dear imgui (AKA ImGui), is a bloat-free graphical user interface library for C++. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline enabled application. It is fast, portable, renderer agnostic and self-contained (no external dependencies).
Dear ImGui is a bloat-free graphical user interface library for C++. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline enabled application. It is fast, portable, renderer agnostic and self-contained (no external dependencies).
ImGui is designed to enable fast iteration and empower programmers to create content creation tools and visualization/ debug tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and thus lacks certain features normally found in more high-level libraries.
Dear ImGui is designed to enable fast iteration and empower programmers to create content creation tools and visualization/ debug tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and thus lacks certain features normally found in more high-level libraries.
ImGui is particularly suited to integration in realtime 3D applications, fullscreen applications, embedded applications, games, or any applications on consoles platforms where operating system features are non-standard.
Dear ImGui is particularly suited to integration in realtime 3D applications, fullscreen applications, embedded applications, games, or any applications on consoles platforms where operating system features are non-standard.
ImGui is self-contained within a few files that you can easily copy and compile into your application/engine:
Dear ImGui is self-contained within a few files that you can easily copy and compile into your application/engine:
- imgui.cpp
- imgui.h
@ -31,38 +31,39 @@ ImGui is self-contained within a few files that you can easily copy and compile
No specific build process is required. You can add the .cpp files to your project or #include them from an existing file.
Your code passes mouse/keyboard inputs and settings to ImGui (see example applications for more details). After ImGui is setup, you can use it like in this example:
Your code passes mouse/keyboard inputs and settings to Dear ImGui (see example applications for more details). After Dear ImGui is setup, you can use it like in this example:
![screenshot of sample code alongside its output with ImGui](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/code_sample_01.png)
![screenshot of sample code alongside its output with dear imgui](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/code_sample_01.png)
ImGui outputs vertex buffers and simple command-lists that you can render in your application. The number of draw calls and state changes is typically very small. Because it doesn't know or touch graphics state directly, you can call ImGui commands anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate ImGui with your existing codebase.
Dear ImGui outputs vertex buffers and simple command-lists that you can render in your application. The number of draw calls and state changes is typically very small. Because it doesn't know or touch graphics state directly, you can call ImGui commands anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate dear imgui with your existing codebase.
_A common misunderstanding is to think that immediate mode gui == immediate mode rendering, which usually implies hammering your driver/GPU with a bunch of inefficient draw calls and state changes, as the gui functions are called by the user. This is NOT what Dear ImGui does. Dear ImGui outputs vertex buffers and a small list of draw calls batches. It never touches your GPU directly. The draw call batches are decently optimal and you can render them later, in your app or even remotely._
ImGui allows you create elaborate tools as well as very short-lived ones. On the extreme side of short-liveness: using the Edit&Continue feature of modern compilers you can add a few widgets to tweaks variables while your application is running, and remove the code a minute later! ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, an entire game making editor/framework, etc.
Dear ImGui allows you create elaborate tools as well as very short-lived ones. On the extreme side of short-liveness: using the Edit&Continue feature of modern compilers you can add a few widgets to tweaks variables while your application is running, and remove the code a minute later! Dear ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, an entire game making editor/framework, etc.
Binaries/Demo
-------------
You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let me know! If you want to have a quick look at some ImGui features, you can download Windows binaries of the demo app here:
You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let me know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here:
_NB: those third-party bindings may be more or less maintained, more or less close to the spirit of original API and therefore I cannot give much guarantee about them. People who create language bindings sometimes haven't used the C++ API themselves (for the good reason that they aren't C++ users). ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
_NB: those third-party bindings may be more or less maintained, more or less close to the spirit of original API and therefore I cannot give much guarantee about them. People who create language bindings sometimes haven't used the C++ API themselves (for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
_Integrating Dear ImGui within your custom engine is a matter of wiring mouse/keyboard inputs and providing a render function that can bind a texture and render simple textured triangles. The examples/ folder is populated with applications doing just that. If you are an experienced programmer it should take you less than an hour to integrate Dear ImGui in your custom engine, but make sure to spend time reading the FAQ, the comments and other documentation!_
Languages:
- cimgui: thin c-api wrapper for ImGui https://github.com/Extrawurst/cimgui
- ImGui.NET: An ImGui wrapper for .NET Core https://github.com/mellinoe/ImGui.NET
- imgui-rs: Rust bindings for dear imgui https://github.com/Gekkio/imgui-rs
- DerelictImgui: Dynamic bindings for the D programming language: https://github.com/Extrawurst/DerelictImgui
- CyImGui: Python bindings for dear imgui using Cython: https://github.com/chromy/cyimgui
- pyimgui: Another Python bindings for dear imgui: https://github.com/swistakm/pyimgui
- Python - CyImGui: Python bindings for dear imgui using Cython: https://github.com/chromy/cyimgui
- Python - pyimgui: Another Python bindings for dear imgui: https://github.com/swistakm/pyimgui
- Rust - imgui-rs: Rust bindings for dear imgui https://github.com/Gekkio/imgui-rs
Frameworks:
- Main ImGui repository include examples for DirectX9, DirectX10, DirectX11, OpenGL2/3, Vulkan, Allegro 5, SDL+GL2/3, iOS and Marmalade: https://github.com/ocornut/imgui/tree/master/examples
@ -103,7 +104,7 @@ See the [Screenshots Thread](https://github.com/ocornut/imgui/issues/123) for so
ImGui can load TTF/OTF fonts. UTF-8 is supported for text display and input. Here using Arial Unicode font to display Japanese. Initialize custom font with:
Dear ImGui can load TTF/OTF fonts. UTF-8 is supported for text display and input. Here using Arial Unicode font to display Japanese. Initialize custom font with:
The library started its life and is best known as "ImGui" only due to the fact that I didn't give it a proper name when I released it. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations. It seemed confusing and unfair to hog the name. To reduce the ambiguity without affecting existing codebases, I have decided on an alternate, longer name "dear imgui" that people can use to refer to this specific library in ambiguous situations.
<br><b>What is ImTextureID and how do I display an image?</b>
<br><b>I integrated ImGui in my engine and the text or lines are blurry..</b>
<br><b>I integrated ImGui in my engine and some elements are disappearing when I move windows around..</b>
<br><b>I integrated Dear ImGui in my engine and the text or lines are blurry..</b>
<br><b>I integrated Dear ImGui in my engine and some elements are disappearing when I move windows around..</b>
<br><b>How can I have multiple widgets with the same label? Can I have widget without a label? (Yes). A primer on labels/IDs.</b>
<br><b>How can I tell when ImGui wants my mouse/keyboard inputs VS when I can pass them to my application?</b>
<br><b>How can I tell when Dear ImGui wants my mouse/keyboard inputs VS when I can pass them to my application?</b>
<br><b>How can I load a different font than the default?</b>
<br><b>How can I easily use icons in my application?</b>
<br><b>How can I load multiple fonts?</b>
<br><b>How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?</b>
<br><b>How can I preserve my ImGui context across reloading a DLL? (loss of the global/static variables)</b>
<br><b>How can I use the drawing facilities without an ImGui window? (using ImDrawList API)</b>
<br><b>How can I preserve my Dear ImGui context across reloading a DLL? (loss of the global/static variables)</b>
<br><b>How can I use the drawing facilities without an Dear ImGui window? (using ImDrawList API)</b>
See the FAQ in imgui.cpp for answers.
<b>How do you use ImGui on a platform that may not have a mouse or keyboard?</b>
<b>How do you use Dear ImGui on a platform that may not have a mouse or keyboard?</b>
I recommend using [Synergy](http://synergy-project.org) ([sources](https://github.com/symless/synergy)). In particular, the _src/micro/uSynergy.c_ file contains a small client that you can use on any platform to connect to your host PC. You can seamlessly use your PC input devices from a video game console or a tablet. ImGui allows to increase the hit box of widgets (via the _TouchPadding_ setting) to accommodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse to allow optimising for screen real-estate.
I recommend using [Synergy](http://synergy-project.org) ([sources](https://github.com/symless/synergy)). In particular, the _src/micro/uSynergy.c_ file contains a small client that you can use on any platform to connect to your host PC. You can seamlessly use your PC input devices from a video game console or a tablet. Dear ImGui allows to increase the hit box of widgets (via the _TouchPadding_ setting) to accommodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse to allow optimising for screen real-estate.
<b>Can you create elaborate/serious tools with ImGui?</b>
<b>Can you create elaborate/serious tools with Dear ImGui?</b>
Yes. I have written data browsers, debuggers, profilers and all sort of non-trivial tools with the library. In my experience the simplicity of the API is very empowering. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools).
ImGui is very programmer centric and the immediate-mode GUI paradigm might requires you to readjust some habits before you can realize its full potential. Many programmers have unfortunately been taught by their environment to make unnecessarily complicated things. ImGui is about making things that are simple, efficient and powerful.
Dear ImGui is very programmer centric and the immediate-mode GUI paradigm might requires you to readjust some habits before you can realize its full potential. Many programmers have unfortunately been taught by their environment to make unnecessarily complicated things. Dear ImGui is about making things that are simple, efficient and powerful.
<b>Is ImGui fast?</b>
<b>Is Dear ImGui fast?</b>
Probably fast enough for most uses. Down to the foundation of its visual design, ImGui is engineered to be fairly performant both in term of CPU and GPU usage. Running elaborate code and creating elaborate UI will of course have a cost but ImGui aims to minimize it.
Probably fast enough for most uses. Down to the foundation of its visual design, Dear ImGui is engineered to be fairly performant both in term of CPU and GPU usage. Running elaborate code and creating elaborate UI will of course have a cost but Dear ImGui aims to minimize it.
Mileage may vary but the following screenshot can give you a rough idea of the cost of running and rendering UI code (In the case of a trivial demo application like this one, your driver/os setup are likely to be the bottleneck. Testing performance as part of a real application is recommended).
@ -174,11 +175,11 @@ Mileage may vary but the following screenshot can give you a rough idea of the c
This is showing framerate for the full application loop on my 2011 iMac running Windows 7, OpenGL, AMD Radeon HD 6700M with an optimized executable. In contrast, librairies featuring higher-quality rendering and layouting techniques may have a higher resources footprint.
If you intend to display large lists of items (say, 1000+) it can be beneficial for your code to perform clipping manually - one way is using helpers such as ImGuiListClipper - in order to avoid submitting them to ImGui in the first place. Even though ImGui will discard your clipped items it still needs to calculate their size and that overhead will add up if you have thousands of items. If you can handle clipping and height positionning yourself then browsing a list with millions of items isn't a problem.
If you intend to display large lists of items (say, 1000+) it can be beneficial for your code to perform clipping manually - one way is using helpers such as ImGuiListClipper - in order to avoid submitting them to Dear ImGui in the first place. Even though ImGui will discard your clipped items it still needs to calculate their size and that overhead will add up if you have thousands of items. If you can handle clipping and height positionning yourself then browsing a list with millions of items isn't a problem.
<b>Can you reskin the look of ImGui?</b>
<b>Can you reskin the look of Dear ImGui?</b>
You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, fonts. However, as ImGui is designed and optimised to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface.
You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, fonts. However, as Dear ImGui is designed and optimised to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface.
This is [LumixEngine](https://github.com/nem0/LumixEngine) with a minor skinning hack + a docking/tabs extension (both of which you can find in the Issues section and will eventually be merged).
@ -186,7 +187,7 @@ This is [LumixEngine](https://github.com/nem0/LumixEngine) with a minor skinning
<b>Why using C++ (as opposed to C)?</b>
ImGui takes advantage of a few C++ languages features for convenience but nothing anywhere Boost-insanity/quagmire. ImGui doesn't use any C++ header file. Language-wise, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience.
Dear ImGui takes advantage of a few C++ languages features for convenience but nothing anywhere Boost-insanity/quagmire. Dear ImGui doesn't use any C++ header file. Language-wise, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience.
There is an unofficial but reasonably maintained [c-api for ImGui](https://github.com/Extrawurst/cimgui) by Stephan Dilly. I would suggest using your target language functionality to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. It was really designed with C++ in mind and may not make the same amount of sense with another language. Also see [Links](https://github.com/ocornut/imgui/wiki/Links) for third-party bindings to other languages.
@ -26,7 +26,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- window: expose contents size. (#1045)
- window: GetWindowSize() returns (0,0) when not calculated? (#1045)
!- scrolling: allow immediately effective change of scroll after Begin() if we haven't appended items yet.
- scrolling/clipping: separator on the initial position of a window is not visible (cursorpos.y <= clippos.y)
- scrolling/clipping: separator on the initial position of a window is not visible (cursorpos.y <= clippos.y). (2017-08-20: can't repro)
- drawlist: move Font, FontSize, FontTexUvWhitePixel inside ImDrawList and make it self-contained (apart from drawing settings?)
- drawlist: make it easier to toggle AA per primitive, so we can use e.g. non-AA fill + AA borders more naturally
@ -99,6 +99,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- plot: add a helper e.g. Plot(char* label, float value, float time_span=2.0f) that stores values and Plot them for you - probably another function name. and/or automatically allow to plot ANY displayed value (more reliance on stable ID)
- clipper: ability to force display 1 item in the list would be convenient.
- clipper: ability to run without knowing full count in advance.
- splitter/separator: formalize the splitter idiom into an official api (we want to handle n-way split) (#319)
@ -156,6 +157,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- text: proper alignment options in imgui_internal.h
- text wrapped: figure out better way to use TextWrapped() in an always auto-resize context (tooltip, etc.) (#249)
- text: it's currently impossible to have a window title with "##". perhaps an official workaround would be nice. \ style inhibitor? non-visible ascii code to insert between #?
- tree node / optimization: avoid formatting when clipped.
- tree node: tree-node/header right-most side doesn't take account of horizontal scrolling.
@ -215,6 +217,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- keyboard: full keyboard navigation and focus. (#323)
- focus: preserve ActiveId/focus stack state, e.g. when opening a menu and close it, previously selected InputText() focus gets restored (#622)
- focus: SetKeyboardFocusHere() on with >= 0 offset could be done on same frame (else latch and modulate on beginning of next frame)
- focus: unable to use SetKeyboardFocusHere() on clipped widgets. (#343)
- inputs: rework IO system to be able to pass actual ordered/timestamped events. use an event queue? (~#335, #71)
- inputs: allow to decide and pass explicit double-clicks (e.g. for windows by the CS_DBLCLKS style).
- inputs: support track pad style scrolling & slider edit.
// 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.
// If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
io.RenderDrawListsFn=ImGui_ImplGlfw_RenderDrawLists;// Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
io.RenderDrawListsFn=ImGui_ImplGlfwGL2_RenderDrawLists;// Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
// 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.
// If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
// 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.
// If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
io.MousePos=ImVec2((float)mx,(float)my);// Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
else
io.MousePos=ImVec2(-1,-1);
io.MousePos=ImVec2(-FLT_MAX,-FLT_MAX);
io.MouseDown[0]=g_MousePressed[0]||(mouseMask&SDL_BUTTON(SDL_BUTTON_LEFT))!=0;// If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
// 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.
// If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
io.MousePos=ImVec2((float)mx,(float)my);// Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
else
io.MousePos=ImVec2(-1,-1);
io.MousePos=ImVec2(-FLT_MAX,-FLT_MAX);
io.MouseDown[0]=g_MousePressed[0]||(mouseMask&SDL_BUTTON(SDL_BUTTON_LEFT))!=0;// If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
//---- It is very strongly recommended to NOT disable the test windows. Please read the comment at the top of imgui_demo.cpp to learn why.
//#define IMGUI_DISABLE_TEST_WINDOWS
//---- Don't define obsolete functions names
//---- Don't define obsolete functions names. Consider enabling from time to time or when updating to reduce like hood of using already obsolete function/names
//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
//---- Pack colors to BGRA instead of RGBA (remove need to post process vertex buffer in back ends)
IMGUI_APIconstImVec4&GetStyleColorVec4(ImGuiColidx);// retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwhise use GetColorU32() to get style color + style alpha.
IMGUI_APIImFont*GetFont();// get current font
IMGUI_APIfloatGetFontSize();// get current font size (= height in pixels) of current font with current scale applied
IMGUI_APIImVec2GetFontTexUvWhitePixel();// get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
@ -198,9 +204,9 @@ namespace ImGui
IMGUI_APIfloatCalcItemWidth();// width of item given pushed settings and current cursor position
IMGUI_APIvoidPushTextWrapPos(floatwrap_pos_x=0.0f);// word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
IMGUI_APIvoidPopTextWrapPos();
IMGUI_APIvoidPushAllowKeyboardFocus(boolv);// allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
IMGUI_APIvoidPushAllowKeyboardFocus(boolallow_keyboard_focus);// allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
IMGUI_APIvoidPopAllowKeyboardFocus();
IMGUI_APIvoidPushButtonRepeat(boolrepeat);// in 'repeat' mode, Button*() functions return repeated true in a typematic manner (uses io.KeyRepeatDelay/io.KeyRepeatRate for now). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame.
IMGUI_APIvoidPushButtonRepeat(boolrepeat);// in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame.
IMGUI_APIvoidPopButtonRepeat();
// Cursor / Layout
@ -228,44 +234,47 @@ namespace ImGui
IMGUI_APIfloatGetItemsLineHeightWithSpacing();// distance (in pixels) between 2 consecutive lines of standard height widgets == GetWindowFontSize() + GetStyle().FramePadding.y*2 + GetStyle().ItemSpacing.y
// Columns
// You can also use SameLine(pos_x) for simplified columning. The columns API is still work-in-progress and rather lacking.
IMGUI_APIvoidColumns(intcount=1,constchar*id=NULL,boolborder=true);// setup number of columns. use an identifier to distinguish multiple column sets. close with Columns(1).
IMGUI_APIvoidNextColumn();// next column
// You can also use SameLine(pos_x) for simplified columns. The columns API is still work-in-progress and rather lacking.
IMGUI_APIvoidNextColumn();// next column, defaults to current row or next row if the current row is finished
IMGUI_APIintGetColumnIndex();// get current column index
IMGUI_APIfloatGetColumnOffset(intcolumn_index=-1);// get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetcolumnsCount() inclusive. column 0 is usually 0.0f and not resizable unless you call this
IMGUI_APIfloatGetColumnWidth(intcolumn_index=-1);// get column width (in pixels). pass -1 to use current column
IMGUI_APIvoidSetColumnWidth(intcolumn_index,floatwidth);// set column width (in pixels). pass -1 to use current column
IMGUI_APIfloatGetColumnOffset(intcolumn_index=-1);// get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f
IMGUI_APIvoidSetColumnOffset(intcolumn_index,floatoffset_x);// set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column
IMGUI_APIintGetColumnsCount();// number of columns (what was passed to Columns())
IMGUI_APIintGetColumnsCount();
// ID scopes
// If you are creating widgets in a loop you most likely want to push a unique identifier so ImGui can differentiate them.
// If you are creating widgets in a loop you most likely want to push a unique identifier (e.g. object pointer, loop index) so ImGui can differentiate them.
// You can also use the "##foobar" syntax within widget label to distinguish them from each others. Read "A primer on the use of labels/IDs" in the FAQ for more details.
IMGUI_APIvoidPushID(constchar*str_id);// push identifier into the ID stack. IDs are hash of the *entire* stack!
IMGUI_APIvoidPushID(constchar*str_id);// push identifier into the ID stack. IDs are hash of the entire stack!
IMGUI_APIImGuiIDGetID(constchar*str_id);// calculate unique ID (hash of whole ID stack + given parameter). useful if you want to query into ImGuiStorage yourself
IMGUI_APIImGuiIDGetID(constchar*str_id);// calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself
IMGUI_APIvoidTextWrapped(constchar*fmt,...)IM_PRINTFARGS(1);// shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize().
IMGUI_APIvoidTextUnformatted(constchar*text,constchar*text_end=NULL);// doesn't require null terminated string if 'text_end' is specified. no copy done to any bounded stack buffer, recommended for long chunks of text
IMGUI_APIvoidLabelText(constchar*label,constchar*fmt,...)IM_PRINTFARGS(2);// display text+label aligned the same way as value+label widgets
IMGUI_APIvoidBullet();// draw a small circle and keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
IMGUI_APIvoidBulletText(constchar*fmt,...)IM_PRINTFARGS(1);// shortcut for Bullet()+Text()
IMGUI_APIvoidTextUnformatted(constchar*text,constchar*text_end=NULL);// doesn't require null terminated string if 'text_end' is specified. no copy done, no limits, recommended for long chunks of text
IMGUI_APIvoidText(constchar*fmt,...)IM_FMTARGS(1);// simple formatted text
IMGUI_APIvoidTextWrapped(constchar*fmt,...)IM_FMTARGS(1);// shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize().
IMGUI_APIvoidBullet();// draw a small circle and keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
IMGUI_APIboolImageButton(ImTextureIDuser_texture_id,constImVec2&size,constImVec2&uv0=ImVec2(0,0),constImVec2&uv1=ImVec2(1,1),intframe_padding=-1,constImVec4&bg_col=ImVec4(0,0,0,0),constImVec4&tint_col=ImVec4(1,1,1,1));// <0 frame_padding uses default frame padding settings. 0 for no padding
@ -331,15 +340,15 @@ namespace ImGui
// Widgets: Trees
IMGUI_APIboolTreeNode(constchar*label);// if returning 'true' the node is open and the tree id is pushed into the id stack. user is responsible for calling TreePop().
IMGUI_APIboolTreeNode(constchar*str_id,constchar*fmt,...)IM_PRINTFARGS(2);// read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
IMGUI_APIboolTreeNode(constchar*str_id,constchar*fmt,...)IM_FMTARGS(2);// read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
IMGUI_APIvoidTreePush(constchar*str_id=NULL);// ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call Push/Pop yourself for layout purpose
IMGUI_APIvoidSetTooltip(constchar*fmt,...)IM_PRINTFARGS(1);// set text tooltip under mouse-cursor, typically use with ImGui::IsItemHovered(). overidde any previous call to SetTooltip().
IMGUI_APIvoidSetTooltip(constchar*fmt,...)IM_FMTARGS(1);// set text tooltip under mouse-cursor, typically use with ImGui::IsItemHovered(). overidde any previous call to SetTooltip().
IMGUI_APIboolIsItemHovered();// was the last item hovered by mouse?
IMGUI_APIboolIsItemHoveredRect();// was the last item hovered by mouse? even if another item is active or window is blocked by popup 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_APIboolIsItemClicked(intmouse_button=0);// was the last item clicked? (e.g. button/node just clicked on)
IMGUI_APIboolIsItemVisible();// was the last item visible? (aka not out of sight due to clipping/scrolling.)
IMGUI_APIboolIsItemHovered();// is the last item hovered by mouse (and usable)?
IMGUI_APIboolIsItemRectHovered();// is the last item hovered by mouse? even if another item is active or window is blocked by popup while we are hovering this
IMGUI_APIboolIsItemActive();// is the last item active? (e.g. button being held, text field being edited- items that don't interact will always return false)
IMGUI_APIboolIsItemClicked(intmouse_button=0);// is the last item clicked? (e.g. button/node just clicked on)
IMGUI_APIboolIsItemVisible();// is the last item visible? (aka not out of sight due to clipping/scrolling.)
IMGUI_APIboolIsAnyItemHovered();
IMGUI_APIboolIsAnyItemActive();
IMGUI_APIImVec2GetItemRectMin();// get bounding rect of last item in screen space
IMGUI_APIImVec2GetItemRectMax();// "
IMGUI_APIImVec2GetItemRectSize();// "
IMGUI_APIvoidSetItemAllowOverlap();// allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area.
IMGUI_APIboolIsWindowHovered();// is current window hovered and hoverable (not blocked by a popup) (differentiate child windows from each others)
IMGUI_APIboolIsWindowFocused();// is current window focused
IMGUI_APIboolIsWindowHovered();// is current window hovered and hoverable (not blocked by a popup) (differentiate child windows from each others)
IMGUI_APIboolIsWindowRectHovered();// is current window rectangle hovered, disregarding of any consideration of being blocked by a popup. (unlike IsWindowHovered() this will return true even if the window is blocked because of a popup)
IMGUI_APIboolIsRootWindowFocused();// is current root window focused (root = top-most parent of a child, otherwise self)
IMGUI_APIboolIsRootWindowOrAnyChildFocused();// is current root window or any of its child (including current window) focused
IMGUI_APIboolIsRootWindowOrAnyChildHovered();// is current root window or any of its child (including current window) hovered and hoverable (not blocked by a popup)
IMGUI_APIboolIsAnyWindowHovered();// is mouse hovering any visible window
IMGUI_APIboolIsRectVisible(constImVec2&size);// test if rectangle (of given size, starting from cursor position) is visible / not clipped.
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_APIImVec2CalcItemRectClosestPoint(constImVec2&pos,boolon_edge=false,floatoutward=+0.0f);// utility to find the closest point the last item bounding rectangle edge. useful to visually link items
IMGUI_APIvoidCalcListClipping(intitems_count,floatitems_height,int*out_items_display_start,int*out_items_display_end);// calculate coarse clipping for large list of evenly sized items. Prefer using the ImGuiListClipper higher-level helper if you can.
IMGUI_APIboolBeginChildFrame(ImGuiIDid,constImVec2&size,ImGuiWindowFlagsextra_flags=0);// helper to create a child window / scrolling region that looks like a normal widget frame
IMGUI_APIboolBeginChildFrame(ImGuiIDid,constImVec2&size,ImGuiWindowFlagsextra_flags=0);// helper to create a child window / scrolling region that looks like a normal widget frame
IMGUI_APIvoidEndChildFrame();
IMGUI_APIImVec4ColorConvertU32ToFloat4(ImU32in);
@ -445,14 +456,14 @@ namespace ImGui
IMGUI_APIboolIsKeyDown(intuser_key_index);// is key being held. == io.KeysDown[user_key_index]. note that imgui doesn't know the semantic of each entry of io.KeyDown[]. Use your own indices/enums according to how your backend/engine stored them into KeyDown[]!
IMGUI_APIboolIsKeyPressed(intuser_key_index,boolrepeat=true);// was key pressed (went from !Down to Down). if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
IMGUI_APIboolIsKeyReleased(intuser_key_index);// was key released (went from Down to !Down)..
IMGUI_APIintGetKeyPressedAmount(intkey_index,floatrepeat_delay,floatrate);// uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate
IMGUI_APIboolIsMouseDown(intbutton);// is mouse button held
IMGUI_APIboolIsMouseClicked(intbutton,boolrepeat=false);// did mouse button clicked (went from !Down to Down)
IMGUI_APIboolIsMouseDoubleClicked(intbutton);// did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime.
IMGUI_APIboolIsMouseReleased(intbutton);// did mouse button released (went from Down to !Down)
IMGUI_APIboolIsMouseHoveringWindow();// is mouse hovering current window ("window" in API names always refer to current window). disregarding of any consideration of being blocked by a popup. (unlike IsWindowHovered() this will return true even if the window is blocked because of a popup)
IMGUI_APIboolIsMouseHoveringAnyWindow();// is mouse hovering any visible window
IMGUI_APIboolIsMouseHoveringRect(constImVec2&r_min,constImVec2&r_max,boolclip=true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings. disregarding of consideration of focus/window ordering/blocked by a popup.
IMGUI_APIboolIsMouseDragging(intbutton=0,floatlock_threshold=-1.0f);// is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
IMGUI_APIboolIsMouseHoveringRect(constImVec2&r_min,constImVec2&r_max,boolclip=true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings. disregarding of consideration of focus/window ordering/blocked by a popup.
staticinlineboolIsPosHoveringAnyWindow(constImVec2&){IM_ASSERT(0);returnfalse;}// OBSOLETE 1.51+. This was partly broken. You probably wanted to use ImGui::GetIO().WantCaptureMouse instead.
ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<<15,// Always show horizontal scrollbar (even if ContentSize.x < Size.x)
ImGuiWindowFlags_AlwaysUseWindowPadding=1<<16,// Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
// [Internal]
ImGuiWindowFlags_ChildWindow=1<<20,// Don't use! For internal use by BeginChild()
ImGuiWindowFlags_ChildWindowAutoFitX=1<<21,// Don't use! For internal use by BeginChild()
ImGuiWindowFlags_ChildWindowAutoFitY=1<<22,// Don't use! For internal use by BeginChild()
ImGuiWindowFlags_ChildWindow=1<<22,// Don't use! For internal use by BeginChild()
ImGuiWindowFlags_ComboBox=1<<23,// Don't use! For internal use by ComboBox()
ImGuiWindowFlags_Tooltip=1<<24,// Don't use! For internal use by BeginTooltip()
ImGuiWindowFlags_Popup=1<<25,// Don't use! For internal use by BeginPopup()
@ -644,6 +654,11 @@ enum ImGuiCol_
ImGuiCol_TextSelectedBg,
ImGuiCol_ModalWindowDarkening,// darken entire screen when a modal window is active
ImVec2MousePos;// Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
ImVec2MousePos;// Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.)
boolMouseDown[5];// Mouse buttons: left, right, middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
floatMouseWheel;// Mouse wheel: 1 unit scrolls about 5 lines text.
boolMouseDrawCursor;// Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor).
// ImColor() helper to implicity converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
// **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class.
// **None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either ImU32 or ImVec4 formats.
// **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
// **None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either ImU32 or ImVec4 formats. Explicitly cast to ImU32 or ImVec4 if needed.
boolFontDataOwnedByAtlas;// true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself). Set to true
boolFontDataOwnedByAtlas;// true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
intFontNo;// 0 // Index of font within TTF/OTF file
floatSizePixels;// // Size in pixels for rasterizer
floatSizePixels;// // Size in pixels for rasterizer.
intOversampleH,OversampleV;// 3, 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
boolPixelSnapH;// false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1.
ImVec2GlyphExtraSpacing;// 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
ImVec2GlyphOffset;// 0, 0 // Offset all glyphs from this font input
constImWchar*GlyphRanges;// // Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE.
ImVec2GlyphOffset;// 0, 0 // Offset all glyphs from this font input.
constImWchar*GlyphRanges;// NULL // Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE.
boolMergeMode;// false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights.
unsignedintRasterizerFlags;// 0x00 // Settings for custom font rasterizer (e.g. ImGuiFreeType). Leave as zero if you aren't using one.
floatRasterizerMultiply;// 1.0f // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable.
// [Internal]
charName[32];// Name (strictly to ease debugging)
@ -1392,10 +1411,22 @@ struct ImFontAtlas
ImVec2TexUvWhitePixel;// Texture coordinates to a white pixel
ImVector<ImFont*>Fonts;// Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font.
// Private
// [Private] User rectangle for packing custom texture data into the atlas.
structCustomRect
{
unsignedintID;// Input // User ID. <0x10000 for font mapped data (WIP/UNSUPPORTED), >=0x10000 for other texture data
// Demonstrate using "##" and "###" in identifiers to manipulate ID generation.
@ -2277,7 +2299,7 @@ struct ExampleAppConsole
ScrollToBottom=true;
}
voidAddLog(constchar*fmt,...)IM_PRINTFARGS(2)
voidAddLog(constchar*fmt,...)IM_FMTARGS(2)
{
charbuf[1024];
va_listargs;
@ -2304,8 +2326,8 @@ struct ExampleAppConsole
// TODO: display items starting from the bottom
if(ImGui::SmallButton("Add Dummy Text")){AddLog("%d some text",Items.Size);AddLog("some more text");AddLog("display very important message here!");}ImGui::SameLine();
if(ImGui::SmallButton("Add Dummy Error"))AddLog("[error] something went wrong");ImGui::SameLine();
// Start packing. We need a known width for the skyline algorithm. Using a dumb heuristic here to decide of width. User can override TexDesiredWidth and TexGlyphPadding if they wish.
// After packing is done, width shouldn't matter much, but some API/GPU have texture size limitations and increasing width can decrease height.
// We need a width for the skyline algorithm. Using a dumb heuristic here to decide of width. User can override TexDesiredWidth and TexGlyphPadding if they wish.
// Width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height.
glyph.XAdvance=(pc.xadvance+cfg.GlyphExtraSpacing.x);// Bake spacing into XAdvance
if(cfg.PixelSnapH)
glyph.XAdvance=(float)(int)(glyph.XAdvance+0.5f);
dst_font->MetricsTotalSurface+=(int)((glyph.U1-glyph.U0)*TexWidth+1.99f)*(int)((glyph.V1-glyph.V0)*TexHeight+1.99f);// +1 to account for average padding, +0.99 to round
dst_font->MetricsTotalSurface+=(int)((glyph.U1-glyph.U0)*atlas->TexWidth +1.99f)*(int)((glyph.V1-glyph.V0)*atlas->TexHeight+1.99f);// +1 to account for average padding, +0.99 to round
// FIXME-WIP: We should register in the constructor (but cannot because our static instances may not have allocator ready by the time they initialize). This needs to be fixed because we can expose CustomRects.
// We are keeping those not leaking to the user by default, in the case the user has implicit cast operators between ImVec2 and its own types (when IM_VEC2_CLASS_EXTRA is defined)
@ -138,6 +139,7 @@ static inline int ImClamp(int v, int mn, int mx)
// We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings.
ImGuiWindow*RootWindow;// If we are a child window, this is pointing to the first non-child parent window. Else point to ourself.
ImGuiWindow*RootNonPopupWindow;// If we are a child window, this is pointing to the first non-child non-popup parent window. Else point to ourself.
ImGuiWindow*ParentWindow;// If we are a child window, this is pointing to our parent window. Else point to NULL.
ImGuiWindow*ParentWindow;// Immediate parent in the window stack *regardless* of whether this window is a child window or not)
ImGuiWindow*RootWindow;// Generally point to ourself. If we are a child window, this is pointing to the first non-child parent window.
ImGuiWindow*RootNonPopupWindow;// Generally point to ourself. Used to display TitleBgActive color and for selecting which window to use for NavWindowing
// Navigation / Focus
intFocusIdxAllCounter;// Start at -1 and increase as assigned via FocusItemRegister()
IMGUI_APIvoidEndFrame();// Ends the ImGui frame. Automatically called by Render()! you most likely don't need to ever call that yourself directly. If you don't need to render you can call EndFrame() but you'll have wasted CPU already. If you don't need to render, don't create any windows instead!
IMGUI_APIvoidBeginColumns(constchar*id,intcount,ImGuiColumnsFlagsflags=0);// setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns().
// NB: All position are in absolute pixels coordinates (never using window coordinates internally)
// AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION. THOSE FUNCTIONS ARE A MESS. THEIR SIGNATURE AND BEHAVIOR WILL CHANGE, THEY NEED TO BE REFACTORED INTO SOMETHING DECENT.