IMGUI_APIvoidPushItemWidth(floatitem_width);// width of items for the common item+label case, pixels. 0.0f = default to ~2/3 of windows width, >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -0.01f always align width to the right side)
IMGUI_APIvoidPushItemWidth(floatitem_width);// width of items for the common item+label case, pixels. 0.0f = default to ~2/3 of windows width, >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side)
IMGUI_APIvoidPopItemWidth();
IMGUI_APIvoidPopItemWidth();
IMGUI_APIfloatCalcItemWidth();// width of item given pushed settings and current cursor position
IMGUI_APIfloatCalcItemWidth();// width of item given pushed settings and current cursor position
IMGUI_APIvoidPushAllowKeyboardFocus(boolv);// allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
IMGUI_APIvoidPushAllowKeyboardFocus(boolv);// allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
// Widgets: Drags (tip: ctrl+click on a drag box to input text)
// Widgets: Drags (tip: ctrl+click on a drag box to input text)
IMGUI_APIboolDragFloat(constchar*label,float*v,floatv_speed=1.0f,floatv_min=0.0f,floatv_max=0.0f,constchar*display_format="%.3f",floatpower=1.0f);// If v_max >= v_max we have no bound
IMGUI_APIboolDragFloat(constchar*label,float*v,floatv_speed=1.0f,floatv_min=0.0f,floatv_max=0.0f,constchar*display_format="%.3f",floatpower=1.0f);// If v_min >= v_max we have no bound
IMGUI_APIboolDragInt(constchar*label,int*v,floatv_speed=1.0f,intv_min=0,intv_max=0,constchar*display_format="%.0f");// If v_max >= v_max we have no bound
IMGUI_APIboolDragInt(constchar*label,int*v,floatv_speed=1.0f,intv_min=0,intv_max=0,constchar*display_format="%.0f");// If v_min >= v_max we have no bound
// Widgets: Value() Helpers. Output single value in "name: value" format (tip: freely declare your own within the ImGui namespace!)
// Widgets: Value() Helpers. Output single value in "name: value" format (tip: freely declare your own within the ImGui namespace!)
IMGUI_APIvoidValue(constchar*prefix,boolb);
IMGUI_APIvoidValue(constchar*prefix,boolb);
IMGUI_APIvoidValue(constchar*prefix,intv);
IMGUI_APIvoidValue(constchar*prefix,intv);
@ -554,6 +560,14 @@ enum ImGuiStyleVar_
ImGuiStyleVar_GrabMinSize// float
ImGuiStyleVar_GrabMinSize// float
};
};
enumImGuiAlign_
{
ImGuiAlign_Left=1<<0,
ImGuiAlign_Center=1<<1,
ImGuiAlign_Right=1<<2,
ImGuiAlign_Default=ImGuiAlign_Left,
};
// Enumeration for ColorEditMode()
// Enumeration for ColorEditMode()
enumImGuiColorEditMode_
enumImGuiColorEditMode_
{
{
@ -583,7 +597,8 @@ enum ImGuiSetCond_
{
{
ImGuiSetCond_Always=1<<0,// Set the variable
ImGuiSetCond_Always=1<<0,// Set the variable
ImGuiSetCond_Once=1<<1,// Only set the variable on the first call per runtime session
ImGuiSetCond_Once=1<<1,// Only set the variable on the first call per runtime session
ImGuiSetCond_FirstUseEver=1<<2// Only set the variable if the window doesn't exist in the .ini file
ImGuiSetCond_FirstUseEver=1<<2,// Only set the variable if the window doesn't exist in the .ini file
ImGuiSetCond_Appearing=1<<3// Only set the variable if the window is appearing after being inactive (or the first time)
};
};
structImGuiStyle
structImGuiStyle
@ -592,18 +607,19 @@ struct ImGuiStyle
ImVec2WindowPadding;// Padding within a window
ImVec2WindowPadding;// Padding within a window
ImVec2WindowMinSize;// Minimum window size
ImVec2WindowMinSize;// Minimum window size
floatWindowRounding;// Radius of window corners rounding. Set to 0.0f to have rectangular windows
floatWindowRounding;// Radius of window corners rounding. Set to 0.0f to have rectangular windows
ImGuiAlignWindowTitleAlign;// Alignment for title bar text
floatChildWindowRounding;// Radius of child window corners rounding. Set to 0.0f to have rectangular windows
floatChildWindowRounding;// Radius of child window corners rounding. Set to 0.0f to have rectangular windows
ImVec2FramePadding;// Padding within a framed rectangle (used by most widgets)
ImVec2FramePadding;// Padding within a framed rectangle (used by most widgets)
floatFrameRounding;// Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
floatFrameRounding;// Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
ImVec2ItemSpacing;// Horizontal and vertical spacing between widgets/lines
ImVec2ItemSpacing;// Horizontal and vertical spacing between widgets/lines
ImVec2ItemInnerSpacing;// Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
ImVec2ItemInnerSpacing;// Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
ImVec2TouchExtraPadding;// Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
ImVec2TouchExtraPadding;// Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
ImVec2AutoFitPadding;// Extra space after auto-fit (double-clicking on resize grip)
floatWindowFillAlphaDefault;// Default alpha of window background, if not specified in ImGui::Begin()
floatWindowFillAlphaDefault;// Default alpha of window background, if not specified in ImGui::Begin()
floatIndentSpacing;// Horizontal indentation when e.g. entering a tree node
floatIndentSpacing;// Horizontal indentation when e.g. entering a tree node
floatColumnsMinSpacing;// Minimum horizontal spacing between two columns
floatColumnsMinSpacing;// Minimum horizontal spacing between two columns
floatScrollbarWidth;// Width of the vertical scrollbar
floatScrollbarWidth;// Width of the vertical scrollbar
floatGrabMinSize;// Minimum width/height of a slider or scrollbar grab
floatScrollbarRounding;// Radius of grab corners for scrollbar
floatGrabMinSize;// Minimum width/height of a grab box for slider/scrollbar
ImVec2DisplayWindowPadding;// Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows.
ImVec2DisplayWindowPadding;// Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows.
ImVec2DisplaySafeAreaPadding;// If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
ImVec2DisplaySafeAreaPadding;// If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
ImVec4Colors[ImGuiCol_COUNT];
ImVec4Colors[ImGuiCol_COUNT];
@ -685,6 +701,7 @@ struct ImGuiIO
floatFramerate;// Framerate estimation, in frame per second. Rolling average estimation based on IO.DeltaTime over 120 frames
floatFramerate;// Framerate estimation, in frame per second. Rolling average estimation based on IO.DeltaTime over 120 frames
intMetricsRenderVertices;// Vertices processed during last call to Render()
intMetricsRenderVertices;// Vertices processed during last call to Render()
intMetricsRenderIndices;//
intMetricsRenderIndices;//
intMetricsActiveWindows;// Number of visible windows (exclude child windows)
IMGUI_APIImFont*AddFontFromMemoryTTF(void*in_ttf_data,unsignedintin_ttf_data_size,floatsize_pixels,constImWchar*glyph_ranges=NULL,intfont_no=0);// Pass ownership of 'in_ttf_data' memory, will be deleted after build
IMGUI_APIImFont*AddFontFromMemoryTTF(void*ttf_data,intttf_size,floatsize_pixels,constImWchar*glyph_ranges=NULL,intfont_no=0);// Transfer ownership of 'ttf_data' to ImFontAtlas, will be deleted after Build()
IMGUI_APIImFont*AddFontFromMemoryCompressedTTF(constvoid*in_compressed_ttf_data,unsignedintin_compressed_ttf_data_size,floatsize_pixels,constImWchar*glyph_ranges=NULL,intfont_no=0);// 'in_compressed_ttf_data' untouched and still owned by caller. compress with binary_to_compressed_c.
IMGUI_APIImFont*AddFontFromMemoryCompressedTTF(constvoid*compressed_ttf_data,intcompressed_ttf_size,floatsize_pixels,constImWchar*glyph_ranges=NULL,intfont_no=0);// 'compressed_ttf_data' untouched and still owned by caller. Compress with binary_to_compressed_c.cpp
IMGUI_APIvoidClearTexData();// Saves RAM once the texture has been copied to graphics memory.
IMGUI_APIvoidClearTexData();// Clear the CPU-side texture data. Saves RAM once the texture has been copied to graphics memory.
IMGUI_APIvoidClear();
IMGUI_APIvoidClearInputData();// Clear the input TTF data (inc sizes, glyph ranges)
IMGUI_APIvoidClearFonts();// Clear the ImGui-side font data (glyphs storage, UV coordinates)
IMGUI_APIvoidClear();// Clear all
// Retrieve texture data
// Retrieve texture data
// User is in charge of copying the pixels into graphics memory, then call SetTextureUserID()
// User is in charge of copying the pixels into graphics memory, then call SetTextureUserID()
@ -1003,7 +1022,6 @@ struct ImFontAtlas
structImFontAtlasData;
structImFontAtlasData;
ImVector<ImFontAtlasData*>InputData;// Internal data
ImVector<ImFontAtlasData*>InputData;// Internal data
IMGUI_APIboolBuild();// Build pixels data. This is automatically for you by the GetTexData*** functions.
IMGUI_APIboolBuild();// Build pixels data. This is automatically for you by the GetTexData*** functions.
IMGUI_APIvoidClearInputData();// Clear the input TTF data.