(This library is free and will stay free, but needs your support to sustain its development. There are lots of desirable new features and maintenance to do. If you work for a company using ImGui or have the means to do so, please consider financial support)
(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.)
dear imgui (AKA ImGui), is a bloat-free graphical user interface library for C++. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline enabled application. It is fast, portable, renderer agnostic and self-contained (no external dependencies).
ImGui is designed to enable fast iteration and empower programmers to create content creation tools and visualization/ debug tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and thus lacks certain features normally found in more high-level libraries.
Dear ImGui is a bloat-free graphical user interface library for C++. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline enabled application. It is fast, portable, renderer agnostic and self-contained (no external dependencies).
ImGui is particularly suited to integration in realtime 3D applications, fullscreen applications, embedded applications, games, or any applications on consoles platforms where operating system features are non-standard.
Dear ImGui is designed to enable fast iteration and empower programmers to create content creation tools and visualization/ debug tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and thus lacks certain features normally found in more high-level libraries.
ImGui is self-contained within a few files that you can easily copy and compile into your application/engine:
Dear ImGui is particularly suited to integration in realtime 3D applications, fullscreen applications, embedded applications, games, or any applications on consoles platforms where operating system features are non-standard.
Dear ImGui is self-contained within a few files that you can easily copy and compile into your application/engine:
- imgui.cpp
- imgui.h
@ -27,37 +31,39 @@ ImGui is self-contained within a few files that you can easily copy and compile
No specific build process is required. You can add the .cpp files to your project or #include them from an existing file.
Your code passes mouse/keyboard inputs and settings to ImGui (see example applications for more details). After ImGui is setup, you can use it like in this example:
Your code passes mouse/keyboard inputs and settings to Dear ImGui (see example applications for more details). After Dear ImGui is setup, you can use it like in this example:
![screenshot of sample code alongside its output with ImGui](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/code_sample_01.png)
![screenshot of sample code alongside its output with dear imgui](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/code_sample_01.png)
ImGui outputs vertex buffers and simple command-lists that you can render in your application. The number of draw calls and state changes is typically very small. Because it doesn't know or touch graphics state directly, you can call ImGui commands anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate ImGui with your existing codebase.
Dear ImGui outputs vertex buffers and simple command-lists that you can render in your application. The number of draw calls and state changes is typically very small. Because it doesn't know or touch graphics state directly, you can call ImGui commands anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate dear imgui with your existing codebase.
_A common misunderstanding is to think that immediate mode gui == immediate mode rendering, which usually implies hammering your driver/GPU with a bunch of inefficient draw calls and state changes, as the gui functions as called by the user. This is NOT what Dear ImGui does. Dear ImGui outputs vertex buffers and a small list of draw calls batches. It never touches your GPU directly. The draw call batches are decently optimal and you can render them later, in your app or even remotely._
_A common misunderstanding is to think that immediate mode gui == immediate mode rendering, which usually implies hammering your driver/GPU with a bunch of inefficient draw calls and state changes, as the gui functions are called by the user. This is NOT what Dear ImGui does. Dear ImGui outputs vertex buffers and a small list of draw calls batches. It never touches your GPU directly. The draw call batches are decently optimal and you can render them later, in your app or even remotely._
ImGui allows you create elaborate tools as well as very short-lived ones. On the extreme side of short-liveness: using the Edit&Continue feature of modern compilers you can add a few widgets to tweaks variables while your application is running, and remove the code a minute later! ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, etc.
Dear ImGui allows you create elaborate tools as well as very short-lived ones. On the extreme side of short-liveness: using the Edit&Continue feature of modern compilers you can add a few widgets to tweaks variables while your application is running, and remove the code a minute later! Dear ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, an entire game making editor/framework, etc.
Binaries/Demo
-------------
You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let me know! If you want to have a quick look at the features of ImGui, you can download Windows binaries of the demo app here.
You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let me know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here:
_NB: those third-party bindings may be more or less maintained, more or less close to the spirit of original API and therefore I cannot give much guarantee about them. People who create language bindings sometimes haven't used the C++ API themselves (for the good reason that they aren't C++ users). ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
_NB: those third-party bindings may be more or less maintained, more or less close to the spirit of original API and therefore I cannot give much guarantee about them. People who create language bindings sometimes haven't used the C++ API themselves (for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
_Integrating Dear ImGui within your custom engine is a matter of wiring mouse/keyboard inputs and providing a render function that can bind a texture and render simple textured triangles. The examples/ folder is populated with applications doing just that. If you are an experienced programmer it should take you less than an hour to integrate Dear ImGui in your custom engine, but make sure to spend time reading the FAQ, the comments and other documentation!_
Languages:
- cimgui: thin c-api wrapper for ImGui https://github.com/Extrawurst/cimgui
- ImGui.NET: An ImGui wrapper for .NET Core https://github.com/mellinoe/ImGui.NET
- imgui-rs: Rust bindings for dear imgui https://github.com/Gekkio/imgui-rs
- DerelictImgui: Dynamic bindings for the D programming language: https://github.com/Extrawurst/DerelictImgui
- CyImGui: Python bindings for dear imgui using Cython: https://github.com/chromy/cyimgui
- pyimgui: Another Python bindings for dear imgui: https://github.com/swistakm/pyimgui
- Python - CyImGui: Python bindings for dear imgui using Cython: https://github.com/chromy/cyimgui
- Python - pyimgui: Another Python bindings for dear imgui: https://github.com/swistakm/pyimgui
- Rust - imgui-rs: Rust bindings for dear imgui https://github.com/Gekkio/imgui-rs
Frameworks:
- Main ImGui repository include examples for DirectX9, DirectX10, DirectX11, OpenGL2/3, Vulkan, Allegro 5, SDL+GL2/3, iOS and Marmalade: https://github.com/ocornut/imgui/tree/master/examples
@ -69,6 +75,7 @@ Frameworks:
- Cinder backend for dear imgui https://github.com/simongeilfus/Cinder-ImGui
- FlexGUI: Flexium/SFML backend for dear imgui https://github.com/DXsmiley/FlexGUI
- IrrIMGUI: Irrlicht backend for dear imgui https://github.com/ZahlGraf/IrrIMGUI
- UnrealEngine_ImGui: Unreal Engine 4 backend for dear imgui https://github.com/sronsse/UnrealEngine_ImGui
- LÖVE backend for dear imgui https://github.com/slages/love-imgui
- Ogre backend for dear imgui https://bitbucket.org/LMCrashy/ogreimgui/src
- ofxImGui: openFrameworks backend for dear imgui https://github.com/jvcleave/ofxImGui
@ -97,7 +104,7 @@ See the [Screenshots Thread](https://github.com/ocornut/imgui/issues/123) for so
ImGui can load TTF fonts. UTF-8 is supported for text display and input. Here using Arial Unicode font to display Japanese. Initialize custom font with:
Dear ImGui can load TTF/OTF fonts. UTF-8 is supported for text display and input. Here using Arial Unicode font to display Japanese. Initialize custom font with:
@ -115,6 +122,8 @@ The Immediate Mode GUI paradigm may at first appear unusual to some users. This
- [A presentation by Rickard Gustafsson and Johannes Algelind](http://www.cse.chalmers.se/edu/year/2011/course/TDA361/Advanced%20Computer%20Graphics/IMGUI.pdf).
- [Jari Komppa's tutorial on building an ImGui library](http://iki.fi/sol/imgui/).
- [Casey Muratori's original video that popularized the concept](https://mollyrocket.com/861).
- [Nicolas Guillemot's CppCon'16 flashtalk about Dear ImGui](https://www.youtube.com/watch?v=LSRJ1jZq90k).
- [Thierry Excoffier's Zero Memory Widget](http://perso.univ-lyon1.fr/thierry.excoffier/ZMW/).
See the [Links page](https://github.com/ocornut/imgui/wiki/Links) for third-party bindings to different languages and frameworks.
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 do I update to a newer version of ImGui?</b>
<br><b>What is ImTextureID and how do I display an image?</b>
<br><b>I integrated ImGui in my engine and the text or lines are blurry..</b>
<br><b>I integrated ImGui in my engine and some elements are disappearing when I move windows around..</b>
<br><b>How can I have multiple widgets with the same label? Can I have widget without a label? (Yes). A primer on the purpose of labels/IDs.</b>
<br><b>How can I tell when ImGui wants my mouse/keyboard inputs and when I can pass them to my application?</b>
<br><b>I integrated Dear ImGui in my engine and the text or lines are blurry..</b>
<br><b>I integrated Dear ImGui in my engine and some elements are disappearing when I move windows around..</b>
<br><b>How can I have multiple widgets with the same label? Can I have widget without a label? (Yes). A primer on labels/IDs.</b>
<br><b>How can I tell when Dear ImGui wants my mouse/keyboard inputs VS when I can pass them to my application?</b>
<br><b>How can I load a different font than the default?</b>
<br><b>How can I easily use icons in my application?</b>
<br><b>How can I load multiple fonts?</b>
<br><b>How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?</b>
<br><b>How can I use the drawing facilities without an ImGui window? (using ImDrawList API)</b>
<br><b>How can I preserve my Dear ImGui context across reloading a DLL? (loss of the global/static variables)</b>
<br><b>How can I use the drawing facilities without an Dear ImGui window? (using ImDrawList API)</b>
See the FAQ in imgui.cpp for answers.
<b>How do you use ImGui on a platform that may not have a mouse or keyboard?</b>
<b>How do you use Dear ImGui on a platform that may not have a mouse or keyboard?</b>
I recommend using [Synergy](http://synergy-project.org) ([sources](https://github.com/symless/synergy)). In particular, the _src/micro/uSynergy.c_ file contains a small client that you can use on any platform to connect to your host PC. You can seamlessly use your PC input devices from a video game console or a tablet. ImGui allows to increase the hit box of widgets (via the _TouchPadding_ setting) to accommodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse to allow optimising for screen real-estate.
I recommend using [Synergy](http://synergy-project.org) ([sources](https://github.com/symless/synergy)). In particular, the _src/micro/uSynergy.c_ file contains a small client that you can use on any platform to connect to your host PC. You can seamlessly use your PC input devices from a video game console or a tablet. Dear ImGui allows to increase the hit box of widgets (via the _TouchPadding_ setting) to accommodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse to allow optimising for screen real-estate.
<b>Can you create elaborate/serious tools with ImGui?</b>
<b>Can you create elaborate/serious tools with Dear ImGui?</b>
Yes. I have written data browsers, debuggers, profilers and all sort of non-trivial tools with the library. In my experience the simplicity of the API is very empowering. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools).
ImGui is very programmer centric and the immediate-mode GUI paradigm might requires you to readjust some habits before you can realize its full potential. Many programmers have unfortunately been taught by their environment to make unnecessarily complicated things. ImGui is about making things that are simple, efficient and powerful.
Dear ImGui is very programmer centric and the immediate-mode GUI paradigm might requires you to readjust some habits before you can realize its full potential. Many programmers have unfortunately been taught by their environment to make unnecessarily complicated things. Dear ImGui is about making things that are simple, efficient and powerful.
<b>Is ImGui fast?</b>
<b>Is Dear ImGui fast?</b>
Probably fast enough for most uses. Down to the foundation of its visual design, ImGui is engineered to be fairly performant both in term of CPU and GPU usage. Running elaborate code and creating elaborate UI will of course have a cost but ImGui aims to minimize it.
Probably fast enough for most uses. Down to the foundation of its visual design, Dear ImGui is engineered to be fairly performant both in term of CPU and GPU usage. Running elaborate code and creating elaborate UI will of course have a cost but Dear ImGui aims to minimize it.
Mileage may vary but the following screenshot can give you a rough idea of the cost of running and rendering UI code (In the case of a trivial demo application like this one, your driver/os setup are likely to be the bottleneck. Testing performance as part of a real application is recommended).
@ -166,11 +175,11 @@ Mileage may vary but the following screenshot can give you a rough idea of the c
This is showing framerate for the full application loop on my 2011 iMac running Windows 7, OpenGL, AMD Radeon HD 6700M with an optimized executable. In contrast, librairies featuring higher-quality rendering and layouting techniques may have a higher resources footprint.
If you intend to display large lists of items (say, 1000+) it can be beneficial for your code to perform clipping manually - one way is using helpers such as ImGuiListClipper - in order to avoid submitting them to ImGui in the first place. Even though ImGui will discard your clipped items it still needs to calculate their size and that overhead will add up if you have thousands of items. If you can handle clipping and height positionning yourself then browsing a list with millions of items isn't a problem.
If you intend to display large lists of items (say, 1000+) it can be beneficial for your code to perform clipping manually - one way is using helpers such as ImGuiListClipper - in order to avoid submitting them to Dear ImGui in the first place. Even though ImGui will discard your clipped items it still needs to calculate their size and that overhead will add up if you have thousands of items. If you can handle clipping and height positionning yourself then browsing a list with millions of items isn't a problem.
<b>Can you reskin the look of ImGui?</b>
<b>Can you reskin the look of Dear ImGui?</b>
You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, fonts. However, as ImGui is designed and optimised to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface.
You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, fonts. However, as Dear ImGui is designed and optimised to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface.
This is [LumixEngine](https://github.com/nem0/LumixEngine) with a minor skinning hack + a docking/tabs extension (both of which you can find in the Issues section and will eventually be merged).
@ -178,18 +187,24 @@ This is [LumixEngine](https://github.com/nem0/LumixEngine) with a minor skinning
<b>Why using C++ (as opposed to C)?</b>
ImGui takes advantage of a few C++ features for convenience but nothing anywhere Boost-insanity/quagmire. In particular, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience but could be removed.
Dear ImGui takes advantage of a few C++ languages features for convenience but nothing anywhere Boost-insanity/quagmire. Dear ImGui doesn't use any C++ header file. Language-wise, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience.
There is an unofficial but reasonably maintained [c-api for ImGui](https://github.com/Extrawurst/cimgui) by Stephan Dilly. I would suggest using your target language functionality to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. It was really designed with C++ in mind and may not make the same amount of sense with another language. Also see [Links](https://github.com/ocornut/imgui/wiki/Links) for third-party bindings to other languages.
Donate
------
Support dear imgui
------------------
<b>How can I help financing further development of Dear ImGui?</b>
Your contributions are keeping the library alive. If you are an individual using dear imgui, please consider donating to enable me to spend more time improving the library.
<b>Can I donate to support the development of ImGui?</b>
I'm currently an independent developer and your contributions are useful. I have setup an [**ImGui Patreon page**](http://www.patreon.com/imgui) if you want to donate and enable me to spend more time improving the library. If your company uses ImGui please consider making a contribution. One-off donations are also greatly appreciated. I am available for hire to work on or with ImGui. Thanks!
If your company uses 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. Thanks!
Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. And everybody posting feedback, questions and patches on the GitHub.
Ongoing ImGui development is financially supported on [**Patreon**](http://www.patreon.com/imgui).
Ongoing dear imgui development is financially supported on [**Patreon**](http://www.patreon.com/imgui).
Double-chocolate sponsors:
- Media Molecule
- Mobigame
- Insomniac Games (sponsored the gamepad/keyboard navigation branch)
- Aras Pranckevičius
- Lizardcube
- Greggman
Salty caramel supporters:
- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko.
- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, [Kit framework](http://svkonsult.se/kit), Josh Faust, Martin Donlon, Quinton, Felix.
- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić.
And other supporters; thanks!
(Please contact me or PR if you would like to be added or removed from this list)
Issue numbers (#) refer to github issues listed at https://github.com/ocornut/imgui/issues/XXXX
The list below consist mostly of ideas noted down before they are requested/discussed by users (at which point they usually exist on the github issue tracker).
It's mostly a bunch of personal notes, probably incomplete. Feel free to query if you have any questions.
- doc/test: add a proper documentation+regression testing system (#435)
- doc/test: checklist app to verify binding/integration of imgui (test inputs, rendering, callback, etc.).
- project: folder or separate repository with maintained helpers (e.g. imgui_memory_editor.h, imgui_stl.h, maybe imgui_dock would be there?)
- window: calling SetNextWindowSize() every frame with <= 0 doesn't do anything, may be useful to allow (particularly when used for a single axis). (#690)
- window: add a way for very transient windows (non-saved, temporary overlay over hundreds of objects) to "clean" up from the global window list. perhaps a lightweight explicit cleanup pass.
- window: auto-fit feedback loop when user relies on any dynamic layout (window width multiplier, column) appears weird to end-user. clarify.
- window: allow resizing of child windows (possibly given min/max for each axis?.)
- window: resizing from any sides? + mouse cursor directives for app. (#822)
!- window: begin with *p_open == false should return false.
- window: get size/pos helpers given names (see discussion in #249)
- window: a collapsed window can be stuck behind the main menu bar?
- window: when window is very small, prioritize resize button over close button.
- window: detect extra End() call that pop the "Debug" window out and assert at End() call site instead of at end of frame.
- window/tooltip: allow to set the width of a tooltip to allow TextWrapped() etc. while keeping the height automatic.
- window: increase minimum size of a window with menus or fix the menu rendering so that it doesn't look odd.
- window: double-clicking on title bar to minimize isn't consistent, perhaps move to single-click on left-most collapse icon?
- window: expose contents size. (#1045)
- window: GetWindowSize() returns (0,0) when not calculated? (#1045)
!- scrolling: allow immediately effective change of scroll after Begin() if we haven't appended items yet.
- scrolling/clipping: separator on the initial position of a window is not visible (cursorpos.y <= clippos.y). (2017-08-20: can't repro)
- drawlist: move Font, FontSize, FontTexUvWhitePixel inside ImDrawList and make it self-contained (apart from drawing settings?)
- drawlist: make it easier to toggle AA per primitive, so we can use e.g. non-AA fill + AA borders more naturally
- drawlist: end-user probably can't call Clear() directly because we expect a texture to be pushed in the stack.
- drawlist: maintaining bounding box per command would allow to merge draw command when clipping isn't relied on (typical non-scrolling window or non-overflowing column would merge with previous command).
- drawlist: avoid passing null (-9999,+9999) rectangle to end-user, instead perhaps pass rectangle based on io.DisplaySize?
- drawlist: primtiives/helpers to manipulate vertices post submission, so e.g. a quad/rect can be resized to fit later submitted content, _without_ using the ChannelSplit api
- main: considering adding an Init() function? some constructs are awkward in the implementation because of the lack of them.
- main: find a way to preserve relative orders of multiple reappearing windows (so an app toggling between "modes" e.g. fullscreen vs all tools) won't lose relative ordering.
- main: IsItemHovered() make it more consistent for various type of widgets, widgets with multiple components, etc. also effectively IsHovered() region sometimes differs from hot region, e.g tree nodes
- main: IsItemHovered() info stored in a stack? so that 'if TreeNode() { Text; TreePop; } if IsHovered' return the hover state of the TreeNode?
- main: rename the main "Debug" window to avoid ID collision with user who may want to use "Debug" with specific flags.
- widgets: display mode: widget-label, label-widget (aligned on column or using fixed size), label-newline-tab-widget etc. (#395)
- widgets: clean up widgets internal toward exposing everything and stabilizing imgui_internals.h.
- widgets: add disabled and read-only modes (#211)
- widgets: add always-allow-overlap mode.
- widgets: alignment options in style (e.g. center Selectable, Right-Align within Button, etc.) #1260
- widgets: activate by identifier (trigger button, focus given id)
- input text: clean up the mess caused by converting UTF-8 <> wchar. the code is rather inefficient right now and super fragile.
- input text: expose CursorPos in char filter event (#816)
- input text: access public fields via a non-callback API e.g. InputTextGetState("xxx") that may return NULL if not active.
- input text: flag to disable live update of the user buffer (also applies to float/int text input) (#701)
- input text: way to dynamically grow the buffer without forcing the user to initially allocate for worse case, e.g. more natural std::string (follow up on #200)
- input text: hover tooltip could show unclamped text
- input text: easier ways to update buffer (from source char*) while owned. preserve some sort of cursor position for multi-line text.
- input text: add discard flag (e.g. ImGuiInputTextFlags_DiscardActiveBuffer) or make it easier to clear active focus for text replacement during edition (#725)
- input text: display bug when clicking a drag/slider after an input text in a different window has all-selected text (order dependant). actually a very old bug but no one appears to have noticed it.
- input text multi-line: don't directly call AddText() which does an unnecessary vertex reserve for character count prior to clipping. and/or more line-based clipping to AddText(). and/or reorganize TextUnformatted/RenderText for more efficiency for large text (e.g TextUnformatted could clip and log separately, etc).
- input text multi-line: line numbers? status bar? (follow up on #200)
- input text multi-line: behave better when user changes input buffer while editing is active (even though it is illegal behavior). namely, the change of buffer can create a scrollbar glitch (#725)
- input text multi-line: better horizontal scrolling support (#383, #1224)
- input text: allow centering/positioning text so that ctrl+clicking Drag or Slider keeps the textual value at the same pixel position.
- input number: optional range min/max for Input*() functions
- input number: holding [-]/[+] buttons could increase the step speed non-linearly (or user-controlled)
- input number: use mouse wheel to step up/down
- input number: applying arithmetics ops (+,-,*,/) messes up with text edit undo stack.
- layout: helper or a way to express ImGui::SameLine(ImGui::GetCursorStartPos().x + ImGui::CalcItemWidth() + ImGui::GetStyle().ItemInnerSpacing.x); in a simpler manner.
- layout: generalization of the above: a concept equivalent to word processor ruler tab stop ~ mini columns (position in X, no clipping implied) (vaguely relate to #267, #395, also what is used internally for menu items)
- layout: horizontal layout helper (#97)
- layout: horizontal flow until no space left (#404)
- layout: more generic alignment state (left/right/centered) for single items?
- layout: clean up the InputFloatN/SliderFloatN/ColorEdit4 layout code. item width should include frame padding.
- layout: BeginGroup() needs a border option.
- layout: vertical alignement of mixed height items (e.g. buttons) within a same line (#1284)
- columns: sizing policy (e.g. for each column: fixed size, %, fill, distribute default size among fills) (#513, #125)
- columns: add a conditional parameter to SetColumnOffset() (#513, #125)
- columns: headers. with sort op/button. reorderable. (#513, #125)
- columns: allow columns to recurse.
- columns: separator function or parameter that works within the column (currently Separator() bypass all columns) (#125)
- columns: flag to add horizontal separator above/below?
- columns/layout: setup minimum line height (equivalent of automatically calling AlignFirstTextHeightToWidgets)
!- color: the color conversion helpers/types are a mess and needs sorting out.
- color: (api breaking) ImGui::ColorConvertXXX functions should be loose ImColorConvertXX to match imgui_internals.h
- coloredit: it is still somehow awkward to copy colors around (unless going through Hex mode).
- plot: full featured plot/graph api w/ scrolling, zooming etc. all bell & whistle. why not!
- plot: PlotLines() should use the polygon-stroke facilities, less verticles (currently issues with averaging normals)
- plot: make it easier for user to draw extra stuff into the graph (e.g: draw basis, highlight certain points, 2d plots, multiple plots)
- plot: "smooth" automatic scale over time, user give an input 0.0(full user scale) 1.0(full derived from value)
- plot: add a helper e.g. Plot(char* label, float value, float time_span=2.0f) that stores values and Plot them for you - probably another function name. and/or automatically allow to plot ANY displayed value (more reliance on stable ID)
- clipper: ability to force display 1 item in the list would be convenient.
- clipper: ability to run without knowing full count in advance.
- splitter/separator: formalize the splitter idiom into an official api (we want to handle n-way split) (#319)
- dock: docking extension
- dock: dock out from a collapsing header? would work nicely but need emitting window to keep submitting the code.
- tabs: re-ordering, close buttons, context menu, persistent order (#261, #351)
- ext: stl-ish friendly extension (imgui_stl.h) that has wrapped for std::string, std::vector etc.
- button: provide a button that looks framed.
- image/image button: misalignment on padded/bordered button?
- image/image button: parameters are confusing, image() has tint_col,border_col whereas imagebutton() has bg_col/tint_col. Even thou they are different parameters ordering could be more consistent. can we fix that?
- image button: not taking an explicit id is odd.
- slider: allow using the [-]/[+] buttons used by InputFloat()/InputInt()
- slider: initial absolute click is imprecise. change to relative movement slider (same as scrollbar).
- slider: add dragging-based widgets to edit values with mouse (on 2 axises), saving screen real-estate.
- slider: tint background based on value (e.g. v_min -> v_max, or use 0.0f either side of the sign)
- slider: precision dragging
- slider: step option (#1183)
- knob: rotating knob widget (#942)
- slider & drag: int data passing through a float
- drag float: up/down axis
- drag float: added leeway on edge (e.g. a few invisible steps past the clamp limits)
- combo: sparse combo boxes (via function call?) / iterators
- combo: active item type could be anything else e.g. void*
- combo: use clipper
- combo: contents should extends to fit label if combo widget is small
- combo: option for ComboEx to not return true when unchanged (#1182)
- combo/listbox: keyboard control. need InputText-like non-active focus + key handling. considering keyboard for custom listbox (pr #203)
- listbox: multiple selection.
- listbox: unselect (#1208)
- listbox: make it easier/more natural to implement range-select (need some sort of info/ref about the last clicked/focused item that user can translate to an index?)
- listbox: user may want to initial scroll to focus on the one selected value?
- listbox: expose hovered item for a basic ListBox
- listbox: keyboard navigation.
- listbox: scrolling should track modified selection.
!- popups/menus: clarify usage of popups id, how MenuItem/Selectable closing parent popups affects the ID, etc. this is quite fishy needs improvement! (#331, #402)
- popups/nav: esc/enter default behavior for popups.
- popups: reopening context menu at new position should be the behavior by default? (equivalent to internal OpenPopupEx() with reopen_existing=true)
- popups: if the popup functions took explicit ImGuiID it would allow the user to manage the scope of those ID. (#331)
- popups: clicking outside (to close popup) and holding shouldn't drag window below.
- popups: add variant using global identifier similar to Begin/End (#402)
- popups: border options. richer api like BeginChild() perhaps? (#197)
- tooltip: tooltip that doesn't fit in entire screen seems to lose their "last preferred direction" and may teleport when moving mouse.
- menus: calling BeginMenu() twice with a same name doesn't append as Begin() does for regular windows (#1207)
- statusbar: add a per-window status bar helper similar to what menubar does.
- shortcuts: local-style shortcut api, e.g. parse "&Save"
- shortcuts,menus: global-style shortcut api e.g. "Save (CTRL+S)" -> explicit flag for recursing into closed menu
- menus: menubars: main menu-bar could affect clamping of windows position (~ akin to modifying DisplayMin)
- text: proper alignment options in imgui_internal.h
- text wrapped: figure out better way to use TextWrapped() in an always auto-resize context (tooltip, etc.) (#249)
- text: it's currently impossible to have a window title with "##". perhaps an official workaround would be nice. \ style inhibitor? non-visible ascii code to insert between #?
- tree node / optimization: avoid formatting when clipped.
- tree node: tree-node/header right-most side doesn't take account of horizontal scrolling.
- tree node: add treenode/treepush int variants? not there because (void*) cast from int warns on some platforms/settings?
- tree node: try to apply scrolling at time of TreePop() if node was just opened and end of node is past scrolling limits?
- tree node / selectable render mismatch which is visible if you use them both next to each other (e.g. cf. property viewer)
- tree node: tweak color scheme to distinguish headers from selected tree node (#581)
!- settings: expose enough to save/load .ini from RAM instead of fopen
- settings: write more decent code to allow saving/loading new fields
- settings: api for per-tool simple persistent data (bool,int,float,columns sizes,etc.) in .ini file (#437)
- stb: add defines to disable stb implementations
!- style: better default styles.
!- style: move border to style structure, remove _ShowBorder flag.
- style: border types: out-screen, in-screen, etc. (#447)
- style/optimization: store rounded corners in texture to use 1 quad per corner (filled and wireframe) to lower the cost of rounding.
- style: add window shadow (fading away from the window. Paint-style calculation of vertices alpha after drawlist would be easier)
- style: color-box not always square?
- style: a concept of "compact style" that the end-user can easily rely on (e.g. PushStyleCompact()?) that maps to other settings? avoid implementing duplicate helpers such as SmallCheckbox(), etc.
- style: try to make PushStyleVar() more robust to incorrect parameters (to be more friendly to edit & continues situation).
- style: global scale setting.
- style: WindowPadding needs to be EVEN as the 0.5 multiplier used on this value probably have a subtle effect on clip rectangle
- style: have a more global HSV setter (e.g. alter hue on all elements). consider replacing active/hovered by offset in HSV space? (#438, #707, #1223)
- style: gradients fill (#1223) ~ 2 bg colors for each fill? tricky with rounded shapes and using textures for corners.
- style editor: color child window height expressed in multiple of line height.
- log: have more control over the log scope (e.g. stop logging when leaving current tree node scope)
- log: be able to log anything (e.g. right-click on a window/tree-node, shows context menu? log into tty/file/clipboard)
- log: let user copy any window content to clipboard easily (CTRL+C on windows? while moving it? context menu?). code is commented because it fails with multiple Begin/End pairs.
- filters: set a current filter that tree node can automatically query to hide themselves
- filters: fuzzy matches (may use code at blog.forrestthewoods.com/4cffeed33fdb)
- drag'n drop, dragging helpers, demo (carry dragging info, visualize drag source before clicking, drop target, etc.) (#143, #479)
- node/graph editor (#306)
- pie menus patterns (#434)
- markup: simple markup language for color change?
!- 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?)
- font: finish CustomRectRegister() to allow mapping unicode codepoint to custom texture data
- font: PushFontSize API (#1018)
- font/atlas: incremental updates
- font/atlas: dynamic font atlas to avoid baking huge ranges into bitmap and make scaling easier.
- font/atlas: allow user to submit its own primitive to be rectpacked, and allow to map them on a Unicode point.
- font: MemoryTTF taking ownership confusing/not obvious, maybe default should be opposite?
- font/text: vertical and/or rotated text renderer (#705) - vertical is easier clipping wise
- font: imgui_freetype.h alternative renderer (#618)
- font: optimization: for monospace font (like the default one) we can trim IndexXAdvance as long as trailing value is == FallbackXAdvance (need to make sure TAB is still correct).
- font: add support for kerning, probably optional. A) perhaps default to (32..128)^2 matrix ~ 9K entries = 36KB, then hash for non-ascii?. B) or sparse lookup into per-char list?
- font: add a simpler CalcTextSizeA() api? current one ok but not welcome if user needs to call it directly (without going through ImGui::CalcTextSize)
- font: fix AddRemapChar() to work before font has been built.
- font: (api breaking) removed "TTF" from symbol names. also because it now supports OTF.
!- keyboard: tooltip & combo boxes are messing up / not honoring keyboard tabbing.
- keyboard: full keyboard navigation and focus. (#323)
- focus: preserve ActiveId/focus stack state, e.g. when opening a menu and close it, previously selected InputText() focus gets restored (#622)
- focus: SetKeyboardFocusHere() on with >= 0 offset could be done on same frame (else latch and modulate on beginning of next frame)
- focus: unable to use SetKeyboardFocusHere() on clipped widgets. (#343)
- inputs: rework IO system to be able to pass actual ordered/timestamped events. use an event queue? (~#335, #71)
- inputs: allow to decide and pass explicit double-clicks (e.g. for windows by the CS_DBLCLKS style).
- inputs: support track pad style scrolling & slider edit.
- misc: provide a way to compile out the entire implementation while providing a dummy API (e.g. #define IMGUI_DUMMY_IMPL)
- misc: provide HoveredTime and ActivatedTime to ease the creation of animations.
- misc: fix for compilation settings where stdcall isn't the default (e.g. vectorcall) (#1230)
- remote: make a system like RemoteImGui first-class citizen/project (#75)
- demo: demo: add a virtual scrolling example?
- examples: directx9: save/restore device state more thoroughly.
- examples: window minimize, maximize (#583)
- examples: provide a zero-framerate/idle example.
- examples: document WantCaptureKeyboard, WantCaptureMouse in example apps. (#446)
- examples: glfw: could go idle when minimized? if (glfwGetWindowAttrib(window, GLFW_ICONIFIED)) { glfwWaitEvents(); continue; } // the problem is that DeltaTime will be super high on resume, perhaps provide a way to let impl know (#440)
- optimization: replace vsnprintf with stb_printf? or enable the defines/infrastructure to allow it (#1038)
- optimization: add clipping for multi-component widgets (SliderFloatX, ColorEditX, etc.). one problem is that nav branch can't easily clip parent group when there is a move request.
- optimization: add a flag to disable most of rendering, for the case where the user expect to skip it (#335)
- optimization: use another hash function than crc32, e.g. FNV1a
- optimization/render: merge command-lists with same clip-rect into one even if they aren't sequential? (as long as in-between clip rectangle don't overlap)?
- optimization: turn some the various stack vectors into statically-sized arrays
if(g_pFontTextureView){g_pFontTextureView->Release();g_pFontTextureView=NULL;ImGui::GetIO().Fonts->TexID=NULL;}// We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
// Set OS mouse position if requested last frame by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if(show_test_window)
{
ImGui::SetNextWindowPos(ImVec2(650,20),ImGuiSetCond_FirstUseEver);// Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
ImGui::SetNextWindowPos(ImVec2(650,20),ImGuiCond_FirstUseEver);// Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
if(g_pFontTextureView){g_pFontTextureView->Release();g_pFontTextureView=NULL;ImGui::GetIO().Fonts->TexID=NULL;}// We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
// Set OS mouse position if requested last frame by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if(show_test_window)
{
ImGui::SetNextWindowPos(ImVec2(650,20),ImGuiSetCond_FirstUseEver);// Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
ImGui::SetNextWindowPos(ImVec2(650,20),ImGuiCond_FirstUseEver);// Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
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.
// Set OS mouse position if requested last frame by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if(show_test_window)
{
ImGui::SetNextWindowPos(ImVec2(650,20),ImGuiSetCond_FirstUseEver);// Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
ImGui::SetNextWindowPos(ImVec2(650,20),ImGuiCond_FirstUseEver);// Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
// At this point note that we set ImGui::GetIO().Fonts->TexID to be == g_FontTexture, so clear both.
ImGuiIO&io=ImGui::GetIO();
IM_ASSERT(g_FontTexture==io.Fonts->TexID);
if(g_FontTexture)
g_FontTexture->Release();
g_FontTexture=NULL;
io.Fonts->TexID=NULL;
}
voidImGui_ImplDX9_NewFrame()
@ -347,6 +349,14 @@ void ImGui_ImplDX9_NewFrame()
// 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)
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
// If your context is GL3/GL3 then prefer using the code in opengl3_example.
// If your context or own usage of OpenGL involve anything GL3/GL4, prefer using the code in opengl3_example.
// If you are not sure what that means, prefer using the code in opengl3_example.
// You *might* use this code with a GL3/GL4 context but make sure you disable the programmable pipeline by calling "glUseProgram(0)" before ImGui::Render().
// We cannot do that from GL2 code because the function doesn't exist.
// We cannot do that from GL2 code because the function doesn't exist. Mixing GL2 calls and GL3/GL4 calls is giving trouble to many librairies/drivers.
// 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().
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
// If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
io.RenderDrawListsFn=ImGui_ImplGlfw_RenderDrawLists;// Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
io.RenderDrawListsFn=ImGui_ImplGlfwGL2_RenderDrawLists;// Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
if(glfwGetWindowAttrib(g_Window,GLFW_FOCUSED))
{
doublemouse_x,mouse_y;
glfwGetCursorPos(g_Window,&mouse_x,&mouse_y);
io.MousePos=ImVec2((float)mouse_x,(float)mouse_y);// Mouse position in screen coordinates (set to -1,-1 if no mouse / on another screen, etc.)
if(io.WantMoveMouse)
{
glfwSetCursorPos(g_Window,(double)io.MousePos.x,(double)io.MousePos.y);// Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
}
else
{
doublemouse_x,mouse_y;
glfwGetCursorPos(g_Window,&mouse_x,&mouse_y);
io.MousePos=ImVec2((float)mouse_x,(float)mouse_y);// Get mouse position in screen coordinates (set to -1,-1 if no mouse / on another screen, etc.)
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
// If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
if(glfwGetWindowAttrib(g_Window,GLFW_FOCUSED))
{
doublemouse_x,mouse_y;
glfwGetCursorPos(g_Window,&mouse_x,&mouse_y);
io.MousePos=ImVec2((float)mouse_x,(float)mouse_y);// Mouse position in screen coordinates (set to -1,-1 if no mouse / on another screen, etc.)
if(io.WantMoveMouse)
{
glfwSetCursorPos(g_Window,(double)io.MousePos.x,(double)io.MousePos.y);// Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
}
else
{
doublemouse_x,mouse_y;
glfwGetCursorPos(g_Window,&mouse_x,&mouse_y);
io.MousePos=ImVec2((float)mouse_x,(float)mouse_y);// Get mouse position in screen coordinates (set to -1,-1 if no mouse / on another screen, etc.)
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
// If your context or own usage of OpenGL involve anything GL3/GL4, prefer using the code in sdl_opengl3_example.
// If you are not sure what that means, prefer using the code in sdl_opengl3_example.
// 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.
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
// If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
io.MousePos=ImVec2((float)mx,(float)my);// Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
else
io.MousePos=ImVec2(-1,-1);
io.MousePos=ImVec2(-FLT_MAX,-FLT_MAX);
io.MouseDown[0]=g_MousePressed[0]||(mouseMask&SDL_BUTTON(SDL_BUTTON_LEFT))!=0;// If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
// If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
io.MousePos=ImVec2((float)mx,(float)my);// Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
else
io.MousePos=ImVec2(-1,-1);
io.MousePos=ImVec2(-FLT_MAX,-FLT_MAX);
io.MouseDown[0]=g_MousePressed[0]||(mouseMask&SDL_BUTTON(SDL_BUTTON_LEFT))!=0;// If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
// When IMGUI_UNLIMITED_FRAME_RATE is defined we render into latest image acquired from the swapchain but we display the image which was rendered before.
// Hence we must render once and increase the g_FrameIndex without presenting, which we do before entering the render loop.
// This is also the reason why frame_end() is split into frame_end() and frame_present(), the later one not being called here.
All your strings needs to use UTF-8 encoding. Specifying literal in your source code using a local code page (such as CP-923 for Japanese CP-1251 for Cyrillic) will not work.
All your strings needs to use UTF-8 encoding. Specifying literal in your source code using a local code page (such as CP-923 for Japanese CP-1251 for Cyrillic) will NOT work!
In C++11 you can encode a string literal in UTF-8 by using the u8"hello" syntax. Otherwise you can convert yourself to UTF-8 or load text data from file already saved as UTF-8.
You can also try to remap your local codepage characters to their Unicode codepoint using font->AddRemapChar(), but international users may have problems reading/editing your source code.
@ -96,7 +115,9 @@
EMBEDDING FONT IN SOURCE CODE
---------------------------------
Compile and use 'binary_to_compressed_c.cpp' to create a compressed C style array. Then load the font with:
Compile and use 'binary_to_compressed_c.cpp' to create a compressed C style array.
See the documentation in binary_to_compressed_c.cpp for instruction on how to use the tool.
Then load the font with:
ImFont* font = io.Fonts->AddFontFromMemoryCompressedTTF(compressed_data, compressed_data_size, size_pixels, ...);
//---- Don't implement help and test window functionality (ShowUserGuide()/ShowStyleEditor()/ShowTestWindow() methods will be empty)
//---- Don't implement test window functionality (ShowTestWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty)
//---- It is very strongly recommended to NOT disable the test windows. Please read the comment at the top of imgui_demo.cpp to learn why.
//#define IMGUI_DISABLE_TEST_WINDOWS
//---- Don't define obsolete functions names
//---- Don't define obsolete functions names. Consider enabling from time to time or when updating to reduce like hood of using already obsolete function/names
//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
//---- Pack colors to BGRA instead of RGBA (remove need to post process vertex buffer in back ends)
@ -43,6 +44,9 @@
operatorMyVec4()const{returnMyVec4(x,y,z,w);}
*/
//---- Use 32-bit vertex indices (instead of default: 16-bit) to allow meshes with more than 64K vertices
//#define ImDrawIdx unsigned int
//---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files.
//---- e.g. create variants of the ImGui::Value() helper for your low-level math types, or your own widgets/helpers.
// class ImVector<> // Lightweight std::vector like class.
@ -115,10 +123,12 @@ namespace ImGui
IMGUI_APIvoidNewFrame();// start a new ImGui frame, you can submit any command from this point until NewFrame()/Render().
IMGUI_APIvoidRender();// ends the ImGui frame, finalize rendering data, then call your io.RenderDrawListsFn() function if set.
IMGUI_APIvoidShutdown();
IMGUI_APIvoidShowUserGuide();// help block
IMGUI_APIvoidShowStyleEditor(ImGuiStyle*ref=NULL);// style editor block. you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
IMGUI_APIvoidShowTestWindow(bool*p_open=NULL);// test window demonstrating ImGui features
IMGUI_APIvoidShowTestWindow(bool*p_open=NULL);// create demo/test window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
IMGUI_APIvoidShowStyleEditor(ImGuiStyle*ref=NULL);// add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
IMGUI_APIvoidShowUserGuide();// add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls).
// Window
IMGUI_APIboolBegin(constchar*name,bool*p_open=NULL,ImGuiWindowFlagsflags=0);// push window to the stack and start appending to it. see .cpp for details. return false when window is collapsed, so you can early out in your code. 'bool* p_open' creates a widget on the upper-right to close the window (which sets your bool to false).
@ -139,24 +149,25 @@ namespace ImGui
IMGUI_APIfloatGetWindowWidth();
IMGUI_APIfloatGetWindowHeight();
IMGUI_APIboolIsWindowCollapsed();
IMGUI_APIboolIsWindowAppearing();
IMGUI_APIvoidSetWindowFontScale(floatscale);// per-window font scale. Adjust IO.FontGlobalScale if you want to scale all windows
IMGUI_APIvoidSetNextWindowPos(constImVec2&pos,ImGuiSetCond cond=0);// set next window position. call before Begin()
IMGUI_APIvoidSetNextWindowPosCenter(ImGuiSetCond cond=0);// set next window position to be centered on screen. call before Begin()
IMGUI_APIvoidSetNextWindowSize(constImVec2&size,ImGuiSetCond cond=0);// set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()
IMGUI_APIvoidSetNextWindowPos(constImVec2&pos,ImGuiCond cond=0);// set next window position. call before Begin()
IMGUI_APIvoidSetNextWindowPosCenter(ImGuiCond cond=0);// set next window position to be centered on screen. call before Begin()
IMGUI_APIvoidSetNextWindowSize(constImVec2&size,ImGuiCond cond=0);// set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()
IMGUI_APIvoidSetNextWindowSizeConstraints(constImVec2&size_min,constImVec2&size_max,ImGuiSizeConstraintCallbackcustom_callback=NULL,void*custom_callback_data=NULL);// set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Use callback to apply non-trivial programmatic constraints.
IMGUI_APIvoidSetNextWindowContentSize(constImVec2&size);// set next window content size (enforce the range of scrollbars). set axis to 0.0f to leave it automatic. call before Begin()
IMGUI_APIvoidSetNextWindowContentWidth(floatwidth);// set next window content width (enforce the range of horizontal scrollbar). call before Begin()
IMGUI_APIvoidSetNextWindowCollapsed(boolcollapsed,ImGuiSetCond cond=0);// set next window collapsed state. call before Begin()
IMGUI_APIvoidSetNextWindowCollapsed(boolcollapsed,ImGuiCond cond=0);// set next window collapsed state. call before Begin()
IMGUI_APIvoidSetNextWindowFocus();// set next window to be focused / front-most. call before Begin()
IMGUI_APIvoidSetWindowPos(constImVec2&pos,ImGuiSetCond cond=0);// (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects.
IMGUI_APIvoidSetWindowSize(constImVec2&size,ImGuiSetCond cond=0);// (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0,0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.
IMGUI_APIvoidSetWindowCollapsed(boolcollapsed,ImGuiSetCond cond=0);// (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
IMGUI_APIvoidSetWindowPos(constImVec2&pos,ImGuiCond cond=0);// (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects.
IMGUI_APIvoidSetWindowSize(constImVec2&size,ImGuiCond cond=0);// (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0,0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.
IMGUI_APIvoidSetWindowCollapsed(boolcollapsed,ImGuiCond cond=0);// (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
IMGUI_APIvoidSetWindowFocus();// (not recommended) set current window to be focused / front-most. prefer using SetNextWindowFocus().
IMGUI_APIvoidSetWindowPos(constchar*name,constImVec2&pos,ImGuiSetCond cond=0);// set named window position.
IMGUI_APIvoidSetWindowSize(constchar*name,constImVec2&size,ImGuiSetCond cond=0);// set named window size. set axis to 0.0f to force an auto-fit on this axis.
IMGUI_APIvoidSetWindowCollapsed(constchar*name,boolcollapsed,ImGuiSetCond cond=0);// set named window collapsed state
IMGUI_APIvoidSetWindowFocus(constchar*name);// set named window to be focused / front-most. use NULL to remove focus.
IMGUI_APIvoidSetWindowPos(constchar*name,constImVec2&pos,ImGuiCond cond=0);// set named window position.
IMGUI_APIvoidSetWindowSize(constchar*name,constImVec2&size,ImGuiCond cond=0);// set named window size. set axis to 0.0f to force an auto-fit on this axis.
IMGUI_APIvoidSetWindowCollapsed(constchar*name,boolcollapsed,ImGuiCond cond=0);// set named window collapsed state
IMGUI_APIvoidSetWindowFocus(constchar*name);// set named window to be focused / front-most. use NULL to remove focus.
IMGUI_APIfloatGetScrollX();// get scrolling amount [0..GetScrollMaxX()]
IMGUI_APIfloatGetScrollY();// get scrolling amount [0..GetScrollMaxY()]
@ -173,16 +184,19 @@ namespace ImGui
// Parameters stacks (shared)
IMGUI_APIvoidPushFont(ImFont*font);// use NULL as a shortcut to push default font
IMGUI_APIconstImVec4&GetStyleColorVec4(ImGuiColidx);// retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwhise use GetColorU32() to get style color + style alpha.
IMGUI_APIImFont*GetFont();// get current font
IMGUI_APIfloatGetFontSize();// get current font size (= height in pixels) of current font with current scale applied
IMGUI_APIImVec2GetFontTexUvWhitePixel();// get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
IMGUI_APIImU32GetColorU32(ImGuiColidx,floatalpha_mul=1.0f);// retrieve given style color with style alpha applied and optional extra alpha multiplier
IMGUI_APIImU32GetColorU32(constImVec4&col);// retrieve given color with style alpha applied
IMGUI_APIImU32GetColorU32(ImU32col);// retrieve given color with style alpha applied
// Parameters stacks (current window)
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)
@ -190,9 +204,9 @@ namespace ImGui
IMGUI_APIfloatCalcItemWidth();// width of item given pushed settings and current cursor position
IMGUI_APIvoidPushTextWrapPos(floatwrap_pos_x=0.0f);// word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
IMGUI_APIvoidPopTextWrapPos();
IMGUI_APIvoidPushAllowKeyboardFocus(boolv);// allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
IMGUI_APIvoidPushAllowKeyboardFocus(boolallow_keyboard_focus);// allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
IMGUI_APIvoidPopAllowKeyboardFocus();
IMGUI_APIvoidPushButtonRepeat(boolrepeat);// in 'repeat' mode, Button*() functions return repeated true in a typematic manner (uses io.KeyRepeatDelay/io.KeyRepeatRate for now). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame.
IMGUI_APIvoidPushButtonRepeat(boolrepeat);// in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame.
IMGUI_APIvoidPopButtonRepeat();
// Cursor / Layout
@ -220,44 +234,47 @@ namespace ImGui
IMGUI_APIfloatGetItemsLineHeightWithSpacing();// distance (in pixels) between 2 consecutive lines of standard height widgets == GetWindowFontSize() + GetStyle().FramePadding.y*2 + GetStyle().ItemSpacing.y
// Columns
// You can also use SameLine(pos_x) for simplified columning. The columns API is still work-in-progress and rather lacking.
IMGUI_APIvoidColumns(intcount=1,constchar*id=NULL,boolborder=true);// setup number of columns. use an identifier to distinguish multiple column sets. close with Columns(1).
IMGUI_APIvoidNextColumn();// next column
// You can also use SameLine(pos_x) for simplified columns. The columns API is still work-in-progress and rather lacking.
IMGUI_APIvoidNextColumn();// next column, defaults to current row or next row if the current row is finished
IMGUI_APIintGetColumnIndex();// get current column index
IMGUI_APIfloatGetColumnOffset(intcolumn_index=-1);// get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetcolumnsCount() inclusive. column 0 is usually 0.0f and not resizable unless you call this
IMGUI_APIfloatGetColumnWidth(intcolumn_index=-1);// get column width (in pixels). pass -1 to use current column
IMGUI_APIvoidSetColumnWidth(intcolumn_index,floatwidth);// set column width (in pixels). pass -1 to use current column
IMGUI_APIfloatGetColumnOffset(intcolumn_index=-1);// get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f
IMGUI_APIvoidSetColumnOffset(intcolumn_index,floatoffset_x);// set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column
IMGUI_APIintGetColumnsCount();// number of columns (what was passed to Columns())
IMGUI_APIintGetColumnsCount();
// ID scopes
// If you are creating widgets in a loop you most likely want to push a unique identifier so ImGui can differentiate them.
// If you are creating widgets in a loop you most likely want to push a unique identifier (e.g. object pointer, loop index) so ImGui can differentiate them.
// You can also use the "##foobar" syntax within widget label to distinguish them from each others. Read "A primer on the use of labels/IDs" in the FAQ for more details.
IMGUI_APIvoidPushID(constchar*str_id);// push identifier into the ID stack. IDs are hash of the *entire* stack!
IMGUI_APIvoidPushID(constchar*str_id);// push identifier into the ID stack. IDs are hash of the entire stack!
IMGUI_APIImGuiIDGetID(constchar*str_id);// calculate unique ID (hash of whole ID stack + given parameter). useful if you want to query into ImGuiStorage yourself. otherwise rarely needed
IMGUI_APIImGuiIDGetID(constchar*str_id);// calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself
IMGUI_APIvoidTextWrapped(constchar*fmt,...)IM_PRINTFARGS(1);// shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize().
IMGUI_APIvoidTextUnformatted(constchar*text,constchar*text_end=NULL);// doesn't require null terminated string if 'text_end' is specified. no copy done to any bounded stack buffer, recommended for long chunks of text
IMGUI_APIvoidLabelText(constchar*label,constchar*fmt,...)IM_PRINTFARGS(2);// display text+label aligned the same way as value+label widgets
IMGUI_APIvoidBullet();// draw a small circle and keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
IMGUI_APIvoidBulletText(constchar*fmt,...)IM_PRINTFARGS(1);// shortcut for Bullet()+Text()
IMGUI_APIvoidTextUnformatted(constchar*text,constchar*text_end=NULL);// doesn't require null terminated string if 'text_end' is specified. no copy done, no limits, recommended for long chunks of text
IMGUI_APIvoidText(constchar*fmt,...)IM_FMTARGS(1);// simple formatted text
IMGUI_APIvoidTextWrapped(constchar*fmt,...)IM_FMTARGS(1);// shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize().
IMGUI_APIvoidBullet();// draw a small circle and keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
IMGUI_APIboolCombo(constchar*label,int*current_item,constchar*items_separated_by_zeros,intheight_in_items=-1);// separate items with \0, end item-list with \0\0
IMGUI_APIboolCombo(constchar*label,int*current_item,constchar*items_separated_by_zeros,intheight_in_items=-1);// separate items with \0, end item-list with \0\0
IMGUI_APIboolColorEdit3(constchar*label,floatcol[3]);// Hint: 'float col[3]' function argument is same as 'float* col'. You can pass address of first element out of a contiguous set, e.g. &myvector.x
// Widgets: Drags (tip: ctrl+click on a drag box to input with keyboard. manually input values aren't clamped, can go off-bounds)
// For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, remember than a 'float v[3]' function argument is the same as 'float* v'. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
// For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that a 'float v[X]' function argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
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
// Widgets: Sliders (tip: ctrl+click on a slider to input with keyboard. manually input values aren't clamped, can go off-bounds)
IMGUI_APIboolSliderFloat(constchar*label,float*v,floatv_min,floatv_max,constchar*display_format="%.3f",floatpower=1.0f);// adjust display_format to decorate the value with a prefix or a suffix. Use power!=1.0 for logarithmic sliders
IMGUI_APIboolSliderFloat(constchar*label,float*v,floatv_min,floatv_max,constchar*display_format="%.3f",floatpower=1.0f);// adjust display_format to decorate the value with a prefix or a suffix for in-slider labels or unit display. Use power!=1.0 for logarithmic sliders
// Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little colored preview square that can be left-clicked to open a picker, and right-clicked to open an option menu.)
// Note that a 'float v[X]' function argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can the pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
IMGUI_APIboolColorButton(constchar*desc_id,constImVec4&col,ImGuiColorEditFlagsflags=0,ImVec2size=ImVec2(0,0));// display a colored square/button, hover for details, return true when pressed.
IMGUI_APIvoidSetColorEditOptions(ImGuiColorEditFlagsflags);// initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls.
// Widgets: Trees
IMGUI_APIboolTreeNode(constchar*label);// if returning 'true' the node is open and the tree id is pushed into the id stack. user is responsible for calling TreePop().
IMGUI_APIboolTreeNode(constchar*str_id,constchar*fmt,...)IM_PRINTFARGS(2);// read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
IMGUI_APIboolTreeNode(constchar*str_id,constchar*fmt,...)IM_FMTARGS(2);// read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
IMGUI_APIvoidTreePush(constchar*str_id=NULL);// ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call Push/Pop yourself for layout purpose
IMGUI_APIvoidTreePush(constvoid*ptr_id=NULL);// "
IMGUI_APIvoidTreePop();// ~ Unindent()+PopId()
IMGUI_APIvoidTreeAdvanceToLabelPos();// advance cursor x position by GetTreeNodeToLabelSpacing()
IMGUI_APIfloatGetTreeNodeToLabelSpacing();// horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
IMGUI_APIvoidSetNextTreeNodeOpen(boolis_open,ImGuiSetCond cond=0);// set next TreeNode/CollapsingHeader open state.
IMGUI_APIvoidSetNextTreeNodeOpen(boolis_open,ImGuiCond cond=0);// set next TreeNode/CollapsingHeader open state.
IMGUI_APIboolCollapsingHeader(constchar*label,ImGuiTreeNodeFlagsflags=0);// if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop().
IMGUI_APIboolCollapsingHeader(constchar*label,bool*p_open,ImGuiTreeNodeFlagsflags=0);// when 'p_open' isn't NULL, display an additional small close button on upper right of the header
IMGUI_APIvoidBeginTooltip();// use to create full-featured tooltip windows that aren't just text
IMGUI_APIvoidSetTooltip(constchar*fmt,...)IM_FMTARGS(1);// set text tooltip under mouse-cursor, typically use with ImGui::IsItemHovered(). overidde any previous call to SetTooltip().
IMGUI_APIvoidBeginTooltip();// begin/append a tooltip window. to create full-featured tooltip (with any kind of contents).
IMGUI_APIvoidEndTooltip();
// Menus
@ -370,13 +390,14 @@ namespace ImGui
IMGUI_APIboolMenuItem(constchar*label,constchar*shortcut,bool*p_selected,boolenabled=true);// return true when activated + toggle (*p_selected) if p_selected != NULL
// Popups
IMGUI_APIvoidOpenPopup(constchar*str_id);// mark popup as open. popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
IMGUI_APIvoidOpenPopup(constchar*str_id);// call to mark popup as open (don't call every frame!). popups are closed when user click outside, or if CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. By default, Selectable()/MenuItem() are calling CloseCurrentPopup(). Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
IMGUI_APIboolBeginPopup(constchar*str_id);// return true if the popup is open, and you can start outputting to it. only call EndPopup() if BeginPopup() returned true!
IMGUI_APIboolBeginPopupModal(constchar*name,bool*p_open=NULL,ImGuiWindowFlagsextra_flags=0);// modal dialog (block interactions behind the modal window, can't close the modal window by clicking outside)
IMGUI_APIboolBeginPopupContextItem(constchar*str_id,intmouse_button=1);// helper to open and begin popup when clicked on last item. read comments in .cpp!
IMGUI_APIboolBeginPopupContextWindow(boolalso_over_items=true,constchar*str_id=NULL,intmouse_button=1);// helper to open and begin popup when clicked on current window.
IMGUI_APIboolBeginPopupContextWindow(constchar*str_id=NULL,intmouse_button=1,boolalso_over_items=true);// helper to open and begin popup when clicked on current window.
IMGUI_APIboolBeginPopupContextVoid(constchar*str_id=NULL,intmouse_button=1);// helper to open and begin popup when clicked in void (no window).
IMGUI_APIvoidEndPopup();
IMGUI_APIboolIsPopupOpen(constchar*str_id);// return true if the popup is open
IMGUI_APIvoidCloseCurrentPopup();// close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup.
// Logging: all text output from interface is redirected to tty/file/clipboard. By default, tree nodes are automatically opened during logging.
@ -385,40 +406,44 @@ namespace ImGui
IMGUI_APIvoidLogToClipboard(intmax_depth=-1);// start logging to OS clipboard
IMGUI_APIboolIsItemHovered();// was the last item hovered by mouse?
IMGUI_APIboolIsItemHoveredRect();// was the last item hovered by mouse? even if another item is active or window is blocked by popup while we are hovering this
IMGUI_APIboolIsItemActive();// was the last item active? (e.g. button being held, text field being edited- items that don't interact will always return false)
IMGUI_APIboolIsItemClicked(intmouse_button=0);// was the last item clicked? (e.g. button/node just clicked on)
IMGUI_APIboolIsItemVisible();// was the last item visible? (aka not out of sight due to clipping/scrolling.)
IMGUI_APIboolIsItemHovered();// is the last item hovered by mouse (and usable)?
IMGUI_APIboolIsItemRectHovered();// is the last item hovered by mouse? even if another item is active or window is blocked by popup while we are hovering this
IMGUI_APIboolIsItemActive();// is the last item active? (e.g. button being held, text field being edited- items that don't interact will always return false)
IMGUI_APIboolIsItemClicked(intmouse_button=0);// is the last item clicked? (e.g. button/node just clicked on)
IMGUI_APIboolIsItemVisible();// is the last item visible? (aka not out of sight due to clipping/scrolling.)
IMGUI_APIboolIsAnyItemHovered();
IMGUI_APIboolIsAnyItemActive();
IMGUI_APIImVec2GetItemRectMin();// get bounding rect of last item in screen space
IMGUI_APIImVec2GetItemRectMax();// "
IMGUI_APIImVec2GetItemRectSize();// "
IMGUI_APIvoidSetItemAllowOverlap();// allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area.
IMGUI_APIboolIsWindowHovered();// is current window hovered and hoverable (not blocked by a popup) (differentiate child windows from each others)
IMGUI_APIboolIsWindowFocused();// is current window focused
IMGUI_APIboolIsWindowHovered();// is current window hovered and hoverable (not blocked by a popup) (differentiate child windows from each others)
IMGUI_APIboolIsWindowRectHovered();// is current window rectangle hovered, disregarding of any consideration of being blocked by a popup. (unlike IsWindowHovered() this will return true even if the window is blocked because of a popup)
IMGUI_APIboolIsRootWindowFocused();// is current root window focused (root = top-most parent of a child, otherwise self)
IMGUI_APIboolIsRootWindowOrAnyChildFocused();// is current root window or any of its child (including current window) focused
IMGUI_APIboolIsRootWindowOrAnyChildHovered();// is current root window or any of its child (including current window) hovered and hoverable (not blocked by a popup)
IMGUI_APIboolIsAnyWindowHovered();// is mouse hovering any visible window
IMGUI_APIboolIsRectVisible(constImVec2&size);// test if rectangle (of given size, starting from cursor position) is visible / not clipped.
IMGUI_APIboolIsRectVisible(constImVec2&rect_min,constImVec2&rect_max);// test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.
IMGUI_APIboolIsPosHoveringAnyWindow(constImVec2&pos);// is given position hovering any active imgui window
IMGUI_APIImVec2CalcItemRectClosestPoint(constImVec2&pos,boolon_edge=false,floatoutward=+0.0f);// utility to find the closest point the last item bounding rectangle edge. useful to visually link items
IMGUI_APIvoidCalcListClipping(intitems_count,floatitems_height,int*out_items_display_start,int*out_items_display_end);// calculate coarse clipping for large list of evenly sized items. Prefer using the ImGuiListClipper higher-level helper if you can.
IMGUI_APIboolBeginChildFrame(ImGuiIDid,constImVec2&size,ImGuiWindowFlagsextra_flags=0);// helper to create a child window / scrolling region that looks like a normal widget frame
IMGUI_APIboolBeginChildFrame(ImGuiIDid,constImVec2&size,ImGuiWindowFlagsextra_flags=0);// helper to create a child window / scrolling region that looks like a normal widget frame
IMGUI_APIintGetKeyIndex(ImGuiKeykey);// map ImGuiKey_* values into user's key index. == io.KeyMap[key]
IMGUI_APIboolIsKeyDown(intkey_index);// key_index into the keys_down[] array, imgui doesn't know the semantic of each entry, uses your own indices!
IMGUI_APIboolIsKeyPressed(intkey_index,boolrepeat=true);// uses user's key indices as stored in the keys_down[] array. if repeat=true. uses io.KeyRepeatDelay / KeyRepeatRate
IMGUI_APIboolIsKeyReleased(intkey_index);// "
IMGUI_APIintGetKeyIndex(ImGuiKeyimgui_key);// map ImGuiKey_* values into user's key index. == io.KeyMap[key]
IMGUI_APIboolIsKeyDown(intuser_key_index);// is key being held. == io.KeysDown[user_key_index]. note that imgui doesn't know the semantic of each entry of io.KeyDown[]. Use your own indices/enums according to how your backend/engine stored them into KeyDown[]!
IMGUI_APIboolIsKeyPressed(intuser_key_index,boolrepeat=true);// was key pressed (went from !Down to Down). if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
IMGUI_APIboolIsKeyReleased(intuser_key_index);// was key released (went from Down to !Down)..
IMGUI_APIintGetKeyPressedAmount(intkey_index,floatrepeat_delay,floatrate);// uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate
IMGUI_APIboolIsMouseDown(intbutton);// is mouse button held
IMGUI_APIboolIsMouseClicked(intbutton,boolrepeat=false);// did mouse button clicked (went from !Down to Down)
IMGUI_APIboolIsMouseDoubleClicked(intbutton);// did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime.
IMGUI_APIboolIsMouseReleased(intbutton);// did mouse button released (went from Down to !Down)
IMGUI_APIboolIsMouseHoveringWindow();// is mouse hovering current window ("window" in API names always refer to current window). disregarding of any consideration of being blocked by a popup. (unlike IsWindowHovered() this will return true even if the window is blocked because of a popup)
IMGUI_APIboolIsMouseHoveringAnyWindow();// is mouse hovering any visible window
IMGUI_APIboolIsMouseHoveringRect(constImVec2&r_min,constImVec2&r_max,boolclip=true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings. disregarding of consideration of focus/window ordering/blocked by a popup.
IMGUI_APIboolIsMouseDragging(intbutton=0,floatlock_threshold=-1.0f);// is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
IMGUI_APIboolIsMouseHoveringRect(constImVec2&r_min,constImVec2&r_max,boolclip=true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings. disregarding of consideration of focus/window ordering/blocked by a popup.
IMGUI_APIImVec2GetMousePos();// shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
IMGUI_APIImVec2GetMousePosOnOpeningCurrentPopup();// retrieve backup of mouse positioning at the time of opening popup we have BeginPopup() into
IMGUI_APIImVec2GetMouseDragDelta(intbutton=0,floatlock_threshold=-1.0f);// dragging amount since clicking. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
IMGUI_APIvoidResetMouseDragDelta(intbutton=0);//
IMGUI_APIImGuiMouseCursorGetMouseCursor();// get desired cursor type, reset in ImGui::NewFrame(), this updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
IMGUI_APIImGuiMouseCursorGetMouseCursor();// get desired cursor type, reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
IMGUI_APIvoidSetMouseCursor(ImGuiMouseCursortype);// set desired cursor type
IMGUI_APIvoidCaptureKeyboardFromApp(boolcapture=true);// manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application handle). e.g. force capture keyboard when your widget is being hovered.
IMGUI_APIvoidCaptureMouseFromApp(boolcapture=true);// manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application handle).
@ -462,14 +487,16 @@ namespace ImGui
IMGUI_APIImGuiContext*GetCurrentContext();
IMGUI_APIvoidSetCurrentContext(ImGuiContext*ctx);
// Obsolete (will be removed)
// Obsolete functions (Will be removed! Also see 'API BREAKING CHANGES' section in imgui.cpp)
staticinlineboolIsPosHoveringAnyWindow(constImVec2&){IM_ASSERT(0);returnfalse;}// OBSOLETE 1.51+. This was partly broken. You probably wanted to use ImGui::GetIO().WantCaptureMouse instead.
ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<<15,// Always show horizontal scrollbar (even if ContentSize.x < Size.x)
ImGuiWindowFlags_AlwaysUseWindowPadding=1<<16,// Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
// [Internal]
ImGuiWindowFlags_ChildWindow=1<<20,// Don't use! For internal use by BeginChild()
ImGuiWindowFlags_ChildWindowAutoFitX=1<<21,// Don't use! For internal use by BeginChild()
ImGuiWindowFlags_ChildWindowAutoFitY=1<<22,// Don't use! For internal use by BeginChild()
ImGuiWindowFlags_ChildWindow=1<<22,// Don't use! For internal use by BeginChild()
ImGuiWindowFlags_ComboBox=1<<23,// Don't use! For internal use by ComboBox()
ImGuiWindowFlags_Tooltip=1<<24,// Don't use! For internal use by BeginTooltip()
ImGuiWindowFlags_Popup=1<<25,// Don't use! For internal use by BeginPopup()
@ -521,7 +546,7 @@ enum ImGuiInputTextFlags_
ImGuiInputTextFlags_CallbackAlways=1<<8,// Call user function every time. User code may query cursor position, modify text buffer.
ImGuiInputTextFlags_CallbackCharFilter=1<<9,// Call user function to filter character. Modify data->EventChar to replace/filter input, or return 1 to discard character.
ImGuiInputTextFlags_AllowTabInput=1<<10,// Pressing TAB input a '\t' character into the text field
ImGuiInputTextFlags_CtrlEnterForNewLine=1<<11,// In multi-line mode, allow exiting edition by pressing Enter. Ctrl+Enter to add new line (by default adds new lines with Enter).
ImGuiInputTextFlags_CtrlEnterForNewLine=1<<11,// In multi-line mode, unfocus with Enter, add new line with Ctrl+Enter (default is opposite: unfocus with Ctrl+Enter, add line with Enter).
ImGuiInputTextFlags_NoHorizontalScroll=1<<12,// Disable following the cursor horizontally
// NB: the enum only refers to fields of ImGuiStyle() which makes sense to be pushed/poped in UI code. Feel free to add others.
// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
// NB: the enum only refers to fields of ImGuiStyle which makes sense to be pushed/poped inside UI code. During initialization, feel free to just poke into ImGuiStyle directly.
// NB: if changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type.
ImGuiColorEditFlags_NoAlpha=1<<1,// // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (read 3 components from the input pointer).
ImGuiColorEditFlags_NoPicker=1<<2,// // ColorEdit: disable picker when clicking on colored square.
ImGuiColorEditFlags_NoOptions=1<<3,// // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
ImGuiColorEditFlags_NoSmallPreview=1<<4,// // ColorEdit, ColorPicker: disable colored square preview next to the inputs. (e.g. to show only the inputs)
ImGuiColorEditFlags_NoInputs=1<<5,// // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview colored square).
ImGuiColorEditFlags_NoTooltip=1<<6,// // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
ImGuiColorEditFlags_NoLabel=1<<7,// // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
ImGuiColorEditFlags_NoSidePreview=1<<8,// // ColorPicker: disable bigger color preview on right side of the picker, use small colored square preview instead.
// User Options (right-click on widget to change some of them). You can set application defaults using SetColorEditOptions(). The idea is that you probably don't want to override them in most of your calls, let the user choose and/or call SetColorEditOptions() during startup.
ImGuiColorEditFlags_AlphaBar=1<<9,// // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
ImGuiColorEditFlags_AlphaPreview=1<<10,// // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.
ImGuiColorEditFlags_HDR=1<<12,// // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well).
ImGuiColorEditFlags_RGB=1<<13,// [Inputs] // ColorEdit: choose one among RGB/HSV/HEX. ColorPicker: choose any combination using RGB/HSV/HEX.
ImGuiColorEditFlags_Float=1<<17,// [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers.
ImGuiColorEditFlags_PickerHueBar=1<<18,// [PickerMode] // ColorPicker: bar for Hue, rectangle for Sat/Value.
ImGuiColorEditFlags_PickerHueWheel=1<<19,// [PickerMode] // ColorPicker: wheel for Hue, triangle for Sat/Value.
floatMouseDragThreshold;// = 6.0f // Distance threshold before considering we are dragging
intKeyMap[ImGuiKey_COUNT];// <unset> // Map of indices into the KeysDown[512] entries array
floatKeyRepeatDelay;// = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
floatKeyRepeatRate;// = 0.020f // When holding a key/button, rate at which it repeats, in seconds.
floatKeyRepeatRate;// = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
void*UserData;// = NULL // Store your own data for retrieval by callbacks.
ImFontAtlas*Fonts;// <auto> // Load and assemble one or more fonts into a single tightly packed texture. Output to Fonts array.
@ -748,7 +804,7 @@ struct ImGuiIO
boolOSXBehaviors;// = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl
ImVec2MousePos;// Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
ImVec2MousePos;// Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.)
boolMouseDown[5];// Mouse buttons: left, right, middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
floatMouseWheel;// Mouse wheel: 1 unit scrolls about 5 lines text.
boolMouseDrawCursor;// Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor).
@ -799,6 +855,7 @@ struct ImGuiIO
boolWantCaptureMouse;// Mouse is hovering a window or widget is active (= ImGui will use your mouse input). Use to hide mouse from the rest of your application
boolWantCaptureKeyboard;// Widget is active (= ImGui will use your keyboard input). Use to hide keyboard from the rest of your application
boolWantTextInput;// Some text input widget is active, which will read input characters from the InputCharacters array. Use to activate on screen keyboard if your system needs one
boolWantMoveMouse;// [BETA-NAV] MousePos has been altered. back-end should reposition mouse on next frame. used only if 'NavMovesMouse=true'.
floatFramerate;// Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames
intMetricsAllocs;// Number of active memory allocations
intMetricsRenderVertices;// Vertices output during last call to Render()
// Helper: execute a block of code at maximum once a frame
// Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame.
// Helper: execute a block of code at maximum once a frame. Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame.
// Usage:
// IMGUI_ONCE_UPON_A_FRAME
// {
// // code block will be executed one per frame
// }
// Attention! the macro expands into 2 statement so make sure you don't use it within e.g. an if() statement without curly braces.
#define IMGUI_ONCE_UPON_A_FRAME static ImGuiOnceUponAFrame imgui_oaf##__LINE__; if (imgui_oaf##__LINE__)
// static ImGuiOnceUponAFrame oaf;
// if (oaf)
// ImGui::Text("This will be called only once per frame");
// Helper macro for ImGuiOnceUponAFrame. Attention: The macro expands into 2 statement so make sure you don't use it within e.g. an if() statement without curly braces.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS // Will obsolete
#define IMGUI_ONCE_UPON_A_FRAME static ImGuiOnceUponAFrame imgui_oaf; if (imgui_oaf)
#endif
// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
#define IM_COL32_WHITE IM_COL32(255,255,255,255) // Opaque white
#define IM_COL32_WHITE IM_COL32(255,255,255,255) // Opaque white = 0xFFFFFFFF
#define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black
#define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black
#define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black = 0x00000000
// ImColor() helper to implicity converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
// **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class.
// **None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either ImU32 or ImVec4 formats.
// **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
// **None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either ImU32 or ImVec4 formats. Explicitly cast to ImU32 or ImVec4 if needed.
// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
// The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine.
// The type has to be described within the macro (you can either declare the struct or use a typedef)
// NOTE: IMGUI DOESN'T CLEAR THE STRUCTURE AND DOESN'T CALL A CONSTRUCTOR SO ANY CUSTOM FIELD WILL BE UNINITIALIZED. IF YOU ADD EXTRA FIELDS (SUCH AS A 'Z' COORDINATES) YOU WILL NEED TO CLEAR THEM DURING RENDER OR TO IGNORE THEM.
IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
#endif
@ -1161,11 +1221,12 @@ struct ImDrawChannel
// At the moment, each ImGui window contains its own ImDrawList but they could potentially be merged in the future.
// If you want to add custom rendering within a window, you can use ImGui::GetWindowDrawList() to access the current draw list and add your own primitives.
// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
// All positions are in screen coordinates (0,0=top-left, 1 pixel per unit). Primitives are always added to the list and not culled (culling is done at render time and at a higher-level by ImGui:: functions).
// All positions are generally in pixel coordinates (top-left at (0,0), bottom-right at io.DisplaySize), however you are totally free to apply whatever transformation matrix to want to the data (if you apply such transformation you'll want to apply it to ClipRect as well)
// Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions).
structImDrawList
{
// This is what you have to render
ImVector<ImDrawCmd>CmdBuffer;// Commands. Typically 1 command = 1 gpu draw call.
ImVector<ImDrawCmd>CmdBuffer;// Commands. Typically 1 command = 1 GPU draw call.
ImVector<ImDrawIdx>IdxBuffer;// Index buffer. Each command consume ImDrawCmd::ElemCount of those
IMGUI_APIvoidDeIndexAllBuffers();// For backward compatibility: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
IMGUI_APIvoidDeIndexAllBuffers();// For backward compatibility or convenience: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
IMGUI_APIvoidScaleClipRects(constImVec2&sc);// Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
};
structImFontConfig
{
void*FontData;// // TTF data
intFontDataSize;// // TTF data size
boolFontDataOwnedByAtlas;// true // TTF data ownership taken by the container ImFontAtlas (will delete memory itself). Set to true
intFontNo;// 0 // Index of font within TTF file
floatSizePixels;// // Size in pixels for rasterizer
void*FontData;// // TTF/OTF data
intFontDataSize;// // TTF/OTF data size
boolFontDataOwnedByAtlas;// true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
intFontNo;// 0 // Index of font within TTF/OTF file
floatSizePixels;// // Size in pixels for rasterizer.
intOversampleH,OversampleV;// 3, 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
boolPixelSnapH;// false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1.
ImVec2GlyphExtraSpacing;// 0, 0 // Extra spacing (in pixels) between glyphs
constImWchar*GlyphRanges;// // Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE.
boolMergeMode;// false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs).
boolMergeGlyphCenterV;// false // When merging (multiple ImFontInput for one ImFont), vertically center new glyphs instead of aligning their baseline
ImVec2GlyphExtraSpacing;// 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
ImVec2GlyphOffset;// 0, 0 // Offset all glyphs from this font input.
constImWchar*GlyphRanges;// NULL // Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE.
boolMergeMode;// false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights.
unsignedintRasterizerFlags;// 0x00 // Settings for custom font rasterizer (e.g. ImGuiFreeType). Leave as zero if you aren't using one.
floatRasterizerMultiply;// 1.0f // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable.
// [Internal]
charName[32];// Name (strictly for debugging)
charName[32];// Name (strictly to ease debugging)
ImFont*DstFont;
IMGUI_APIImFontConfig();
};
// Load and rasterize multiple TTF fonts into a same texture.
// Load and rasterize multiple TTF/OTF fonts into a same texture.
// Sharing a texture for multiple fonts allows us to reduce the number of draw calls during rendering.
// We also add custom graphic data into the texture that serves for ImGui.
// 1. (Optional) Call AddFont*** functions. If you don't call any, the default font will be loaded for you.
// 2. Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
// 3. Upload the pixels data into a texture within your graphics system.
// 4. Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture. This value will be passed back to you during rendering to identify the texture.
// 5. Call ClearTexData() to free textures memory on the heap.
// NB: If you use a 'glyph_ranges' array you need to make sure that your array persist up until the ImFont is cleared. We only copy the pointer, not the data.
// IMPORTANT: If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the ImFont is build (when calling GetTextData*** or Build()). We only copy the pointer, not the data.
IMGUI_APIImFont*AddFontFromMemoryTTF(void* ttf_data,int ttf_size,floatsize_pixels,constImFontConfig*font_cfg=NULL,constImWchar*glyph_ranges=NULL);// Transfer ownership of 'ttf_data' to ImFontAtlas, will be deleted after Build()
IMGUI_APIImFont*AddFontFromMemoryCompressedTTF(constvoid*compressed_ttf_data,intcompressed_ttf_size,floatsize_pixels,constImFontConfig*font_cfg=NULL,constImWchar*glyph_ranges=NULL);// 'compressed_ttf_data' still owned by caller. Compress with binary_to_compressed_c.cpp
IMGUI_APIImFont*AddFontFromMemoryCompressedBase85TTF(constchar*compressed_ttf_data_base85,floatsize_pixels,constImFontConfig*font_cfg=NULL,constImWchar*glyph_ranges=NULL);// 'compressed_ttf_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 paramaeter
IMGUI_APIImFont*AddFontFromMemoryTTF(void*font_data,intfont_size,floatsize_pixels,constImFontConfig*font_cfg=NULL,constImWchar*glyph_ranges=NULL);// Transfer ownership of 'ttf_data' to ImFontAtlas, will be deleted after Build()
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 paramaeter
IMGUI_APIvoidClearTexData();// Clear the CPU-side texture data. Saves RAM once the texture has been copied to graphics memory.
IMGUI_APIvoidClearInputData();// Clear the input TTF data (inc sizes, glyph ranges)
IMGUI_APIvoidClearFonts();// Clear the ImGui-side font data (glyphs storage, UV coordinates)
// Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
// NB: Make sure that your string are UTF-8 and NOT in your local code page. See FAQ for details.
// NB: Make sure that your string are UTF-8 and NOT in your local code page. In C++11, you can create UTF-8 string literal using the u8"Hello world" syntax. See FAQ for details.
IMGUI_APIconstImWchar*GetGlyphRangesDefault();// Basic Latin, Extended Latin
IMGUI_APIconstImWchar*GetGlyphRangesKorean();// Default + Korean characters
IMGUI_APIconstImWchar*GetGlyphRangesJapanese();// Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
@ -1322,21 +1387,47 @@ struct ImFontAtlas
IMGUI_APIconstImWchar*GetGlyphRangesCyrillic();// Default + about 400 Cyrillic characters
voidSetBit(intn){UsedChars[n>>3]|=1<<(n&7);}// Set bit 'c' in the array
voidAddChar(ImWcharc){SetBit(c);}// Add character
IMGUI_APIvoidAddText(constchar*text,constchar*text_end=NULL);// Add string (each character of the UTF-8 string are added)
IMGUI_APIvoidAddRanges(constImWchar*ranges);// Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault) to force add all of ASCII/Latin+Ext
IMGUI_APIvoidBuildRanges(ImVector<ImWchar>*out_ranges);// Output new ranges
};
// Members
// (Access texture data via GetTexData*() calls which will setup a default font for you.)
void*TexID;// User data to refer to the texture once it has been uploaded to user's graphic systems. It ia passed back to you during rendering.
ImTextureIDTexID;// User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure.
unsignedchar*TexPixelsAlpha8;// 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
unsignedint*TexPixelsRGBA32;// 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
intTexWidth;// Texture width calculated during Build().
intTexHeight;// Texture height calculated during Build().
intTexDesiredWidth;// Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.
intTexGlyphPadding;// Padding between glyphs within texture in pixels. Defaults to 1.
ImVec2TexUvWhitePixel;// Texture coordinates to a white pixel
ImVector<ImFont*>Fonts;// Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font.
// Private
// [Private] User rectangle for packing custom texture data into the atlas.
structCustomRect
{
unsignedintID;// Input // User ID. <0x10000 for font mapped data (WIP/UNSUPPORTED), >=0x10000 for other texture data
ImFontConfig*ConfigData;// // Pointer within ContainerAtlas->ConfigData
ImFontAtlas*ContainerAtlas;// // What we has been loaded into
floatAscent,Descent;// // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
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)
// We are keeping those not leaking to the user by default, in the case the user has implicit cast operators between ImVec2 and its own types (when IM_VEC2_CLASS_EXTRA is defined)
@ -130,13 +139,18 @@ static inline int ImClamp(int v, int mn, int mx)
// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
// Defining a custom placement new() with a dummy parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.
// We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings.
ImGuiWindow*RootWindow;// If we are a child window, this is pointing to the first non-child parent window. Else point to ourself.
ImGuiWindow*RootNonPopupWindow;// If we are a child window, this is pointing to the first non-child non-popup parent window. Else point to ourself.
ImGuiWindow*ParentWindow;// If we are a child window, this is pointing to our parent window. Else point to NULL.
ImGuiWindow*ParentWindow;// Immediate parent in the window stack *regardless* of whether this window is a child window or not)
ImGuiWindow*RootWindow;// Generally point to ourself. If we are a child window, this is pointing to the first non-child parent window.
ImGuiWindow*RootNonPopupWindow;// Generally point to ourself. Used to display TitleBgActive color and for selecting which window to use for NavWindowing
// Navigation / Focus
intFocusIdxAllCounter;// Start at -1 and increase as assigned via FocusItemRegister()
IMGUI_APIvoidEndFrame();// Ends the ImGui frame. Automatically called by Render()! you most likely don't need to ever call that yourself directly. If you don't need to render you can call EndFrame() but you'll have wasted CPU already. If you don't need to render, don't create any windows instead!
// NB: All position are in absolute pixels coordinates (not window coordinates)
// FIXME: All those functions are a mess and needs to be refactored into something decent. AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION.
// We need: a sort of symbol library, preferably baked into font atlas when possible + decent text rendering helpers.
// FIXME-WIP: New Columns API
IMGUI_APIvoidBeginColumns(constchar*id,intcount,ImGuiColumnsFlagsflags=0);// setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns().
// NB: All position are in absolute pixels coordinates (never using window coordinates internally)
// AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION. THOSE FUNCTIONS ARE A MESS. THEIR SIGNATURE AND BEHAVIOR WILL CHANGE, THEY NEED TO BE REFACTORED INTO SOMETHING DECENT.
IMGUI_APIboolTreeNodeBehaviorIsOpen(ImGuiIDid,ImGuiTreeNodeFlagsflags=0);// Consume previous SetNextTreeNodeOpened() data, if any. May return true when logging