It is generally safe to sync to the latest commit in master. The library is fairly stable and regressions tends to be fixed fast when reported.
Keeping your copy of dear imgui updated once in a while is recommended.
HOW TO UPDATE?
- Overwrite every file except imconfig.h (if you have modified it).
- You may also locally branch to modify imconfig.h and merge latest into your branch.
- Read the `Breaking Changes` section (in imgui.cpp or here in the Changelog).
- If you have a problem with a missing function/symbols, search for its name in the code, there will likely be a comment about it.
- If you are dropping this repository in your codebase, please leave the demo and text files in there, they will be useful.
- You may diff your previous Changelog with the one you just copied and read that diff.
- You may enable `IMGUI_DISABLE_OBSOLETE_FUNCTIONS` in imconfig.h to forcefully disable legacy names and symbols. Doing it every once in a while is a good way to make sure you are not using obsolete symbols. Dear ImGui is in active development API updates have a little more frequent lately. They are carefully documented and should not affect all users.
VERSION 1.60 WIP (Latest, currently in development)
The gamepad/keyboard navigation branch (which has been in the work since July 2016) has been merged.
Gamepad/keyboard navigation is still marked as Beta and has to be enabled explicitely.
Various internal refactors have also been done, as part of the navigation work and as part of the upcoing viewport/docking work.
Breaking Changes:
(IN PROGRESS, WILL ADD TO THIS LIST AS WE WORK ON 1.60)
- BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment.
- Obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display.
- Reorganized context handling to be more explicit,
- YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END.
- removed Shutdown() function, as DestroyContext() serve this purpose.
- you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwhise CreateContext() will create its own font atlas instance.
- removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts.
- removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts.
- Moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths.
- Renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums.
- Obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete).
- Obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete).
- Renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData.
- Removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side.
Other Changes:
(IN PROGRESS, WILL ADD TO THIS LIST AS WE WORK ON 1.60)
- Navigation: merged in the gamepad/keyboard navigation (about one million changes!). (#787, #323)
The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable.
- To use Keyboard Navigation:
- Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeyDown[] + io.KeyMap[] arrays.
- When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), the io.WantCaptureKeyboard flag will be set.
For more advanced uses, you may want to read from io.NavActive or io.NavVisible. Read imgui.cpp for more details.
- To use Gamepad Navigation:
- Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
- See https://github.com/ocornut/imgui/issues/1599 for recommended gamepad mapping.
- See 'enum ImGuiNavInput_' in imgui.h for a description of inputs. Read imgui.cpp for more details.
- Navigation: SetItemDefaultFocus() sets the navigation position in addition to scrolling. (#787)
- Navigation: TreeNode: Added ImGuiTreeNodeFlags_NavLeftJumpsBackHere flag to allow Nav Left direction to jump back to parent tree node from any of its child. (#1079)
- Context: Removed the default global context and font atlas instances, which caused various problems to users of multiple contexts and DLL users. (#1565)
YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END. Existing apps will assert/crash without it.
- Context: Removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions() and shared by all contexts. (#1565, #586, #992, #1007, #1558)
- Context: You may pass a ImFontAtlas to CreateContext() to specify a font atlas to share. Shared font atlas are not owned by the context and not destroyed along with it.
- Context: Added IMGUI_DISABLE_DEFAULT_ALLOCATORS to disable linking with malloc/free. (#1565, #586, #992, #1007, #1558)
- IO: Added ImGuiKey_Insert, ImGuiKey_Space keys. Setup in all example bindings. (#1541)
- IO: Added Horizontal Mouse Wheel support for horizontal scrolling. (#1463) [@tseeker]
- IO: Added IsAnyMouseDown() helper which is helpful for bindings to handle mouse capturing.
- Window: Clicking on a window with the ImGuiWIndowFlags_NoMove flags takes an ActiveId so we can't hover something else when dragging afterwards. (ref #1381, #1337)
- Window: IsWindowHovered(): Added ImGuiHoveredFlags_AnyWindow, ImGuiFocusedFlags_AnyWindow flags (See Breaking Changes). Added to demo. (#1382)
- Window: Added SetNextWindowBgAlpha() helper. Particularly helpul since the legacy 5-parameters version of Begin() has been marked as obsolete in 1.53. (#1567)
- Window: Fixed SetNextWindowContentSize() with 0.0f on Y axis (or SetNextWindowContentWidth()) overwriting the contents size. Got broken on Dec 10 (1.53). (#1363)
- Window: CloseButton: Fixed cross positioning being a little off.
- ArrowButton: Added ArrowButton() given a cardinal direction (e.g. ImGuiDir_Left).
- InputText: Fixed losing Cursor X position when clicking outside on an item that's submitted after the InputText(). It was only noticeable when restoring focus programmatically. (#1418, #1554)
- Style: Enable window border by default. (#707)
- Style: Exposed ImGuiStyleVar_WindowTitleAlign, ImGuiStyleVar_ScrollbarSize, ImGuiStyleVar_ScrollbarRounding, ImGuiStyleVar_GrabRounding + added an assert to reduce accidental breakage. (#1181)
- Style: Added style.MouseCursorScale help when using the software mouse cursor facility. (#939).
- Popup: OpenPopup() Always reopen existing popup. (Removed imgui_internal.h's OpenPopupEx() which was used for this.) (#1497, #1533).
- Popup: BeginPopupContextItem(), BeginPopupContextWindow(), BeginPopupContextVoid(), OpenPopupOnItemClick() all react on mouse release instead of mouse press. (~#439)
- Popup: Better handling of user mistakenly calling OpenPopup() every frame (with reopen_existing option). The error will now be more visible and easier to understand. (#1497)
- Popup: BeginPopup(): Exposed extra_flags parameter that are passed through to Begin(). (#1533)
- Popup: BeginPopupModal: fixed the conditional test for SetNextWindowPos() which was polling the wrong window, which in practice made the test succeed all the time.
- Scrollbar: Fixed ScrollbarY enable test after ScrollbarX has been enabled being a little off (small regression from Nov 2017). (#1574)
- Scrollbar: Fixed ScrollbarX enable test subtracting WindowPadding.x (this has been there since the addition of horizontal scroll bar!).
- Columns: Clear offsets data when columns count changed. (#1525)
- Columns: Fixed a memory leak of ImGuiColumnsSet's Columns vector. (#1529) [@unprompted]
- Columns: Fixed resizing a window very small breaking some columns positioning (broken in 1.53).
- Columns: The available column extent takes consideration of the right-most clipped pixel, so the right-most column may look a little wider but will contain the same amount of visible contents.
- MenuBar: Fixed menu bar pushing a clipping rect outside of its allocated bound (usually unnoticeable).
- TreeNode: nodes with the ImGuiTreeNodeFlags_Leaf flag correctly disable highlight when DragDrop is active. (#143, #581)
- Drag and Drop: Increased payload type string to 32 characters instead of 8. (#143)
- Drag and Drop: TreeNode as drop target displays rectangle over full frame. (#1597, #143)
- DragFloat: Fix/workaround for backends which do not preserve a valid mouse position when dragged out of bounds. (#1559)
- Slider, Combo: Use ImGuiCol_FrameBgHovered color when hovered. (#1456) [@stfx]
- Combo: BeginCombo(): Added ImGuiComboFlags_NoArrowButton to disable the arrow button and only display the wide value preview box.
- Combo: BeginCombo(): Added ImGuiComboFlags_NoPreview to disable the preview and only display a square arrow button.
- Combo: Arrow button isn't displayed over frame background so its blended color matches other buttons. Left side of the button isn't rounded.
- PlotLines: plot a flat line if scale_min==scale_max. (#1621)
- ImFontAtlas: Handle stb_truetype stbtt_InitFont() and stbtt_PackBegin() possible failures more gracefully, GetTexDataAsRGBA32() won't crash during conversion. (#1527)
- ImFontAtlas: Moved mouse cursor data out of ImGuiContext, fix drawing them with multiple contexts. Also remove the last remaining undesirable dependency on ImGui in imgui_draw.cpp. (#939)
- ImFontAtlas: Added ImFontAtlasFlags_NoPowerOfTwoHeight flag to disable padding font height to nearest power of two. (#1613)
- ImFontAtlas: Added ImFontAtlasFlags_NoMouseCursors flag to disable baking software mouse cursors, mostly to save texture memory on very low end hardware. (#1613)
- ImDrawList: Fixed AddRect() with antialiasing disabled (lower-right corner pixel was often missing, rounding looks a little better.) (#1646)
- Fonts: Updated stb_truetype from 1.14 to stb_truetype 1.19. (w/ include fix from some platforms #1622)
- Fonts: Added optional FreeType rasterizer in misc/freetype. Moved from imgui_club repo. (#618) [@Vuhdo, @mikesart, @ocornut]
- Fonts: Moved extra_fonts/ to misc/fonts/.
- Misc: Functions passed to libc qsort are explicitely marked cdecl to support compiling with vectorcall as the default calling convention. (#1230, #1611) [@RandyGaul]
- Misc: ImVec2: added [] operator. This is becoming desirable for some types of code, better added sooner than later.
- Misc: Exposed IM_OFFSETOF() helper in imgui.h.
- Misc: NewFrame(): Added an assert to detect incorrect filling of the io.KeyMap[] array earlier. (#1555)
- Misc: Added obsolete redirection function GetItemsLineHeightWithSpacing() (which redirects to GetFrameHeightWithSpacing()), as intended and stated in docs of 1.53.
- Misc: Added misc/natvis/imgui.natvis for visual studio debugger users to easily visualizer imgui internal types. Added to examples projects.
- Misc: Added IMGUI_USER_CONFIG to define a custom configuration filename. (#255, #1573, #1144, #41)
- Misc: Updated stb_rect_pack from 0.10 to 0.11 (minor changes).
- Misc: Added ImGuiConfigFlags_IsSRGB and ImGuiConfigFlags_IsTouchScreen user flags (for io.ConfigFlags).
(Those flags are not used by ImGui itself, they only exists to make it easy for the engine/back-end to pass information to the application in a standard manner.)
- Metrics: Added display of Columns state.
- Demo: Improved Selectable() examples. (#1528)
- Demo: Tweaked the Child demos, added a menu bar to the second child to test some navigation functions.
- Demo: Console: Using ImGuiCol_Text to be more friendly to color changes.
- Demo: Using IM_COL32() instead of ImColor() in ImDrawList centric contexts. Trying to phase out use of the ImColor helper whenever possible.
- Examples: Files in examples/ now include their own changelog so it is easier to occasionally update your bindings if needed.
- Examples: Using Dark theme by default. (#707). Tweaked demo code.
- Examples: Added support for horizontal mouse wheel for API that allows it. (#1463) [@tseeker]
- Examples: OpenGL3+GLFW,SDL: Changed GLSL shader version from 330 to 150. (#1466, #1504)
- Examples: OpenGL3+GLFW,SDL: Added a way to override the GLSL version string in the Init function. (#1466, #1504).
- Examples: OpenGL3+GLFW,SDL: Creating VAO in the render function so it can be more easily used by multiple shared OpenGL contexts. (#1217)
- Examples: OpenGL3+GLFW: Using 3.2 context instead of 3.3. (#1466)
- Examples: OpenGL: Setting up glPixelStorei() explicitly before uploading texture.
- Examples: OpenGL: Calls to glPolygonMode() are casting parameters as GLEnum to not fail with more strict bindings. (#1628) [@ilia-glushchenko]
- Examples: Win32 (DirectX9,10,11,12): Added support for mouse cursor shapes. (#1495)
- Examples: Win32 (DirectX9,10,11,12: Support for windows using the CS_DBLCLKS class flag by handling the double-click messages (WM_LBUTTONDBLCLK etc.). (#1538, #754) [@ndandoulakis]
- Examples: Win32 (DirectX9,10,11,12): Made the Win32 proc handlers not assert if there is no active context yet, to be more flexible with creation order. (#1565)
- Examples: GLFW: Added support for mouse cursor shapes (the diagonal resize cursors are unfortunately not supported by GLFW at the moment. (#1495)
- Examples: SDL: Added support for mouse cursor shapes. (#1626) [@olls]
- Examples: SDL: Using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging (SDL 2.0.4+ only, otherwise using SDL_WINDOW_INPUT_FOCUS instead of previously SDL_WINDOW_MOUSE_FOCUS). (#1559)
- Examples: SDL: Enabled vsync by default so people don't come at us with demoes running at 2000 FPS burning a cpu core.
- Examples: SDL: Using SDL_GetPerformanceCounter() / SDL_GetPerformanceFrequency() to handle framerate over 1000 FPS properly. (#996)
- Examples: SDL: Using scancode exclusively instead of a confusing mixture of scancodes and keycodes.
- Examples: SDL: Visual Studio: Added .vcxproj file. Using %SDL2_DIR% in the default .vcxproj and build files instead of %SDL_DIR%, the earlier being more standard.
- Renamed the emblematic `ShowTestWindow()` function to `ShowDemoWindow()`. Kept redirection function (will obsolete).
- Renamed `GetItemsLineHeightWithSpacing()` to `GetFrameHeightWithSpacing()` for consistency. Kept redirection function (will obsolete).
- Renamed `ImGuiTreeNodeFlags_AllowOverlapMode` flag to `ImGuiTreeNodeFlags_AllowItemOverlap`. Kept redirection enum (will obsolete).
- Obsoleted `IsRootWindowFocused()` in favor of using `IsWindowFocused(ImGuiFocusedFlags_RootWindow)`. Kept redirection function (will obsolete). (#1382)
- Obsoleted `IsRootWindowOrAnyChildFocused()` in favor of using `IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows)`. Kept redirection function (will obsolete). (#1382)
- Obsoleted `IsRootWindowOrAnyChildHovered()` in favor of using `IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows)`. Kept redirection function (will obsolete). (#1382)
- Obsoleted `SetNextWindowContentWidth() in favor of using `SetNextWindowContentSize()`. Kept redirection function (will obsolete).
- Renamed `ImGuiTextBuffer::append()` helper to `appendf()`, and `appendv()` to `appendfv()` for consistency. If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed.
- ImDrawList: Removed 'bool anti_aliased = true' final parameter of `ImDrawList::AddPolyline()` and `ImDrawList::AddConvexPolyFilled()`. Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame.
- Style, ImDrawList: Renamed `style.AntiAliasedShapes` to `style.AntiAliasedFill` for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags.
- Style, Begin: Removed `ImGuiWindowFlags_ShowBorders` window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. `style.FrameBorderSize`, `style.WindowBorderSize`). Use `ImGui::ShowStyleEditor()` to look them up.
Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time.
It is recommended that you use the `StyleColorsClassic()`, `StyleColorsDark()`, `StyleColorsLight()` functions. Also see `ShowStyleSelector()`.
- Style: Removed `ImGuiCol_ComboBg` in favor of combo boxes using `ImGuiCol_PopupBg` for consistency. Combo are normal popups.
- Style: Renamed `ImGuiCol_ChildWindowBg` to `ImGuiCol_ChildBg`.
- Style: Renamed `style.ChildWindowRounding` to `style.ChildRounding`, `ImGuiStyleVar_ChildWindowRounding` to `ImGuiStyleVar_ChildRounding`.
- Removed obsolete redirection functions: SetScrollPosHere() - marked obsolete in v1.42, July 2015.
- Removed obsolete redirection functions: GetWindowFont(), GetWindowFontSize() - marked obsolete in v1.48, March 2016.
Other Changes:
- Added `io.OptCursorBlink` option to allow disabling cursor blinking. (#1427)
- Added `GetOverlayDrawList()` helper to quickly get access to a ImDrawList that will be rendered in front of every windows.
- Style: Added style.FrameBorderSize, style.WindowBorderSize. Removed ImGuiWindowFlags_ShowBorders window flag! Borders are now fully set up in the ImGuiStyle structure. Use ImGui::ShowStyleEditor() to look them up. (#707, fix #819, #1031)
- Style: Various small changes to the classic style (most noticeably, buttons are now using blue shades). (#707)
- Style: Renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg.
- Style: Renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding.
- Style: Removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency. (#707)
- Style: Made the ScaleAllSizes() helper rounds down every values so they are aligned on integers.
- Focus: Added SetItemDefaultFocus(), which in the current (master) branch behave the same as doing `if (IsWindowAppearing()) SetScrollHere()`.
In the navigation branch this will also set the default focus. Prefer using this when creating combo boxes with `BeginCombo()` so your code will be forward-compatible with gamepad/keyboard navigation features. (#787)
- Combo: Popup grows horizontally to accomodate for contents that is larger then the parent combo button.
- Combo: Added BeginCombo()/EndCombo() API which allows use to submit content of any form and manage your selection state without relying on indices.
- Combo: Added ImGuiComboFlags_PopupAlignLeft flag to BeginCombo() to prioritize keeping the popup on the left side (for small-button-looking combos).
- Combo: Added ImGuiComboFlags_HeightSmall, ImGuiComboFlags_HeightLarge, ImGuiComboFlags_HeightLargest to easily provide desired popup height.
- Combo: You can use SetNextWindowSizeConstraints() before BeginCombo() to specify specific popup width/height constraints.
- Combo: Offset popup position by border size so that a double border isn't so visible. (#707)
- Combo: Recycling windows by using a stack number instead of a unique id, wasting less memory (like menus do).
- Window: Fixed auto-resize allocating too much space for scrollbar when SizeContents is bigger than maximum window size (fixes c0547d3). (#1417)
- Window: Child windows with MenuBar use regular WindowPadding.y so layout look consistent as child or as a regular window.
- Window: Begin(): Fixed appending into a child window with a second Begin() from a different window stack querying the wrong window for the window->Collapsed test.
- Window: Calling IsItemActive(), IsItemHovered() etc. after a call to Begin() provides item data for the title bar, so you can easily test if the title bar is being hovered, etc. (#823)
- Window: Made it possible to use SetNextWindowPos() on a child window.
- Window: Fixed a one frame glitch. When an appearing window claimed the focus themselves, the title bar wouldn't use the focused color for one frame.
- Window: Added ImGuiWindowFlags_ResizeFromAnySide flag to resize from any borders or from the lower-left corner of a window. This requires your backend to honor GetMouseCursor() requests for full usability. (#822)
- Window: Sizing fixes when useing SetNextWindowSize() on individual axises.
- Window: Made mouse wheel scrolling accomodate better to windows that are smaller than the scroll step.
- Window: SetNextWindowContentSize() adjust for the size of decorations (title bar/menu bar), but _not_ for borders are we consistently make borders not affect layout.
If you need a non-child window of an exact size with border enabled but zero window padding, you'll need to accodomate for the border size yourself.
- Window: Using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set. (#1380, #1502)
- Window: Active Modal window always set the WantCaptureKeyboard flag. (#744)
- Window: Moving window doesn't use accumulating MouseDelta so straying out of imgui boundaries keeps moved imgui window at the same cursor-relative position.
- IsWindowFocused(): Added ImGuiFocusedFlags_ChildWindows flag to include child windows in the focused test. (#1382).
- IsWindowFocused(): Added ImGuiFocusedFlags_RootWindow flag to start focused test from the root (top-most) window. Obsolete IsRootWindowFocused(). (#1382)
- IsWindowHovered(): Added ImGuiHoveredFlags_ChildWindows flag to include child windows in the hovered test. (#1382).
- IsWindowHovered(): Added ImGuiHoveredFlags_RootWindow flag to start hovered test from the root (top-most) window. The combination of both flags obsoletes IsRootWindowOrAnyChildHovered(). (#1382)
- IsWindowHovered(): Fixed return value when an item is active to use the same logic as IsItemHovered(). (#1382, #1404)
- IsWindowHovered(): Always return true when current window is being moved. (#1382)
- Scrollbar: Fixed issues with vertical scrollbar flickering/appearing, typically when manually resizing and using a pattern of filling available height (e.g. full sized BeginChild).
- Scrollbar: Minor graphical fix for when scrollbar don't have enough visible space to display the full grab.
- Scrolling: Fixed padding and scrolling asymetry where lower/right sides of a window wouldn't use WindowPadding properly + causing minor scrolling glitches.
- Tree: TreePush with zero arguments was ambiguous. Resolved by making it call TreePush(const void*). [@JasonWilkins]
- Tree: Renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. (#600, #1330)
- MenuBar: Fixed minor rendering issues on the right size when resizing a window very small and using rounded window corners.
- MenuBar: better software clipping to handle small windows, in particular child window don't have minimum constraints so we need to render clipped menus better.
- BeginMenu(): Tweaked the Arrow/Triangle displayed on child menu items.
- Columns: Clipping columns borders on Y axis on CPU because some Linux GPU drivers appears to be unhappy with triangle spanning large regions. (#125)
- Columns: Added ImGuiColumnsFlags_GrowParentContentsSize to internal API to restore old content sizes behavior (may be obsolete). (#1444, #125)
- Columns: Columns width is no longer lost when dragging a column to the right side of the window, until releasing the mouse button you have a chance to save them. (#1499, #125). [@ggtucker]
- Columns: Fixed dragging when using a same of columns multiple times in the frame. (#125)
- ColorEdit4(): Made IsItemActive() return true when picker popup is active. (#1489)
- ColorEdit4(): Tweaked tooltip so that the color button aligns more correctly with text.
- ColorEdit4(): Support drag and drop. Color buttons can be used as drag sources, and ColorEdit widgets as drag targets. (#143)
- ColorPicker4(): Fixed continously returning true when holding mouse button on the sat/value/alpha locations. We only return true on value change. (#1489)
- NewFrame(): using literal strings in the most-frequently firing IM_ASSERT expressions to increase the odd of programmers seeing them (especially those who don't use a debugger).
- NewFrame() now asserts if neither Render or EndFrame have been called. Exposed EndFrame(). Made it legal to call EndFrame() more than one. (#1423)
- ImGuiStorage: Added BuildSortByKey() helper to rebuild storage from stratch.
- ImFont: Added GetDebugName() helper.
- ImFontAtlas: Added missing Thai punctuation in the GetGlyphRangesThai() ranges. (#1396) [@nProtect]
- ImFontAtlas: Fixed cfg.MergeMode not reusing existing glyphs if available (always overwrote).
- ImDrawList: Removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Anti-aliasing is controlled via the regular style.AntiAliased flags.
- ImDrawList: Refactored to make ImDrawList independant of ImGui. Removed static variable in PathArcToFast() which caused linking issues to some.
- ImDrawList: Exposed ImDrawCornerFlags, replaced occurences of ~0 with an explicit ImDrawCornerFlags_All. NB: Inversed BotLeft (prev 1<<3, now 1<<2) and BotRight (prev 1<<2, now 1<<3).
- ImVector: Added ImVector::push_front() helper.
- ImVector: Added ImVector::contains() helper.
- ImVector: insert() uses grow_capacity() instead of using grow policy inconsistent with push_back().
- Internals: Remove requirement to define IMGUI_DEFINE_PLACEMENT_NEW to use the IM_PLACEMENT_NEW macro. (#1103)
- Internals: ButtonBehavior: Fixed ImGuiButtonFlags_NoHoldingActiveID flag from incorrectly setting the ActiveIdClickOffset field.
This had no known effect within imgui code but could have affected custom drag and drop patterns. And it is more correct this way! (#1418)
- Internals: ButtonBehavior: Fixed ImGuiButtonFlags_AllowOverlapMode to avoid temporarily activating widgets on click before they have been correctly double-hovered. (#319, #600)
- Demo: Added ShowStyleSelector() to select among default styles. (#707)
- Demo: Renamed the emblematic ShowTestWindow() function to ShowDemoWindow().
- Demo: Style Editor: Added a "Simplified settings" sections with checkboxes for border size and frame rounding. (#707, #1019)
- Demo: Style Editor: Added combo box to select stock styles and select current font when multiple are loaded. (#707)
- Demo: Style Editor: Using local storage so Save/Revert button makes more sense without code passing its storage. Aadded horizontal scroll bar. Fixed Save/Revert button to be always accessible. (#1211)
- Demo: Console: Fixed context menu issue. (#1404)
- Demo: Console: Fixed incorrect positioning which was hidden by a minor scroll issue (this would affect people who copied the Console code as is).
- Demo: Constrained Resize: Added more test cases. (#1417)
- Demo: Custom Rendering: Fixed clipping rectangle extruding out of parent window.
- Demo: Layout: Removed unnecessary and misleading BeginChild/EndChild calls.
- Demo: The "Color Picker with Palette" demo supports drag and drop. (#143)
- Demo: Display better mouse cursor info for debugging backends.
- Demo: Stopped using rand() function in demo code.
- Examples: Added a handful of extra comments (about fonts, third-party libraries used in the examples, etc.).
- Examples: DirectX9: Handle loss of D3D9 device (D3DERR_DEVICELOST). (#1464)
- Examples: Added null_example/ which is helpful for quick testing on multiple compilers/settings without relying on graphics library.
- Fix for using alloca() in "Clang with Microsoft Codechain" mode.
- IO: `io.MousePos` needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing, instead of ImVec2(-1,-1) as previously) This is needed so we can clear `io.MouseDelta` field when the mouse is made available again.
- Renamed `AlignFirstTextHeightToWidgets()` to `AlignTextToFramePadding()`. Kept inline redirection function (will obsolete).
- Obsoleted the legacy 5 parameters version of Begin(). Please avoid using it. If you need a transparent window background, uses `PushStyleColor()`. The old size parameter there was also misleading and equivalent to calling `SetNextWindowSize(size, ImGuiCond_FirstTimeEver)`. Kept inline redirection function (will obsolete).
- Obsoleted `IsItemHoveredRect()`, `IsMouseHoveringWindow()` in favor of using the newly introduced flags of `IsItemHovered()` and `IsWindowHovered()`. Kept inline redirection function (will obsolete). (#1382)
- Removed `IsItemRectHovered()`, `IsWindowRectHovered()` recently introduced in 1.51 which were merely the more consistent/correct names for the above functions which are now obsolete anyway. (#1382)
- Changed `IsWindowHovered()` default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it. (#1382)
- Renamed imconfig.h's `IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS`/`IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS` to `IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS`/`IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS` for consistency.
Other Changes:
- ProgressBar: fixed rendering when straddling rounded area. (#1296)
- SliderFloat, DragFloat: Using scientific notation e.g. "%.1e" in the displayed format string doesn't mistakenly trigger rounding of the value. [@MomentsInGraphics]
- Combo, InputFloat, InputInt: Made the small button on the right side align properly with the equivalent colored button of ColorEdit4().
- IO: Tweaked logic for `io.WantCaptureMouse` so it now outputs false when e.g. hovering over void while an InputText() is active. (#621) [@pdoane]
- IO: Fixed `io.WantTextInput` from mistakenly outputting true when an activated Drag or Slider was previously turned into an InputText(). (#1317)
- Misc: Added flags to `IsItemHovered()`, `IsWindowHovered()` to access advanced hovering-test behavior. Generally useful for popups and drag'n drop behaviors: (relates to ~#439, #1013, #143, #925)
- Input: Added `GetKeyPressedAmount()` to easily measure press count when the repeat rate is faster than the frame rate.
- Input/Focus: Disabled TAB and Shift+TAB when CTRL key is held.
- Checkbox: Now rendering a tick mark instead of a full square.
- ColorEdit4: Added "Copy as..." option in context menu. (#346)
- ColorPicker: Improved ColorPicker hue wheel color interpolation. (#1313) [@thevaber]
- ColorButton: Reduced bordering artefact that would be particularly visible with an opaque Col_FrameBg and FrameRounding enabled.
- ColorButton: Fixed rendering color button with a checkerboard if the transparency comes from the global style.Alpha and not from the actual source color.
- TreeNode: Added `ImGuiTreeNodeFlags_FramePadding` flag to conveniently create a tree node with full padding at the beginning of a line, without having to call `AlignTextToFramePadding()`.
- Trees: Fixed calling `SetNextTreeNodeOpen()` on a collapsed window leaking to the first tree node item of the next frame.
- Layout: Horizontal layout is automatically enforced in a menu bar, so you can use non-MenuItem elements without calling SameLine().
- Separator: Output a vertical separator when used inside a menu bar (or in general when horizontal layout is active, but that isn't exposed yet!).
- Windows: Added `IsWindowAppearing()` helper (helpful e.g. as a condition before initializing some of your own things.).
- Windows: Fixed title bar color of top-most window under a modal window.
- Windows: Fixed not being able to move a window by clicking on one of its child window. (#1337, #635)
- Windows: Fixed `Begin()` auto-fit calculation code that predict the presence of a scrollbar so it works better when window size constraints are used.
- Windows: Fixed calling `Begin()` more than once per frame setting `window_just_activated_by_user` which in turn would set enable the Appearing condition for that frame.
- Windows: The implicit "Debug" window now uses a "Debug##Default" identifier instead of "Debug" to allow user creating a window called "Debug" without losing their custom flags.
- Windows: Made the `ImGuiWindowFlags_NoMove` flag properly inherited from parent to child. In a setup with ParentWindow (no flag) -> Child (NoMove) -> SubChild (no flag), the user won't be able to move the parent window by clicking on SubChild. (#1381)
- Popups: Popups can be closed with a right-click anywhere, without altering focus under the popup. (~#439)
- Popups: `BeginPopupContextItem()`, `BeginPopupContextWindow()` are now setup to allow reopening a context menu by right-clicking again. (~#439)
- Popups: `BeginPopupContextItem()` now supports a NULL string identifier and uses the last item ID if available.
- Popups: Added `OpenPopupOnItemClick()` helper which mimic `BeginPopupContextItem()` but doesn't do the BeginPopup().
- MenuItem: Only activating on mouse release. [@Urmeli0815] (was already fixed in nav branch).
- MenuItem: Made tick mark thicker (thick mark?).
- MenuItem: Tweaks to be usable inside a menu bar (nb: it looks like a regular menu and thus is misleading, prefer using Button() and regular widgets in menu bar if you need to). (#1387)
- ImDrawList: Fixed a rare draw call merging bug which could lead to undisplayed triangles. (#1172, #1368)
- ImDrawList: Fixed a rare bug in `ChannelsMerge()` when all contents has been clipped, leading to an extraneous draw call being created. (#1172, #1368)
- ImFont: Added `AddGlyph()` building helper for use by custom atlas builders.
- ImFontAtlas: Added support for CustomRect API to submit custom rectangles to be packed into the atlas. You can map them as font glyphs, or use them for custom purposes.
After the atlas is built you can query the position of your rectangles in the texture and then copy your data there. You can use this features to create e.g. full color font-mapped icons.
- ImFontAtlas: Fixed fall-back handling when merging fonts, if a glyph was missing from the second font input it could have used a glyph from the first one. (#1349) [@inolen]
- ImFontAtlas: Fixed memory leak on build failure case when stbtt_InitFont failed (generally due to incorrect or supported font type). (#1391) (@Moka42)
- ImFontConfig: Added `RasterizerMultiply` option to alter the brightness of individual fonts at rasterization time, which may help increasing readability for some.
- ImFontConfig: Added `RasterizerFlags` to pass options to custom rasterizer (e.g. the [imgui_freetype](https://github.com/ocornut/imgui_club/tree/master/imgui_freetype) rasterizer in imgui_club has such options).
- ImVector: added resize() variant with initialization value.
- Misc: Changed the internal name formatting of child windows identifier to use slashes (instead of dots) as separator, more readable.
- Misc: Fixed compilation with `IMGUI_DISABLE_OBSOLETE_FUNCTIONS` defined.
- Misc: Marked all format+va_list functions with format attribute so GCC/Clang can warn about misuses.
- Misc: Fixed compilation on NetBSD due to missing alloca.h (#1319) [@RyuKojiro]
- Misc: Improved warnings compilation for newer versions of Clang. (#1324) (@waywardmonkeys)
- Misc: Added `io.WantMoveMouse flags` (from Nav branch) and honored in Examples applications. Currently unused but trying to spread Examples applications code that supports it.
- Misc: Added `IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS` support in imconfig.h to allow user reimplementing the `ImFormatString()` functions e.g. to use stb_printf(). (#1038)
- Misc: [Windows] Fixed default Win32 `SetClipboardText()` handler leaving the Win32 clipboard handler unclosed on failure. [@pdoane]
- Style: Added `ImGuiStyle::ScaleAllSizes(float)` helper to make it easier to have application transition e.g. from low to high DPI with a matching style.
- Metrics: Draw window bounding boxes when hovering Pos/Size; List all draw layers; Trimming empty commands like Render() does.
- Examples: OpenGL3: Save and restore sampler state. (#1145) [@nlguillemot]
- Examples: OpenGL2, OpenGL3: Save and restore polygon mode. (#1307) [@JJscott]
- Examples: DirectX11: Allow creating device with feature level 10 since we don't really need much for that example. (#1333)
- Examples: DirectX9/10/12: Using the Win32 SetCapture/ReleaseCapture API to read mouse coordinates when they are out of bounds. (#1375) [@Gargaj, @ocornut]
- Tools: Fixed binary_to_compressed_c tool to return 0 when successful. (#1350) [@benvanik]
- Internals: Exposed more helpers and unfinished features in imgui_internal.h. (use at your own risk!).
- Internals: A bunch of internal refactoring, hopefully haven't broken anything! Merged a bunch of internal changes from the upcoming Navigation branch.
- Various tweaks, fixes and documentation changes.
Beta Navigation Branch:
(Lots of work has been done toward merging the Beta Gamepad/Keyboard Navigation branch (#787) in master.)
(Please note that this branch is always kept up to date with master. If you are using the navigation branch, some of the changes include:)
- Nav: Added `#define IMGUI_HAS_NAV` in imgui.h to ease sharing code between both branches. (#787)
- Nav: MainMenuBar now releases focus when user gets out of the menu layer. (#787)
- Nav: When applying focus to a window with only menus, the menu layer is automatically activated. (#787)
- Nav: Added `ImGuiNavInput_KeyMenu` (~Alt key) aside from ImGuiNavInput_PadMenu input as it is one differentiator of pad vs keyboard that was detrimental to the keyboard experience. Although isn't officially supported, it makes the current experience better. (#787)
- Nav: Move requests now wrap vertically inside Menus and Popups. (#787)
- Nav: Allow to collapse tree nodes with NavLeft and open them with NavRight. (#787, #1079).
- Nav: It's now possible to navigate sibling of a menu-bar while navigating inside one of their child. If a Left<>Right navigation request fails to find a match we forward the request to the root menu. (#787, #126)
- Nav: Fixed `SetItemDefaultFocus` from stealing default focus when we are initializing default focus for a menu bar layer. (#787)
- Nav: Support for fall-back horizontal scrolling with PadLeft/PadRight (nb: fall-back scrolling is only used to navigate windows that have no interactive items). (#787)
- Nav: Fixed tool-tip from being selectable in the window selection list. (#787)
- Nav: `CollapsingHeader(bool*)` variant: fixed for `IsItemHovered()` not working properly in the nav branch. (#600, #787)
- Nav: InputText: Fixed using Up/Down history callback feature when Nav is enabled. (#787)
- Nav: InputTextMultiline: Fixed navigation/selection. Disabled selecting all when activating a multi-line text editor. (#787)
- Nav: More consistently drawing a (thin) navigation rectangle hover filled frames such as tree nodes, collapsing header, menus. (#787)
Work on dear imgui has been gradually resuming. It means that fixes and new features should be tackled at a faster rate than last year. However, in order to move forward with the library and get rid of some cruft, I have taken the liberty to be a little bit more aggressive than usual with API breaking changes. Read the details below and search for those names in your code! In the grand scheme of things, those changes are small and should not affect everyone, but this is technically our most aggressive release so far in term of API breakage. If you want to be extra forward-facing, you can enable `#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS` in your imconfig.h to disable the obsolete names/redirection.
- Renamed `IsItemHoveredRect()` to `IsItemRectHovered()`. Kept inline redirection function (will obsolete).
- Renamed `IsMouseHoveringWindow()` to `IsWindowRectHovered()` for consistency. Kept inline redirection function (will obsolete).
- Renamed `IsMouseHoveringAnyWindow()` to `IsAnyWindowHovered()` for consistency. Kept inline redirection function (will obsolete).
- Renamed `ImGuiSetCond***` types and enums to `ImGuiCond***`. Kept redirection enums (will obsolete).
- Renamed `GetStyleColName()` to `GetStyleColorName()` for consistency. Unlikely to be used by end-user!
- Added `PushStyleColor(ImGuiCol idx, ImU32 col)` overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix.
- Marked the weird `IMGUI_ONCE_UPON_A_FRAME` helper macro as obsolete. Prefer using the more explicit `ImGuiOnceUponAFrame`.
- Changed `ColorEdit4(const char* label, float col[4], bool show_alpha = true)` signature to `ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)`, where flags 0x01 is a safe no-op (hello dodgy backward compatibility!). The new `ColorEdit4`/`ColorPicker4` functions have lots of available flags! Check and run the demo window, under "Color/Picker Widgets", to understand the various new options.
- Changed signature of `ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)` to `ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0,0))`. This function was rarely used and was very dodgy (no explicit ID!).
- Changed `BeginPopupContextWindow(bool also_over_items=true, const char* str_id=NULL, int mouse_button=1)` signature to `(const char* str_id=NULL, int mouse_button=1, bool also_over_items=true)`. This is perhaps the most aggressive change in this update, but note that the majority of users relied on default parameters completely, so this will affect only a fraction of users of this already rarely used function.
- Removed `IsPosHoveringAnyWindow()`, which was partly broken and misleading. In the vast majority of cases, people using that function wanted to use `io.WantCaptureMouse` flag. Replaced with IM_ASSERT + comment redirecting user to `io.WantCaptureMouse`. (#1237)
- Removed the old `ValueColor()` helpers, they are equivalent to calling `Text(label)` + `SameLine()` + `ColorButton()`.
- Removed `ColorEditMode()` and `ImGuiColorEditMode` type in favor of `ImGuiColorEditFlags` and parameters to the various Color*() functions. The `SetColorEditOptions()` function allows to initialize default but the user can still change them with right-click context menu. Commenting out your old call to `ColorEditMode()` may just be fine!
Other Changes:
- Added flags to `ColorEdit3()`, `ColorEdit4()`. The color edit widget now has a context-menu and access to the color picker. (#346)
- Added flags to `ColorButton()`. (#346)
- Added `ColorPicker3()`, `ColorPicker4()`. The API along with those of the updated `ColorEdit4()` was designed so you may use them in various situation and hopefully compose your own picker if required. There are a bunch of available flags, check the Demo window and comment for `ImGuiColorEditFlags_`. Some of the options it supports are: two color picker types (hue bar + sat/val rectangle, hue wheel + rotating sat/val triangle), display as u8 or float, lifting 0.0..1.0 constraints (currently rgba only), context menus, alpha bar, background checkerboard options, preview tooltip, basic revert. For simple use, calling the existing `ColorEdit4()` function as you did before will be enough, as you can now open the color picker from there. (#346) [@r-lyeh, @nem0, @thennequin, @dariomanesku and @ocornut]
- Added `SetColorEditOptions()` to set default color options (e.g. if you want HSV over RGBA, float over u8, select a default picker mode etc. at startup time without a user intervention. Note that the user can still change options with the context menu unless disabled with `ImGuiColorFlags_NoOptions` or explicitly enforcing a display type/picker mode etc.).
- Added `GetColorU32(u32)` variant that perform the style alpha multiply without a floating-point round trip, and helps makes code more consistent when using ImDrawList APIs.
- Added `GetStyleColorVec4(ImGuiCol idx)` which is equivalent to accessing `ImGui::GetStyle().Colors[idx]` (aka return the raw style color without alpha alteration).
- ImFontAtlas: Added `GlyphRangesBuilder` helper class, which makes it easier to build custom glyph ranges from your app/game localization data, or add into existing glyph ranges.
- Fixed Ini saving crash if the ImGuiWindowFlags_NoSavedSettings gets removed from a window after its creation (unlikely!). (#1000)
- Fixed `PushID()`/`PopID()` from marking parent window as Accessed (which needlessly woke up the root "Debug" window when used outside of a regular window). (#747)
- Fixed an assert when calling `CloseCurrentPopup()` twice in a row. [@nem0]
- Window size can be loaded from .ini data even if ImGuiWindowFlags_NoResize flag is set. (#1048, #1056)
- Columns: Dragging a column preserve its width by default. (#913) [@ggtucker]
- Columns: Fixed first column appearing wider than others. (#1266)
- Columns: Fixed allocating space on the right-most side with the assumption of a vertical scrollbar. The space is only allocated when needed. (#125, #913, #893, #1138)
- Columns: Fixed the right-most column from registering its content width to the parent window, which led to various issues when using auto-resizing window or e.g. horizonal scrolling. (#519, #125, #913)
- Columns: Refactored some of the columns code internally toward a better API (not yet exposed) + minor optimizations. (#913) [@ggtucker, @ocornut]
- Popups: Most popups windows can be moved by the user after appearing (if they don't have explicit positions provided by caller, or e.g. sub-menu popup). The previous restriction was totally arbitrary. (#1252)
- Tooltip: `SetTooltip()` is expanded immediately into a window, honoring current font / styling setting. Add internal mechanism to override tooltips. (#862)
- PlotHistogram: bars are drawn based on zero-line, so negative values are going under. (#828)
- Scrolling: Fixed return values of `GetScrollMaxX()`, `GetScrollMaxY()` when both scrollbars were enabled. Tweak demo to display more data. (#1271) [@degracode]
- Scrolling: Fixes for Vertical Scrollbar not automatically getting enabled if enabled Horizontal Scrollbar straddle the vertical limit. (#1271, #246)
- Scrolling: `SetScrollHere()`, `SetScrollFromPosY()`: Fixed Y scroll aiming when Horizontal Scrollbar is enabled. (#665).
- [Windows] Clipboard: Fixed not closing win32 clipboard on early open failure path. (#1264)
- Removed an unnecessary dependency on int64_t which failed on some older compilers.
- Demo: Rearranged everything under Widgets in a more consistent way.
- Examples: OpenGL: Various makefiles for MINGW, Linux. (#1209, #1229, #1209) [@fr500, @acda]
- Examples: Enabled vsync by default in example applications, so it doesn't confuse people that the sample run at 2000+ fps and waste an entire CPU. (#1213, #1151).
- Various other small fixes, tweaks, comments, optimizations.
- Added a void* user_data parameter to Clipboard function handlers. (#875)
- SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully breakage should be minimal.
- Renamed ImDrawList::PathFill() - rarely used directly - to ImDrawList::PathFillConvex() for clarity and consistency.
- Removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset.
- Style: style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc.
- BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetId() and use it instead of passing string to BeginChild().
Other Changes:
- InputText(): Added support for CTRL+Backspace (delete word).
- Renamed `SetNextTreeNodeOpened()` to `SetNextTreeNodeOpen()` for consistency, no redirection.
- Removed confusing set of `GetInternalState()`, `GetInternalStateSize()`, `SetInternalState()` functions. Now using `CreateContext()`, `DestroyContext()`, `GetCurrentContext()`, `SetCurrentContext()`. If you were using multiple contexts the change should be obvious and trivial.
- Obsoleted old signature of `CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false)`, as extra parameters were badly designed and rarely used. Most uses were using 1 parameter and shouldn't affect you. You can replace the "default_open = true" flag in new API with `CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen)`.
- Changed `ImDrawList::PushClipRect(ImVec4 rect)` to `ImDraw::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false)`. Note that higher-level `ImGui::PushClipRect()` is preferable because it will clip at logic/widget level, whereas `ImDrawList::PushClipRect()` only affect your renderer.
- Title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore (see #655). If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you. However if your TitleBg/TitleBgActive alpha was <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar.
This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color. (Or If this is confusing, just pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color.)
- Added NewLine() to undo a SameLine() and as a shy reminder that horizontal layout support hasn't been implemented yet.
- Added IsItemClicked() helper. (#581)
- Added CollapsingHeader() variant with close button. (#600)
- Fixed MenuBar missing lower border when borders are enabled.
- InputText(): Fixed clipping of cursor rendering in case it gets out of the box (which can be forced w/ ImGuiInputTextFlags_NoHorizontalScroll. (#601)
- Style: Changed default IndentSpacing from 22 to 21. (#581, #324)
- Style: Fixed TitleBg/TitleBgActive color being rendered above WindowBg color, which was inconsistent and causing visual artefact. (#655)
This broke the meaning of TitleBg and TitleBgActive. Only affect values where Alpha<1.0f. Fixed default theme. Read comments in "API BREAKING CHANGES" section to convert.
- Relative rendering of order of Child windows creation is preserved, to allow more control with overlapping childs. (#595)
- Fixed GetWindowContentRegionMax() being off by ScrollbarSize amount when explicit SizeContents is set.
- Bullet(), BulletText(): Slightly bigger. Less polygons.
- ButtonBehavior(): fixed subtle old bug when a repeating button would also return true on mouse release (barely noticeable unless RepeatRate is set to be very slow). (#656)
- BeginMenu(): a menu that becomes disabled while open gets closed down, facilitate user's code. (#126)
- BeginGroup(): fixed using within Columns set. (#630)
- Fixed a lag in reading the currently hovered window when dragging a window. (#635)
- Obsoleted 4 parameters version of CollapsingHeader(). Refactored code into TreeNodeBehavior. (#600, #579)
- Scrollbar: minor fix for top-right rounding of scrollbar background when window has menubar but no title bar.
- MenuItem(): checkmark render in disabled color when menu item is disabled.
- Fixed clipping rectangle floating point representation to ensure renderer-side float point operations yield correct results in typical DirectX/GL settings. (#582, 597)
- Fixed GetFrontMostModalRootWindow(), fixing missing fade-out when a combo pop was used stacked over a modal window. (#604)
- Consistently honoring exact width passed to PushItemWidth() (when positive), previously it would add extra FramePadding.x*2 over that width. Some hand-tuned layout may be affected slightly. (#346)
- Style: removed `style.WindowFillAlphaDefault` which was confusing and redundant, baked alpha into `ImGuiCol_WindowBg` color. If you had a custom WindowBg color but didn't change WindowFillAlphaDefault, multiply WindowBg alpha component by 0.7. Renamed `ImGuiCol_TooltipBg` to `ImGuiCol_PopupBG`, applies to other types of popups. `bg_alpha` parameter of 5-parameters version of Begin() is an override. (#337)
- InputText(): Added BufTextLen field in ImGuiTextEditCallbackData. Requesting user to update it if the buffer is modified in the callback. Added a temporary length-check assert to minimize panic for the 3 people using the callback. (#541)
- Renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete). (#340)
Other Changes:
- Consistently honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. Some hand-tuned layout may be affected slightly. (#346)
- Fixed clipping of child windows within parent not taking account of child outer clipping boundaries (including scrollbar, etc.). (#506)
- TextUnformatted(): Fixed rare crash bug with large blurb of text (2k+) not finished with a '\n' and fully above the clipping Y line. (#535)
- IO: Added 'KeySuper' field to hold Cmd keyboard modifiers for OS X. Updated all examples accordingly. (#473)
- Fixed Image(), ImageButtion() rendering a rectangle 1 px too large on each axis. (#457)
- SetItemAllowOverlap(): Promoted from imgui_internal.h to public imgui.h api. (#517)
- Combo(): Right-most button stays highlighted when popup is open.
- Combo(): Display popup above if there's isn't enough space below / or select largest side. (#505)
- DragFloat(), SliderFloat(), InputFloat(): fixed cases of erroneously returning true repeatedly after a text input modification (e.g. "0.0" --> "0.000" would keep returning true). (#564)
- DragFloat(): Always apply value when mouse is held/widget active, so that an always-reseting variable (e.g. non saved local) can be passed.
- InputText(): OS X friendly behaviors: Word movement uses Alt key; Shortcuts uses Cmd key; Double-clicking text select a single word; Jumping to next word sets cursor to end of current word instead of beginning of current word. (@zhiayang), (#473)
- InputText(): Added BufTextLen in ImGuiTextEditCallbackData. Requesting user to maintain it if buffer is modified. Zero-ing structure properly before use. (#541)
- CheckboxFlags(): Added support for testing/setting multiple flags at the same time. (@DMartinek) (#555)
- TreeNode(), CollapsingHeader() fixed not being able to use "##" sequence in a formatted label.
- ColorEdit4(): Empty label doesn't add InnerSpacing.x, matching behavior of other widgets. (#346)
- ColorEdit4(): Removed unnecessary calls to scanf() when idle in hexadecimal edit mode.
- BeginPopupContextItem(), BeginPopupContextWindow(): added early out optimization.
- CaptureKeyboardFromApp() / CaptureMouseFromApp(): added argument to allow clearing the capture flag. (#533)
- ImDrawList: Fixed index-overflow check broken by AddText() casting current index back to ImDrawIdx. (#514)
- ImDrawList: Fixed incorrect removal of trailing draw command if it is a callback command.
- ImDrawList: Allow windows with only a callback only to be functional. (#524)
- ImDrawList: Fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis. (#457)
- ImDrawList: Fixed ImDrawList::AddCircle() to fit precisely within bounding box like AddCircleFilled() and AddRectFilled(). (#457)
(This library is free but needs your support to sustain its development. There are lots of desirable new features and maintenance to do. If you are an individual using dear imgui, please consider donating via Patreon or PayPal. If your company is using dear imgui, please consider financial support (e.g. sponsoring a few weeks/months of development). I can invoice for private support, custom development etc. E-mail: omarcornut at gmail.)
_(This library is free but needs your support to sustain its development. There are many desirable features and maintenance ahead If you are an individual using dear imgui, please consider donating via Patreon or PayPal. If your company is using dear imgui, please consider financial support (e.g. sponsoring a few weeks/months of development). I can invoice for technical support, custom development etc. E-mail: omarcornut at gmail.)_
**Dear ImGui is a bloat-free graphical user interface library for C++. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline enabled application. It is fast, portable, renderer agnostic and self-contained (no external dependencies).**
Dear ImGui is a bloat-free graphical user interface library for C++. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline enabled application. It is fast, portable, renderer agnostic and self-contained (no external dependencies).**
**Dear ImGui is designed to enable fast iterations and to empower programmers to create content creation tools and visualization / debug tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and lacks certain features normally found in more high-level libraries. Within the scope of what it has to offer, working with Dear ImGui tends to be more efficient and less error prone than working with Qt, WPF, etc. by a significant order of magnitude.**
Dear ImGui is designed to enable fast iterations and to empower programmers to create content creation tools and visualization / debug tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and lacks certain features normally found in more high-level libraries.
Dear ImGui is particularly suited to integration in games, realtime 3D applications, fullscreen applications, embedded applications, or any applications on consoles platforms where operating system features are non-standard.
Dear ImGui is particularly suited to integration in games engine (for tooling), realtime 3D applications, fullscreen applications, embedded applications, or any applications on consoles platforms where operating system features are non-standard.
Dear ImGui is self-contained within a few files that you can easily copy and compile into your application/engine:
Dear ImGui is self-contained within a few files that you can easily copy and compile into your application/engine:
- imgui.cpp
- imgui.cpp
@ -32,7 +32,7 @@ No specific build process is required. You can add the .cpp files to your projec
### Usage
### Usage
Your code passes mouse/keyboard inputs and settings to Dear ImGui (see example applications for more details). After Dear ImGui is setup, you can use it from anywhere in your program loop:
Your code passes mouse/keyboard/gamepad inputs and settings to Dear ImGui (see example applications for more details). After Dear ImGui is setup, you can use it from \_anywhere\_ in your program loop:
Code:
Code:
```cpp
```cpp
@ -84,7 +84,7 @@ Result:
### How it works
### How it works
Check out the References section if you want to understand the core principles behind the IMGUI paradigm. An IMGUI tries to minimize state synchronization and storage from the user's point of view. It is less error prone (less code and less bugs) than traditional retained-mode interfaces, and lends itself to create dynamic user interfaces.
Check out the References section if you want to understand the core principles behind the IMGUI paradigm. An IMGUI tries to minimize state duplication, state synchronization and state storage from the user's point of view. It is less error prone (less code and less bugs) than traditional retained-mode interfaces, and lends itself to create dynamic user interfaces.
Dear ImGui outputs vertex buffers and command lists that you can easily render in your application. The number of draw calls and state changes is typically very small. Because it doesn't know or touch graphics state directly, you can call ImGui commands anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate dear imgui with your existing codebase.
Dear ImGui outputs vertex buffers and command lists that you can easily render in your application. The number of draw calls and state changes is typically very small. Because it doesn't know or touch graphics state directly, you can call ImGui commands anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate dear imgui with your existing codebase.
@ -103,11 +103,11 @@ The demo applications are unfortunately not yet DPI aware so expect some blurryn
Bindings
Bindings
--------
--------
Integrating Dear ImGui within your custom engine is a matter of wiring mouse/keyboard inputs and providing a render function that can bind a texture and render simple textured triangles. The examples/ folder is populated with applications doing just that. If you are an experienced programmer it should take you less than an hour to integrate Dear ImGui in your custom engine, but make sure to spend time reading the FAQ, the comments and other documentation!
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 and at ease with those concepts, it should take you less than an hour to integrate Dear ImGui in your custom engine, but make sure to spend time reading the FAQ, the comments and other documentation!
_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
- Unmerged PR: Native Win32 and OSX: [#281](https://github.com/ocornut/imgui/pull/281)
- Unmerged PR: Native Win32 and OSX: [#281](https://github.com/ocornut/imgui/pull/281)
@ -146,8 +145,7 @@ Frameworks:
- Unreal Engine 4: [segross/UnrealImGui](https://github.com/segross/UnrealImGui) or [sronsse/UnrealEngine_ImGui](https://github.com/sronsse/UnrealEngine_ImGui)
- Unreal Engine 4: [segross/UnrealImGui](https://github.com/segross/UnrealImGui) or [sronsse/UnrealEngine_ImGui](https://github.com/sronsse/UnrealEngine_ImGui)
- SFML: [imgui-sfml](https://github.com/EliasD/imgui-sfml) or [imgui-backends](https://github.com/Mischa-Alff/imgui-backends)
- SFML: [imgui-sfml](https://github.com/EliasD/imgui-sfml) or [imgui-backends](https://github.com/Mischa-Alff/imgui-backends)
For other bindings: see [this page](https://github.com/ocornut/imgui/wiki/Links/).
For other bindings: see [this page](https://github.com/ocornut/imgui/wiki/Links/). Also see [wiki](https://github.com/ocornut/imgui/wiki) for a few other links and ideas. Contact me if you would like to add to those lists.
Please contact me with the Issues tracker or Twitter to fix/update this list.
Roadmap
Roadmap
-------
-------
@ -155,7 +153,7 @@ Some of the goals for 2018 are:
- Finish work on gamepad/keyboard controls. (see [#787](https://github.com/ocornut/imgui/issues/787))
- Finish work on gamepad/keyboard controls. (see [#787](https://github.com/ocornut/imgui/issues/787))
- Finish work on viewports and multiple OS windows management. (see [#1542](https://github.com/ocornut/imgui/issues/1542))
- Finish work on viewports and multiple OS windows management. (see [#1542](https://github.com/ocornut/imgui/issues/1542))
- Finish work on docking, tabs. (see [#351](https://github.com/ocornut/imgui/issues/351#issuecomment-346865709))
- Finish work on docking, tabs. (see [#351](https://github.com/ocornut/imgui/issues/351#issuecomment-346865709))
- Make Columns better (they are currently pretty terrible!).
- Make Columns better. (they are currently pretty terrible!)
- Make the examples look better, improve styles, improve font support, make the examples hi-DPI aware.
- Make the examples look better, improve styles, improve font support, make the examples hi-DPI aware.
Gallery
Gallery
@ -232,26 +230,25 @@ See the [Software using dear imgui page](https://github.com/ocornut/imgui/wiki/S
The library started its life and is best known as "ImGui" only due to the fact that I didn't give it a proper name when I released it. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations. It seemed confusing and unfair to hog the name. To reduce the ambiguity without affecting existing codebases, I have decided on an alternate, longer name "dear imgui" that people can use to refer to this specific library in ambiguous situations.
The library started its life and is best known as "ImGui" only due to the fact that I didn't give it a proper name when I released it. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations. It seemed confusing and unfair to hog the name. To reduce the ambiguity without affecting existing codebases, I have decided on an alternate, longer name "dear imgui" that people can use to refer to this specific library in ambiguous situations.
<b>How can I help?</b>
<b>How can I tell whether to dispatch mouse/keyboard to imgui or to my application?</b>
<br><b>How can I display an image? What is ImTextureID, how does it works?</b>
<br><b>How can I display an image? What is ImTextureID, how does it works?</b>
<br><b>How can I have multiple widgets with the same label, or without any label? (Yes). A primer on labels and ID stack.</b>
<br><b>How can I have multiple widgets with the same label, or without any label? (Yes). A primer on labels and ID stack.</b>
<br><b>How can I tell when Dear ImGui wants my mouse/keyboard inputs VS when I can pass them to my application?</b>
<br><b>How can I load a different font than the default?</b>
<br><b>How can I load a different font than the default?</b>
<br><b>How can I easily use icons in my application?</b>
<br><b>How can I easily use icons in my application?</b>
<br><b>How can I load multiple fonts?</b>
<br><b>How can I load multiple fonts?</b>
<br><b>How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?</b>
<br><b>How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?</b>
<br><b>How can I preserve my Dear ImGui context across reloading a DLL? (loss of the global/static variables)</b>
<br><b>How can I use the drawing facilities without an Dear ImGui window? (using ImDrawList API)</b>
<br><b>How can I use the drawing facilities without an Dear ImGui window? (using ImDrawList API)</b>
<br><b>I integrated Dear ImGui in my engine and the text or lines are blurry..</b>
<br><b>I integrated Dear ImGui in my engine and the text or lines are blurry..</b>
<br><b>I integrated Dear ImGui in my engine and some elements are disappearing when I move windows around..</b>
<br><b>I integrated Dear ImGui in my engine and some elements are disappearing when I move windows around..</b>
<br><b>How can I help?</b>
See the FAQ in imgui.cpp for answers.
See the FAQ in imgui.cpp for answers.
<b>How do you use Dear ImGui on a platform that may not have a mouse or keyboard?</b>
<b>How do you use Dear ImGui on a platform that may not have a mouse or keyboard?</b>
You can control Dear ImGui with a gamepad, see the explanation in imgui.cpp about how to use the navigation feature (short version: map your gamepad inputs into the `io.NavInputs[]` array and set `io.NavFlags |= ImGuiNavFlags_EnableGamepad`).
You can control Dear ImGui with a gamepad, see the explanation in imgui.cpp about how to use the navigation feature (short version: map your gamepad inputs into the `io.NavInputs[]` array and set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad`).
You can share your computer mouse seamlessy with your console/tablet/phone using [Synergy](http://synergy-project.org) ([sources](https://github.com/symless/synergy)). This is the prefered solution for developer productivity. In particular, their [micro-synergy-client](https://github.com/symless/micro-synergy-client) repo there is _uSynergy.c_ sources for a small embeddable that you can use on any platform to connect to your host PC. You may also use a third party solution such as [Remote ImGui](https://github.com/JordiRos/remoteimgui).
You can share your computer mouse seamlessy with your console/tablet/phone using [Synergy](http://synergy-project.org). This is the prefered solution for developer productivity. In particular, their [micro-synergy-client](https://github.com/symless/micro-synergy-client) repo there is _uSynergy.c_ sources for a small embeddable that you can use on any platform to connect to your host PC using Synergy 1.x. You may also use a third party solution such as [Remote ImGui](https://github.com/JordiRos/remoteimgui).
For touch inputs, you can increase the hit box of widgets (via the _style.TouchPadding_ setting) to accommodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse or gamepad to allow optimising for screen real-estate and precision.
For touch inputs, you can increase the hit box of widgets (via the _style.TouchPadding_ setting) to accommodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse or gamepad to allow optimising for screen real-estate and precision.
@ -212,7 +212,10 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- pie menus patterns (#434)
- pie menus patterns (#434)
- markup: simple markup language for color change? (#902)
- markup: simple markup language for color change? (#902)
- font: better vertical centering (based e.g on height of lowercase 'x'?). currently Roboto-Medium size 16 px isn't currently centered.
!- font: need handling of missing glyphs by not packing/rasterizing glyph 0 of a given font.
- font: MergeMode: flags to select overwriting or not.
- font: MergeMode: duplicate glyphs are stored in the atlas texture which is suboptimal.
- font: better vertical centering (based e.g on height of lowercase 'x'?). currently Roboto-Medium size 16 px isn't currently centered. (#1619)
- font: free the Alpha buffer if user only requested RGBA.
- font: free the Alpha buffer if user only requested RGBA.
!- font: better CalcTextSizeA() API, at least for simple use cases. current one is horrible (perhaps have simple vs extended versions).
!- font: better CalcTextSizeA() API, at least for simple use cases. current one is horrible (perhaps have simple vs extended versions).
- font: enforce monospace through ImFontConfig (for icons?) + create dual ImFont output from same input, reusing rasterized data but with different glyphs/AdvanceX
- font: enforce monospace through ImFontConfig (for icons?) + create dual ImFont output from same input, reusing rasterized data but with different glyphs/AdvanceX
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui, Original code by @birthggd
// https://github.com/ocornut/imgui, Original code by @birthggd
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplA5_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.
io.RenderDrawListsFn=ImGui_ImplA5_RenderDrawLists;// Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
// https://github.com/ocornut/imgui
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX10_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.
// 2018-02-06: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
io.RenderDrawListsFn=ImGui_ImplDX10_RenderDrawLists;// Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
// https://github.com/ocornut/imgui
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_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.
// 2018-02-06: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
io.RenderDrawListsFn=ImGui_ImplDX11_RenderDrawLists;// Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
// Implemented features:
// [X] User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2018-02-22: Merged into master with all Win32 code synchronized to other examples.
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds.
// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
// If you would like to use this DX12 sample code but remove this dependency you can:
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
if(g_pVertexShaderBlob==NULL)// NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
if(g_pPixelShaderBlob==NULL)// NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
if(g_pFontTextureResource){g_pFontTextureResource->Release();g_pFontTextureResource=NULL;ImGui::GetIO().Fonts->TexID=NULL;}// We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
io.KeyMap[ImGuiKey_Tab]=VK_TAB;// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
// io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
// io.MousePos : filled by WM_MOUSEMOVE events
// io.MouseDown : filled by WM_*BUTTON* events
// io.MouseWheel : filled by WM_MOUSEWHEEL events
// Set OS mouse position if requested last frame by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
if(io.WantMoveMouse)
{
POINTpos={(int)io.MousePos.x,(int)io.MousePos.y};
ClientToScreen(g_hWnd,&pos);
SetCursorPos(pos.x,pos.y);
}
// Update OS mouse cursor with the cursor requested by imgui
// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
// Implemented features:
// [X] User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
enumDXGI_FORMAT;
structID3D12Device;
structID3D12GraphicsCommandList;
structD3D12_CPU_DESCRIPTOR_HANDLE;
structD3D12_GPU_DESCRIPTOR_HANDLE;
// cmd_list is the command list that the implementation will use to render imgui draw lists.
// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate
// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle.
// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture.
// - 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.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
if(show_demo_window)
{
ImGui::SetNextWindowPos(ImVec2(650,20),ImGuiCond_FirstUseEver);// Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
// https://github.com/ocornut/imgui
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_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.
io.RenderDrawListsFn=ImGui_ImplDX9_RenderDrawLists;// Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
io.ImeWindowHandle=g_hWnd;
io.ImeWindowHandle=g_hWnd;
returntrue;
returntrue;
@ -383,9 +425,13 @@ void ImGui_ImplDX9_NewFrame()
SetCursorPos(pos.x,pos.y);
SetCursorPos(pos.x,pos.y);
}
}
// Hide OS mouse cursor if ImGui is drawing it
// Update OS mouse cursor with the cursor requested by imgui
// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
// (minor and older changes stripped away, please see git history for details)
// 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.
io.RenderDrawListsFn=ImGui_Marmalade_RenderDrawLists;// Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
// https://github.com/ocornut/imgui
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
// 2018-02-20: Inputs: Renamed GLFW callbacks exposed in .h to not include GL2 in their name.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL2_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.
// 2018-02-06: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
// If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
io.RenderDrawListsFn=ImGui_ImplGlfwGL2_RenderDrawLists;// Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'.
// [X] Gamepad navigation mapping. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
// https://github.com/ocornut/imgui
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplGlfwGL3_Init() so user can override the GLSL version e.g. "#version 150".
// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
// 2018-02-20: Inputs: Renamed GLFW callbacks exposed in .h to not include GL3 in their name.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL3_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.
// 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set.
// 2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// OpenGL3 Render function.
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
// If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
glBindSampler(0,0);// Rely on combined texture/sampler state.
glBindSampler(0,0);// Rely on combined texture/sampler state.
// Recreate the VAO every time
// (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.)
io.RenderDrawListsFn=ImGui_ImplGlfwGL3_RenderDrawLists;// Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'.
// [X] Gamepad navigation mapping. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
// https://github.com/ocornut/imgui
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL2_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.
// 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
// 2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS.
// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
// 2017-09-01: OpenGL: Save and restore current polygon mode.
// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
// 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// OpenGL2 Render function.
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
// If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
io.RenderDrawListsFn=ImGui_ImplSdlGL2_RenderDrawLists;// Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
// https://github.com/ocornut/imgui
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplSdlGL3_Init() so user can override the GLSL version e.g. "#version 150".
// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_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.
// 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
// 2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS.
// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
// 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
// 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
// 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
#include<GL/gl3w.h> // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you.
#include<GL/gl3w.h> // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you.
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
// If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
// If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
glBindSampler(0,0);// Rely on combined texture/sampler state.
glBindSampler(0,0);// Rely on combined texture/sampler state.
// Recreate the VAO every time
// (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.)
io.RenderDrawListsFn=ImGui_ImplSdlGL3_RenderDrawLists;// Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
// 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.
// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
// 2017-05-15: Vulkan: Fix scissor offset being negative. Fix new Vulkan validation warnings. Set required depth member for buffer image copy.
// 2016-11-13: Vulkan: Fix validation layer warnings and errors and redeclare gl_PerVertex.
// 2016-10-18: Vulkan: Add location decorators & change to use structs as in/out in glsl, update embedded spv (produced with glslangValidator -x). Null the released resources.
// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
// 2016-08-27: Vulkan: Fix Vulkan example for use when a depth buffer is active.
@ -765,7 +792,6 @@ bool ImGui_ImplGlfwVulkan_Init(GLFWwindow* window, bool install_callbacks, Im
io.KeyMap[ImGuiKey_Y]=GLFW_KEY_Y;
io.KeyMap[ImGuiKey_Y]=GLFW_KEY_Y;
io.KeyMap[ImGuiKey_Z]=GLFW_KEY_Z;
io.KeyMap[ImGuiKey_Z]=GLFW_KEY_Z;
io.RenderDrawListsFn=ImGui_ImplGlfwVulkan_RenderDrawLists;// Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value
#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value
#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'xxxx' to type 'xxxx' casts away qualifiers
#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'xxxx' to type 'xxxx' casts away qualifiers
#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked
#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked
#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false
#endif
#endif
// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall
// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall
// For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items)
// For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items)
// (We pass an error message in the assert expression as a trick to get it visible to programmers who are not using a debugger, as most assert handlers display their argument)
// (We pass an error message in the assert expression as a trick to get it visible to programmers who are not using a debugger, as most assert handlers display their argument)
IM_ASSERT(g.Initialized);
IM_ASSERT(g.IO.DeltaTime>=0.0f&&"Need a positive DeltaTime (zero is tolerated but will cause some timing issues)");
IM_ASSERT(g.IO.DeltaTime>=0.0f&&"Need a positive DeltaTime (zero is tolerated but will cause some timing issues)");
IM_ASSERT(g.IO.Fonts->Fonts.Size>0&&"Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?");
IM_ASSERT(g.IO.Fonts->Fonts.Size>0&&"Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?");
@ -3286,12 +3274,16 @@ void ImGui::NewFrame()
IM_ASSERT(g.IO.KeyMap[n]>=-1&&g.IO.KeyMap[n]<IM_ARRAYSIZE(g.IO.KeysDown)&&"io.KeyMap[] contains an out of bound value (need to be 0..512, or -1 for unmapped key)");
IM_ASSERT(g.IO.KeyMap[n]>=-1&&g.IO.KeyMap[n]<IM_ARRAYSIZE(g.IO.KeysDown)&&"io.KeyMap[] contains an out of bound value (need to be 0..512, or -1 for unmapped key)");
// Do a simple check for required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was super recently added in 1.60 WIP)
// Do a simple check for required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was super recently added in 1.60 WIP)
IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space]!=-1&&"ImGuiKey_Space is not mapped, required for keyboard navigation.");
IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space]!=-1&&"ImGuiKey_Space is not mapped, required for keyboard navigation.");
// Initialize on first frame
// Load settings on first frame
if(!g.Initialized)
if(!g.SettingsLoaded)
Initialize(&g);
{
IM_ASSERT(g.SettingsWindows.empty());
LoadIniSettingsFromDisk(g.IO.IniFilename);
g.SettingsLoaded=true;
}
g.Time+=g.IO.DeltaTime;
g.Time+=g.IO.DeltaTime;
g.FrameCount+=1;
g.FrameCount+=1;
@ -3411,7 +3403,7 @@ void ImGui::NewFrame()
// - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow.
// - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow.
// - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point.
// - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point.
// - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms.
// - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms.
// Note that vertex buffers have been created and are wasted, so it is best practice that you don't create windows in the first place, or consistently respond to Begin() returning false.
if(window_to_render_front_most&&window_to_render_front_most->Active&&window_to_render_front_most->HiddenFrames<=0)// NavWindowingTarget is always temporarily displayed as the front-most window
if(window_to_render_front_most&&window_to_render_front_most->Active&&window_to_render_front_most->HiddenFrames<=0)// NavWindowingTarget is always temporarily displayed as the front-most window
// Find window given position, search front-to-back
// Find window given position, search front-to-back
// FIXME: Note that we have a lag here because WindowRectClipped is updated in Begin() so windows moved by user via SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is called, aka before the next Begin(). Moving window thankfully isn't affected.
// FIXME: Note that we have a lag here because WindowRectClipped is updated in Begin() so windows moved by user via SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is called, aka before the next Begin(). Moving window thankfully isn't affected.
rect_to_avoid=ImRect(ref_pos.x-16,ref_pos.y-8,ref_pos.x+24*sc,ref_pos.y+24*sc);// FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important.
rect_to_avoid=ImRect(ref_pos.x-16,ref_pos.y-8,ref_pos.x+24*sc,ref_pos.y+24*sc);// FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important.
// After Begin() we fill the last item / hovered data using the title bar data. Make that a standard behavior (to allow usage of context menus on title bar only, etc.).
// After Begin() we fill the last item / hovered data using the title bar data. Make that a standard behavior (to allow usage of context menus on title bar only, etc.).
// Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused)
// Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused)
if(first_begin_of_the_frame)
if(first_begin_of_the_frame)
@ -6198,14 +6191,13 @@ void ImGui::End()
if(window->DC.ColumnsSet!=NULL)
if(window->DC.ColumnsSet!=NULL)
EndColumns();
EndColumns();
PopClipRect();// inner window clip rectangle
PopClipRect();// Inner window clip rectangle
// Stop logging
// Stop logging
if(!(window->Flags&ImGuiWindowFlags_ChildWindow))// FIXME: add more options for scope of logging
if(!(window->Flags&ImGuiWindowFlags_ChildWindow))// FIXME: add more options for scope of logging
LogFinish();
LogFinish();
// Pop
// Pop from window stack
// NB: we don't clear 'window->RootWindow'. The pointer is allowed to live until the next call to Begin().
// NB: '##' is normally used to hide text (as a library-wide feature), so we need to specify the text range to make sure the ## aren't stripped out here.
// NB: '##' is normally used to hide text (as a library-wide feature), so we need to specify the text range to make sure the ## aren't stripped out here.
ImVec2tp0=ImVec2(t0,1.0f-ImSaturate((v0-scale_min)/ (scale_max-scale_min)));// Point in the normalized space of our target rectangle
ImVec2tp0=ImVec2(t0,1.0f-ImSaturate((v0-scale_min)* inv_scale));// Point in the normalized space of our target rectangle
floathistogram_zero_line_t=(scale_min*scale_max<0.0f)?(-scale_min/ (scale_max-scale_min)):(scale_min<0.0f?0.0f:1.0f);// Where does the zero line stands
floathistogram_zero_line_t=(scale_min*scale_max<0.0f)?(-scale_min* inv_scale):(scale_min<0.0f?0.0f:1.0f);// Where does the zero line stands
IM_ASSERT((flags&(ImGuiComboFlags_NoArrowButton|ImGuiComboFlags_NoPreview))!=(ImGuiComboFlags_NoArrowButton|ImGuiComboFlags_NoPreview));// Can't use both flags together
if(!enabled)// explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as 'if (BeginMenu("options", has_object)) { ..use object.. }'
if(!enabled)// explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as 'if (BeginMenu("options", has_object)) { ..use object.. }'
@ -12348,7 +12375,7 @@ static float GetDraggedColumnOffset(ImGuiColumnsSet* columns, int column_index)
// window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning.
// window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning.
ImGuiContext&g=*GImGui;
ImGuiContext&g=*GImGui;
ImGuiWindow*window=g.CurrentWindow;
ImGuiWindow*window=g.CurrentWindow;
IM_ASSERT(column_index>0);// We cannot drag column 0. If you get this assert you may have a conflict between the ID of your columns and another widgets.
IM_ASSERT(column_index>0);// We are not supposed to drag column 0.
// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource()
// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource()
ImGui::Text("HoveredId: 0x%08X/0x%08X (%.2f sec)",g.HoveredId,g.HoveredIdPreviousFrame,g.HoveredIdTimer);// Data is "in-flight" so depending on when the Metrics window is called we may see current frame information or not
ImGui::Text("HoveredId: 0x%08X/0x%08X (%.2f sec)",g.HoveredId,g.HoveredIdPreviousFrame,g.HoveredIdTimer);// Data is "in-flight" so depending on when the Metrics window is called we may see current frame information or not
@ -74,12 +74,16 @@ struct ImGuiListClipper; // Helper to manually clip large list of ite
structImGuiPayload;// User data payload for drag and drop operations
structImGuiPayload;// User data payload for drag and drop operations
structImGuiContext;// ImGui context (opaque)
structImGuiContext;// ImGui context (opaque)
// Typedefs and Enumerations (declared as int for compatibility and to not pollute the top of this file)
#ifndef ImTextureID
typedefvoid*ImTextureID;// user data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp)
#endif
// Typedefs and Enumerations (declared as int for compatibility with old C++ and to not pollute the top of this file)
typedefunsignedintImU32;// 32-bit unsigned integer (typically used to store packed colors)
typedefunsignedintImU32;// 32-bit unsigned integer (typically used to store packed colors)
typedefunsignedintImGuiID;// unique ID used by widgets (typically hashed from a stack of string)
typedefunsignedintImGuiID;// unique ID used by widgets (typically hashed from a stack of string)
typedefunsignedshortImWchar;// character for keyboard input/display
typedefunsignedshortImWchar;// character for keyboard input/display
typedefvoid*ImTextureID;// user data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp)
typedefintImGuiCol;// enum: a color identifier for styling // enum ImGuiCol_
typedefintImGuiCol;// enum: a color identifier for styling // enum ImGuiCol_
typedefintImGuiDir;// enum: a cardinal direction // enum ImGuiDir_
typedefintImGuiCond;// enum: a condition for Set*() // enum ImGuiCond_
typedefintImGuiCond;// enum: a condition for Set*() // enum ImGuiCond_
typedefintImGuiKey;// enum: a key identifier (ImGui-side enum) // enum ImGuiKey_
typedefintImGuiKey;// enum: a key identifier (ImGui-side enum) // enum ImGuiKey_
typedefintImGuiNavInput;// enum: an input identifier for navigation // enum ImGuiNavInput_
typedefintImGuiNavInput;// enum: an input identifier for navigation // enum ImGuiNavInput_
@ -90,12 +94,12 @@ typedef int ImDrawListFlags; // flags: for ImDrawList
typedefintImFontAtlasFlags;// flags: for ImFontAtlas // enum ImFontAtlasFlags_
typedefintImFontAtlasFlags;// flags: for ImFontAtlas // enum ImFontAtlasFlags_
typedefintImGuiColorEditFlags;// flags: for ColorEdit*(), ColorPicker*() // enum ImGuiColorEditFlags_
typedefintImGuiColorEditFlags;// flags: for ColorEdit*(), ColorPicker*() // enum ImGuiColorEditFlags_
typedefintImGuiColumnsFlags;// flags: for *Columns*() // enum ImGuiColumnsFlags_
typedefintImGuiColumnsFlags;// flags: for *Columns*() // enum ImGuiColumnsFlags_
typedefintImGuiConfigFlags;// flags: for io.ConfigFlags // enum ImGuiConfigFlags_
typedefintImGuiDragDropFlags;// flags: for *DragDrop*() // enum ImGuiDragDropFlags_
typedefintImGuiDragDropFlags;// flags: for *DragDrop*() // enum ImGuiDragDropFlags_
typedefintImGuiComboFlags;// flags: for BeginCombo() // enum ImGuiComboFlags_
typedefintImGuiComboFlags;// flags: for BeginCombo() // enum ImGuiComboFlags_
typedefintImGuiFocusedFlags;// flags: for IsWindowFocused() // enum ImGuiFocusedFlags_
typedefintImGuiFocusedFlags;// flags: for IsWindowFocused() // enum ImGuiFocusedFlags_
typedefintImGuiHoveredFlags;// flags: for IsItemHovered() etc. // enum ImGuiHoveredFlags_
typedefintImGuiHoveredFlags;// flags: for IsItemHovered() etc. // enum ImGuiHoveredFlags_
typedefintImGuiInputTextFlags;// flags: for InputText*() // enum ImGuiInputTextFlags_
typedefintImGuiInputTextFlags;// flags: for InputText*() // enum ImGuiInputTextFlags_
typedefintImGuiNavFlags;// flags: for io.NavFlags // enum ImGuiNavFlags_
typedefintImGuiSelectableFlags;// flags: for Selectable() // enum ImGuiSelectableFlags_
typedefintImGuiSelectableFlags;// flags: for Selectable() // enum ImGuiSelectableFlags_
typedefintImGuiTreeNodeFlags;// flags: for TreeNode*(),CollapsingHeader()// enum ImGuiTreeNodeFlags_
typedefintImGuiTreeNodeFlags;// flags: for TreeNode*(),CollapsingHeader()// enum ImGuiTreeNodeFlags_
typedefintImGuiWindowFlags;// flags: for Begin*() // enum ImGuiWindowFlags_
typedefintImGuiWindowFlags;// flags: for Begin*() // enum ImGuiWindowFlags_
@ -116,7 +120,7 @@ struct ImVec2
floatx,y;
floatx,y;
ImVec2(){x=y=0.0f;}
ImVec2(){x=y=0.0f;}
ImVec2(float_x,float_y){x=_x;y=_y;}
ImVec2(float_x,float_y){x=_x;y=_y;}
floatoperator[](size_tidx)const{IM_ASSERT(idx==0||idx==1);return*(&x+idx);}// We very rarely use this [] operator, thus an assert is fine.
floatoperator[](size_tidx)const{IM_ASSERT(idx==0||idx==1);return(&x)[idx];}// We very rarely use this [] operator, thus an assert is fine.
#ifdef IM_VEC2_CLASS_EXTRA // Define constructor and implicit cast operators in imconfig.h to convert back<>forth from your math types and ImVec2.
#ifdef IM_VEC2_CLASS_EXTRA // Define constructor and implicit cast operators in imconfig.h to convert back<>forth from your math types and ImVec2.
IM_VEC2_CLASS_EXTRA
IM_VEC2_CLASS_EXTRA
#endif
#endif
@ -147,9 +151,9 @@ namespace ImGui
// Main
// Main
IMGUI_APIImGuiIO&GetIO();
IMGUI_APIImGuiIO&GetIO();
IMGUI_APIImGuiStyle&GetStyle();
IMGUI_APIImGuiStyle&GetStyle();
IMGUI_APIImDrawData*GetDrawData();// same value as passed to your io.RenderDrawListsFn() function. valid after Render() and until the next call to NewFrame()
IMGUI_APIvoidNewFrame();// start a new ImGui frame, you can submit any command from this point until Render()/EndFrame().
IMGUI_APIvoidNewFrame();// start a new ImGui frame, you can submit any command from this point until Render()/EndFrame().
IMGUI_APIvoidRender();// ends the ImGui frame, finalize the draw data, then call your io.RenderDrawListsFn() function if set.
IMGUI_APIvoidRender();// ends the ImGui frame, finalize the draw data. (Obsolete: optionally call io.RenderDrawListsFn if set. Nowadays, prefer calling your render function yourself.)
IMGUI_APIImDrawData*GetDrawData();// valid after Render() and until the next call to NewFrame(). this is what you have to render. (Obsolete: this used to be passed to your io.RenderDrawListsFn() function.)
IMGUI_APIvoidEndFrame();// ends the ImGui frame. automatically called by Render(), so most likely don't need to ever call that yourself directly. If you don't need to render you may call EndFrame() but you'll have wasted CPU already. If you don't need to render, better to not create any imgui windows instead!
IMGUI_APIvoidEndFrame();// ends the ImGui frame. automatically called by Render(), so most likely don't need to ever call that yourself directly. If you don't need to render you may call EndFrame() but you'll have wasted CPU already. If you don't need to render, better to not create any imgui windows instead!
IMGUI_APIboolInvisibleButton(constchar*str_id,constImVec2&size);// button behavior without the visuals, useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
IMGUI_APIboolInvisibleButton(constchar*str_id,constImVec2&size);// button behavior without the visuals, useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
IMGUI_APIboolImageButton(ImTextureIDuser_texture_id,constImVec2&size,constImVec2&uv0=ImVec2(0,0),constImVec2&uv1=ImVec2(1,1),intframe_padding=-1,constImVec4&bg_col=ImVec4(0,0,0,0),constImVec4&tint_col=ImVec4(1,1,1,1));// <0 frame_padding uses default frame padding settings. 0 for no padding
IMGUI_APIboolImageButton(ImTextureIDuser_texture_id,constImVec2&size,constImVec2&uv0=ImVec2(0,0),constImVec2&uv1=ImVec2(1,1),intframe_padding=-1,constImVec4&bg_col=ImVec4(0,0,0,0),constImVec4&tint_col=ImVec4(1,1,1,1));// <0 frame_padding uses default frame padding settings. 0 for no padding
@ -452,8 +457,8 @@ namespace ImGui
// Drag and Drop
// Drag and Drop
// [BETA API] Missing Demo code. API may evolve.
// [BETA API] Missing Demo code. API may evolve.
IMGUI_APIboolBeginDragDropSource(ImGuiDragDropFlagsflags=0, intmouse_button=0);// call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource()
IMGUI_APIboolBeginDragDropSource(ImGuiDragDropFlagsflags=0);// call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource()
IMGUI_APIboolSetDragDropPayload(constchar*type,constvoid*data,size_tsize,ImGuiCondcond=0);// type is a user defined string of maximum 12 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_tsize,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_APIvoidEndDragDropSource();// only call EndDragDropSource() if BeginDragDropSource() returns true!
IMGUI_APIvoidEndDragDropSource();// only call EndDragDropSource() if BeginDragDropSource() returns true!
IMGUI_APIboolBeginDragDropTarget();// call after submitting an item that may receive an item. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
IMGUI_APIboolBeginDragDropTarget();// call after submitting an item that may receive an item. 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.
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.
@ -482,7 +487,7 @@ namespace ImGui
IMGUI_APIImVec2GetItemRectSize();// get size of last item, in screen space
IMGUI_APIImVec2GetItemRectSize();// get size of last item, in screen space
IMGUI_APIvoidSetItemAllowOverlap();// allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area.
IMGUI_APIvoidSetItemAllowOverlap();// allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area.
IMGUI_APIboolIsWindowFocused(ImGuiFocusedFlagsflags=0);// is current window focused? or its root/child, depending on flags. see flags for options.
IMGUI_APIboolIsWindowFocused(ImGuiFocusedFlagsflags=0);// is current window focused? or its root/child, depending on flags. see flags for options.
IMGUI_APIboolIsWindowHovered(ImGuiHoveredFlagsflags=0);// is current window hovered (and typically: not blocked by a popup/modal)? see flags for options.
IMGUI_APIboolIsWindowHovered(ImGuiHoveredFlagsflags=0);// is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ!
IMGUI_APIboolIsRectVisible(constImVec2&size);// test if rectangle (of given size, starting from cursor position) is visible / not clipped.
IMGUI_APIboolIsRectVisible(constImVec2&size);// test if rectangle (of given size, starting from cursor position) is visible / not clipped.
IMGUI_APIboolIsRectVisible(constImVec2&rect_min,constImVec2&rect_max);// test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.
IMGUI_APIboolIsRectVisible(constImVec2&rect_min,constImVec2&rect_max);// test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.
IMGUI_APIfloatGetTime();
IMGUI_APIfloatGetTime();
@ -611,7 +616,7 @@ enum ImGuiTreeNodeFlags_
ImGuiTreeNodeFlags_FramePadding=1<<10,// Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding().
ImGuiTreeNodeFlags_FramePadding=1<<10,// Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding().
//ImGuITreeNodeFlags_SpanAllAvailWidth = 1 << 11, // FIXME: TODO: Extend hit box horizontally even if not framed
//ImGuITreeNodeFlags_SpanAllAvailWidth = 1 << 11, // FIXME: TODO: Extend hit box horizontally even if not framed
//ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 12, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
//ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 12, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
ImGuiTreeNodeFlags_NavCloseFromChild =1<<13,// (WIP) Nav: left direction may close this TreeNode() when focusing on any child (items submitted between TreeNode and TreePop)
ImGuiTreeNodeFlags_NavLeftJumpsBackHere=1<<13,// (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
// Note: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that. Please read the FAQ!
enumImGuiHoveredFlags_
enumImGuiHoveredFlags_
{
{
ImGuiHoveredFlags_Default=0,// Return true if directly over the item/window, not obstructed by another window, not obstructed by an active popup or modal blocking inputs under them.
ImGuiHoveredFlags_Default=0,// Return true if directly over the item/window, not obstructed by another window, not obstructed by an active popup or modal blocking inputs under them.
@ -682,6 +690,17 @@ enum ImGuiDragDropFlags_
#define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3] // Standard type for colors, without alpha. User code may use this type.
#define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3] // Standard type for colors, without alpha. User code may use this type.
#define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4] // Standard type for colors. User code may use this type.
#define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4] // Standard type for colors. User code may use this type.
// A direction
enumImGuiDir_
{
ImGuiDir_None=-1,
ImGuiDir_Left=0,
ImGuiDir_Right=1,
ImGuiDir_Up=2,
ImGuiDir_Down=3,
ImGuiDir_COUNT
};
// User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array
// User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array
enumImGuiKey_
enumImGuiKey_
{
{
@ -710,14 +729,14 @@ enum ImGuiKey_
};
};
// [BETA] Gamepad/Keyboard directional navigation
// [BETA] Gamepad/Keyboard directional navigation
// Keyboard: Set io.NavFlags |= ImGuiNavFlags_EnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeyDown[] + io.KeyMap[] arrays.
// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeyDown[] + io.KeyMap[] arrays.
// Gamepad: Set io.NavFlags |= ImGuiNavFlags_EnableGamepad to enable. Fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
// Read instructions in imgui.cpp for more details.
// Read instructions in imgui.cpp for more details. Download PNG/PSD at goo.gl/9LgVZW.
enumImGuiNavInput_
enumImGuiNavInput_
{
{
// Gamepad Mapping
// Gamepad Mapping
ImGuiNavInput_Activate,// activate / open / toggle / tweak value // e.g. Circle (PS4), A (Xbox), B (Switch), Space (Keyboard)
ImGuiNavInput_Activate,// activate / open / toggle / tweak value // e.g. Circle (PS4), A (Xbox), A (Switch), Space (Keyboard)
ImGuiNavInput_Cancel,// cancel / close / exit // e.g. Cross (PS4), B (Xbox), A (Switch), Escape (Keyboard)
ImGuiNavInput_Cancel,// cancel / close / exit // e.g. Cross (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_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_Menu,// tap: toggle menu / hold: focus, move, resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard)
ImGuiNavInput_TweakFast,// faster tweaks // e.g. R1 or R2 (PS4), RB or RT (Xbox), R 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.
// [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) may be directly reading from io.KeyDown[] instead of io.NavInputs[].
// Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeyDown[] instead of io.NavInputs[].
ImGuiNavInput_KeyMenu_,// toggle menu // = io.KeyAlt
ImGuiNavInput_KeyMenu_,// toggle menu // = io.KeyAlt
ImGuiNavInput_KeyLeft_,// move left // = Arrow keys
ImGuiNavInput_KeyLeft_,// move left // = Arrow keys
ImGuiNavFlags_EnableKeyboard=1<<0,// Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeyDown[].
ImGuiConfigFlags_NavEnableKeyboard=1<<0,// Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeyDown[].
ImGuiNavFlags_EnableGamepad=1<<1,// Master gamepad navigation enable flag. This is mostly to instruct your imgui back-end to fill io.NavInputs[].
ImGuiConfigFlags_NavEnableGamepad=1<<1,// Master gamepad navigation enable flag. This is mostly to instruct your imgui back-end to fill io.NavInputs[].
ImGuiNavFlags_MoveMouse=1<<2,// Request navigation to allow moving the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantMoveMouse=true. If enabled you MUST honor io.WantMoveMouse requests in your binding, otherwise ImGui will react as if the mouse is jumping around back and forth.
ImGuiConfigFlags_NavMoveMouse=1<<2,// Request navigation to allow moving the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantMoveMouse=true. If enabled you MUST honor io.WantMoveMouse requests in your binding, otherwise ImGui will react as if the mouse is jumping around back and forth.
ImGuiNavFlags_NoCaptureKeyboard=1<<3// Do not set the io.WantCaptureKeyboard flag with io.NavActive is set.
ImGuiConfigFlags_NavNoCaptureKeyboard=1<<3,// Do not set the io.WantCaptureKeyboard flag with io.NavActive is set.
// User storage (to allow your back-end/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core ImGui)
ImGuiConfigFlags_IsSRGB=1<<20,// Back-end is SRGB-aware.
ImGuiConfigFlags_IsTouchScreen=1<<21// Back-end is using a touch screen instead of a mouse.
};
};
// Enumeration for PushStyleColor() / PopStyleColor()
// Enumeration for PushStyleColor() / PopStyleColor()
// Rendering function, will be called in Render().
// Alternatively you can keep this to NULL and call GetDrawData() after Render() to get the same pointer.
// See example applications if you are unsure of how to implement this.
void(*RenderDrawListsFn)(ImDrawData*data);
// Optional: access OS clipboard
// Optional: access OS clipboard
// (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
// (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
constchar*(*GetClipboardTextFn)(void*user_data);
constchar*(*GetClipboardTextFn)(void*user_data);
@ -997,6 +1020,12 @@ struct ImGuiIO
void(*ImeSetInputScreenPosFn)(intx,inty);
void(*ImeSetInputScreenPosFn)(intx,inty);
void*ImeWindowHandle;// (Windows) Set this to your HWND to get automatic IME cursor positioning.
void*ImeWindowHandle;// (Windows) Set this to your HWND to get automatic IME cursor positioning.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// [OBSOLETE] Rendering function, will be automatically called in Render(). Please call your rendering function yourself now! You can obtain the ImDrawData* by calling ImGui::GetDrawData() after Render().
// See example applications if you are unsure of how to implement this.
ImVec2MousePos;// Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.)
ImVec2MousePos;// Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.)
boolMouseDown[5];// Mouse buttons: left, right, middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
boolMouseDown[5];// Mouse buttons: left, right, middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
floatMouseWheel;// Mouse wheel: 1 unit scrolls about 5 lines text.
floatMouseWheel;// Mouse wheel: 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.
floatMouseWheelH;// Mouse wheel (Horizontal). Most users don't have a mouse with an horizontal wheel, may not be filled by all back-ends.
boolMouseDrawCursor;// Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor).
boolMouseDrawCursor;// Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor).
boolKeyCtrl;// Keyboard modifier pressed: Control
boolKeyCtrl;// Keyboard modifier pressed: Control
boolKeyShift;// Keyboard modifier pressed: Shift
boolKeyShift;// Keyboard modifier pressed: Shift
@ -1026,7 +1055,7 @@ struct ImGuiIO
boolWantCaptureMouse;// When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. This is set by ImGui when it wants to use your mouse (e.g. unclicked mouse is hovering a window, or a widget is active).
boolWantCaptureMouse;// When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. This is set by ImGui when it wants to use your mouse (e.g. unclicked mouse is hovering a window, or a widget is active).
boolWantCaptureKeyboard;// When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. This is set by ImGui when it wants to use your keyboard inputs.
boolWantCaptureKeyboard;// When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. This is set by ImGui when it wants to use your keyboard inputs.
boolWantTextInput;// Mobile/console: when io.WantTextInput is true, you may display an on-screen keyboard. This is set by ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
boolWantTextInput;// Mobile/console: when io.WantTextInput is true, you may display an on-screen keyboard. This is set by ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
boolWantMoveMouse;// MousePos has been altered, back-end should reposition mouse on next frame. Set only when ImGuiNavFlags_MoveMouse flag is enabled in io.NavFlags.
boolWantMoveMouse;// MousePos has been altered, back-end should reposition mouse on next frame. Set only when ImGuiConfigFlags_NavMoveMouse flag is enabled.
boolNavActive;// Directional navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
boolNavActive;// Directional navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
boolNavVisible;// Directional navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
boolNavVisible;// Directional navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
floatFramerate;// Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames
floatFramerate;// Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames
@ -1319,7 +1348,7 @@ struct ImGuiPayload
ImGuiIDSourceId;// Source item id
ImGuiIDSourceId;// Source item id
ImGuiIDSourceParentId;// Source parent id (if available)
ImGuiIDSourceParentId;// Source parent id (if available)
intDataFrameCount;// Data timestamp
intDataFrameCount;// Data timestamp
charDataType[12 +1];// Data type tag (short user-supplied string, 12 characters max)
charDataType[32+1];// Data type tag (short user-supplied string, 32 characters max)
boolPreview;// Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)
boolPreview;// Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)
boolDelivery;// Set when AcceptDragDropPayload() was called and mouse button is released over the target item.
boolDelivery;// Set when AcceptDragDropPayload() was called and mouse button is released over the target item.
@ -1504,7 +1533,7 @@ struct ImDrawList
IMGUI_APIvoidPushClipRect(ImVec2clip_rect_min,ImVec2clip_rect_max,boolintersect_with_current_clip_rect=false);// Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
IMGUI_APIvoidPushClipRect(ImVec2clip_rect_min,ImVec2clip_rect_max,boolintersect_with_current_clip_rect=false);// Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
floatRasterizerMultiply;// 1.0f // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable.
floatRasterizerMultiply;// 1.0f // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable.
// [Internal]
// [Internal]
charName[32];// Name (strictly to ease debugging)
charName[40];// Name (strictly to ease debugging)
ImFont*DstFont;
ImFont*DstFont;
IMGUI_APIImFontConfig();
IMGUI_APIImFontConfig();
@ -1637,10 +1666,10 @@ struct ImFontAtlas
IMGUI_APIImFont*AddFontFromMemoryTTF(void*font_data,intfont_size,floatsize_pixels,constImFontConfig*font_cfg=NULL,constImWchar*glyph_ranges=NULL);// Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after Build(). Set font_cfg->FontDataOwnedByAtlas to false to keep ownership.
IMGUI_APIImFont*AddFontFromMemoryTTF(void*font_data,intfont_size,floatsize_pixels,constImFontConfig*font_cfg=NULL,constImWchar*glyph_ranges=NULL);// Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after Build(). Set font_cfg->FontDataOwnedByAtlas to false to keep ownership.
IMGUI_APIImFont*AddFontFromMemoryCompressedTTF(constvoid*compressed_font_data,intcompressed_font_size,floatsize_pixels,constImFontConfig*font_cfg=NULL,constImWchar*glyph_ranges=NULL);// 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp.
IMGUI_APIImFont*AddFontFromMemoryCompressedTTF(constvoid*compressed_font_data,intcompressed_font_size,floatsize_pixels,constImFontConfig*font_cfg=NULL,constImWchar*glyph_ranges=NULL);// 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp.
IMGUI_APIImFont*AddFontFromMemoryCompressedBase85TTF(constchar*compressed_font_data_base85,floatsize_pixels,constImFontConfig*font_cfg=NULL,constImWchar*glyph_ranges=NULL);// 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter.
IMGUI_APIImFont*AddFontFromMemoryCompressedBase85TTF(constchar*compressed_font_data_base85,floatsize_pixels,constImFontConfig*font_cfg=NULL,constImWchar*glyph_ranges=NULL);// 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter.
IMGUI_APIvoidClearTexData();// Clear the CPU-side texture data. Saves RAM once the texture has been copied to graphics memory.
IMGUI_APIvoidClearInputData();// Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts.
IMGUI_APIvoidClearInputData();// Clear the input TTF data (inc sizes, glyph ranges)
IMGUI_APIvoidClearTexData();// Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory.
IMGUI_APIvoidClearFonts();// Clear the ImGui-side font data (glyphs storage, UV coordinates)
IMGUI_APIvoidClearFonts();// Clear output font data (glyphs storage, UV coordinates).
IMGUI_APIvoidClear();// Clear all
IMGUI_APIvoidClear();// Clear all input and output.
// Build atlas, retrieve pixel data.
// Build atlas, retrieve pixel data.
// User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID().
// User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID().
@ -1746,6 +1775,7 @@ struct ImFont
ImFontConfig*ConfigData;// // Pointer within ContainerAtlas->ConfigData
ImFontConfig*ConfigData;// // Pointer within ContainerAtlas->ConfigData
ImFontAtlas*ContainerAtlas;// // What we has been loaded into
ImFontAtlas*ContainerAtlas;// // What we has been loaded into
floatAscent,Descent;// // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
floatAscent,Descent;// // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
boolDirtyLookupTables;
intMetricsTotalSurface;// // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
intMetricsTotalSurface;// // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
ImGui::SameLine();ShowHelpMarker("Request ImGui to render a mouse cursor for you in software. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something).");
ImGui::SameLine();ShowHelpMarker("Request ImGui to render a mouse cursor for you in software. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something).");
ImGui::SameLine();ShowHelpMarker("Request ImGui to move your move cursor when using gamepad/keyboard navigation. NewFrame() will change io.MousePos and set the io.WantMoveMouse flag, your backend will need to apply the new mouse position.");
ImGui::SameLine();ShowHelpMarker("Request ImGui to move your move cursor when using gamepad/keyboard navigation. NewFrame() will change io.MousePos and set the io.WantMoveMouse flag, your backend will need to apply the new mouse position.");
ImGui::SameLine();ShowHelpMarker("Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, otherwise your backend needs to handle it.");
ImGui::SameLine();ShowHelpMarker("Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, otherwise your backend needs to handle it.");
font->RenderChar(draw_list,cell_size.x,cell_p1,ImGui::GetColorU32(ImGuiCol_Text),(ImWchar)(base+n));// We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions available to generate a string.
font->RenderChar(draw_list,cell_size.x,cell_p1,ImGui::GetColorU32(ImGuiCol_Text),(ImWchar)(base+n));// We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions available to generate a string.
#define IM_NEWLINE "\r\n" // Play it nice with Windows users (2018: Notepad _still_ doesn't display files properly when they use Unix-style carriage returns)
// Stacked color modifier, backup of modified data so we can restore it
// Stacked color modifier, backup of modified data so we can restore it
@ -634,8 +628,8 @@ struct ImGuiContext
intNavLayer;// Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later.
intNavLayer;// Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later.
intNavIdTabCounter;// == NavWindow->DC.FocusIdxTabCounter at time of NavId processing
intNavIdTabCounter;// == NavWindow->DC.FocusIdxTabCounter at time of NavId processing
boolNavIdIsAlive;// Nav widget has been seen this frame ~~ NavRefRectRel is valid
boolNavIdIsAlive;// Nav widget has been seen this frame ~~ NavRefRectRel is valid
boolNavMousePosDirty;// When set we will update mouse position if (NavFlags & ImGuiNavFlags_MoveMouse) if set (NB: this not enabled by default)
boolNavMousePosDirty;// When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavMoveMouse) if set (NB: this not enabled by default)
boolNavDisableHighlight;// When user starts using mouse, we hide gamepad/keyboard highlight (nb: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover)
boolNavDisableHighlight;// When user starts using mouse, we hide gamepad/keyboard highlight (NB: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover)
boolNavDisableMouseHover;// When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again.
boolNavDisableMouseHover;// When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again.
IMGUI_APIvoidActivateItem(ImGuiIDid);// Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again.
IMGUI_APIvoidActivateItem(ImGuiIDid);// Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again.