- Note that C bindings ([cimgui](https://github.com/cimgui/cimgui)) are auto-generated, you can use its json/lua output to generate bindings for other languages.
Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas.
### Upcoming Changes
Some of the goals for 2019-2020 are:
Some of the goals for 2020 are:
- Finish work on docking, tabs. (see [#2109](https://github.com/ocornut/imgui/issues/2109), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch looking for feedback)
- Finish work on multiple viewports / multiple OS windows. (see [#1542](https://github.com/ocornut/imgui/issues/1542), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch looking for feedback)
- Finish work on gamepad/keyboard controls. (see [#787](https://github.com/ocornut/imgui/issues/787))
- Finish work on new Tables API (to replace Columns). (see [#2957](https://github.com/ocornut/imgui/issues/2957))
- Add an automation and testing system, both to test the library and end-user apps. (see [#435](https://github.com/ocornut/imgui/issues/435))
- Make Columns better. They are currently pretty terrible! New Tables API coming Q4 2019!
- Make the examples look better, improve styles, improve font support, make the examples hi-DPI and multi-DPI aware.
ImGuiIDNavJustMovedToId;// Just navigated to this id (result of a successfully MoveRequest).
ImGuiIDNavJustMovedToFocusScopeId;// Just navigated to this focus scope id (result of a successfully MoveRequest).
ImGuiIDNavNextActivateId;// Set by ActivateItem(), queued until next frame.
ImGuiInputSourceNavInputSource;// Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard.
ImRectNavScoringRectScreen;// Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring.
intNavScoringCount;// Metrics for debugging
ImGuiWindow*NavWindowingTarget;// When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed top-most.
ImGuiWindow*NavWindowingTargetAnim;// Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f
ImGuiWindow*NavWindowingList;
floatNavWindowingTimer;
floatNavWindowingHighlightAlpha;
boolNavWindowingToggleLayer;
ImGuiNavLayerNavLayer;// Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later.
intNavIdTabCounter;// == NavWindow->DC.FocusIdxTabCounter at time of NavId processing
boolNavIdIsAlive;// Nav widget has been seen this frame ~~ NavRefRectRel is valid
@ -1078,6 +1071,14 @@ struct ImGuiContext
ImGuiNavMoveResultNavMoveResultLocalVisibleSet;// Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag)
ImGuiNavMoveResultNavMoveResultOther;// Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag)
// Navigation: Windowing (CTRL+TAB, holding Menu button + directional pads to move/resize)
ImGuiWindow*NavWindowingTarget;// When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed top-most.
ImGuiWindow*NavWindowingTargetAnim;// Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f
ImGuiWindow*NavWindowingList;
floatNavWindowingTimer;
floatNavWindowingHighlightAlpha;
boolNavWindowingToggleLayer;
// Legacy Focus/Tabbing system (older than Nav, active even if Nav is disabled, misnamed. FIXME-NAV: This needs a redesign!)