1. FOR FIRST-TIME USERS ISSUES COMPILING/LINKING/RUNNING or LOADING FONTS, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions).
4. PLEASE MAKE SURE that you have: read the FAQ; explored the contents of `ShowDemoWindow()` including the Examples menu; searched among Issues; used your IDE to search for keywords in all sources and text files; and read the link provided in (1) (2).
4. PLEASE MAKE SURE that you have: read the FAQ; explored the contents of `ShowDemoWindow()` including the Examples menu; searched among Issues; used your IDE to search for keywords in all sources and text files; and read the links above.
5. Be mindful that messages are being sent to the e-mail box of "Watching" users. Try to proof-read your messages before sending them. Edits are not seen by those users.
# Not using matrix here because it would inflate job count too much. Check out and setup is done for every job and that makes build times way too long.
// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Clipboard support (from Allegro 5.1.12)
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// Issues:
@ -16,6 +17,11 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
// 2022-01-17: Inputs: always calling io.AddKeyModsEvent() next and before key event (not in NewFrame) to fix input queue with very low framerates.
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
// 2021-12-08: Renderer: Fixed mishandling of the the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86.
// 2021-08-17: Calling io.AddFocusEvent() on ALLEGRO_EVENT_DISPLAY_SWITCH_OUT/ALLEGRO_EVENT_DISPLAY_SWITCH_IN events.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-05-19: Renderer: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Clipboard support (from Allegro 5.1.12)
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3)
// Implemented features:
// [X] Platform: Keyboard arrays indexed using AKEYCODE_* codes, e.g. ImGui::IsKeyPressed(AKEYCODE_SPACE).
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android.
// Important:
// - Consider using SDL or GLFW backend on Android, which will be more full-featured than this.
// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446)
// - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446)
@ -18,13 +19,14 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
// 2021-03-04: Initial version.
#include"imgui.h"
#include"imgui_impl_android.h"
#include<time.h>
#include<map>
#include<queue>
#include<android/native_window.h>
#include<android/input.h>
#include<android/keycodes.h>
@ -34,7 +36,119 @@
staticdoubleg_Time=0.0;
staticANativeWindow*g_Window;
staticcharg_LogTag[]="ImGuiExample";
staticstd::map<int32_t,std::queue<int32_t>>g_KeyEventQueues;// FIXME: Remove dependency on map and queue once we use upcoming input queue.
// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3)
// Implemented features:
// [X] Platform: Keyboard arrays indexed using AKEYCODE_* codes, e.g. ImGui::IsKeyPressed(AKEYCODE_SPACE).
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android.
// Important:
// - Consider using SDL or GLFW backend on Android, which will be more full-featured than this.
// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446)
// - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446)
// (minor and older changes stripped away, please see git history for details)
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-05-19: DirectX10: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-02-18: DirectX10: Change blending equation to preserve alpha in output buffer.
// (minor and older changes stripped away, please see git history for details)
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer.
// (minor and older changes stripped away, please see git history for details)
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-05-19: DirectX12: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-02-18: DirectX12: Change blending equation to preserve alpha in output buffer.
// (minor and older changes stripped away, please see git history for details)
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1.
// 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// Issues:
@ -20,7 +20,15 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after iniitializing backend.
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
// 2022-01-12: *BREAKING CHANGE*: Now using glfwSetCursorPosCallback(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetCursorPosCallback() and forward it to the backend via ImGui_ImplGlfw_CursorPosCallback().
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
// 2022-01-05: Inputs: Converting GLFW untranslated keycodes back to translated keycodes (in the ImGui_ImplGlfw_KeyCallback() function) in order to match the behavior of every other backend, and facilitate the use of GLFW with lettered-shortcuts API.
// 2021-08-17: *BREAKING CHANGE*: Now using glfwSetWindowFocusCallback() to calling io.AddFocusEvent(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() and forward it to the backend via ImGui_ImplGlfw_WindowFocusCallback().
// 2021-07-29: *BREAKING CHANGE*: Now using glfwSetCursorEnterCallback(). MousePos is correctly reported when the host platform window is hovered but not focused. If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() callback and forward it to the backend via ImGui_ImplGlfw_CursorEnterCallback().
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
@ -49,6 +57,16 @@
#include"imgui.h"
#include"imgui_impl_glfw.h"
// Clang warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
// GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult.
// (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently)
// See https://github.com/glfw/glfw/issues/1502 for details.
// Adding a workaround to undo this (so our keys are translated->untranslated->translated, likely a lossy process).
// This won't cover edge cases but this is at least going to cover common cases.
// Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
// Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
// Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
// (Optional) When using multiple viewports: set io.MouseHoveredViewport to the viewport the OS mouse cursor is hovering.
// Important: this information is not easy to provide and many high-level windowing library won't be able to provide it correctly, because
// - This is _ignoring_ viewports with the ImGuiViewportFlags_NoInputs flag (pass-through windows).
// - This is _regardless_ of whether another viewport is focused or being dragged from.
// If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, imgui will ignore this field and infer the information by relying on the
// rectangles and last focused time of every viewports it knows about. It will be unaware of other windows that may be sitting between or over your windows.
// [GLFW] FIXME: This is currently only correct on Win32. See what we do below with the WM_NCHITTEST, missing an equivalent for other systems.
// (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
// If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
// - [X] GLFW >= 3.3 backend ON WINDOWS ONLY does correctly ignore viewports with the _NoInputs flag.
// - [!] GLFW <= 3.2 backend CANNOT correctly ignore viewports with the _NoInputs flag, and CANNOT reported Hovered Viewport because of mouse capture.
// Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window
// for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported
// by the backend, and use its flawed heuristic to guess the viewport behind.
// - [X] GLFW backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target).
// FIXME: This is currently only correct on Win32. See what we do below with the WM_NCHITTEST, missing an equivalent for other systems.
// See https://github.com/glfw/glfw/issues/1236 if you want to help in making this a GLFW feature.
#define MAP_BUTTON(KEY_NO, BUTTON_NO, _UNUSED) do { io.AddKeyEvent(KEY_NO, gamepad.buttons[BUTTON_NO] != 0); } while (0)
#define MAP_ANALOG(KEY_NO, AXIS_NO, _UNUSED, V0, V1) do { float v = gamepad.axes[AXIS_NO]; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0)
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ for full feature support.)
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: 3 cursors types are missing from GLFW.
// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
// [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// Issues:
@ -33,11 +34,16 @@ IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool ins
IMGUI_IMPL_APIvoidImGui_ImplGlfw_Shutdown();
IMGUI_IMPL_APIvoidImGui_ImplGlfw_NewFrame();
// GLFW callbacks
// - When calling Init with 'install_callbacks=true': GLFW callbacks will be installed for you. They will call user's previously installed callbacks, if any.
// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call those function yourself from your own GLFW callbacks.
// - When calling Init with 'install_callbacks=true': ImGui_ImplGlfw_InstallCallbacks() is called. GLFW callbacks will be installed for you. They will chain-call user's previously installed callbacks, if any.
// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call individual function yourself from your own GLFW callbacks.
// !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!!
// !!! Nowadays, prefer using GLFW or SDL instead!
// Implemented features:
// [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// Issues:
// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
// (minor and older changes stripped away, please see git history for details)
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
// 2019-04-03: Misc: Renamed imgui_impl_freeglut.cpp/.h to imgui_impl_glut.cpp/.h.
// 2019-03-25: Misc: Made io.DeltaTime always above zero.
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
@ -37,6 +42,120 @@
staticintg_Time=0;// Current time, in milliseconds
// Glut has 1 function for characters and one for "special keys". We map the characters in the 0..255 range and the keys above.
// !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!!
// !!! Nowadays, prefer using GLFW or SDL instead!
// Implemented features:
// [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// Issues:
// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
// (minor and older changes stripped away, please see git history for details)
// 2021-05-19: Renderer: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
// 2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_Marmalade_RenderDrawData() in the .h file so you can call it yourself.
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
#include"imgui.h"
#include"imgui_impl_marmalade.h"
#include<s3eClipboard.h>
#include<s3ePointer.h>
#include<s3eKeyboard.h>
#include<IwTexture.h>
#include<IwGx.h>
// Data
staticdoubleg_Time=0.0f;
staticboolg_MousePressed[3]={false,false,false};
staticCIwTexture*g_FontTexture=NULL;
staticchar*g_ClipboardText=NULL;
staticboolg_osdKeyboardEnabled=false;
// use this setting to scale the interface - e.g. on device you could use 2 or 3 scale factor
// For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui.
io.MousePos=ImVec2((float)mouse_x/g_scale.x,(float)mouse_y/g_scale.y);// Mouse position (set to -FLT_MAX,-FLT_MAX if no mouse / on another screen, etc.)
for(inti=0;i<3;i++)
{
io.MouseDown[i]=g_MousePressed[i]||s3ePointerGetState((s3ePointerButton)i)!=S3E_POINTER_STATE_UP;// 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.
g_MousePressed[i]=false;
}
// TODO: Hide OS mouse cursor if ImGui is drawing it
// (minor and older changes stripped away, please see git history for details)
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2021-12-08: OpenGL: Fixed mishandling of the the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-01-03: OpenGL: Backup, setup and restore GL_SHADE_MODEL state, disable GL_STENCIL_TEST and disable GL_NORMAL_ARRAY client state to increase compatibility with legacy OpenGL applications.
// (minor and older changes stripped away, please see git history for details)
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers.
// 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions.
// 2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state.
@ -96,9 +98,23 @@
#include<stdint.h> // intptr_t
#endif
// Clang warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend).
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: IME support.
// Issues:
// [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters]..
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend).
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: IME support.
// Issues:
// [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters]..
// (minor and older changes stripped away, please see git history for details)
// 2022-02-07: Inputs: Forward keyDown/keyUp events to OS when unused by dear imgui.
// 2022-01-31: Fix building with old Xcode versions that are missing gamepad features.
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
// 2022-01-12: Inputs: Added basic Platform IME support, hooking the io.SetPlatformImeDataFn() function.
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
// 2021-12-13: *BREAKING CHANGE* Add NSView parameter to ImGui_ImplOSX_Init(). Generally fix keyboard support. Using kVK_* codes for keyboard keys.
// 2021-12-13: Add game controller support.
// 2021-09-21: Use mach_absolute_time as CFAbsoluteTimeGetCurrent can jump backwards.
// 2021-08-17: Calling io.AddFocusEvent() on NSApplicationDidBecomeActiveNotification/NSApplicationDidResignActiveNotification events.
// 2021-06-23: Inputs: Added a fix for shortcuts using CTRL key instead of CMD key.
// 2021-04-19: Inputs: Added a fix for keys remaining stuck in pressed state when CMD-tabbing into different application.
@ -35,15 +50,21 @@
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Clipboard support.
// [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE).
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// Missing features:
// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
@ -20,7 +20,15 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2022-02-04: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(), so we can use SDL_GetRendererOutputSize() instead of SDL_GL_GetDrawableSize() when bound to a SDL_Renderer.
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
// 2022-01-12: Update mouse inputs using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API.
// 2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
// 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST.
// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+)
// 2021-06:29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary.
io.SetKeyEventNativeData(key,event->key.keysym.sym,event->key.keysym.scancode,event->key.keysym.scancode);// To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
returntrue;
}
// Multi-viewport support
caseSDL_WINDOWEVENT:
{
// When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right.
// However we won't get a correct LEAVE event for a captured window.
io.MouseDown[0]=bd->MousePressed[0]||(mouse_buttons&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.
// Obtain focused and hovered window. We forward mouse input when focused or when hovered (and no other window is capturing)
// We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below)
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
SDL_Window*focused_window=SDL_GetKeyboardFocus();
SDL_Window*hovered_window=SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH?SDL_GetMouseFocus():NULL;// This is better but is only reliably useful with SDL 2.0.5+ and SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH.
// Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
// Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
if (!(io.ConfigFlags&ImGuiConfigFlags_ViewportsEnable))
{
// Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
// Unlike local position obtained earlier this will be valid when straying out of bounds.
// (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
// If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
// - [!] SDL backend does NOT correctly ignore viewports with the _NoInputs flag.
// Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window
// for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported
// by the backend, and use its flawed heuristic to guess the viewport behind.
// - [X] SDL backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target).
// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
// Implemented features:
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Clipboard support.
// [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE).
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// Missing features:
// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
io.Fonts->GetTexDataAsRGBA32(&pixels,&width,&height);// Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// [x] Platform: Multi-viewport / platform windows. With issues (flickering when creating a new viewport).
// Missing features:
// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this backend! See https://github.com/ocornut/imgui/pull/914
// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.
// Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'.
// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
// To build this on 32-bit systems and support texture changes:
// - [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in our .vcxproj files)
// - [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like.
// - [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!)
// - [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in our batch files)
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@ -24,7 +31,8 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2021-10-15: Vulkan: Call vkCmdSetScissor() at the end of render a full-viewport to reduce likehood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling vkCmdSetScissor() explicitly every frame.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-03-22: Vulkan: Fix mapped memory validation error when buffer sizes are not multiple of VkPhysicalDeviceLimits::nonCoherentAtomSize.
// 2021-02-18: Vulkan: Change blending equation to preserve alpha in output buffer.
@ -58,6 +66,11 @@
#include"imgui_impl_vulkan.h"
#include<stdio.h>
// Visual Studio warnings
#ifdef _MSC_VER
#pragma warning (disable: 4127) // condition expression is constant
#endif
// Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplVulkan_RenderDrawData()
// Note: at this point both vkCmdSetViewport() and vkCmdSetScissor() have been called.
// Our last values will leak into user/application rendering IF:
// - Your app uses a pipeline with VK_DYNAMIC_STATE_VIEWPORT or VK_DYNAMIC_STATE_SCISSOR dynamic state
// - And you forgot to call vkCmdSetViewport() and vkCmdSetScissor() yourself to explicitely set that state.
// If you use VK_DYNAMIC_STATE_VIEWPORT or VK_DYNAMIC_STATE_SCISSOR you are responsible for setting the values before rendering.
// In theory we should aim to backup/restore those values but I am not sure this is possible.
// We perform a call to vkCmdSetScissor() to set back a full viewport which is likely to fix things for 99% users but technically this is not perfect. (See github #4644)
// FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem, please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions.
// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this backend! See https://github.com/ocornut/imgui/pull/914
// [x] Platform: Multi-viewport / platform windows. With issues (flickering when creating a new viewport).
// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.
// Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'.
// See imgui_impl_vulkan.cpp file for details.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
IMGUI_IMPL_APIvoidImGui_ImplVulkan_SetMinImageCount(uint32_tmin_image_count);// To override MinImageCount after initialization (e.g. if swap chain is recreated)
// Register a texture (VkDescriptorSet == ImTextureID)
// FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem, please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions.
// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// (minor and older changes stripped away, please see git history for details)
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
// 2022-01-17: Inputs: always update key mods next and before a key event (not in NewFrame) to fix input queue with very low framerates.
// 2022-01-12: Inputs: Update mouse inputs using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API.
// 2022-01-12: Inputs: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
// 2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness.
// 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages.
// 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host windo doesn't have focus.
// 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host window doesn't have focus.
// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using TrackMouseEvent() to receive WM_MOUSELEAVE events).
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-06-08: Fixed ImGui_ImplWin32_EnableDpiAwareness() and ImGui_ImplWin32_GetDpiScaleForMonitor() to handle Windows 8.1/10 features without a manifest (per-monitor DPI, and properly calls SetProcessDpiAwareness() on 8.1).
// Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
// This is the position you can get with ::GetCursorPos() or WM_MOUSEMOVE + ::ClientToScreen(). In theory adding viewport->Pos to a client position would also be the same.
// Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
// This is the position you can get with ::GetCursorPos() + ::ScreenToClient() or WM_MOUSEMOVE.
// (Optional) When using multiple viewports: set io.MouseHoveredViewport to the viewport the OS mouse cursor is hovering.
// Important: this information is not easy to provide and many high-level windowing library won't be able to provide it correctly, because
// - This is _ignoring_ viewports with the ImGuiViewportFlags_NoInputs flag (pass-through windows).
// - This is _regardless_ of whether another viewport is focused or being dragged from.
// If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, imgui will ignore this field and infer the information by relying on the
// rectangles and last focused time of every viewports it knows about. It will be unaware of foreign windows that may be sitting between or over your windows.
// (This is the position you can get with ::GetCursorPos() + ::ScreenToClient() or WM_MOUSEMOVE.)
// Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
// (This is the position you can get with ::GetCursorPos() or WM_MOUSEMOVE + ::ClientToScreen(). In theory adding viewport->Pos to a client position would also be the same.)
// (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
// If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
// - [X] Win32 backend correctly ignore viewports with the _NoInputs flag (here using ::WindowFromPoint with WM_NCHITTEST + HTTRANSPARENT in WndProc does that)
// Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window
// for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported
// by the backend, and use its flawed heuristic to guess the viewport behind.
// - [X] Win32 backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target).
// There is no distinct VK_xxx for keypad enter, instead it is VK_RETURN + KF_EXTENDED, we assign it an arbitrary value to make code more readable (VK_ codes go up to 255)
// (keypad enter doesn't have its own... VK_RETURN with KF_EXTENDED flag means keypad enter, see IM_VK_KEYPAD_ENTER definition for details, it is mapped to ImGuiKey_KeyPadEnter.)
// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
@ -9,10 +9,10 @@ your application or engine to easily integrate Dear ImGui.** Each backend is typ
e.g. Windows ([imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp)), GLFW ([imgui_impl_glfw.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_glfw.cpp)), SDL2 ([imgui_impl_sdl.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_sdl.cpp)), etc.
- The 'Renderer' backends are in charge of: creating atlas texture, rendering imgui draw data.<BR>
e.g. DirectX11 ([imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)), OpenGL/WebGL ([imgui_impl_opengl3.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_opengl3.cpp), Vulkan ([imgui_impl_vulkan.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_vulkan.cpp), etc.
e.g. DirectX11 ([imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)), OpenGL/WebGL ([imgui_impl_opengl3.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_opengl3.cpp)), Vulkan ([imgui_impl_vulkan.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_vulkan.cpp)), etc.
- For some high-level frameworks, a single backend usually handle both 'Platform' and 'Renderer' parts.<BR>
e.g. Allegro 5 ([imgui_impl_allegro5.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_allegro5.cpp)), Marmalade ([imgui_impl_marmalade.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_marmalade.cpp)). If you end up creating a custom backend for your engine, you may want to do the same.
e.g. Allegro 5 ([imgui_impl_allegro5.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_allegro5.cpp)). If you end up creating a custom backend for your engine, you may want to do the same.
An application usually combines 1 Platform backend + 1 Renderer backend + main Dear ImGui sources.
For example, the [example_win32_directx11](https://github.com/ocornut/imgui/tree/master/examples/example_win32_directx11) application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp. There are 20+ examples in the [examples/](https://github.com/ocornut/imgui/blob/master/examples/) folder. See [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) for details.
@ -38,7 +38,7 @@ Dear ImGui is highly portable and only requires a few things to run and render,
- Optional: multi-viewports support.
etc.
This is essentially what each backends are doing + obligatory portability cruft. Using default backends ensure you can get all those features including the ones that would be harder to implement on your side (e.g. multi-viewports support).
This is essentially what each backend is doing + obligatory portability cruft. Using default backends ensure you can get all those features including the ones that would be harder to implement on your side (e.g. multi-viewports support).
It is important to understand the difference between the core Dear ImGui library (files in the root folder)
and backends which we are describing here (backends/ folder).
imgui_impl_opengl3.cpp ; OpenGL 3/4, OpenGL ES 2, OpenGL ES 3 (modern programmable pipeline)
imgui_impl_sdlrenderer.cpp; SDL_Renderer (optional component of SDL2 available from SDL 2.0.18+)
imgui_impl_vulkan.cpp ; Vulkan
imgui_impl_wgpu.cpp ; WebGPU
List of high-level Frameworks Backends (combining Platform + Renderer):
imgui_impl_allegro5.cpp
imgui_impl_marmalade.cpp
Emscripten is also supported.
The [example_emscripten_opengl3](https://github.com/ocornut/imgui/tree/master/examples/example_emscripten_opengl3) app uses imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp, but other combos are possible.
### Backends for third-party frameworks, graphics API or other languages
See https://github.com/ocornut/imgui/wiki/Bindings for the full list.
See https://github.com/ocornut/imgui/wiki/Bindings for the full list (e.g. Adventure Game Studio, Cinder, Cocos2d-x, Game Maker Studio2, Godot, LÖVE+LUA, Magnum, Monogame, Ogre, openFrameworks, OpenSceneGraph, SFML, Sokol, Unity, Unreal Engine and many others).
### Recommended Backends
@ -127,7 +127,10 @@ Once it works, if you really need it you can replace parts of backends with your
and you have high-level systems everywhere.<BR>
Suggestion: try using a non-portable backend first (e.g. win32 + underlying graphics API) to get
your desktop builds working first. This will get you running faster and get your acquainted with
how Dear ImGui works and is setup. You can then rewrite a custom backend using your own engine API.
how Dear ImGui works and is setup. You can then rewrite a custom backend using your own engine API...
Generally:
It is unlikely you will add value to your project by creating your own backend.
Also:
The [multi-viewports feature](https://github.com/ocornut/imgui/issues/1542) of the 'docking' branch allows
@ -23,7 +23,7 @@ or view this file with any Markdown viewer.
| [I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-clipping-or-disappearing-when-i-move-windows-around) |
| [I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-displaying-outside-their-expected-windows-boundaries) |
| **Q&A: Usage** |
| **[Why is my widget not reacting when I click on it?<br>How can I have widgets with an empty label?<br>How can I have multiple widgets with the same label?](#q-why-is-my-widget-not-reacting-when-i-click-on-it)** |
| **[About the ID Stack system..<br>Why is my widget not reacting when I click on it?<br>How can I have widgets with an empty label?<br>How can I have multiple widgets with the same label?<br>How can I have multiple windows with the same label?](#q-about-the-id-stack-system)** |
| [How can I display an image? What is ImTextureID, how does it work?](#q-how-can-i-display-an-image-what-is-imtextureid-how-does-it-work)|
| [How can I use my own math types instead of ImVec2/ImVec4?](#q-how-can-i-use-my-own-math-types-instead-of-imvec2imvec4) |
| [How can I interact with standard C++ types (such as std::string and std::vector)?](#q-how-can-i-interact-with-standard-c-types-such-as-stdstring-and-stdvector) |
Read `PROGRAMMER GUIDE` section of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp). <BR>
The [Wiki](https://github.com/ocornut/imgui/wiki) is a hub to many resources and links.
For first-time users having issues compiling/linking/running or issues loading fonts, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions).
- The gamepad/keyboard navigation is fairly functional and keeps being improved. The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable. Gamepad support is particularly useful to use Dear ImGui on a game console (e.g. PS4, Switch, XB1) without a mouse connected!
- Keyboard: set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard` to enable.
- Gamepad: set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad` to enable (with a supporting backend).
- See [Control Sheets for Gamepads](http://www.dearimgui.org/controls_sheets) (reference PNG/PSD for for PS4, XB1, Switch gamepads).
- See [Control Sheets for Gamepads](http://www.dearimgui.org/controls_sheets) (reference PNG/PSD for PS4, XB1, Switch gamepads).
- See `USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS` section of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) for more details.
##### [Return to Index](#index)
@ -160,7 +162,7 @@ Console SDK also sometimes provide equivalent tooling or wrapper for Synergy-lik
---
### Q: I integrated Dear ImGui in my engine and little squares are showing instead of text...
Your renderer is not using the font texture correctly or it hasn't be uploaded to GPU.
Your renderer is not using the font texture correctly or it hasn't been uploaded to the GPU.
- If this happens using the standard backends: A) have you modified the font atlas after `ImGui_ImplXXX_NewFrame()`? B) maybe the texture failed to upload, which could happens if for some reason your texture is too big. Also see [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md).
- If this happens with a custom backend: make sure you have uploaded the font texture to the GPU, that all shaders are rendering states are setup properly (e.g. texture is bound). Compare your code to existing backends and use a graphics debugger such as [RenderDoc](https://renderdoc.org) to debug your rendering states.
@ -184,17 +186,24 @@ Refer to rendering backends in the [examples/](https://github.com/ocornut/imgui/
# Q&A: Usage
### Q: About the ID Stack system...
### Q: Why is my widget not reacting when I click on it?
### Q: How can I have widgets with an empty label?
### Q: How can I have multiple widgets with the same label?
### Q: How can I have multiple windows with the same label?
A primer on labels and the ID Stack...
Dear ImGui internally need to uniquely identify UI elements.
Dear ImGui internally needs to uniquely identify UI elements.
Elements that are typically not clickable (such as calls to the Text functions) don't need an ID.
Interactive widgets (such as calls to Button buttons) need a unique ID.
Unique ID are used internally to track active widgets and occasionally associate state to widgets.
Unique ID are implicitly built from the hash of multiple elements that identify the "path" to the UI element.
**Unique ID are used internally to track active widgets and occasionally associate state to widgets.<BR>
Unique ID are implicitly built from the hash of multiple elements that identify the "path" to the UI element.**
Since Dear ImGui 1.85 you can use `Demo>Tools>Stack Tool` or call `ImGui::ShowStackToolWindow()`. The tool display intermediate values leading to the creation of a unique ID, making things easier to debug and understand.
// Advance the ImGui cursor to claim space in the window (otherwise the window will appears small and needs to be resized)
// Advance the ImGui cursor to claim space in the window (otherwise the window will appear small and needs to be resized)
ImGui::Dummy(ImVec2(200, 200));
ImGui::End();
@ -466,7 +475,7 @@ ImGui::End();
- Math operators: if you have setup `IM_VEC2_CLASS_EXTRA` in `imconfig.h` to bind your own math types, you can use your own math types and their natural operators instead of ImVec2. ImVec2 by default doesn't export any math operators in the public API. You may use `#define IMGUI_DEFINE_MATH_OPERATORS``#include "imgui_internal.h"` to use the internally defined math operators, but instead prefer using your own math library and set it up in `imconfig.h`.
- You can use `ImGui::GetBackgroundDrawList()` or `ImGui::GetForegroundDrawList()` to access draw lists which will be displayed behind and over every other dear imgui windows (one bg/fg drawlist per viewport). This is very convenient if you need to quickly display something on the screen that is not associated to a dear imgui window.
- You can also create your own empty window and draw inside it. Call Begin() with the NoBackground | NoDecoration | NoSavedSettings | NoInputs flags (The `ImGuiWindowFlags_NoDecoration` flag itself is a shortcut for NoTitleBar | NoResize | NoScrollbar | NoCollapse). Then you can retrieve the ImDrawList* via `GetWindowDrawList()` and draw to it in any way you like.
`- You can create your own ImDrawList instance. You'll need to initialize them with `ImGui::GetDrawListSharedData()`, or create your own instancing ImDrawListSharedData`, and then call your renderer function with your own ImDrawList or ImDrawData data.
- You can create your own ImDrawList instance. You'll need to initialize them with `ImGui::GetDrawListSharedData()`, or create your own instancing `ImDrawListSharedData`, and then call your renderer function with your own ImDrawList or ImDrawData data.
- Looking for fun? The [ImDrawList coding party 2020](https://github.com/ocornut/imgui/issues/3606) thread is full of "don't do this at home" extreme uses of the ImDrawList API.
##### [Return to Index](#index)
@ -598,8 +607,8 @@ Text input: it is up to your application to pass the right character code by cal
The applications in examples/ are doing that.
Windows: you can use the WM_CHAR or WM_UNICHAR or WM_IME_CHAR message (depending if your app is built using Unicode or MultiByte mode).
You may also use MultiByteToWideChar() or ToUnicode() to retrieve Unicode codepoints from MultiByte characters or keyboard state.
Windows: if your language is relying on an Input Method Editor (IME), you copy the HWND of your window to io.ImeWindowHandle in order for
the default implementation of io.ImeSetInputScreenPosFn() to set your Microsoft IME position correctly.
Windows: if your language is relying on an Input Method Editor (IME), you can write your HWND to ImGui::GetMainViewport()->PlatformHandleRaw
in order for the default the default implementation of io.SetPlatformImeDataFn() to set your Microsoft IME position correctly.
##### [Return to Index](#index)
@ -645,7 +654,7 @@ A reasonably skinned application may look like (screenshot from [#2529](https://
### Q: Why using C++ (as opposed to C)?
Dear ImGui takes advantage of a few C++ languages features for convenience but nothing anywhere Boost insanity/quagmire. Dear ImGui does NOT require C++11 so it can be used with most old C++ compilers. 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.
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. Dear ImGui uses a very small subset of C++11 features. In particular, 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 auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/cimgui/cimgui) by Sonoro1234 and Stephan Dilly. It is designed for creating bindings to other languages. If possible, I would suggest using your target language functionalities to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. Also see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for various third-party bindings.
@ -27,11 +27,11 @@ In the [misc/fonts/](https://github.com/ocornut/imgui/tree/master/misc/fonts) fo
---------------------------------------
## Readme First
- All loaded fonts glyphs are rendered into a single texture atlas ahead of time. Calling either of `io.Fonts->GetTexDataAsAlpha8()`, `io.Fonts->GetTexDataAsRGBA32()` or `io.Fonts->Build()` will build the atlas.
- You can use the `Metrics/Debugger` window (available in `Demo>Tools`) to browse your fonts and understand what's going on if you have an issue. You can also reach it in `Demo->Tools->Style Editor->Fonts`. The same information are also available in the Style Editor under Fonts.
- You can use the style editor `ImGui::ShowStyleEditor()` in the "Fonts" section to browse your fonts and understand what's going on if you have an issue. You can also reach it in `Demo->Tools->Style Editor->Fonts`:
- All loaded fonts glyphs are rendered into a single texture atlas ahead of time. Calling either of `io.Fonts->GetTexDataAsAlpha8()`, `io.Fonts->GetTexDataAsRGBA32()` or `io.Fonts->Build()` will build the atlas.
- Make sure your font ranges data are persistent (available during the calls to `GetTexDataAsAlpha8()`/`GetTexDataAsRGBA32()/`Build()`.
- Compile and use [binary_to_compressed_c.cpp](https://github.com/ocornut/imgui/blob/master/misc/fonts/binary_to_compressed_c.cpp) to create a compressed C style array that you can embed in source code.
- See the documentation in [binary_to_compressed_c.cpp](https://github.com/ocornut/imgui/blob/master/misc/fonts/binary_to_compressed_c.cpp) for instruction on how to use the tool.
- You may find a precompiled version binary_to_compressed_c.exe for Windows instead of demo binaries package (see [README](https://github.com/ocornut/imgui/blob/master/docs/README.md)).
- See the documentation in [binary_to_compressed_c.cpp](https://github.com/ocornut/imgui/blob/master/misc/fonts/binary_to_compressed_c.cpp) for instructions on how to use the tool.
- You may find a precompiled version binary_to_compressed_c.exe for Windows inside the demo binaries package (see [README](https://github.com/ocornut/imgui/blob/master/docs/README.md)).
- The tool can optionally output Base85 encoding to reduce the size of _source code_ but the read-only arrays in the actual binary will be about 20% bigger.
Then load the font with:
@ -309,7 +309,7 @@ ImFont* font = io.Fonts->AddFontFromMemoryCompressedBase85TTF(compressed_data_ba
## About filenames
**Please note that many new C/C++ users have issues their files _because the filename they provide is wrong_.**
**Please note that many new C/C++ users have issues loading their files _because the filename they provide is wrong_.**
Two things to watch for:
- Make sure your IDE/debugger settings starts your executable from the right working directory. In Visual Studio you can change your working directory in project `Properties > General > Debugging > Working Directory`. People assume that their execution will start from the root folder of the project, where by default it oftens start from the folder where object or executable files are stored.
@ -116,9 +116,9 @@ On most platforms and when using C++, **you should be able to use a combination
Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading one texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that. If you are an experienced programmer at ease with those concepts, it should take you less than two hours to integrate Dear ImGui in your custom engine. **Make sure to spend time reading the [FAQ](https://www.dearimgui.org/faq), comments, and some of the examples/ application!**
Officially maintained backends/bindings (in repository):
@ -132,7 +132,7 @@ Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas.
### Upcoming Changes
Some of the goals for 2021 are:
Some of the goals for 2022 are:
- Work on Docking (see [#2109](https://github.com/ocornut/imgui/issues/2109), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch)
- Work on Multi-Viewport / Multiple OS windows. (see [#1542](https://github.com/ocornut/imgui/issues/1542), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch looking for feedback)
- Work on gamepad/keyboard controls. (see [#787](https://github.com/ocornut/imgui/issues/787))
@ -162,7 +162,9 @@ See: [Wiki](https://github.com/ocornut/imgui/wiki) for many links, references, a
See: [Articles about the IMGUI paradigm](https://github.com/ocornut/imgui/wiki#about-the-imgui-paradigm) to read/learn about the Immediate Mode GUI paradigm.
For questions, bug reports, requests, feedback, you may post on [GitHub Issues](https://github.com/ocornut/imgui/issues) or [GitHub Discussions](https://github.com/ocornut/imgui/discussions). Please read and fill the New Issue template carefully.
Getting started? For first-time users having issues compiling/linking/running or issues loading fonts, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions).
For other questions, bug reports, requests, feedback, you may post on [GitHub Issues](https://github.com/ocornut/imgui/issues). Please read and fill the New Issue template carefully.
Private support is available for paying business customers (E-mail: _contact @ dearimgui dot com_).
@ -199,13 +201,13 @@ Ongoing Dear ImGui development is currently financially supported by users and p
@ -113,7 +113,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- input number: optional range min/max for Input*() functions
- input number: holding [-]/[+] buttons could increase the step speed non-linearly (or user-controlled)
- input number: use mouse wheel to step up/down
- input number: applying arithmetics ops (+,-,*,/) messes up with text edit undo stack.
- layout: helper or a way to express ImGui::SameLine(ImGui::GetCursorStartPos().x + ImGui::CalcItemWidth() + ImGui::GetStyle().ItemInnerSpacing.x); in a simpler manner.
- layout, font: horizontal tab support, A) text mode: forward only tabs (e.g. every 4 characters/N pixels from pos x1), B) manual mode: explicit tab stops acting as mini columns, no clipping (for menu items, many kind of uses, also vaguely relate to #267, #395)
@ -142,7 +141,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- plot: option/feature: draw unit
- 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 (for patterns where we need to set active id etc.)
- clipper: ability to disable the clipping through a simple flag/bool.
- clipper: ability to run without knowing full count in advance.
- clipper: horizontal clipping support. (#2580)
@ -354,6 +352,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- nav: some features such as PageUp/Down/Home/End should probably work without ImGuiConfigFlags_NavEnableKeyboard? (where do we draw the line?)
- nav: configuration flag to disable global shortcuts (currently only CTRL-Tab) ?
! nav: never clear NavId on some setup (e.g. gamepad centric)
- nav: scroll up/down if possible when move request fails
- nav: there's currently no way to completely clear focus with the keyboard. depending on patterns used by the application to dispatch inputs, it may be desirable.
- nav: code to focus child-window on restoring NavId appears to have issue: e.g. when focus change is implicit because of window closure.
- nav: Home/End behavior when navigable item is not fully visible at the edge of scrolling? should be backtrack to keep item into view?
@ -362,12 +361,12 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- nav: patterns to make it possible for arrows key to update selection (see JustMovedTo in range_select branch)
- nav: restore/find nearest NavId when current one disappear (e.g. pressed a button that disappear, or perhaps auto restoring when current button change name)
- nav: SetItemDefaultFocus() level of priority, so widget like Selectable when inside a popup could claim a low-priority default focus on the first selected iem
- nav: NavFlattened: init requests don't work properly on flattened siblings.
- nav: NavFlattened: pageup/pagedown/home/end don't work properly on flattened siblings.
- nav: NavFlattened: ESC on a flattened child should select something.
- nav: NavFlattened: broken: in typical usage scenario, the items of a fully clipped child are currently not considered to enter into a NavFlattened child.
- nav: NavFlattened: init request doesn't select items that are part of a NavFlattened child
- nav: NavFlattened: cannot access menu-bar of a flattened child window with Alt/menu key (not a very common use case..).
- nav: simulate right-click or context activation? (SHIFT+F10)
- nav/tabbing: refactor old tabbing system and turn into navigation, should pass through all widgets (in submission order?).
- nav/popup: esc/enter default behavior for popups, e.g. be able to mark an "ok" or "cancel" button that would get triggered by those keys, default validation button, etc.
- nav/treenode: left within a tree node block as a fallback (ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default?)
- nav/menus: pressing left-right on a vertically clipped menu bar tends to jump to the collapse/close buttons.
@ -380,8 +379,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- nav/windowing: when CTRL-Tab/windowing is active, the HoveredWindow detection doesn't take account of the window display re-ordering.
- nav/windowing: Resizing window will currently fail with certain types of resizing constraints/callback applied
- 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. (#787, #343)
- viewport: make it possible to have no main/hosting viewport
- viewport: We set ImGuiViewportFlags_NoFocusOnAppearing in a way that is required for GLFW/SDL binding, but could be handled better without
- You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions
- You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup.
- Depending on your configuration, in Windows you may need to run `emsdk/emsdk_env.bat` in your console to access the Emscripten command-line tools.
- You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup.
- Then build using `make` while in the `example_emscripten_opengl3/` directory.
## How to Run
@ -15,6 +18,7 @@ _"Unfortunately several browsers (including Chrome, Safari, and Internet Explore
- Emscripten SDK has a handy `emrun` command: `emrun web/example_emscripten_opengl3.html --browser firefox` which will spawn a temporary local webserver (in Firefox). See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details.
- You may use Python 3 builtin webserver: `python -m http.server -d web` (this is what `make serve` uses).
- You may use Python 2 builtin webserver: `cd web && python -m SimpleHTTPServer`.
- If you are accessing the files over a network, certain browsers, such as Firefox, will restrict Gamepad API access to secure contexts only (e.g. https only).
- You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions
- Depending on your configuration, in Windows you may need to run `emsdk/emsdk_env.bat` in your console to access the Emscripten command-line tools.
- You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup.
- Then build using `make` while in the `example_emscripten_wgpu/` directory.
- Requires Emscripten 2.0.10 (December 2020) due to GLFW adaptations
- Requires recent Emscripten as WGPU is still a work-in-progress API.
## How to Run
To run on a local machine:
- Make sure your browse supports WGPU and it is enabled. WGPU is still WIP not enabled by default in most browser.
- `make serve` will use Python3 to spawn a local webserver, you can then browse http://localhost:8000 to access your build.
- Otherwise, generally you will need a local webserver:
_"Unfortunately several browsers (including Chrome, Safari, and Internet Explorer) do not support file:// [XHR](https://emscripten.org/docs/site/glossary.html#term-xhr) requests, and can’t load extra files needed by the HTML (like a .wasm file, or packaged file data as mentioned lower down). For these browsers you’ll need to serve the files using a [local webserver](https://emscripten.org/docs/getting_started/FAQ.html#faq-local-webserver) and then open http://localhost:8000/hello.html."_
- Emscripten SDK has a handy `emrun` command: `emrun web/example_emscripten_opengl3.html --browser firefox` which will spawn a temporary local webserver (in Firefox). See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details.
- You may use Python 3 builtin webserver: `python -m http.server -d web` (this is what `make serve` uses).
- You may use Python 2 builtin webserver: `cd web && python -m SimpleHTTPServer`.
- If you are accessing the files over a network, certain browsers, such as Firefox, will restrict Gamepad API access to secure contexts only (e.g. https only).
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names.
//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
//#define IMGUI_DISABLE_OBSOLETE_KEYIO // 1.87: disable legacy io.KeyMap[]+io.KeysDown[] in favor io.AddKeyEvent(). This will be folded into IMGUI_DISABLE_OBSOLETE_FUNCTIONS in a few versions.
//---- Disable all of Dear ImGui or don't implement standard windows.
// It is very strongly recommended to NOT disable the demo windows during development. Please read comments in imgui_demo.cpp.
//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty.
//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. Not recommended.
//#define IMGUI_DISABLE_METRICS_WINDOW // Disable metrics/debugger window: ShowMetricsWindow() will be empty.
//#define IMGUI_DISABLE_METRICS_WINDOW // Disable metrics/debugger and other debug tools: ShowMetricsWindow() and ShowStackToolWindow() will be empty.
//---- Don't implement some functions to reduce linkage requirements.
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a)
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
@ -152,11 +151,13 @@ struct ImColor; // Helper functions to create a color that c
structImGuiContext;// Dear ImGui context (opaque structure, unless including imgui_internal.h)
structImGuiIO;// Main configuration and I/O between your application and ImGui
structImGuiInputTextCallbackData;// Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
structImGuiKeyData;// Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions.
structImGuiListClipper;// Helper to manually clip large list of items
structImGuiOnceUponAFrame;// Helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro
structImGuiOnceUponAFrame;// Helper for running a block of code not more than once a frame
structImGuiPayload;// User data payload for drag and drop operations
structImGuiPlatformIO;// Multi-viewport support: interface for Platform/Renderer backends + viewports to render
structImGuiPlatformMonitor;// Multi-viewport support: user-provided bounds for each connected monitor/display. Used when positioning popups and tooltips to avoid them straddling monitors
structImGuiPlatformImeData;// Platform IME data for io.SetPlatformImeDataFn() function.
structImGuiSizeCallbackData;// Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
structImGuiStorage;// Helper for key->value storage
structImGuiStyle;// Runtime data for styling/colors
@ -167,7 +168,7 @@ struct ImGuiTextFilter; // Helper to parse and apply text filters (e
structImGuiViewport;// A Platform Window (always 1 unless multi-viewport are enabled. One per platform window to output to). In the future may represent Platform Monitor
structImGuiWindowClass;// Window class (rare/advanced uses: provide hints to the platform backend via altered viewport flags and parent/child info)
// Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file)
// Enums/Flags (declared as int for compatibility with old C++, to allow using as flags without overhead, and to not pollute the top of this file)
// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
// In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
@ -175,7 +176,7 @@ typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A
typedefintImGuiCond;// -> enum ImGuiCond_ // Enum: A condition for many Set*() functions
typedefintImGuiDataType;// -> enum ImGuiDataType_ // Enum: A primary data type
typedefintImGuiDir;// -> enum ImGuiDir_ // Enum: A cardinal direction
typedefintImGuiMouseCursor;// -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier
@ -208,46 +209,49 @@ typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: f
typedefintImGuiViewportFlags;// -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport
typedefintImGuiWindowFlags;// -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild()
// Other types
#ifndef ImTextureID // ImTextureID [configurable type: override in imconfig.h with '#define ImTextureID xxx']
typedefvoid*ImTextureID;// User data for rendering backend to identify a texture. This is whatever to you want it to be! read the FAQ about ImTextureID for details.
// ImTexture: user data for renderer backend to identify a texture [Compile-time configurable type]
// - To use something else than an opaque void* pointer: override with e.g. '#define ImTextureID MyTextureType*' in your imconfig.h file.
// - This can be whatever to you want it to be! read the FAQ about ImTextureID for details.
#ifndef ImTextureID
typedefvoid*ImTextureID;// Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that)
#endif
typedefunsignedintImGuiID;// A unique ID used by widgets, typically hashed from a stack of string.
typedefint(*ImGuiInputTextCallback)(ImGuiInputTextCallbackData*data);// Callback function for ImGui::InputText()
typedefvoid(*ImGuiSizeCallback)(ImGuiSizeCallbackData*data);// Callback function for ImGui::SetNextWindowSizeConstraints()
typedefvoid*(*ImGuiMemAllocFunc)(size_tsz,void*user_data);// Function signature for ImGui::SetAllocatorFunctions()
typedefvoid(*ImGuiMemFreeFunc)(void*ptr,void*user_data);// Function signature for ImGui::SetAllocatorFunctions()
// Character types
// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display)
typedefunsignedshortImWchar16;// A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings.
typedefunsignedintImWchar32;// A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings.
#ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16]
// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).
// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.
#ifndef ImDrawIdx
typedefunsignedshortImDrawIdx;// Default: 16-bit (for maximum compatibility with renderer backends)
#endif
// Basic scalar data types
// Scalar data types
typedefunsignedintImGuiID;// A unique ID used by widgets (typically the result of hashing a stack of string)
// 2D vector (often used to store positions or sizes)
// Callback and functions types
typedefint(*ImGuiInputTextCallback)(ImGuiInputTextCallbackData*data);// Callback function for ImGui::InputText()
typedefvoid(*ImGuiSizeCallback)(ImGuiSizeCallbackData*data);// Callback function for ImGui::SetNextWindowSizeConstraints()
typedefvoid*(*ImGuiMemAllocFunc)(size_tsz,void*user_data);// Function signature for ImGui::SetAllocatorFunctions()
typedefvoid(*ImGuiMemFreeFunc)(void*ptr,void*user_data);// Function signature for ImGui::SetAllocatorFunctions()
// ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type]
// This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type.
IM_MSVC_RUNTIME_CHECKS_OFF
structImVec2
{
@ -261,7 +265,7 @@ struct ImVec2
#endif
};
// 4D vector (often used to store floating-point colors)
// ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type]
structImVec4
{
floatx,y,z,w;
@ -300,6 +304,7 @@ namespace ImGui
// Demo, Debug, Information
IMGUI_APIvoidShowDemoWindow(bool*p_open=NULL);// create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
IMGUI_APIvoidShowMetricsWindow(bool*p_open=NULL);// create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc.
IMGUI_APIvoidShowStackToolWindow(bool*p_open=NULL);// create Stack Tool window. hover items with mouse to query information about the source of their unique ID.
IMGUI_APIvoidShowAboutWindow(bool*p_open=NULL);// create About window. display Dear ImGui version, credits and build/system information.
IMGUI_APIvoidShowStyleEditor(ImGuiStyle*ref=NULL);// add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
IMGUI_APIboolShowStyleSelector(constchar*label);// add style selector block (not a window), essentially a combo listing the default styles.
@ -378,9 +383,8 @@ namespace ImGui
// - Those functions are bound to be redesigned (they are confusing, incomplete and the Min/Max return values are in local window coordinates which increases confusion)
IMGUI_APIImVec2GetContentRegionMax();// current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
IMGUI_APIImVec2GetWindowContentRegionMin();// content boundaries min (roughly (0,0)-Scroll), in window coordinates
IMGUI_APIImVec2GetWindowContentRegionMax();// content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
IMGUI_APIfloatGetWindowContentRegionWidth();//
IMGUI_APIImVec2GetWindowContentRegionMin();// content boundaries min for the full window (roughly (0,0)-Scroll), in window coordinates
IMGUI_APIImVec2GetWindowContentRegionMax();// content boundaries max for the full window (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
// Windows Scrolling
IMGUI_APIfloatGetScrollX();// get scrolling amount [0 .. GetScrollMaxX()]
// - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped and can go off-bounds.
// - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that a 'float v[X]' function argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
// - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
// - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that a 'float v[X]' function argument is the same as 'float* v',
// the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
// - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
// - Format string may also be set to NULL or use the default format ("%f" or "%d").
// - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision).
// - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits.
// - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used.
// - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum.
// - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.
// - Legacy: Pre-1.78 there are DragXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
// - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped and can go off-bounds.
// - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
// - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
// - Format string may also be set to NULL or use the default format ("%f" or "%d").
// - Legacy: Pre-1.78 there are SliderXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
// - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options).
// - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup().
// - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened.
// - IMPORTANT: Notice that for OpenPopupOnItemClick() we exceptionally default flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter
IMGUI_APIvoidOpenPopup(constchar*str_id,ImGuiPopupFlagspopup_flags=0);// call to mark popup as open (don't call every frame!).
IMGUI_APIvoidOpenPopup(ImGuiIDid,ImGuiPopupFlagspopup_flags=0);// id overload to facilitate calling from nested stacks
IMGUI_APIvoidOpenPopupOnItemClick(constchar*str_id=NULL,ImGuiPopupFlagspopup_flags=1);// helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors)
@ -707,7 +713,7 @@ namespace ImGui
// - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking.
// - They are convenient to easily create context menus, hence the name.
// - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future.
// - IMPORTANT: we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight.
// - IMPORTANT: Notice that we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight.
IMGUI_APIboolBeginPopupContextItem(constchar*str_id=NULL,ImGuiPopupFlagspopup_flags=1);// open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!
IMGUI_APIboolBeginPopupContextWindow(constchar*str_id=NULL,ImGuiPopupFlagspopup_flags=1);// open+begin popup when clicked on current window.
IMGUI_APIboolBeginPopupContextVoid(constchar*str_id=NULL,ImGuiPopupFlagspopup_flags=1);// open+begin popup when clicked in void (where there are no windows).
@ -719,7 +725,6 @@ namespace ImGui
IMGUI_APIboolIsPopupOpen(constchar*str_id,ImGuiPopupFlagsflags=0);// return true if the popup is open.
// Tables
// [BETA API] API may evolve slightly! If you use this, please update to the next version when it comes out!
// - Full-featured replacement for old Columns API.
// - See Demo->Tables for demo code.
// - See top of imgui_tables.cpp for general commentary.
@ -803,8 +808,9 @@ namespace ImGui
// Docking
// [BETA API] Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable.
// Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Docking!
// - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking.
// - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking/undocking.
// - Drag from window menu button (upper-left button) to undock an entire node (all windows).
// - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to _enable_ docking/undocking.
// About dockspaces:
// - Use DockSpace() to create an explicit dock node _within_ an existing window. See Docking demo for details.
// - Use DockSpaceOverViewport() to create an explicit dock node covering the screen or a specific viewport.
@ -835,7 +841,7 @@ namespace ImGui
// - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip, see #1725)
// - An item can be both drag source and drop target.
IMGUI_APIboolBeginDragDropSource(ImGuiDragDropFlagsflags=0);// call after submitting an item which may be dragged. when this return true, you can call SetDragDropPayload() + EndDragDropSource()
IMGUI_APIboolSetDragDropPayload(constchar*type,constvoid*data,size_tsz,ImGuiCondcond=0);// type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui.
IMGUI_APIboolSetDragDropPayload(constchar*type,constvoid*data,size_tsz,ImGuiCondcond=0);// type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. Return true when payload has been accepted.
IMGUI_APIvoidEndDragDropSource();// only call EndDragDropSource() if BeginDragDropSource() returns true!
IMGUI_APIboolBeginDragDropTarget();// call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
IMGUI_APIconstImGuiPayload*AcceptDragDropPayload(constchar*type,ImGuiDragDropFlagsflags=0);// accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released.
@ -844,6 +850,7 @@ namespace ImGui
// Disabling [BETA API]
// - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors)
// - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled)
// - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it.
IMGUI_APIvoidBeginDisabled(booldisabled=true);
IMGUI_APIvoidEndDisabled();
@ -898,7 +905,6 @@ namespace ImGui
IMGUI_APIconstchar*GetStyleColorName(ImGuiColidx);// get a string corresponding to the enum value (for display, saving, etc.).
IMGUI_APIvoidSetStateStorage(ImGuiStorage*storage);// replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
IMGUI_APIImGuiStorage*GetStateStorage();
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,ImGuiWindowFlagsflags=0);// helper to create a child window / scrolling region that looks like a normal widget frame
IMGUI_APIvoidEndChildFrame();// always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window)
// - For 'int user_key_index' you can use your own indices/enums according to how your backend/engine stored them in io.KeysDown[].
// - We don't know the meaning of those value. You can use GetKeyIndex() to map a ImGuiKey_ value into the user index.
IMGUI_APIintGetKeyIndex(ImGuiKeyimgui_key);// map ImGuiKey_* values into user's key index. == io.KeyMap[key]
IMGUI_APIboolIsKeyDown(intuser_key_index);// is key being held. == io.KeysDown[user_key_index].
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
// Without IMGUI_DISABLE_OBSOLETE_KEYIO: (legacy support)
// - For 'ImGuiKey key' you can still use your legacy native/user indices according to how your backend/engine stored them in io.KeysDown[].
// With IMGUI_DISABLE_OBSOLETE_KEYIO: (this is the way forward)
// - Any use of 'ImGuiKey' will assert when key < 512 will be passed, previously reserved as native/user keys indices
// - GetKeyIndex() is pass-through and therefore deprecated (gone if IMGUI_DISABLE_OBSOLETE_KEYIO is defined)
IMGUI_APIboolIsKeyDown(ImGuiKeykey);// is key being held.
IMGUI_APIboolIsKeyPressed(ImGuiKeykey,boolrepeat=true);// was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
IMGUI_APIboolIsKeyReleased(ImGuiKeykey);// was key released (went from Down to !Down)?
IMGUI_APIintGetKeyPressedAmount(ImGuiKeykey,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_APIconstchar*GetKeyName(ImGuiKeykey);// [DEBUG] returns English name of the key. Those names a provided for debugging purpose and are not meant to be saved persistently not compared.
IMGUI_APIvoidCaptureKeyboardFromApp(boolwant_capture_keyboard_value=true);// attention: misleading name! manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application to handle). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard_value"; after the next NewFrame() call.
// Inputs Utilities: Mouse
@ -926,12 +935,13 @@ namespace ImGui
// - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
// - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold')
IMGUI_APIboolIsMouseDown(ImGuiMouseButtonbutton);// is mouse button held?
IMGUI_APIboolIsMouseClicked(ImGuiMouseButtonbutton,boolrepeat=false);// did mouse button clicked? (went from !Down to Down)
IMGUI_APIboolIsMouseClicked(ImGuiMouseButtonbutton,boolrepeat=false);// did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1.
IMGUI_APIboolIsMouseReleased(ImGuiMouseButtonbutton);// did mouse button released? (went from Down to !Down)
IMGUI_APIboolIsMouseDoubleClicked(ImGuiMouseButtonbutton);// did mouse button double-clicked? (note that a double-click will also report IsMouseClicked() == true)
IMGUI_APIboolIsMouseDoubleClicked(ImGuiMouseButtonbutton);// did mouse button double-clicked? Same as GetMouseClickedCount() == 2. (note that a double-click will also report IsMouseClicked() == true)
IMGUI_APIintGetMouseClickedCount(ImGuiMouseButtonbutton);// return the number of successive mouse-clicks at the time where a click happen (otherwise 0).
IMGUI_APIboolIsMouseHoveringRect(constImVec2&r_min,constImVec2&r_max,boolclip=true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block.
IMGUI_APIboolIsMousePosValid(constImVec2*mouse_pos=NULL);// by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available
IMGUI_APIboolIsAnyMouseDown();// is any mouse button held?
IMGUI_APIboolIsAnyMouseDown();// [WILL OBSOLETE] is any mouse button held? This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid.
IMGUI_APIImVec2GetMousePos();// shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
IMGUI_APIImVec2GetMousePosOnOpeningCurrentPopup();// retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves)
IMGUI_APIboolIsMouseDragging(ImGuiMouseButtonbutton,floatlock_threshold=-1.0f);// is mouse dragging? (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold)
@ -993,7 +1003,7 @@ enum ImGuiWindowFlags_
ImGuiWindowFlags_NoMove=1<<2,// Disable user moving the window
ImGuiWindowFlags_NoScrollbar=1<<3,// Disable scrollbars (window can still scroll with mouse or programmatically)
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. Also referred to as "window menu button" within a docking node.
ImGuiWindowFlags_NoCollapse=1<<5,// Disable user collapsing window by double-clicking on it. Also referred to as Window Menu Button (e.g. within a docking node).
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_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] On child window: allow gamepad/keyboard navigation to cross over parent border to this child or between sibling child windows.
ImGuiWindowFlags_ChildWindow=1<<24,// Don't use! For internal use by BeginChild()
ImGuiWindowFlags_Tooltip=1<<25,// Don't use! For internal use by BeginTooltip()
ImGuiWindowFlags_Popup=1<<26,// Don't use! For internal use by BeginPopup()
@ -1024,7 +1034,7 @@ enum ImGuiWindowFlags_
ImGuiWindowFlags_DockNodeHost=1<<29// Don't use! For internal use by Begin()/NewFrame()
// [Obsolete]
//ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // --> Set io.ConfigWindowsResizeFromEdges=true and make sure mouse cursors are supported by backend (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors)
//ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // [Obsolete] --> Set io.ConfigWindowsResizeFromEdges=true and make sure mouse cursors are supported by backend (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors)
};
// Flags for ImGui::InputText()
@ -1159,8 +1169,7 @@ enum ImGuiTabItemFlags_
};
// Flags for ImGui::BeginTable()
// [BETA API] API may evolve slightly! If you use this, please update to the next version when it comes out!
// - Important! Sizing policies have complex and subtle side effects, more so than you would expect.
// - Important! Sizing policies have complex and subtle side effects, much more so than you would expect.
// Read comments/demos carefully + experiment with live demos to get acquainted with them.
// - The DEFAULT sizing policies are:
// - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize.
@ -1168,8 +1177,8 @@ enum ImGuiTabItemFlags_
// - When ScrollX is off:
// - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight.
// - Fixed Columns will generally obtain their requested width (unless the table cannot fit them all).
// - Stretch Columns will share the remaining width.
// - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all).
// - Stretch Columns will share the remaining width according to their respective weight.
// - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors.
// The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns.
// (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing).
@ -1283,7 +1292,7 @@ enum ImGuiTableColumnFlags_
enumImGuiTableRowFlags_
{
ImGuiTableRowFlags_None=0,
ImGuiTableRowFlags_Headers=1<<0// Identify header row (set default background color + width of its contents accounted different for auto column width)
ImGuiTableRowFlags_Headers=1<<0// Identify header row (set default background color + width of its contents accounted differently for auto column width)
};
// Enum for ImGui::TableSetBgColor()
@ -1307,9 +1316,11 @@ enum ImGuiTableBgTarget_
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. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ!
ImGuiFocusedFlags_ChildWindows=1<<0,// Return true if any children of the window is focused
ImGuiFocusedFlags_RootWindow=1<<1,// Test from root window (top most parent of the current hierarchy)
ImGuiFocusedFlags_AnyWindow=1<<2,// Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ!
ImGuiFocusedFlags_NoPopupHierarchy=1<<3,// Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
ImGuiFocusedFlags_DockHierarchy=1<<4,// Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
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
ImGuiHoveredFlags_AllowWhenBlockedByPopup=1<<3,// Return true even if a popup window is normally blocking access to this item/window
//ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 4, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
ImGuiHoveredFlags_AllowWhenBlockedByActiveItem=1<<5,// Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
ImGuiHoveredFlags_AllowWhenOverlapped=1<<6,// Return true even if the position is obstructed or overlapped by another window
ImGuiHoveredFlags_AllowWhenDisabled=1<<7,// Return true even if the item is disabled
ImGuiHoveredFlags_NoPopupHierarchy=1<<3,// IsWindowHovered() only: Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
ImGuiHoveredFlags_DockHierarchy=1<<4,// IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
ImGuiHoveredFlags_AllowWhenBlockedByPopup=1<<5,// Return true even if a popup window is normally blocking access to this item/window
//ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 6, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
ImGuiHoveredFlags_AllowWhenBlockedByActiveItem=1<<7,// Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
ImGuiHoveredFlags_AllowWhenOverlapped=1<<8,// IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window
ImGuiHoveredFlags_AllowWhenDisabled=1<<9,// IsItemHovered() only: Return true even if the item is disabled
ImGuiDockNodeFlags_NoDockingInCentralNode=1<<2,// Shared // Disable docking inside the Central Node, which will be always kept empty.
ImGuiDockNodeFlags_PassthruCentralNode=1<<3,// Shared // Enable passthru dockspace: 1) DockSpace() will render a ImGuiCol_WindowBg background covering everything excepted the Central Node when empty. Meaning the host window should probably use SetNextWindowBgAlpha(0.0f) prior to Begin() when using this. 2) When Central Node is empty: let inputs pass-through + won't display a DockingEmptyBg background. See demo for details.
ImGuiDockNodeFlags_NoSplit=1<<4,// Shared/Local // Disable splitting the node into smaller nodes. Useful e.g. when embedding dockspaces into a main root one (the root one may have splitting disabled to reduce confusion). Note: when turned off, existing splits will be preserved.
ImGuiDockNodeFlags_NoResize=1<<5,// Shared/Local // Disable resizing node using the splitter/separators. Useful with programatically setup dockspaces.
ImGuiDockNodeFlags_NoResize=1<<5,// Shared/Local // Disable resizing node using the splitter/separators. Useful with programmatically setup dockspaces.
ImGuiDockNodeFlags_AutoHideTabBar=1<<6// Shared/Local // Tab bar will automatically hide when there is a single window in the dock node.
};
@ -1403,10 +1416,11 @@ enum ImGuiSortDirection_
ImGuiSortDirection_Descending=2// Descending = 9->0, Z->A etc.
};
// User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array
ImGuiKey_KeysData_SIZE=ImGuiKey_NamedKey_COUNT,// Size of KeysData[]: only hold named keys
ImGuiKey_KeysData_OFFSET=ImGuiKey_NamedKey_BEGIN// First key stored in KeysData[0]
#else
ImGuiKey_KeysData_SIZE=ImGuiKey_COUNT,// Size of KeysData[]: hold legacy 0..512 keycodes + named keys
ImGuiKey_KeysData_OFFSET=0// First key stored in KeysData[0]
#endif
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
,ImGuiKey_KeyPadEnter=ImGuiKey_KeypadEnter// Renamed in 1.87
#endif
};
// To test io.KeyMods (which is a combination of individual fields io.KeyCtrl, io.KeyShift, io.KeyAlt set by user/backend)
// Helper "flags" version of key-mods to store and compare multiple key-mods easily. Sometimes used for storage (e.g. io.KeyMods) but otherwise not much used in public API.
// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.AddKeyEvent() calls.
// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Backend: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
// Read instructions in imgui.cpp for more details. Download PNG/PSD at http://dearimgui.org/controls_sheets.
enumImGuiNavInput_
{
// Gamepad Mapping
ImGuiNavInput_Activate,// activate / open / toggle / tweak value // e.g. Cross (PS4), A (Xbox), A (Switch), Space (Keyboard)
ImGuiNavInput_Cancel,// cancel / close / exit // e.g. Circle (PS4), B (Xbox), B (Switch), Escape (Keyboard)
ImGuiNavInput_Input,// text input / on-screen keyboard // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard)
ImGuiNavInput_Menu,// tap: toggle menu / hold: focus, move, resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard)
ImGuiNavInput_LStickLeft,// scroll / move window (w/ PadMenu) // e.g. Left Analog Stick Left/Right/Up/Down
ImGuiNavInput_LStickLeft,// Scroll / Move window (w/ PadMenu) // e.g. Left Analog Stick Left/Right/Up/Down
ImGuiNavInput_LStickRight,//
ImGuiNavInput_LStickUp,//
ImGuiNavInput_LStickDown,//
ImGuiNavInput_FocusPrev,// next window (w/ PadMenu) // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
ImGuiNavInput_FocusNext,// prev window (w/ PadMenu) // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
ImGuiNavInput_TweakSlow,// slower tweaks // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
ImGuiNavInput_TweakFast,// faster tweaks // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
ImGuiNavInput_FocusPrev,// Focus Next window (w/ PadMenu) // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
ImGuiNavInput_FocusNext,// Focus Prev window (w/ PadMenu) // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
ImGuiNavInput_TweakSlow,// Slower tweaks // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
ImGuiNavInput_TweakFast,// Faster tweaks // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
// [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them.
// Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[].
ImGuiNavInput_KeyLeft_,// move left // = Arrow keys
// Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from keyboard keys instead of io.NavInputs[].
ImGuiNavInput_KeyLeft_,// Move left // = Arrow keys
ImGuiNavInput_KeyRight_,// Move right
ImGuiNavInput_KeyUp_,// Move up
ImGuiNavInput_KeyDown_,// Move down
ImGuiNavInput_COUNT
};
// Configuration flags stored in io.ConfigFlags. Set by user/application.
enumImGuiConfigFlags_
{
ImGuiConfigFlags_None=0,
ImGuiConfigFlags_NavEnableKeyboard=1<<0,// Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeysDown[].
ImGuiConfigFlags_NavEnableKeyboard=1<<0,// Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.AddKeyEvent() calls
ImGuiConfigFlags_NavEnableGamepad=1<<1,// Master gamepad navigation enable flag. This is mostly to instruct your imgui backend to fill io.NavInputs[]. Backend 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 backend, 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.
ImGuiBackendFlags_HasMouseHoveredViewport=1<<11,// Backend 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 _carefully_ how the backends handle ImGuiViewportFlags_NoInputs!
ImGuiBackendFlags_HasMouseHoveredViewport=1<<11,// Backend Platform supports calling io.AddMouseViewportEvent() with the viewport under the mouse. IF POSSIBLE, ignore viewports with the ImGuiViewportFlags_NoInputs flag (Win32 backend, GLFW 3.30+ backend can do this, SDL backend cannot). If this cannot be done, Dear ImGui needs to use a flawed heuristic to find the viewport under.
,ImGuiColorEditFlags_RGB=ImGuiColorEditFlags_DisplayRGB,ImGuiColorEditFlags_HSV=ImGuiColorEditFlags_DisplayHSV,ImGuiColorEditFlags_HEX=ImGuiColorEditFlags_DisplayHex// [renamed in 1.69]
// [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions.
// If prior to 1.87 you used io.KeysDownDuration[] (which was marked as internal), you should use GetKeyData(key)->DownDuration and not io.KeysData[key]->DownDuration.
structImGuiKeyData
{
boolDown;// True for if key is down
floatDownDuration;// Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held)
floatDownDurationPrev;// Last frame duration the key has been down
floatMouseDoubleClickTime;// = 0.30f // Time for a double-click, in seconds.
floatMouseDoubleClickMaxDist;// = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
floatMouseDragThreshold;// = 6.0f // Distance threshold before considering we are dragging.
intKeyMap[ImGuiKey_COUNT];// <unset> // Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state.
floatKeyRepeatDelay;// = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
floatKeyRepeatRate;// = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
void*UserData;// = NULL // Store your own data for retrieval by callbacks.
@ -1917,6 +2021,7 @@ struct ImGuiIO
// Docking options (when ImGuiConfigFlags_DockingEnable is set)
boolConfigDockingNoSplit;// = false // Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars.
boolConfigDockingWithShift;// = false // Enable docking with holding Shift key (reduce visual noise, allows dropping in wider space)
boolConfigDockingAlwaysTabBar;// = false // [BETA] [FIXME: This currently creates regression with auto-sizing and general overhead] Make every single floating window display within a docking node.
boolConfigDockingTransparentPayload;// = false // [BETA] Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge.
@ -1929,6 +2034,7 @@ struct ImGuiIO
// Miscellaneous options
boolMouseDrawCursor;// = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations.
boolConfigMacOSXBehaviors;// = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl.
boolConfigInputTrickleEventQueue;// = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates.
boolConfigInputTextCursorBlink;// = true // Enable blinking cursor (optional as some users consider it to be distracting).
boolConfigDragClickToInputText;// = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard.
boolConfigWindowsResizeFromEdges;// = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
// Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows)
void*ImeWindowHandle;// = NULL // [Obsolete] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning.
#else
void*_UnusedPadding;// Unused field to keep data structure the same size.
ImVec2MousePos;// Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.)
boolMouseDown[5];// Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. 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 Vertical: 1 unit scrolls about 5 lines text.
floatMouseWheelH;// Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all backends.
ImGuiIDMouseHoveredViewport;// (Optional) When using multiple viewports: viewport the OS mouse cursor is hovering _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag, and _REGARDLESS_ of whether another viewport is focused. Set io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport if you can provide this info. If you don't imgui will infer the value using the rectangles and last focused time of the viewports it knows about (ignoring other OS windows).
boolKeysDown[512];// Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys).
floatNavInputs[ImGuiNavInput_COUNT];// Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame().
// Input Functions
IMGUI_APIvoidAddKeyEvent(ImGuiKeykey,booldown);// Queue a new key down/up event. Key should be "translated" (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
IMGUI_APIvoidAddKeyAnalogEvent(ImGuiKeykey,booldown,floatv);// Queue a new key down/up event for analog values (e.g. ImGuiKey_Gamepad_ values). Dead-zones should be handled by the backend.
IMGUI_APIvoidAddMousePosEvent(floatx,floaty);// Queue a mouse position update. Use -FLT_MAX,-FLT_MAX to signify no mouse (e.g. app not focused and not hovered)
IMGUI_API voidAddMouseButtonEvent(intbutton,booldown);// Queue a mouse button change
IMGUI_APIvoidAddMouseWheelEvent(floatwh_x,floatwh_y);// Queue a mouse wheel update
IMGUI_APIvoidAddMouseViewportEvent(ImGuiIDid);// Queue a mouse hovered viewport. Requires backend to set ImGuiBackendFlags_HasMouseHoveredViewport to call this (for multi-viewport support).
IMGUI_APIvoidAddFocusEvent(boolfocused);// Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window)
IMGUI_APIvoidAddInputCharacter(unsignedintc);// Queue a new character input
IMGUI_APIvoidAddInputCharacterUTF16(ImWchar16c);// Queue a new character input from an UTF-16 character, it can be a surrogate
IMGUI_APIvoidAddInputCharactersUTF8(constchar*str);// Queue a new characters input from an UTF-8 string
// Functions
IMGUI_APIvoidAddInputCharacter(unsignedintc);// Queue new character input
IMGUI_APIvoidAddInputCharacterUTF16(ImWchar16c);// Queue new character input from an UTF-16 character, it can be a surrogate
IMGUI_APIvoidAddInputCharactersUTF8(constchar*str);// Queue new characters input from an UTF-8 string
IMGUI_APIvoidAddFocusEvent(boolfocused);// Notifies Dear ImGui when hosting platform windows lose or gain input focus
IMGUI_APIvoidClearInputCharacters();// [Internal] Clear the text input buffer manually
IMGUI_APIvoidClearInputKeys();// [Internal] Release all keys
IMGUI_APIvoidSetKeyEventNativeData(ImGuiKeykey,intnative_keycode,intnative_scancode,intnative_legacy_index=-1);// [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode.
// Output - Updated by NewFrame() or EndFrame()/Render()
@ -1998,31 +2109,57 @@ struct ImGuiIO
intMetricsActiveAllocations;// Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts.
ImVec2MouseDelta;// Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta.
// Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame.
// This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent().
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
intKeyMap[ImGuiKey_COUNT];// [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512.
boolKeysDown[512];// [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys).
// (this block used to be written by backend, since 1.87 it is best to NOT write to those directly, call the AddXXX functions above instead)
// (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere)
ImVec2MousePos;// Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.)
boolMouseDown[5];// Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. 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 Vertical: 1 unit scrolls about 5 lines text.
floatMouseWheelH;// Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all backends.
ImGuiIDMouseHoveredViewport;// (Optional) Modify using io.AddMouseViewportEvent(). With multi-viewports: viewport the OS mouse is hovering. If possible _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag is much better (few backends can handle that). Set io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport if you can provide this info. If you don't imgui will infer the value using the rectangles and last focused time of the viewports it knows about (ignoring other OS windows).
floatNavInputs[ImGuiNavInput_COUNT];// Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame().
// Other state maintained from data above + IO function calls
ImGuiKeyModFlagsKeyMods;// Key mods flags (same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags), updated by NewFrame()
ImGuiKeyDataKeysData[ImGuiKey_KeysData_SIZE];// Key state for all known keys. Use IsKeyXXX() functions to access this.
boolWantCaptureMouseUnlessPopupClose;// Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup.
ImVec2MousePosPrev;// Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
ImVec2MouseClickedPos[5];// Position at time of clicking
doubleMouseClickedTime[5];// Time of last click (used to figure out double-click)
boolMouseClicked[5];// Mouse button went from !Down to Down
boolMouseDoubleClicked[5];// Has mouse button been double-clicked?
boolMouseClicked[5];// Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0)
boolMouseDoubleClicked[5];// Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2)
ImU16MouseClickedCount[5];// == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down
ImU16MouseClickedLastCount[5];// Count successive number of clicks. Stays valid after mouse release. Reset after another click is done.
boolMouseReleased[5];// Mouse button went from Down to !Down
boolMouseDownOwned[5];// Track if button was clicked inside a dear imgui window. We don't request mouse capture from the application if click started outside ImGui bounds.
boolMouseDownWasDoubleClick[5];// Track if button down was a double-click
boolMouseDownOwned[5];// Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds.
boolMouseDownOwnedUnlessPopupClose[5];//Track if button was clicked inside a dear imgui window.
floatMouseDownDuration[5];// Duration the mouse button has been down (0.0f == just clicked)
floatMouseDownDurationPrev[5];// Previous time the mouse button has been down
ImVec2MouseDragMaxDistanceAbs[5];// Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
floatMouseDragMaxDistanceSqr[5];// Squared maximum distance of how much mouse has traveled from the clicking point
floatKeysDownDuration[512];// Duration the keyboard key has been down (0.0f == just pressed)
floatKeysDownDurationPrev[512];// Previous duration the key has been down
floatMouseDragMaxDistanceSqr[5];// Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds)
floatPenPressure;// Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui.
boolAppFocusLost;
ImWchar16InputQueueSurrogate;// For AddInputCharacterUTF16
ImS8BackendUsingLegacyKeyArrays;// -1: unknown, 0: using AddKeyEvent(), 1: using legacy io.KeysDown[]
boolBackendUsingLegacyNavInputArray;// 0: using AddKeyAnalogEvent(), 1: writing to legacy io.NavInputs[] directly
ImWchar16InputQueueSurrogate;// For AddInputCharacterUTF16()
ImVector<ImWchar>InputQueueCharacters;// Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.
IMGUI_APIImGuiIO();
@ -2090,7 +2227,7 @@ struct ImGuiSizeCallbackData
structImGuiWindowClass
{
ImGuiIDClassId;// User data. 0 = Default class (unclassed). Windows of different classes cannot be docked with each others.
ImGuiIDParentViewportId;// Hint for the platform backend. If non-zero, the platform backend can create a parent<>child relationship between the platform windows. Not conforming backends are free to e.g. parent every viewport to the main viewport or not.
ImGuiIDParentViewportId;// Hint for the platform backend. -1: use default. 0: request platform backend to not parent the platform. != 0: request platform backend to create a parent<>child relationship between the platform windows. Not conforming backends are free to e.g. parent every viewport to the main viewport or not.
ImGuiViewportFlagsViewportFlagsOverrideSet;// Viewport flags to set when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis.
ImGuiViewportFlagsViewportFlagsOverrideClear;// Viewport flags to clear when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis.
ImGuiTabItemFlagsTabItemFlagsOverrideSet;// [EXPERIMENTAL] TabItem flags to set when a window of this class gets submitted into a dock node tab bar. May use with ImGuiTabItemFlags_Leading or ImGuiTabItemFlags_Trailing.
@ -2098,7 +2235,7 @@ struct ImGuiWindowClass
boolDockingAlwaysTabBar;// Set to true to enforce single floating windows of this class always having their own docking node (equivalent of setting the global io.ConfigDockingAlwaysTabBar)
boolDockingAllowUnclassed;// Set to true to allow windows of this class to be docked/merged with an unclassed window. // FIXME-DOCK: Move to DockNodeFlags override?
// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()
@ -2267,10 +2404,12 @@ struct ImGuiStorage
};
// Helper: Manually clip large list of items.
// If you are submitting lots of evenly spaced items and you have a random access to the list, you can perform coarse
// clipping based on visibility to save yourself from processing those items at all.
// If you have lots evenly spaced items and you have a random access to the list, you can perform coarse
// clipping based on visibility to only submit items that are in view.
// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
// (Dear ImGui already clip items based on their bounds but it needs to measure text size to do so, whereas manual coarse clipping before submission makes this cost and your own data fetching/submission cost almost null)
// (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally
// fetching/submitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to easily
// scale using lists with tens of thousands of items without a problem)
// Usage:
// ImGuiListClipper clipper;
// clipper.Begin(1000); // We have 1000 elements, evenly spaced.
@ -2279,31 +2418,31 @@ struct ImGuiStorage
// ImGui::Text("line number %d", i);
// Generally what happens is:
// - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not.
// - User code submit one element.
// - User code submit that one element.
// - Clipper can measure the height of the first element
// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element.
// - User code submit visible elements.
// - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc.
structImGuiListClipper
{
intDisplayStart;
intDisplayEnd;
// [Internal]
intItemsCount;
intStepNo;
intItemsFrozen;
floatItemsHeight;
floatStartPosY;
IMGUI_APIImGuiListClipper();
IMGUI_API~ImGuiListClipper();
intDisplayStart;// First item to display, updated by each call to Step()
intDisplayEnd;// End of items to display (exclusive)
intItemsCount;// [Internal] Number of items
floatItemsHeight;// [Internal] Height of item after a first step and item submission can calculate it
floatStartPosY;// [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed
void*TempData;// [Internal] Internal data
// items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step)
// items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
IMGUI_APIvoidBegin(intitems_count,floatitems_height=-1.0f);// Automatically called by constructor if you passed 'items_count' or by Step() in Step 1.
IMGUI_APIvoidEnd();// Automatically called on the last call of Step() that returns false.
IMGUI_APIboolStep();// Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
// Call ForceDisplayRangeByIndices() before first call to Step() if you need a range of items to be displayed regardless of visibility.
IMGUI_APIvoidForceDisplayRangeByIndices(intitem_min,intitem_max);// item_max is exclusive e.g. use (42, 42+1) to make item 42 always visible BUT due to alignment/padding of certain items it is likely that an extra item may be included on either end of the display range.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
inlineImGuiListClipper(intitems_count,floatitems_height=-1.0f){memset(this,0,sizeof(*this));ItemsCount=-1;Begin(items_count,items_height);}// [removed in 1.79]
// Typically, 1 command = 1 GPU draw call (unless command is a callback)
// - VtxOffset/IdxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,
// those fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
// Pre-1.71 backends will typically ignore the VtxOffset/IdxOffset fields.
// - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,
// this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
// Backends made for <1.71. will typically ignore the VtxOffset fields.
// - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for).
structImDrawCmd
{
ImVec4ClipRect;// 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
ImTextureIDTextureId;// 4-8 // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
unsignedintVtxOffset;// 4 // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices.
unsignedintIdxOffset;// 4 // Start offset in index buffer. Always equal to sum of ElemCount drawn so far.
unsignedintIdxOffset;// 4 // Start offset in index buffer.
unsignedintElemCount;// 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
ImDrawCallbackUserCallback;// 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
void*UserCallbackData;// 4-8 // The draw callback code can access this.
// To allow large meshes with 16-bit indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer backend (recommended).
// To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in imconfig.h.
#ifndef ImDrawIdx
typedefunsignedshortImDrawIdx;
#endif
// Vertex layout
#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
structImDrawVert
@ -2599,8 +2731,8 @@ struct ImDrawList
inlinevoidPrimVtx(constImVec2&pos,constImVec2&uv,ImU32col){PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx);PrimWriteVtx(pos,uv,col);}// Write vertex with unique index
inlinevoidAddBezierCurve(constImVec2&p1,constImVec2&p2,constImVec2&p3,constImVec2&p4,ImU32col,floatthickness,intnum_segments=0){AddBezierCubic(p1,p2,p3,p4,col,thickness,num_segments);}// OBSOLETED in 1.80 (Jan 2021)
inlinevoidPathBezierCurveTo(constImVec2&p2,constImVec2&p3,constImVec2&p4,intnum_segments=0){PathBezierCubicCurveTo(p2,p3,p4,num_segments);}// OBSOLETED in 1.80 (Jan 2021)
#endif
// [Internal helpers]
@ -2830,10 +2962,9 @@ struct ImFontAtlas
intPackIdMouseCursors;// Custom texture rectangle ID for white pixel and mouse cursors
intPackIdLines;// Custom texture rectangle ID for baked anti-aliased lines
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
typedefImFontAtlasCustomRectCustomRect;// OBSOLETED in 1.72+
// [Obsolete]
//typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+
//typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
#endif
};
// Font runtime data and rendering
@ -2931,6 +3062,7 @@ struct ImGuiViewport
ImGuiIDParentViewportId;// (Advanced) 0: no parent. Instruct the platform backend to setup a parent/child relationship between platform windows.
ImDrawData*DrawData;// The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame().
// Platform/Backend Dependent Data
// Our design separate the Renderer and Platform backends to facilitate combining default backends with each others.
// When our create your own backend for a custom engine, it is possible that both Renderer and Platform will be handled
// by the same system and you may not need to use all the UserData/Handle fields.
@ -2938,7 +3070,7 @@ struct ImGuiViewport
void*RendererUserData;// void* to hold custom data structure for the renderer (e.g. swap chain, framebuffers etc.). generally set by your Renderer_CreateWindow function.
void*PlatformUserData;// void* to hold custom data structure for the OS / platform (e.g. windowing info, render context). generally set by your Platform_CreateWindow function.
void*PlatformHandle;// void* for FindViewportByPlatformHandle(). (e.g. suggested to use natural platform handle such as HWND, GLFWWindow*, SDL_Window*)
void*PlatformHandleRaw;// void* to hold lower-level, platform-native window handle (e.g. the HWND) when using an abstraction layer like GLFW or SDL (where PlatformHandle would be a SDL_Window*)
void*PlatformHandleRaw;// void* to hold lower-level, platform-native window handle (under Win32 this is expected to be a HWND, unused for other platforms), when using an abstraction layer like GLFW or SDL (where PlatformHandle would be a SDL_Window*)
boolPlatformRequestMove;// Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position)
boolPlatformRequestResize;// Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size)
boolPlatformRequestClose;// Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4)
// [BETA] (Optional) This is completely optional, for advanced users!
// If you are new to Dear ImGui and trying to integrate it into your engine, you can probably ignore this for now.
@ -3038,7 +3170,6 @@ struct ImGuiPlatformIO
void(*Platform_SwapBuffers)(ImGuiViewport*vp,void*render_arg);// . . . R . // (Optional) Call Present/SwapBuffers (platform side! This is often unused!). 'render_arg' is the value passed to RenderPlatformWindowsDefault().
float(*Platform_GetWindowDpiScale)(ImGuiViewport*vp);// N . . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Return DPI scale for this viewport. 1.0f = 96 DPI.
void(*Platform_OnChangedViewport)(ImGuiViewport*vp);// . F . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Called during Begin() every time the viewport we are outputting into changes, so backend has a chance to swap fonts to adjust style.
void(*Platform_SetImeInputPos)(ImGuiViewport*vp,ImVec2pos);// . F . . . // (Optional) Set IME (Input Method Editor, e.g. for Asian languages) input position, so text preview appears over the imgui input box. FIXME: The call timing of this is inconsistent because we want to support without multi-viewports.
int(*Platform_CreateVkSurface)(ImGuiViewport*vp,ImU64vk_inst,constvoid*vk_allocators,ImU64*out_vk_surface);// (Optional) For a Vulkan Renderer to call into Platform code (since the surface creation needs to tie them both).
staticinlineintGetKeyIndex(ImGuiKeykey){IM_ASSERT(key>=ImGuiKey_NamedKey_BEGIN&&key<ImGuiKey_NamedKey_END&&"ImGuiKey and native_index was merged together and native_index is disabled by IMGUI_DISABLE_OBSOLETE_KEYIO. Please switch to ImGuiKey.");returnkey;}
#endif
}
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
namespaceImGui
{
// OBSOLETED in 1.86 (from November 2021)
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 ImGuiListClipper.
// NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that.
// Spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding altogether.
// Return the cell rectangle based on currently known height.
// - Important: we generally don't know our row height until the end of the row, so Max.y will be incorrect in many situations.
// The only case where this is correct is if we provided a min_row_height to TableNextRow() and don't go below it.
// The only case where this is correct is if we provided a min_row_height to TableNextRow() and don't go below it, or in TableEndRow() when we locked that height.
// - Important: if ImGuiTableFlags_PadOuterX is set but ImGuiTableFlags_PadInnerX is not set, the outer-most left and right
// columns report a small offset so their CellBgRect can extend up to the outer border.
// FIXME: But the rendering code in TableEndRow() nullifies that with clamping required for scrolling.
if(src_channel->_CmdBuffer.Size>0&&src_channel->_CmdBuffer.back().ElemCount==0&&src_channel->_CmdBuffer.back().UserCallback!=NULL)// Equivalent of PopUnusedDrawCmd()