// Tooltips and menus are not automatically forced into their own viewport when the NoMerge flag is set, however the multiplication of viewports makes them more likely to protude and create their own.
// Destroy platform window if the viewport hasn't been submitted or if it is hosting a hidden window (the implicit Debug window will be registered its viewport then be disabled)
// Configuration flags stored in io.ConfigFlags. Set by user/application.
enumImGuiConfigFlags_
{
ImGuiConfigFlags_None=0,
ImGuiConfigFlags_NavEnableKeyboard=1<<0,// Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeysDown[].
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.
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.
@ -979,6 +1013,7 @@ enum ImGuiConfigFlags_
// Back-end capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom back-end.
enumImGuiBackendFlags_
{
ImGuiBackendFlags_None=0,
ImGuiBackendFlags_HasGamepad=1<<0,// Back-end supports gamepad and currently has one connected.
ImGuiBackendFlags_HasMouseCursors=1<<1,// Back-end supports honoring GetMouseCursor() value to change the OS cursor shape.
ImGuiBackendFlags_HasSetMousePos=1<<2,// Back-end supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
// Condition for ImGui::SetWindow***(), SetNextWindow***(), SetNextTreeNode***() functions
// Enumateration for ImGui::SetWindow***(), SetNextWindow***(), SetNextTreeNode***() functions
// Represent a condition.
// 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.
// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values, and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,
// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
// The callback function should return 0 by default.
// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB
// - 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.
structImGuiInputTextCallbackData
{
ImGuiInputTextFlagsEventFlag;// One ImGuiInputTextFlags_Callback* // Read-only
ImGuiInputTextFlagsFlags;// What user passed to InputText() // Read-only
void*UserData;// What user passed to InputText() // Read-only
// Arguments for the different callback events
// - 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.
// - 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.
ImWcharEventChar;// Character input // Read-write // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0;
char*Buf;// Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
intBufTextLen;// 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()
intBufSize;// 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
boolBufDirty;// Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always]
// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
// The callback function should return 0 by default.
// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB
// - 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.
structImGuiInputTextCallbackData
{
ImGuiInputTextFlagsEventFlag;// One ImGuiInputTextFlags_Callback* // Read-only
ImGuiInputTextFlagsFlags;// What user passed to InputText() // Read-only
void*UserData;// What user passed to InputText() // Read-only
// Arguments for the different callback events
// - 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.
// - 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.
ImWcharEventChar;// Character input // Read-write // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0;
char*Buf;// Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
intBufTextLen;// 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()
intBufSize;// 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
boolBufDirty;// Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always]
// 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.
// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
// 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.
// Usage:
// ImGuiListClipper clipper(1000); // we have 1000 elements, evenly spaced.
// while (clipper.Step())
// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
// ImGui::Text("line number %d", i);
// - 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).
// - 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.
// - (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.)
// - 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.
structImGuiListClipper
{
// Members
void*Data;// Data (copied and owned by dear imgui)
intDataSize;// Data size
floatStartPosY;
floatItemsHeight;
intItemsCount,StepNo,DisplayStart,DisplayEnd;
// [Internal]
ImGuiIDSourceId;// Source item id
ImGuiIDSourceParentId;// Source parent id (if available)
intDataFrameCount;// Data timestamp
charDataType[32+1];// Data type tag (short user-supplied string, 32 characters max)
boolPreview;// Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)
boolDelivery;// Set when AcceptDragDropPayload() was called and mouse button is released over the target item.
// 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).
// items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
// 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().
ImGuiListClipper(intitems_count=-1,floatitems_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).
~ImGuiListClipper(){IM_ASSERT(ItemsCount==-1);}// Assert if user forgot to call End() or Step() until false.
// 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.
// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
// 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.
// Usage:
// ImGuiListClipper clipper(1000); // we have 1000 elements, evenly spaced.
// while (clipper.Step())
// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
// ImGui::Text("line number %d", i);
// - 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).
// - 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.
// - (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.)
// - 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.
structImGuiListClipper
{
floatStartPosY;
floatItemsHeight;
intItemsCount,StepNo,DisplayStart,DisplayEnd;
// 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).
// items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
// 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().
ImGuiListClipper(intitems_count=-1,floatitems_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).
~ImGuiListClipper(){IM_ASSERT(ItemsCount==-1);}// Assert if user forgot to call End() or Step() until false.
IMGUI_APIboolStep();// Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
IMGUI_APIvoidBegin(intitems_count,floatitems_height=-1.0f);// Automatically called by constructor if you passed 'items_count' or by Step() in Step 1.
IMGUI_APIvoidEnd();// Automatically called on the last call of Step() that returns false.
IMGUI_APIvoidScaleClipRects(constImVec2&sc);// Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
// (Optional) Setup required only if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) is enabled. Access via ImGui::GetPlatformIO().
// This is designed so we can mix and match two imgui_impl_xxxx files, one for the Platform (~window handling), one for Renderer.
// Custom engine back-ends will often provide both Platform and Renderer interfaces and thus may not need to use all functions.
// Platform functions are typically called before their Renderer counterpart, apart from Destroy which are called the other way.
// RenderPlatformWindowsDefault() basically iterate secondary viewports and call Platform+Renderer's RenderWindow then Platform+Renderer's SwapBuffers,
// You may skip using RenderPlatformWindowsDefault() and call your draw/swap functions yourself if you need specific behavior for your multi-window rendering.
// (Optional) Setup required only if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) is enabled.
// Access via ImGui::GetPlatformIO(). This is designed so we can mix and match two imgui_impl_xxxx files, one for
// the Platform (~window handling), one for Renderer. Custom engine back-ends will often provide both Platform
// and Renderer interfaces and thus may not need to use all functions.
// Platform functions are typically called before their Renderer counterpart,
// apart from Destroy which are called the other way.
// RenderPlatformWindowsDefault() is that helper that iterate secondary viewports and call, in this order:
// List of viewports (the list is updated by calling ImGui::EndFrame or ImGui::Render)
ImGuiViewport*MainViewport;// Guaranteed to be == Viewports[0]
ImVector<ImGuiViewport*>Viewports;// Main viewports, followed by all secondary viewports.
ImGuiPlatformIO(){memset(this,0,sizeof(*this));}// Zero clear
};
// Flags stored in ImGuiViewport::Flags, giving indications to the platform back-ends
// Flags stored in ImGuiViewport::Flags, giving indications to the platform back-ends.
enumImGuiViewportFlags_
{
ImGuiViewportFlags_None=0,
@ -2194,7 +2247,7 @@ struct ImGuiViewport
floatDpiScale;// 1.0f = 96 DPI = No extra scale
ImDrawData*DrawData;// The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame().
void*PlatformUserData;// void* to hold custom data structure for the platform (e.g. windowing info, render context)
void*PlatformUserData;// void* to hold custom data structure for the OS / platform (e.g. windowing info, render context)
void*PlatformHandle;// void* for FindViewportByPlatformHandle(). (e.g. suggested to use natural platform handle such as HWND, GlfwWindow*, SDL_Window*)
boolPlatformRequestClose;// Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4)
boolPlatformRequestMove;// Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position)
ImGui::SameLine();ShowHelpMarker("Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars.");
ImGui::SameLine();ShowHelpMarker("Toggling this at runtime is normally unsupported (most platform back-ends won't refresh the task bar icon state right away).");