- Lua: [imgui_lua_bindings](https://github.com/patrickriordan/imgui_lua_bindings) or [lua-ffi-bindings](https://github.com/thenumbernine/lua-ffi-bindings)
- Lua: [LuaJIT-ImGui](https://github.com/sonoro1234/LuaJIT-ImGui), [imgui_lua_bindings](https://github.com/patrickriordan/imgui_lua_bindings) or [lua-ffi-bindings](https://github.com/thenumbernine/lua-ffi-bindings)
// If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent (unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set).
// If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent (unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set).
IMGUI_APIvoidSetNextWindowContentSize(constImVec2&size);// set next window content size (~ enforce the range of scrollbars). not including window decorations (title bar, menu bar, etc.). set an axis to 0.0f to leave it automatic. call before Begin()
IMGUI_APIvoidSetNextWindowContentSize(constImVec2&size);// set next window content size (~ enforce the range of scrollbars). not including window decorations (title bar, menu bar, etc.). set an axis to 0.0f to leave it automatic. call before Begin()
IMGUI_APIvoidSetNextWindowCollapsed(boolcollapsed,ImGuiCondcond=0);// set next window collapsed state. call before Begin()
IMGUI_APIvoidSetNextWindowCollapsed(boolcollapsed,ImGuiCondcond=0);// set next window collapsed state. call before Begin()
IMGUI_APIvoidSetNextWindowFocus();// set next window to be focused / front-most. call before Begin()
IMGUI_APIvoidSetNextWindowFocus();// set next window to be focused / front-most. call before Begin()
IMGUI_APIvoidSetNextWindowBgAlpha(floatalpha);// set next window background color alpha. helper to easily modify ImGuiCol_WindowBg/ChildBg/PopupBg.
IMGUI_APIvoidSetNextWindowBgAlpha(floatalpha);// set next window background color alpha. helper to easily modify ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground.
IMGUI_APIvoidSetNextWindowViewport(ImGuiIDviewport_id);// set next window viewport
IMGUI_APIvoidSetNextWindowViewport(ImGuiIDviewport_id);// set next window viewport
IMGUI_APIvoidSetWindowPos(constImVec2&pos,ImGuiCondcond=0);// (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects.
IMGUI_APIvoidSetWindowPos(constImVec2&pos,ImGuiCondcond=0);// (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects.
IMGUI_APIvoidSetWindowSize(constImVec2&size,ImGuiCondcond=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.
IMGUI_APIvoidSetWindowSize(constImVec2&size,ImGuiCondcond=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.
@ -499,7 +499,7 @@ namespace ImGui
IMGUI_APIboolBeginPopupContextVoid(constchar*str_id=NULL,intmouse_button=1);// helper to open and begin popup when clicked in void (where there are no imgui windows).
IMGUI_APIboolBeginPopupContextVoid(constchar*str_id=NULL,intmouse_button=1);// helper to open and begin popup when clicked in void (where there are no imgui windows).
IMGUI_APIboolBeginPopupModal(constchar*name,bool*p_open=NULL,ImGuiWindowFlagsflags=0);// modal dialog (regular window with title bar, block interactions behind the modal window, can't close the modal window by clicking outside)
IMGUI_APIboolBeginPopupModal(constchar*name,bool*p_open=NULL,ImGuiWindowFlagsflags=0);// modal dialog (regular window with title bar, block interactions behind the modal window, can't close the modal window by clicking outside)
IMGUI_APIvoidEndPopup();// only call EndPopup() if BeginPopupXXX() returns true!
IMGUI_APIvoidEndPopup();// only call EndPopup() if BeginPopupXXX() returns true!
IMGUI_APIboolOpenPopupOnItemClick(constchar*str_id=NULL,intmouse_button=1);// helper to open popup when clicked on last item. return true when just opened.
IMGUI_APIboolOpenPopupOnItemClick(constchar*str_id=NULL,intmouse_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.
IMGUI_APIboolIsPopupOpen(constchar*str_id);// return true if the popup is open
IMGUI_APIboolIsPopupOpen(constchar*str_id);// return true if the popup is open
IMGUI_APIvoidCloseCurrentPopup();// close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup.
IMGUI_APIvoidCloseCurrentPopup();// close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup.
@ -583,7 +583,8 @@ namespace ImGui
IMGUI_APIboolIsRectVisible(constImVec2&rect_min,constImVec2&rect_max);// test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.
IMGUI_APIboolIsRectVisible(constImVec2&rect_min,constImVec2&rect_max);// test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.
IMGUI_APIdoubleGetTime();
IMGUI_APIdoubleGetTime();
IMGUI_APIintGetFrameCount();
IMGUI_APIintGetFrameCount();
IMGUI_APIImDrawList*GetOverlayDrawList();// this draw list will be the last rendered. it covers the entire current viewport. useful to quickly draw overlays shapes/text
IMGUI_APIImDrawList*GetOverlayDrawList();// get overlay draw list for the viewport associated to the current window. this draw list will be the last rendered. useful to quickly draw overlays shapes/text.
IMGUI_APIImDrawList*GetOverlayDrawList(ImGuiViewport*viewport);// get overlay draw list for the given viewport.
IMGUI_APIImDrawListSharedData*GetDrawListSharedData();// you may use this when creating your own ImDrawList instances
IMGUI_APIImDrawListSharedData*GetDrawListSharedData();// you may use this when creating your own ImDrawList instances
IMGUI_APIvoidSetStateStorage(ImGuiStorage*storage);// replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
IMGUI_APIvoidSetStateStorage(ImGuiStorage*storage);// replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
@ -663,8 +664,9 @@ enum ImGuiWindowFlags_
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.
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.
ImGuiWindowFlags_NoCollapse=1<<5,// Disable user collapsing window by double-clicking on it
ImGuiWindowFlags_NoCollapse=1<<5,// Disable user collapsing window by double-clicking on it
ImGuiWindowFlags_AlwaysAutoResize=1<<6,// Resize every window to its content every frame
ImGuiWindowFlags_AlwaysAutoResize=1<<6,// Resize every window to its content every frame
ImGuiWindowFlags_NoBackground=1<<7,// Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
ImGuiWindowFlags_NoSavedSettings=1<<8,// Never load/save settings in .ini file
ImGuiWindowFlags_NoSavedSettings=1<<8,// Never load/save settings in .ini file
ImGuiWindowFlags_NoInputs=1<<9,// Disable catching mouse or keyboard inputs, hovering test with pass through.
ImGuiWindowFlags_NoMouseInputs =1<<9,// Disable catching mouse, hovering test with pass through.
ImGuiWindowFlags_MenuBar=1<<10,// Has a menu-bar
ImGuiWindowFlags_MenuBar=1<<10,// Has a menu-bar
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.
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.
ImGuiWindowFlags_NoFocusOnAppearing=1<<12,// Disable taking focus when transitioning from hidden to visible state
ImGuiWindowFlags_NoFocusOnAppearing=1<<12,// Disable taking focus when transitioning from hidden to visible state
@ -674,10 +676,13 @@ enum ImGuiWindowFlags_
ImGuiWindowFlags_AlwaysUseWindowPadding=1<<16,// Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
ImGuiWindowFlags_AlwaysUseWindowPadding=1<<16,// Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
ImGuiWindowFlags_NoNavInputs=1<<18,// No gamepad/keyboard navigation within the window
ImGuiWindowFlags_NoNavInputs=1<<18,// No gamepad/keyboard navigation within the window
ImGuiWindowFlags_NoNavFocus=1<<19,// No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
ImGuiWindowFlags_NoNavFocus=1<<19,// No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
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.
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.
ImGuiWindowFlags_NoDocking=1<<21,// Disable docking of this window
ImGuiWindowFlags_NoDocking=1<<21,// Disable docking of this window
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!)
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!)
ImGuiWindowFlags_ChildWindow=1<<24,// Don't use! For internal use by BeginChild()
ImGuiWindowFlags_ChildWindow=1<<24,// Don't use! For internal use by BeginChild()
@ -1711,7 +1716,7 @@ struct ImDrawCmd
ImDrawCallbackUserCallback;// If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
ImDrawCallbackUserCallback;// If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
void*UserCallbackData;// The draw callback code can access this.
void*UserCallbackData;// The draw callback code can access this.
// (If you want to show the current selection inside the Button itself, you may want to build a string using the "###" operator to preserve a constant ID with a variable label)
// (If you want to show the current selection inside the Button itself, you may want to build a string using the "###" operator to preserve a constant ID with a variable label)
// 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";
staticcharname[32]="Label1";
charbuf[64];sprintf(buf,"Button: %s###Button",name);// ### operator override ID ignoring the preceding label
charbuf[64];sprintf(buf,"Button: %s###Button",name);// ### operator override ID ignoring the preceding label
ImGui::Button(buf);
ImGui::Button(buf);
if(ImGui::BeginPopupContextItem())// When used after an item that has an ID (here the Button), we can skip providing an ID to BeginPopupContextItem().
ImVec2picker_size(g.FontSize*8,ImMax(g.FontSize*8-(ImGui::GetFrameHeight()+g.Style.ItemInnerSpacing.x),1.0f));// FIXME: Picker size copied from main picker function
ImVec2picker_size(g.FontSize*8,ImMax(g.FontSize*8-(GetFrameHeight()+g.Style.ItemInnerSpacing.x),1.0f));// FIXME: Picker size copied from main picker function
ImGui::PushItemWidth(picker_size.x);
PushItemWidth(picker_size.x);
for(intpicker_type=0;picker_type<2;picker_type++)
for(intpicker_type=0;picker_type<2;picker_type++)
{
{
// Draw small/thumbnail version of each picker type (over an invisible button for selection)
// Draw small/thumbnail version of each picker type (over an invisible button for selection)