we would be left with B focused.
// For now, we have disabled this path when called from ClosePopupsOverWindow() because the users of ClosePopupsOverWindow() don't need to alter focus anyway,
// - By "cursor" we mean the current output position.
// - By "cursor" we mean the current output position.
// - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
IMGUI_APIvoidSeparator();// separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
IMGUI_APIvoidSameLine(floatlocal_pos_x=0.0f,floatspacing_w=-1.0f);// call between widgets or groups to layout them horizontally. X position given in window coordinates.
@ -337,7 +337,7 @@ namespace ImGui
IMGUI_APIfloatGetCursorPosY();// other functions such as GetCursorScreenPos or everything in ImDrawList::
IMGUI_APIvoidSetCursorPos(constImVec2&local_pos);// are using the main, absolute coordinate system.
IMGUI_APIImVec2GetCursorStartPos();// initial cursor position in window coordinates
IMGUI_APIImVec2GetCursorScreenPos();// cursor position in absolute screen coordinates [0..io.DisplaySize] (useful to work with ImDrawList API)
IMGUI_APIvoidSetCursorScreenPos(constImVec2&pos);// cursor position in absolute screen coordinates [0..io.DisplaySize]
@ -485,7 +485,7 @@ namespace ImGui
IMGUI_APIboolCollapsingHeader(constchar*label,bool*p_open,ImGuiTreeNodeFlagsflags=0);// when 'p_open' isn't NULL, display an additional small close button on upper right of the header
// Widgets: Selectables
// - A selectable highlights when hovered, and can display another color when selected.
// - A selectable highlights when hovered, and can display another color when selected.
// - Neighbors selectable extend their highlight bounds in order to leave no gap between them.
IMGUI_APIboolSelectable(constchar*label,boolselected=false,ImGuiSelectableFlagsflags=0,constImVec2&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
IMGUI_APIboolSelectable(constchar*label,bool*p_selected,ImGuiSelectableFlagsflags=0,constImVec2&size=ImVec2(0,0));// "bool* p_selected" point to the selection state (read-write), as a convenient helper.
// - 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)
IMGUI_APIvoidValue(constchar*prefix,boolb);
IMGUI_APIvoidValue(constchar*prefix,intv);
@ -584,7 +584,7 @@ namespace ImGui
IMGUI_APIconstImGuiPayload*AcceptDragDropPayload(constchar*type,ImGuiDragDropFlagsflags=0);// accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released.
IMGUI_APIvoidEndDragDropTarget();// only call EndDragDropTarget() if BeginDragDropTarget() returns true!
IMGUI_APIconstImGuiPayload*GetDragDropPayload();// peek directly into the current payload from anywhere. may return NULL. use ImGuiPayload::IsDataType() to test for the payload type.
IMGUI_APIImGuiMouseCursorGetMouseCursor();// 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
IMGUI_APIvoidSetMouseCursor(ImGuiMouseCursortype);// set desired cursor type
IMGUI_APIvoidCaptureKeyboardFromApp(boolwant_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.
IMGUI_APIvoidCaptureMouseFromApp(boolwant_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.
IMGUI_APIvoidCaptureKeyboardFromApp(boolwant_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.
IMGUI_APIvoidCaptureMouseFromApp(boolwant_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.
// Clipboard Utilities (also see the LogToClipboard() function to capture or output text data to the clipboard)
IMGUI_APIconstchar*GetClipboardText();
@ -814,7 +814,7 @@ enum ImGuiTabBarFlags_
ImGuiTabBarFlags_FittingPolicyScroll=1<<7,// Add scroll buttons when tabs don't fit
// 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).
// You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our data structures are relying on it.
// 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.
// Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,
// Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,
// 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.
floatGrabMinSize;// Minimum width/height of a grab box for slider/scrollbar.
floatGrabRounding;// Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
floatTabRounding;// Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
floatTabBorderSize;// Thickness of border around tabs.
floatTabBorderSize;// Thickness of border around tabs.
ImVec2ButtonTextAlign;// Alignment of button text when button is larger than text. Defaults to (0.5f,0.5f) for horizontally+vertically centered.
ImVec2DisplayWindowPadding;// Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows.
ImVec2DisplaySafeAreaPadding;// 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!
floatNavInputs[ImGuiNavInput_COUNT];// Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame().
// Functions
IMGUI_APIvoidAddInputCharacter(ImWcharc);// Queue new character input
IMGUI_APIvoidAddInputCharacter(ImWcharc);// Queue new character input
IMGUI_APIvoidAddInputCharactersUTF8(constchar*str);// Queue new characters input from an UTF-8 string
IMGUI_APIvoidClearInputCharacters();// Clear the text input buffer manually
@ -1412,7 +1412,7 @@ struct ImGuiIO
// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows
// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration
// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
structImGuiInputTextCallbackData
{
ImGuiInputTextFlagsEventFlag;// One ImGuiInputTextFlags_Callback* // Read-only
@ -1716,7 +1716,7 @@ struct ImColor
// Draw callbacks for advanced uses.
// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
// you can poke into the draw list for that! Draw callback may be useful for example to: A) Change your GPU render state,
// you can poke into the draw list for that! Draw callback may be useful for example to: A) Change your GPU render state,
// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
// - 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.
// - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
// - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples)
// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
// This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details.
// Common pitfalls:
// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the
// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the
// atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.
// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
// - Even though many functions are suffixed with "TTF", OTF data is supported just as well.
// - This is an old API and it is currently awkward for those and and various other reasons! We will address them in the future!
structImFontAtlas
@ -1993,7 +1993,7 @@ struct ImFontAtlas
// Build atlas, retrieve pixel data.
// 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().
// The pitch is always = Width * BytesPerPixels (1 or 4)
// Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
// Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
// the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste.
IMGUI_APIboolBuild();// Build pixels data. This is called automatically for you by the GetTexData*** functions.
// When used after an item that has an ID (here the Button), we can skip providing an ID to BeginPopupContextItem().
// When used after an item that has an ID (here the Button), we can skip providing an ID to BeginPopupContextItem().
// BeginPopupContextItem() will use the last item ID as the popup ID.
// In addition here, we want to include your editable label inside the button label. We use the ### operator to override the ID (read FAQ about ID for details)
staticcharname[32]="Label1";
@ -3385,10 +3385,10 @@ struct ExampleAppLog
ImVector<int>LineOffsets;// Index to lines offset. We maintain this with AddLog() calls, allowing us to have a random access on lines
boolScrollToBottom;
voidClear()
{
Buf.clear();
LineOffsets.clear();
voidClear()
{
Buf.clear();
LineOffsets.clear();
LineOffsets.push_back(0);
}
@ -3438,11 +3438,11 @@ struct ExampleAppLog
else
{
// The simplest and easy way to display the entire buffer:
// ImGui::TextUnformatted(buf_begin, buf_end);
// ImGui::TextUnformatted(buf_begin, buf_end);
// And it'll just work. TextUnformatted() has specialization for large blob of text and will fast-forward to skip non-visible lines.
// Here we instead demonstrate using the clipper to only process lines that are within the visible area.
// If you have tens of thousands of items and their processing cost is non-negligible, coarse clipping them on your side is recommended.
// Using ImGuiListClipper requires A) random access into your data, and B) items all being the same height,
// Using ImGuiListClipper requires A) random access into your data, and B) items all being the same height,
// both of which we can handle since we an array pointing to the beginning of each line of text.
// When using the filter (in the block of code above) we don't have random access into the data to display anymore, which is why we don't use the clipper.
// Storing or skimming through the search result would make it possible (and would be recommended if you want to search through tens of thousands of entries)
IMGUI_APIboolTreeNodeBehaviorIsOpen(ImGuiIDid,ImGuiTreeNodeFlagsflags=0);// Consume previous SetNextTreeNodeOpened() data, if any. May return true when logging
IMGUI_APIvoidTreePushRawID(ImGuiIDid);
// Template functions are instantiated in imgui_widgets.cpp for a finite number of types.
// Template functions are instantiated in imgui_widgets.cpp for a finite number of types.
// To use them externally (for custom widget) you may need an "extern template" statement in your code in order to link to existing instances and silence Clang warnings (see #2036).
// e.g. " extern template IMGUI_API float RoundScalarWithFormatT<float, float>(const char* format, ImGuiDataType data_type, float v); "
// Refresh tab width immediately if we can (for manual tab bar, WidthContent will lag by one frame which is mostly noticeable when changing style.FramePadding.x)
// Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet,
// Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet,
// and we cannot wait for the next BeginTabItem() call. We cannot compute this width within TabBarAddTab() because font size depends on the active window.