- Each example still has its own main.cpp which you may refer you to understand how to initialize and glue everything together.
- Some frameworks (such as the Allegro, Marmalade) handle both the "platform" and "rendering" part, and your custom engine may as well.
- Read examples/README.txt for details.
- Added IsItemDeactivated() to query if the last item was active previously and isn't anymore. Useful for Undo/Redo patterns. (#820, #956, #1875)
- Added IsItemDeactivatedAfterChange() if the last item was active previously, isn't anymore, and during its active state modified a value.
Note that you may still get false positive (e.g. drag value and while holding return on the same value). (#820, #956, #1875)
- Nav: Added support for PageUp/PageDown (explorer-style: first aim at bottom/top most item, when scroll a page worth of contents). (#787)
- Nav: To keep the navigated item in view we also attempt to scroll the parent window as well as the current window. (#787)
- TreeNode: Fixed nodes with ImGuiTreeNodeFlags_Leaf flag always returning true which was meaningless.
- ColorEdit3, ColorEdit4, ColorButton: Added ImGuiColorEditFlags_NoDragDrop flag to disable ColorEditX as drag target and ColorButton as drag source. (#1826)
- BeginDragDropSource(): Offset tooltip position so it is off the mouse cursor, but also closer to it than regular tooltips, and not clamped by viewport. (#1739)
- BeginDragDropTarget(): Added ImGuiDragDropFlags_AcceptNoPreviewTooltip flag to request hiding the drag source tooltip from the target site. (#143)
@ -79,7 +81,8 @@ Other Changes:
- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000]
- Examples: Win32: Fixed handling of mouse wheel messages to support sub-unit scrolling messages (typically sent by track-pads). (#1874) [@zx64]
- Examples: Added SDL+Vulkan example.
- Examples: Allegro5: Added support for ImGuiConfigFlags_NoMouseCursorChange flag.
- Examples: Allegro5: Added support for ImGuiConfigFlags_NoMouseCursorChange flag. Added clipboard support.
- Examples: Allegro5: Unindexing buffers ourselves as Allegro indexed drawing primitives are buggy in the DirectX9 back-end.
- Misc: Updated stb_textedit from 1.09 + patches to 1.12 + minor patches.
- Internals: PushItemFlag() flags are inherited by BeginChild().
@ -490,6 +493,7 @@ Breaking Changes:
- Renamed `AlignFirstTextHeightToWidgets()` to `AlignTextToFramePadding()`. Kept inline redirection function (will obsolete).
- Obsoleted the legacy 5 parameters version of Begin(). Please avoid using it. If you need a transparent window background, uses `PushStyleColor()`. The old size parameter there was also misleading and equivalent to calling `SetNextWindowSize(size, ImGuiCond_FirstTimeEver)`. Kept inline redirection function (will obsolete).
- Obsoleted `IsItemHoveredRect()`, `IsMouseHoveringWindow()` in favor of using the newly introduced flags of `IsItemHovered()` and `IsWindowHovered()`. Kept inline redirection function (will obsolete). (#1382)
- Obsoleted 'SetNextWindowPosCenter()' in favor of using 1SetNextWindowPos()` with a pivot value which allows to do the same and more. Keep inline redirection function.
- Removed `IsItemRectHovered()`, `IsWindowRectHovered()` recently introduced in 1.51 which were merely the more consistent/correct names for the above functions which are now obsolete anyway. (#1382)
- Changed `IsWindowHovered()` default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it. (#1382)
- Renamed imconfig.h's `IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS`/`IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS` to `IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS`/`IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS` for consistency.
@ -518,13 +522,14 @@ Other Changes:
- Trees: Fixed calling `SetNextTreeNodeOpen()` on a collapsed window leaking to the first tree node item of the next frame.
- Layout: Horizontal layout is automatically enforced in a menu bar, so you can use non-MenuItem elements without calling SameLine().
- Separator: Output a vertical separator when used inside a menu bar (or in general when horizontal layout is active, but that isn't exposed yet!).
- Windows: Added `IsWindowAppearing()` helper (helpful e.g. as a condition before initializing some of your own things.).
- Windows: Fixed title bar color of top-most window under a modal window.
- Windows: Fixed not being able to move a window by clicking on one of its child window. (#1337, #635)
- Windows: Fixed `Begin()` auto-fit calculation code that predict the presence of a scrollbar so it works better when window size constraints are used.
- Windows: Fixed calling `Begin()` more than once per frame setting `window_just_activated_by_user` which in turn would set enable the Appearing condition for that frame.
- Windows: The implicit "Debug" window now uses a "Debug##Default" identifier instead of "Debug" to allow user creating a window called "Debug" without losing their custom flags.
- Windows: Made the `ImGuiWindowFlags_NoMove` flag properly inherited from parent to child. In a setup with ParentWindow (no flag) -> Child (NoMove) -> SubChild (no flag), the user won't be able to move the parent window by clicking on SubChild. (#1381)
- Window: Added `IsWindowAppearing()` helper (helpful e.g. as a condition before initializing some of your own things.).
- Window: Added pivot parameter to `SetNextWindowPos()`, making it possible to center or right align a window. Obsoleted `SetNextWindowPosCenter()`.
- Window: Fixed title bar color of top-most window under a modal window.
- Window: Fixed not being able to move a window by clicking on one of its child window. (#1337, #635)
- Window: Fixed `Begin()` auto-fit calculation code that predict the presence of a scrollbar so it works better when window size constraints are used.
- Window: Fixed calling `Begin()` more than once per frame setting `window_just_activated_by_user` which in turn would set enable the Appearing condition for that frame.
- Window: The implicit "Debug" window now uses a "Debug##Default" identifier instead of "Debug" to allow user creating a window called "Debug" without losing their custom flags.
- Window: Made the `ImGuiWindowFlags_NoMove` flag properly inherited from parent to child. In a setup with ParentWindow (no flag) -> Child (NoMove) -> SubChild (no flag), the user won't be able to move the parent window by clicking on SubChild. (#1381)
- Popups: Pop-ups can be closed with a right-click anywhere, without altering focus under the pop-up. (~#439)
- Popups: `BeginPopupContextItem()`, `BeginPopupContextWindow()` are now setup to allow reopening a context menu by right-clicking again. (~#439)
- Popups: `BeginPopupContextItem()` now supports a NULL string identifier and uses the last item ID if available.
// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [X] Platform: Clipboard support (from Allegro 5.1.12)
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// Issues:
// [ ] Renderer: The renderer is suboptimal as we need to convert vertices.
// [ ] Platform: Clipboard support via al_set_clipboard_text/al_clipboard_has_text.
// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert the format of vertices.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
@ -15,6 +16,9 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2018-06-13: Platform: Added clipboard support (from Allegro 5.1.12).
// 2018-06-13: Renderer: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
// 2018-06-13: Renderer: Backup/restore transform and clipping rectangle.
// 2018-04-18: Misc: Renamed file from imgui_impl_a5.cpp to imgui_impl_allegro5.cpp.
// 2018-04-18: Misc: Added support for 32-bits vertex indices to avoid conversion at runtime. Added imconfig_allegro5.h to enforce 32-bit indices when included from imgui.h.
// FIXME-OPT: Unfortunately Allegro doesn't support 16-bit indices.. You can '#define ImDrawIdx int' in imconfig.h to request ImGui to output 32-bit indices.
// FIXME-OPT: Unfortunately Allegro doesn't support 16-bit indices.. You can '#define ImDrawIdx int' in imconfig.h to request ImGui to output 32-bit indices.
// Otherwise, we convert them from 16-bit to 32-bit at runtime here, which works perfectly but is a little wasteful.
// (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..)
// Implemented features:
// [X] Renderer: User texture binding. Use 'GLUint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..)
// Implemented features:
// [X] Renderer: User texture binding. Use 'GLUint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect.
@ -12658,7 +12696,7 @@ void ImGui::EndMenuBar()
PopID();
window->DC.MenuBarOffset.x=window->DC.CursorPos.x-window->MenuBarRect().Min.x;// Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos.
// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
window->DC.LogLinePosY=window->DC.CursorPos.y-9999.0f;// To enforce Log carriage return
if(group_data.AdvanceCursor)
{
@ -13788,11 +13840,13 @@ void ImGui::EndGroup()
ItemAdd(group_bb,0);
}
// If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive() will be functional on the entire group.
// It would be be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but if you search for LastItemId you'll notice it is only used in that context.
// If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group.
// It would be be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but put a little more burden on individual widgets.
// (and if you grep for LastItemId you'll notice it is only used in that context.
IM_ASSERT(window->IDStack.Size>1);// There should always be 1 element in the IDStack (pushed during window creation). If this triggers you called TreePop/PopID too much.
// In a namespace so that user can add extra functions in your own separate file (please don't modify imgui.cpp/.h)
// Dear ImGui end-user API
// (In a namespace so you can add extra functions in your own separate file. Please don't modify imgui.cpp/.h!)
namespaceImGui
{
// Context creation and access
// All contexts share a same ImFontAtlas by default. If you want different font atlas, you can new() them and overwrite the GetIO().Fonts variable of an ImGui context.
// Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between imgui contexts.
// All those functions are not reliant on the current context.
IMGUI_APIImGuiIO&GetIO();// access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
IMGUI_APIImGuiStyle&GetStyle();// access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame.
IMGUI_APIvoidNewFrame();// start a new ImGui frame, you can submit any command from this point until Render()/EndFrame().
IMGUI_APIvoidRender();// ends the ImGui frame, finalize the draw data. (Obsolete: optionally call io.RenderDrawListsFn if set. Nowadays, prefer calling your render function yourself.)
IMGUI_APIImDrawData*GetDrawData();// valid after Render() and until the next call to NewFrame(). this is what you have to render. (Obsolete: this used to be passed to your io.RenderDrawListsFn() function.)
IMGUI_APIboolInvisibleButton(constchar*str_id,constImVec2&size);// button behavior without the visuals, useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
IMGUI_APIboolArrowButton(constchar*str_id,ImGuiDirdir);// square button with an arrow shape
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
IMGUI_APIboolCheckbox(constchar*label,bool*v);
@ -407,8 +408,9 @@ namespace ImGui
IMGUI_APIvoidSetColorEditOptions(ImGuiColorEditFlagsflags);// initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls.
// 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_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().
// TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents.
IMGUI_APIboolTreeNode(constchar*label);
IMGUI_APIboolTreeNode(constchar*str_id,constchar*fmt,...)IM_FMTARGS(2);// helper variation to completely decorelate the id from the displayed string. 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);// ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call Push/Pop yourself for layout purpose
IMGUI_APIvoidTreePush(constchar*str_id);// ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired.
IMGUI_APIvoidTreePush(constvoid*ptr_id=NULL);// "
IMGUI_APIvoidTreePop();// ~ Unindent()+PopId()
IMGUI_APIvoidTreeAdvanceToLabelPos();// advance cursor x position by GetTreeNodeToLabelSpacing()
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_APIvoidBeginTooltip();// begin/append a tooltip window. to create full-featured tooltip (with any kind of contents).
IMGUI_APIvoidBeginTooltip();// begin/append a tooltip window. to create full-featured tooltip (with any kind of items).
IMGUI_APIvoidEndTooltip();
IMGUI_APIvoidSetTooltip(constchar*fmt,...)IM_FMTARGS(1);// set a text-only tooltip, typically use with ImGui::IsItemHovered(). overidde any previous call to SetTooltip().
IMGUI_APIboolBeginMainMenuBar();// create and append to a full screen menu-bar.
@ -508,10 +510,12 @@ namespace ImGui
// Utilities
IMGUI_APIboolIsItemHovered(ImGuiHoveredFlagsflags=0);// is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options.
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_APIboolIsItemActive();// is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false)
IMGUI_APIboolIsItemFocused();// is the last item focused for keyboard/gamepad navigation?
IMGUI_APIboolIsItemClicked(intmouse_button=0);// is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(0) && IsItemHovered()
IMGUI_APIboolIsItemVisible();// is the last item visible? (aka not out of sight due to clipping/scrolling.)
IMGUI_APIboolIsItemClicked(intmouse_button=0);// is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(mouse_button) && IsItemHovered()
IMGUI_APIboolIsItemVisible();// is the last item visible? (items may be out of sight because of clipping/scrolling)
IMGUI_APIboolIsItemDeactivated();// was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that requires continuous editing.
IMGUI_APIboolIsItemDeactivatedAfterChange();// was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that requires continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item).
ImGuiInputTextFlags_CharsUppercase=1<<2,// Turn a..z into A..Z
@ -654,6 +660,7 @@ enum ImGuiInputTextFlags_
// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
enumImGuiTreeNodeFlags_
{
ImGuiTreeNodeFlags_None=0,
ImGuiTreeNodeFlags_Selected=1<<0,// Draw as selected
ImGuiTreeNodeFlags_Framed=1<<1,// Full colored frame (e.g. for CollapsingHeader)
ImGuiTreeNodeFlags_AllowItemOverlap=1<<2,// Hit testing to allow subsequent widgets to overlap this one
@ -679,6 +686,7 @@ enum ImGuiTreeNodeFlags_
// Flags for ImGui::Selectable()
enumImGuiSelectableFlags_
{
ImGuiSelectableFlags_None=0,
ImGuiSelectableFlags_DontClosePopups=1<<0,// Clicking this don't close parent popup window
ImGuiSelectableFlags_SpanAllColumns=1<<1,// Selectable frame can span all columns (text will still fit in current column)
ImGuiSelectableFlags_AllowDoubleClick=1<<2// Generate press events on double clicks too
@ -687,6 +695,7 @@ enum ImGuiSelectableFlags_
// Flags for ImGui::BeginCombo()
enumImGuiComboFlags_
{
ImGuiComboFlags_None=0,
ImGuiComboFlags_PopupAlignLeft=1<<0,// Align the popup toward the left by default
ImGuiComboFlags_HeightSmall=1<<1,// Max ~4 items visible. Tip: If you want your combo popup to be a specific size you can use SetNextWindowSizeConstraints() prior to calling BeginCombo()
ImGuiComboFlags_HeightRegular=1<<2,// Max ~8 items visible (default)
@ -700,6 +709,7 @@ enum ImGuiComboFlags_
// Flags for ImGui::IsWindowFocused()
enumImGuiFocusedFlags_
{
ImGuiFocusedFlags_None=0,
ImGuiFocusedFlags_ChildWindows=1<<0,// IsWindowFocused(): Return true if any children of the window is focused
ImGuiFocusedFlags_RootWindow=1<<1,// IsWindowFocused(): Test from root window (top most parent of the current hierarchy)
ImGuiFocusedFlags_AnyWindow=1<<2,// IsWindowFocused(): Return true if any window is focused
@ -710,7 +720,7 @@ enum ImGuiFocusedFlags_
// Note: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that. Please read the FAQ!
enumImGuiHoveredFlags_
{
ImGuiHoveredFlags_Default=0,// Return true if directly over the item/window, not obstructed by another window, not obstructed by an active popup or modal blocking inputs under them.
ImGuiHoveredFlags_None =0,// Return true if directly over the item/window, not obstructed by another window, not obstructed by an active popup or modal blocking inputs under them.
ImGuiHoveredFlags_ChildWindows=1<<0,// IsWindowHovered() only: Return true if any children of the window is hovered
ImGuiHoveredFlags_RootWindow=1<<1,// IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
ImGuiHoveredFlags_AnyWindow=1<<2,// IsWindowHovered() only: Return true if any window is hovered
@ -725,6 +735,7 @@ enum ImGuiHoveredFlags_
// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
enumImGuiDragDropFlags_
{
ImGuiDragDropFlags_None=0,
// BeginDragDropSource() flags
ImGuiDragDropFlags_SourceNoPreviewTooltip=1<<0,// By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disable this behavior.
ImGuiDragDropFlags_SourceNoDisableHover=1<<1,// By default, when dragging we clear data so that IsItemHovered() will return true, to avoid subsequent user code submitting tooltips. This flag disable this behavior so you can still call IsItemHovered() on the source item.
@ -830,36 +841,36 @@ enum ImGuiNavInput_
// Configuration flags stored in io.ConfigFlags. Set by user/application.
enumImGuiConfigFlags_
{
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.
ImGuiConfigFlags_NavNoCaptureKeyboard=1<<3,// Instruct navigation to not set the io.WantCaptureKeyboard flag with io.NavActive is set.
ImGuiConfigFlags_NoMouse=1<<4,// Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information back-end
ImGuiConfigFlags_NoMouseCursorChange=1<<5,// Instruct back-end to not alter mouse cursor shape and visibility.
// [BETA] Viewports
ImGuiConfigFlags_ViewportsEnable=1<<10,// Viewport enable flags (require both ImGuiConfigFlags_PlatformHasViewports + ImGuiConfigFlags_RendererHasViewports set by the respective back-ends)
ImGuiConfigFlags_ViewportsNoTaskBarIcons=1<<11,// Disable task bars icons for all secondary viewports (will set ImGuiViewportFlags_NoTaskBarIcon on them)
ImGuiConfigFlags_ViewportsNoMerge=1<<12,// All floating windows _always_ have create their own viewport and platform window.
ImGuiConfigFlags_DpiEnableScaleViewports=1<<13,// Reposition and resize imgui windows when the DpiScale of a viewport changed (mostly useful for the main viewport hosting other window). Note that resizing the main window itself is up to your application.
ImGuiConfigFlags_DpiEnableScaleFonts=1<<14,// FIXME-DPI: Request bitmap-scaled fonts to match DpiScale. This is a very low-quality workaround. The correct way to handle DPI is _currently_ to replace the atlas and/or fonts in the Platform_OnChangedViewport callback, but this is all early work in progress.
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.
ImGuiConfigFlags_NavNoCaptureKeyboard=1<<3,// Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set.
ImGuiConfigFlags_NoMouse=1<<4,// Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the back-end.
ImGuiConfigFlags_NoMouseCursorChange=1<<5,// Instruct back-end to not alter mouse cursor shape and visibility. Use if the back-end cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead.
// [BETA] Viewports
ImGuiConfigFlags_ViewportsEnable=1<<10,// Viewport enable flags (require both ImGuiConfigFlags_PlatformHasViewports + ImGuiConfigFlags_RendererHasViewports set by the respective back-ends)
ImGuiConfigFlags_ViewportsNoTaskBarIcons=1<<11,// Disable task bars icons for all secondary viewports (will set ImGuiViewportFlags_NoTaskBarIcon on them)
ImGuiConfigFlags_ViewportsNoMerge=1<<12,// All floating windows _always_ have create their own viewport and platform window.
ImGuiConfigFlags_DpiEnableScaleViewports=1<<13,// Reposition and resize imgui windows when the DpiScale of a viewport changed (mostly useful for the main viewport hosting other window). Note that resizing the main window itself is up to your application.
ImGuiConfigFlags_DpiEnableScaleFonts=1<<14,// FIXME-DPI: Request bitmap-scaled fonts to match DpiScale. This is a very low-quality workaround. The correct way to handle DPI is _currently_ to replace the atlas and/or fonts in the Platform_OnChangedViewport callback, but this is all early work in progress.
// User storage (to allow your back-end/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core ImGui)
ImGuiConfigFlags_IsSRGB=1<<20,// Application is SRGB-aware.
ImGuiConfigFlags_IsTouchScreen=1<<21// Application is using a touch screen instead of a mouse.
ImGuiConfigFlags_IsSRGB=1<<20,// Application is SRGB-aware.
ImGuiConfigFlags_IsTouchScreen=1<<21// Application is using a touch screen instead of a mouse.
};
// Back-end capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom back-end.
enumImGuiBackendFlags_
{
ImGuiBackendFlags_HasGamepad=1<<0,// Back-end supports and has a connected gamepad.
ImGuiBackendFlags_HasMouseCursors=1<<1,// Back-end supports reading GetMouseCursor() 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).
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).
ImGuiBackendFlags_HasMouseHoveredViewport=1<<12// Back-end Platform supports setting io.MouseHoveredViewport to the viewport directly under the mouse _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag and _REGARDLESS_ of whether another viewport is focused and may be capturing the mouse. This information is _NOT EASY_ to provide correctly with most high-level engines! Don't set this without studying how the examples/ back-end handle it!
ImGuiBackendFlags_HasMouseHoveredViewport=1<<12// Back-end Platform supports setting io.MouseHoveredViewport to the viewport directly under the mouse _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag and _REGARDLESS_ of whether another viewport is focused and may be capturing the mouse. This information is _NOT EASY_ to provide correctly with most high-level engines! Don't set this without studying how the examples/ back-end handle it!
};
// Enumeration for PushStyleColor() / PopStyleColor()
// Leaf: The only reason we have a TreeNode at all is to allow selection of the leaf. Otherwise we can use BulletText() or TreeAdvanceToLabelPos()+Text().
// Testing IsItemHovered() function (because BulletText is an item itself and that would affect the output of IsItemHovered, we pass all lines in a single items to shorten the code)
boolActiveIdIsAlive;// Active widget has been seen this frame
boolActiveIdIsJustActivated;// Set at the time of activation for one frame
boolActiveIdAllowOverlap;// Active widget allows another widget to steal active id (generally for overlapping widgets, but not always)
boolActiveIdValueChanged;
boolActiveIdPreviousFrameIsAlive;
boolActiveIdPreviousFrameValueChanged;
intActiveIdAllowNavDirFlags;// Active widget allows using directional navigation (e.g. can activate a button and move away from it)
ImVec2ActiveIdClickOffset;// Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
ImGuiWindow*ActiveIdWindow;
ImGuiWindow*ActiveIdPreviousFrameWindow;
ImGuiInputSourceActiveIdSource;// Activating with mouse or nav (gamepad/keyboard)
ImGuiIDLastActiveId;// Store the last non-zero ActiveId, useful for animation.
floatLastActiveIdTimer;// Store the last non-zero ActiveId timer since the beginning of activation, useful for animation.
@ -808,9 +813,12 @@ struct ImGuiContext
ActiveIdIsAlive=false;
ActiveIdIsJustActivated=false;
ActiveIdAllowOverlap=false;
ActiveIdValueChanged=false;
ActiveIdPreviousFrameIsAlive=false;
ActiveIdPreviousFrameValueChanged=false;
ActiveIdAllowNavDirFlags=0;
ActiveIdClickOffset=ImVec2(-1,-1);
ActiveIdWindow=NULL;
ActiveIdWindow=ActiveIdPreviousFrameWindow=NULL;
ActiveIdSource=ImGuiInputSource_None;
LastActiveId=0;
LastActiveIdTimer=0.0f;
@ -1036,7 +1044,7 @@ struct IMGUI_API ImGuiWindow
ImRectOuterRectClipped;// = WindowRect just after setup in Begin(). == window->Rect() for root window.
ImRectInnerMainRect,InnerClipRect;
ImRectContentsRegionRect;// FIXME: This is currently confusing/misleading. Maximum visible content position ~~ Pos + (SizeContentsExplicit ? SizeContentsExplicit : Size - ScrollbarSizes) - CursorStartPos, per axis
intLastFrameActive;
intLastFrameActive;// Last frame number the window was Active.
floatItemWidthDefault;
ImGuiMenuColumnsMenuColumns;// Simplified columns storage for menu items