// dear imgui, v1.66 WIP // (internal structures/api) // You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility! // Set: // #define IMGUI_DEFINE_MATH_OPERATORS // To implement maths operators for ImVec2 (disabled by default to not collide with using IM_VEC2_CLASS_EXTRA along with your own math types+operators) #pragma once #ifndef IMGUI_VERSION #error Must include imgui.h before imgui_internal.h #endif #include <stdio.h> // FILE* #include <stdlib.h> // NULL, malloc, free, qsort, atoi, atof #include <math.h> // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf #include <limits.h> // INT_MIN, INT_MAX #ifdef _MSC_VER #pragma warning (push) #pragma warning (disable: 4251) // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport) #endif #ifdef __clang__ #pragma clang diagnostic push #pragma clang diagnostic ignored "-Wunused-function" // for stb_textedit.h #pragma clang diagnostic ignored "-Wmissing-prototypes" // for stb_textedit.h #pragma clang diagnostic ignored "-Wold-style-cast" #endif //----------------------------------------------------------------------------- // Forward Declarations //----------------------------------------------------------------------------- struct ImRect; // An axis-aligned rectangle (2 points) struct ImDrawDataBuilder; // Helper to build a ImDrawData instance struct ImDrawListSharedData; // Data shared between all ImDrawList instances struct ImGuiColorMod; // Stacked color modifier, backup of modified data so we can restore it struct ImGuiColumnData; // Storage data for a single column struct ImGuiColumnsSet; // Storage data for a columns set struct ImGuiContext; // Main imgui context struct ImGuiDockContext; // Docking system context struct ImGuiDockNode; // Docking system node (hold a list of Windows OR two child dock nodes) struct ImGuiDockNodeSettings; // Storage for a dock node in .ini file (we preserve those even if the associated dock node isn't active during the session) struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup() struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box struct ImGuiItemHoveredDataBackup; // Backup and restore IsItemHovered() internal data struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only struct ImGuiNavMoveResult; // Result of a directional navigation move query result struct ImGuiNextWindowData; // Storage for SetNexWindow** functions struct ImGuiPopupRef; // Storage for current popup stack struct ImGuiSettingsHandler; // Storage for one type registered in the .ini file struct ImGuiStyleMod; // Stacked style modifier, backup of modified data so we can restore it struct ImGuiTabBar; // Storage for a tab bar struct ImGuiTabItem; // Storage for a tab item (within a tab bar) struct ImGuiWindow; // Storage for one window struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame) struct ImGuiWindowSettings; // Storage for window settings stored in .ini file (we keep one of those even if the actual window wasn't instanced during this session) // Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists. typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for ButtonEx(), ButtonBehavior() typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag() typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags typedef int ImGuiNavHighlightFlags; // -> enum ImGuiNavHighlightFlags_ // Flags: for RenderNavHighlight() typedef int ImGuiNavDirSourceFlags; // -> enum ImGuiNavDirSourceFlags_ // Flags: for GetNavInputAmount2d() typedef int ImGuiNavMoveFlags; // -> enum ImGuiNavMoveFlags_ // Flags: for navigation requests typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for Separator() - internal typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for SliderBehavior() //------------------------------------------------------------------------- // STB libraries //------------------------------------------------------------------------- namespace ImGuiStb { #undef STB_TEXTEDIT_STRING #undef STB_TEXTEDIT_CHARTYPE #define STB_TEXTEDIT_STRING ImGuiInputTextState #define STB_TEXTEDIT_CHARTYPE ImWchar #define STB_TEXTEDIT_GETWIDTH_NEWLINE -1.0f #include "imstb_textedit.h" } // namespace ImGuiStb //----------------------------------------------------------------------------- // Context //----------------------------------------------------------------------------- #ifndef GImGui extern IMGUI_API ImGuiContext* GImGui; // Current implicit ImGui context pointer #endif // Internal Drag and Drop payload types. String starting with '_' are reserved for Dear ImGui. #define IMGUI_PAYLOAD_TYPE_WINDOW "_IMWINDOW" // Payload == ImGuiWindow* //----------------------------------------------------------------------------- // Helpers //----------------------------------------------------------------------------- #define IM_PI 3.14159265358979323846f #ifdef _WIN32 #define IM_NEWLINE "\r\n" // Play it nice with Windows users (2018/05 news: Microsoft announced that Notepad will finally display Unix-style carriage returns!) #else #define IM_NEWLINE "\n" #endif #define IMGUI_DEBUG_LOG(FMT,...) printf("[%05d] " FMT, GImGui->FrameCount, __VA_ARGS__) #define IM_STATIC_ASSERT(_COND) typedef char static_assertion_##__line__[(_COND)?1:-1] #define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose #define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255 // Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall #ifdef _MSC_VER #define IMGUI_CDECL __cdecl #else #define IMGUI_CDECL #endif // Helpers: UTF-8 <> wchar IMGUI_API int ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count IMGUI_API int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end); // read one character. return input UTF-8 bytes count IMGUI_API int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL); // return input UTF-8 bytes count IMGUI_API int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count) IMGUI_API int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end); // return number of bytes to express one char in UTF-8 IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string in UTF-8 // Helpers: Misc IMGUI_API ImU32 ImHash(const void* data, int data_size, ImU32 seed = 0); // Pass data_size==0 for zero-terminated strings IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, size_t* out_file_size = NULL, int padding_bytes = 0); IMGUI_API FILE* ImFileOpen(const char* filename, const char* file_open_mode); static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; } static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; } static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; } static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; } #define ImQsort qsort // Helpers: Geometry IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p); IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); IMGUI_API void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w); IMGUI_API ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy); // Helpers: String IMGUI_API int ImStricmp(const char* str1, const char* str2); IMGUI_API int ImStrnicmp(const char* str1, const char* str2, size_t count); IMGUI_API void ImStrncpy(char* dst, const char* src, size_t count); IMGUI_API char* ImStrdup(const char* str); IMGUI_API const char* ImStrchrRange(const char* str_begin, const char* str_end, char c); IMGUI_API int ImStrlenW(const ImWchar* str); IMGUI_API const ImWchar*ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin); // Find beginning-of-line IMGUI_API const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end); IMGUI_API void ImStrTrimBlanks(char* str); IMGUI_API const char* ImStrSkipBlank(const char* str); IMGUI_API int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) IM_FMTARGS(3); IMGUI_API int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) IM_FMTLIST(3); IMGUI_API const char* ImParseFormatFindStart(const char* format); IMGUI_API const char* ImParseFormatFindEnd(const char* format); IMGUI_API const char* ImParseFormatTrimDecorations(const char* format, char* buf, int buf_size); IMGUI_API int ImParseFormatPrecision(const char* format, int default_value); // Helpers: ImVec2/ImVec4 operators // We are keeping those disabled by default so they don't leak in user space, to allow user enabling implicit cast operators between ImVec2 and their own types (using IM_VEC2_CLASS_EXTRA etc.) // We unfortunately don't have a unary- operator for ImVec2 because this would needs to be defined inside the class itself. #ifdef IMGUI_DEFINE_MATH_OPERATORS static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x*rhs, lhs.y*rhs); } static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x/rhs, lhs.y/rhs); } static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x+rhs.x, lhs.y+rhs.y); } static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x-rhs.x, lhs.y-rhs.y); } static inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x*rhs.x, lhs.y*rhs.y); } static inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x/rhs.x, lhs.y/rhs.y); } static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; } static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; } static inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; } static inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; } static inline ImVec4 operator+(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x+rhs.x, lhs.y+rhs.y, lhs.z+rhs.z, lhs.w+rhs.w); } static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x-rhs.x, lhs.y-rhs.y, lhs.z-rhs.z, lhs.w-rhs.w); } static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x*rhs.x, lhs.y*rhs.y, lhs.z*rhs.z, lhs.w*rhs.w); } #endif // Helpers: Maths // - Wrapper for standard libs functions. (Note that imgui_demo.cpp does _not_ use them to keep the code easy to copy) #ifndef IMGUI_DISABLE_MATH_FUNCTIONS static inline float ImFabs(float x) { return fabsf(x); } static inline float ImSqrt(float x) { return sqrtf(x); } static inline float ImPow(float x, float y) { return powf(x, y); } static inline double ImPow(double x, double y) { return pow(x, y); } static inline float ImFmod(float x, float y) { return fmodf(x, y); } static inline double ImFmod(double x, double y) { return fmod(x, y); } static inline float ImCos(float x) { return cosf(x); } static inline float ImSin(float x) { return sinf(x); } static inline float ImAcos(float x) { return acosf(x); } static inline float ImAtan2(float y, float x) { return atan2f(y, x); } static inline double ImAtof(const char* s) { return atof(s); } static inline float ImFloorStd(float x) { return floorf(x); } // we already uses our own ImFloor() { return (float)(int)v } internally so the standard one wrapper is named differently (it's used by stb_truetype) static inline float ImCeil(float x) { return ceilf(x); } #endif // - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support for variety of types: signed/unsigned int/long long float/double, using templates here but we could also redefine them 6 times template<typename T> static inline T ImMin(T lhs, T rhs) { return lhs < rhs ? lhs : rhs; } template<typename T> static inline T ImMax(T lhs, T rhs) { return lhs >= rhs ? lhs : rhs; } template<typename T> static inline T ImClamp(T v, T mn, T mx) { return (v < mn) ? mn : (v > mx) ? mx : v; } template<typename T> static inline T ImLerp(T a, T b, float t) { return (T)(a + (b - a) * t); } template<typename T> static inline void ImSwap(T& a, T& b) { T tmp = a; a = b; b = tmp; } // - Misc maths helpers static inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x < rhs.x ? lhs.x : rhs.x, lhs.y < rhs.y ? lhs.y : rhs.y); } static inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x >= rhs.x ? lhs.x : rhs.x, lhs.y >= rhs.y ? lhs.y : rhs.y); } static inline ImVec2 ImClamp(const ImVec2& v, const ImVec2& mn, ImVec2 mx) { return ImVec2((v.x < mn.x) ? mn.x : (v.x > mx.x) ? mx.x : v.x, (v.y < mn.y) ? mn.y : (v.y > mx.y) ? mx.y : v.y); } static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, float t) { return ImVec2(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t); } static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t) { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); } static inline ImVec4 ImLerp(const ImVec4& a, const ImVec4& b, float t) { return ImVec4(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t, a.z + (b.z - a.z) * t, a.w + (b.w - a.w) * t); } static inline float ImSaturate(float f) { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; } static inline float ImLengthSqr(const ImVec2& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y; } static inline float ImLengthSqr(const ImVec4& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y + lhs.z*lhs.z + lhs.w*lhs.w; } static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = lhs.x*lhs.x + lhs.y*lhs.y; if (d > 0.0f) return 1.0f / ImSqrt(d); return fail_value; } static inline float ImFloor(float f) { return (float)(int)f; } static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)v.x, (float)(int)v.y); } static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; } static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); } static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; } static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } // Helper: ImPool<>. Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID over a dense/hot buffer // Creation/Erasure invalidate all pointers, but indexes are valid as long as the object lifetime. template<typename T> struct IMGUI_API ImPool { ImVector<T> Data; // Contiguous data ImGuiStorage Map; // ID->Index int FreeIdx; // Next free idx to use ImPool() { FreeIdx = 0; } ~ImPool() { Clear(); } T* GetByKey(ImGuiID key) { int idx = Map.GetInt(key, -1); return (idx != -1) ? &Data[idx] : NULL; } T* GetByIndex(int n) { return &Data[n]; } int GetIndex(const T* p) const { IM_ASSERT(p >= Data.Data && p < Data.Data + Data.Size); return (int)(p - Data.Data); } T* GetOrAddByKey(ImGuiID key) { int* p_idx = Map.GetIntRef(key, -1); if (*p_idx != -1) return &Data[*p_idx]; *p_idx = FreeIdx; return Add(); } void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Data[idx].~T(); } Map.Clear(); Data.clear(); FreeIdx = 0; } T* Add() { int idx = FreeIdx; if (idx == Data.Size) { Data.resize(Data.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Data[idx]; } IM_PLACEMENT_NEW(&Data[idx]) T(); return &Data[idx]; } void Remove(ImGuiID key, const T* p) { Remove(key, GetIndex(p)); } void Remove(ImGuiID key, int idx) { Data[idx].~T(); *(int*)&Data[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); } }; typedef int ImPoolIdx; //----------------------------------------------------------------------------- // Types //----------------------------------------------------------------------------- enum ImGuiButtonFlags_ { ImGuiButtonFlags_None = 0, ImGuiButtonFlags_Repeat = 1 << 0, // hold to repeat ImGuiButtonFlags_PressedOnClickRelease = 1 << 1, // return true on click + release on same item [DEFAULT if no PressedOn* flag is set] ImGuiButtonFlags_PressedOnClick = 1 << 2, // return true on click (default requires click+release) ImGuiButtonFlags_PressedOnRelease = 1 << 3, // return true on release (default requires click+release) ImGuiButtonFlags_PressedOnDoubleClick = 1 << 4, // return true on double-click (default requires click+release) ImGuiButtonFlags_FlattenChildren = 1 << 5, // allow interactions even if a child window is overlapping ImGuiButtonFlags_AllowItemOverlap = 1 << 6, // require previous frame HoveredId to either match id or be null before being usable, use along with SetItemAllowOverlap() ImGuiButtonFlags_DontClosePopups = 1 << 7, // disable automatically closing parent popup on press // [UNUSED] ImGuiButtonFlags_Disabled = 1 << 8, // disable interactions ImGuiButtonFlags_AlignTextBaseLine = 1 << 9, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine ImGuiButtonFlags_NoKeyModifiers = 1 << 10, // disable interaction if a key modifier is held ImGuiButtonFlags_NoHoldingActiveID = 1 << 11, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only) ImGuiButtonFlags_PressedOnDragDropHold = 1 << 12, // press when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers) ImGuiButtonFlags_NoNavFocus = 1 << 13 // don't override navigation focus when activated }; enum ImGuiSliderFlags_ { ImGuiSliderFlags_None = 0, ImGuiSliderFlags_Vertical = 1 << 0 }; enum ImGuiColumnsFlags_ { // Default: 0 ImGuiColumnsFlags_None = 0, ImGuiColumnsFlags_NoBorder = 1 << 0, // Disable column dividers ImGuiColumnsFlags_NoResize = 1 << 1, // Disable resizing columns when clicking on the dividers ImGuiColumnsFlags_NoPreserveWidths = 1 << 2, // Disable column width preservation when adjusting columns ImGuiColumnsFlags_NoForceWithinWindow = 1 << 3, // Disable forcing columns to fit within window ImGuiColumnsFlags_GrowParentContentsSize= 1 << 4 // (WIP) Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove. }; enum ImGuiSelectableFlagsPrivate_ { // NB: need to be in sync with last value of ImGuiSelectableFlags_ ImGuiSelectableFlags_NoHoldingActiveID = 1 << 10, ImGuiSelectableFlags_PressedOnClick = 1 << 11, ImGuiSelectableFlags_PressedOnRelease = 1 << 12, ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 13 }; enum ImGuiSeparatorFlags_ { ImGuiSeparatorFlags_None = 0, ImGuiSeparatorFlags_Horizontal = 1 << 0, // Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar ImGuiSeparatorFlags_Vertical = 1 << 1 }; // Transient per-window ItemFlags, reset at the beginning of the frame. For child windows: inherited from parent on first Begin(). // This is going to be exposed in imgui.h when stabilized enough. enum ImGuiItemFlags_ { ImGuiItemFlags_AllowKeyboardFocus = 1 << 0, // true ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings. ImGuiItemFlags_Disabled = 1 << 2, // false // [BETA] Disable interactions but doesn't affect visuals yet. See github.com/ocornut/imgui/issues/211 ImGuiItemFlags_NoNav = 1 << 3, // false ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // MenuItem/Selectable() automatically closes current Popup window ImGuiItemFlags_Default_ = ImGuiItemFlags_AllowKeyboardFocus }; // Storage for LastItem data enum ImGuiItemStatusFlags_ { ImGuiItemStatusFlags_None = 0, ImGuiItemStatusFlags_HoveredRect = 1 << 0, ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, ImGuiItemStatusFlags_Edited = 1 << 2 // Value exposed by item was edited in the current frame (should match the bool return value of most widgets) }; // FIXME: this is in development, not exposed/functional as a generic feature yet. enum ImGuiLayoutType_ { ImGuiLayoutType_Vertical, ImGuiLayoutType_Horizontal }; enum ImGuiAxis { ImGuiAxis_None = -1, ImGuiAxis_X = 0, ImGuiAxis_Y = 1 }; enum ImGuiPlotType { ImGuiPlotType_Lines, ImGuiPlotType_Histogram }; enum ImGuiInputSource { ImGuiInputSource_None = 0, ImGuiInputSource_Mouse, ImGuiInputSource_Nav, ImGuiInputSource_NavKeyboard, // Only used occasionally for storage, not tested/handled by most code ImGuiInputSource_NavGamepad, // " ImGuiInputSource_COUNT }; // FIXME-NAV: Clarify/expose various repeat delay/rate enum ImGuiInputReadMode { ImGuiInputReadMode_Down, ImGuiInputReadMode_Pressed, ImGuiInputReadMode_Released, ImGuiInputReadMode_Repeat, ImGuiInputReadMode_RepeatSlow, ImGuiInputReadMode_RepeatFast }; enum ImGuiNavHighlightFlags_ { ImGuiNavHighlightFlags_None = 0, ImGuiNavHighlightFlags_TypeDefault = 1 << 0, ImGuiNavHighlightFlags_TypeThin = 1 << 1, ImGuiNavHighlightFlags_AlwaysDraw = 1 << 2, ImGuiNavHighlightFlags_NoRounding = 1 << 3 }; enum ImGuiNavDirSourceFlags_ { ImGuiNavDirSourceFlags_None = 0, ImGuiNavDirSourceFlags_Keyboard = 1 << 0, ImGuiNavDirSourceFlags_PadDPad = 1 << 1, ImGuiNavDirSourceFlags_PadLStick = 1 << 2 }; enum ImGuiNavMoveFlags_ { ImGuiNavMoveFlags_None = 0, ImGuiNavMoveFlags_LoopX = 1 << 0, // On failed request, restart from opposite side ImGuiNavMoveFlags_LoopY = 1 << 1, ImGuiNavMoveFlags_WrapX = 1 << 2, // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left) ImGuiNavMoveFlags_WrapY = 1 << 3, // This is not super useful for provided for completeness ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place) ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5 // Store alternate result in NavMoveResultLocalVisibleSet that only comprise elements that are already fully visible. }; enum ImGuiNavForward { ImGuiNavForward_None, ImGuiNavForward_ForwardQueued, ImGuiNavForward_ForwardActive }; enum ImGuiPopupPositionPolicy { ImGuiPopupPositionPolicy_Default, ImGuiPopupPositionPolicy_ComboBox }; // 1D vector (this odd construct is used to facilitate the transition between 1D and 2D and maintenance of some patches) struct ImVec1 { float x; ImVec1() { x = 0.0f; } ImVec1(float _x) { x = _x; } }; // 2D vector (half-size integer) struct ImVec2ih { short x, y; ImVec2ih() { x = y = 0; } ImVec2ih(short _x, short _y) { x = _x; y = _y; } }; // 2D axis aligned bounding-box // NB: we can't rely on ImVec2 math operators being available here struct IMGUI_API ImRect { ImVec2 Min; // Upper-left ImVec2 Max; // Lower-right ImRect() : Min(FLT_MAX,FLT_MAX), Max(-FLT_MAX,-FLT_MAX) {} ImRect(const ImVec2& min, const ImVec2& max) : Min(min), Max(max) {} ImRect(const ImVec4& v) : Min(v.x, v.y), Max(v.z, v.w) {} ImRect(float x1, float y1, float x2, float y2) : Min(x1, y1), Max(x2, y2) {} ImVec2 GetCenter() const { return ImVec2((Min.x + Max.x) * 0.5f, (Min.y + Max.y) * 0.5f); } ImVec2 GetSize() const { return ImVec2(Max.x - Min.x, Max.y - Min.y); } float GetWidth() const { return Max.x - Min.x; } float GetHeight() const { return Max.y - Min.y; } ImVec2 GetTL() const { return Min; } // Top-left ImVec2 GetTR() const { return ImVec2(Max.x, Min.y); } // Top-right ImVec2 GetBL() const { return ImVec2(Min.x, Max.y); } // Bottom-left ImVec2 GetBR() const { return Max; } // Bottom-right bool Contains(const ImVec2& p) const { return p.x >= Min.x && p.y >= Min.y && p.x < Max.x && p.y < Max.y; } bool Contains(const ImRect& r) const { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x <= Max.x && r.Max.y <= Max.y; } bool Overlaps(const ImRect& r) const { return r.Min.y < Max.y && r.Max.y > Min.y && r.Min.x < Max.x && r.Max.x > Min.x; } void Add(const ImVec2& p) { if (Min.x > p.x) Min.x = p.x; if (Min.y > p.y) Min.y = p.y; if (Max.x < p.x) Max.x = p.x; if (Max.y < p.y) Max.y = p.y; } void Add(const ImRect& r) { if (Min.x > r.Min.x) Min.x = r.Min.x; if (Min.y > r.Min.y) Min.y = r.Min.y; if (Max.x < r.Max.x) Max.x = r.Max.x; if (Max.y < r.Max.y) Max.y = r.Max.y; } void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; } void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; } void Translate(const ImVec2& d) { Min.x += d.x; Min.y += d.y; Max.x += d.x; Max.y += d.y; } void TranslateX(float dx) { Min.x += dx; Max.x += dx; } void TranslateY(float dy) { Min.y += dy; Max.y += dy; } void ClipWith(const ImRect& r) { Min = ImMax(Min, r.Min); Max = ImMin(Max, r.Max); } // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display. void ClipWithFull(const ImRect& r) { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped. void Floor() { Min.x = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; } bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; } }; // Stacked color modifier, backup of modified data so we can restore it struct ImGuiColorMod { ImGuiCol Col; ImVec4 BackupValue; }; // Stacked style modifier, backup of modified data so we can restore it. Data type inferred from the variable. struct ImGuiStyleMod { ImGuiStyleVar VarIdx; union { int BackupInt[2]; float BackupFloat[2]; }; ImGuiStyleMod(ImGuiStyleVar idx, int v) { VarIdx = idx; BackupInt[0] = v; } ImGuiStyleMod(ImGuiStyleVar idx, float v) { VarIdx = idx; BackupFloat[0] = v; } ImGuiStyleMod(ImGuiStyleVar idx, ImVec2 v) { VarIdx = idx; BackupFloat[0] = v.x; BackupFloat[1] = v.y; } }; // Stacked storage data for BeginGroup()/EndGroup() struct ImGuiGroupData { ImVec2 BackupCursorPos; ImVec2 BackupCursorMaxPos; ImVec1 BackupIndent; ImVec1 BackupGroupOffset; ImVec2 BackupCurrentLineSize; float BackupCurrentLineTextBaseOffset; float BackupLogLinePosY; ImGuiID BackupActiveIdIsAlive; bool BackupActiveIdPreviousFrameIsAlive; bool AdvanceCursor; }; // Simple column measurement, currently used for MenuItem() only.. This is very short-sighted/throw-away code and NOT a generic helper. struct IMGUI_API ImGuiMenuColumns { int Count; float Spacing; float Width, NextWidth; float Pos[4], NextWidths[4]; ImGuiMenuColumns(); void Update(int count, float spacing, bool clear); float DeclColumns(float w0, float w1, float w2); float CalcExtraSpace(float avail_w); }; // Internal state of the currently focused/edited text input box struct IMGUI_API ImGuiInputTextState { ImGuiID ID; // widget id owning the text state ImVector<ImWchar> TextW; // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer. ImVector<char> InitialText; // backup of end-user buffer at the time of focus (in UTF-8, unaltered) ImVector<char> TempBuffer; // temporary buffer for callback and other other operations. size=capacity. int CurLenA, CurLenW; // we need to maintain our buffer length in both UTF-8 and wchar format. int BufCapacityA; // end-user buffer capacity float ScrollX; ImGuiStb::STB_TexteditState StbState; float CursorAnim; bool CursorFollow; bool SelectedAllMouseLock; // Temporarily set when active ImGuiInputTextFlags UserFlags; ImGuiInputTextCallback UserCallback; void* UserCallbackData; ImGuiInputTextState() { memset(this, 0, sizeof(*this)); } void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking void CursorClamp() { StbState.cursor = ImMin(StbState.cursor, CurLenW); StbState.select_start = ImMin(StbState.select_start, CurLenW); StbState.select_end = ImMin(StbState.select_end, CurLenW); } bool HasSelection() const { return StbState.select_start != StbState.select_end; } void ClearSelection() { StbState.select_start = StbState.select_end = StbState.cursor; } void SelectAll() { StbState.select_start = 0; StbState.cursor = StbState.select_end = CurLenW; StbState.has_preferred_x = false; } void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation }; // Windows data saved in imgui.ini file struct ImGuiWindowSettings { char* Name; ImGuiID ID; ImVec2 Pos; // NB: Settings position are stored RELATIVE to the viewport! Whereas runtime ones are absolute positions. ImVec2 Size; ImVec2 ViewportPos; ImGuiID ViewportId; ImGuiID DockId; // ID of last known DockNode (even if the DockNode is invisible because it has only 1 active window), or 0 if none. ImGuiID DockFamilyId; // ID of dock family if specified short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible. bool Collapsed; ImGuiWindowSettings() { Name = NULL; ID = 0; Pos = Size = ViewportPos = ImVec2(0, 0); ViewportId = DockId = DockFamilyId = 0; DockOrder = -1; Collapsed = false; } }; struct ImGuiSettingsHandler { const char* TypeName; // Short description stored in .ini file. Disallowed characters: '[' ']' ImGuiID TypeHash; // == ImHash(TypeName, 0, 0) void* (*ReadOpenFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name); // Read: Called when entering into a new ini entry e.g. "[Window][Name]" void (*ReadLineFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line); // Read: Called for every line of text within an ini entry void (*WriteAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf); // Write: Output every entries into 'out_buf' void* UserData; ImGuiSettingsHandler() { memset(this, 0, sizeof(*this)); } }; // Storage for current popup stack struct ImGuiPopupRef { ImGuiID PopupId; // Set on OpenPopup() ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup() ImGuiWindow* ParentWindow; // Set on OpenPopup() int OpenFrameCount; // Set on OpenPopup() ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differenciate multiple menu sets from each others (e.g. inside menu bar vs loose menu items) ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse) ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup }; struct ImGuiColumnData { float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right) float OffsetNormBeforeResize; ImGuiColumnsFlags Flags; // Not exposed ImRect ClipRect; ImGuiColumnData() { OffsetNorm = OffsetNormBeforeResize = 0.0f; Flags = 0; } }; struct ImGuiColumnsSet { ImGuiID ID; ImGuiColumnsFlags Flags; bool IsFirstFrame; bool IsBeingResized; int Current; int Count; float MinX, MaxX; float LineMinY, LineMaxY; float StartPosY; // Copy of CursorPos float StartMaxPosX; // Copy of CursorMaxPos ImVector<ImGuiColumnData> Columns; ImGuiColumnsSet() { Clear(); } void Clear() { ID = 0; Flags = 0; IsFirstFrame = false; IsBeingResized = false; Current = 0; Count = 1; MinX = MaxX = 0.0f; LineMinY = LineMaxY = 0.0f; StartPosY = 0.0f; StartMaxPosX = 0.0f; Columns.clear(); } }; // Data shared between all ImDrawList instances struct IMGUI_API ImDrawListSharedData { ImVec2 TexUvWhitePixel; // UV of white pixel in the atlas ImFont* Font; // Current/default font (optional, for simplified AddText overload) float FontSize; // Current/default font size (optional, for simplified AddText overload) float CurveTessellationTol; ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen() // Const data // FIXME: Bake rounded corners fill/borders in atlas ImVec2 CircleVtx12[12]; ImDrawListSharedData(); }; struct ImDrawDataBuilder { ImVector<ImDrawList*> Layers[2]; // Global layers for: regular, tooltip void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].resize(0); } void ClearFreeMemory() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].clear(); } IMGUI_API void FlattenIntoSingleLayer(); }; enum ImGuiViewportFlagsPrivate_ { ImGuiViewportFlags_CanHostOtherWindows = 1 << 10 // Normal viewports are associated to a single window. The main viewport can host multiple windows. }; // ImGuiViewport Private/Internals fields (cardinal sin: we are using inheritance!) struct ImGuiViewportP : public ImGuiViewport { int Idx; int LastFrameActive; // Last frame number this viewport was activated by a window int LastFrameOverlayDrawList; int LastFrontMostStampCount; // Last stamp number from when a window hosted by this viewport was made front-most (by comparing this value between two viewport we have an implicit viewport z-order ImGuiID LastNameHash; ImVec2 LastPos; bool CreatedPlatformWindow; float Alpha; // Window opacity (when dragging dockable windows/viewports we make them transparent) float LastAlpha; int PlatformMonitor; ImGuiWindow* Window; ImDrawList* OverlayDrawList; // For convenience, a draw list we can render to that's always rendered last (we use it to draw software mouse cursor when io.MouseDrawCursor is set) ImDrawData DrawDataP; ImDrawDataBuilder DrawDataBuilder; ImVec2 RendererLastSize; ImGuiViewportP() { Idx = -1; LastFrameActive = LastFrameOverlayDrawList = LastFrontMostStampCount = -1; LastNameHash = 0; CreatedPlatformWindow = false; Alpha = LastAlpha = 1.0f; PlatformMonitor = INT_MIN; Window = NULL; OverlayDrawList = NULL; RendererLastSize = ImVec2(-1.0f,-1.0f); } ~ImGuiViewportP() { if (OverlayDrawList) IM_DELETE(OverlayDrawList); } ImRect GetRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } ImVec2 GetCenter() const{ return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); } }; struct ImGuiNavMoveResult { ImGuiID ID; // Best candidate ImGuiWindow* Window; // Best candidate window float DistBox; // Best candidate box distance to current NavId float DistCenter; // Best candidate center distance to current NavId float DistAxial; ImRect RectRel; // Best candidate bounding box in window relative space ImGuiNavMoveResult() { Clear(); } void Clear() { ID = 0; Window = NULL; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); } }; // Storage for SetNexWindow** functions struct ImGuiNextWindowData { ImGuiCond PosCond; ImGuiCond SizeCond; ImGuiCond ContentSizeCond; ImGuiCond CollapsedCond; ImGuiCond SizeConstraintCond; ImGuiCond FocusCond; ImGuiCond BgAlphaCond; ImGuiCond ViewportCond; ImGuiCond DockCond; ImVec2 PosVal; ImVec2 PosPivotVal; ImVec2 SizeVal; ImVec2 ContentSizeVal; bool PosUndock; bool CollapsedVal; ImRect SizeConstraintRect; ImGuiSizeCallback SizeCallback; void* SizeCallbackUserData; float BgAlphaVal; ImGuiID ViewportId; ImGuiID DockId; ImGuiDockFamily DockFamily; ImVec2 MenuBarOffsetMinVal; // This is not exposed publicly, so we don't clear it. ImGuiNextWindowData() { PosCond = SizeCond = ContentSizeCond = CollapsedCond = SizeConstraintCond = FocusCond = BgAlphaCond = ViewportCond = DockCond = 0; PosVal = PosPivotVal = SizeVal = ImVec2(0.0f, 0.0f); ContentSizeVal = ImVec2(0.0f, 0.0f); PosUndock = CollapsedVal = false; SizeConstraintRect = ImRect(); SizeCallback = NULL; SizeCallbackUserData = NULL; BgAlphaVal = FLT_MAX; ViewportId = DockId = 0; MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f); } void Clear() { PosCond = SizeCond = ContentSizeCond = CollapsedCond = SizeConstraintCond = FocusCond = BgAlphaCond = ViewportCond = DockCond = 0; DockFamily = ImGuiDockFamily(); } }; //----------------------------------------------------------------------------- // Docking, Tabs //----------------------------------------------------------------------------- struct ImGuiTabBarSortItem { int Index; float Width; }; // sizeof() 108~144 struct ImGuiDockNode { ImGuiID ID; ImGuiDockNodeFlags Flags; ImGuiDockNode* ParentNode; ImGuiDockNode* ChildNodes[2]; // [Split node only] Child nodes (left/right or top/bottom). Consider switching to an array. ImVector<ImGuiWindow*> Windows; // Note: unordered list! Iterate TabBar->Tabs for user-order. ImGuiTabBar* TabBar; ImVec2 Pos; // Current position ImVec2 Size; // Current size ImVec2 SizeRef; // [Split node only] Last explicitly written-to size (overridden when using a splitter affecting the node), used to calculate Size. int SplitAxis; // [Split node only] Split axis (X or Y) ImGuiDockFamily DockFamily; ImGuiWindow* HostWindow; ImGuiWindow* VisibleWindow; ImGuiDockNode* OnlyNodeWithWindows; // [Root node only] Set when there is a single visible node within the hierarchy int LastFrameAlive; // Last frame number the node was updated or kept alive explicitly with DockSpace() + ImGuiDockNodeFlags_KeepAliveOnly int LastFrameActive; // Last frame number the node was updated. ImGuiID LastFocusedNodeID; // [Root node only] Which of our child node (any ancestor in the hierarchy) was last focused. ImGuiID SelectedTabID; // [Tab node only] Which of our tab is selected. ImGuiID WantCloseTabID; // [Tab node only] Set when closing a specific tab. bool InitFromFirstWindowPosSize :1; bool InitFromFirstWindowViewport :1; bool IsVisible :1; // Set to false when the node is hidden (usually disabled as it has no active window) bool IsDockSpace :1; // Root node was created by a DockSpace() call. bool IsDocumentRoot :1; bool HasCloseButton :1; bool HasCollapseButton :1; bool WantCloseAll :1; // Set when closing all tabs at once. bool WantLockSizeOnce :1; bool WantMouseMove :1; // After a node extraction we need to transition toward moving the newly created host window ImGuiDockNode(ImGuiID id); ~ImGuiDockNode(); bool IsRootNode() const { return ParentNode == NULL; } bool IsSplitNode() const { return ChildNodes[0] != NULL; } bool IsEmpty() const { return ChildNodes[0] == NULL && Windows.Size == 0; } ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } }; //----------------------------------------------------------------------------- // Main imgui context //----------------------------------------------------------------------------- struct ImGuiContext { bool Initialized; bool FrameScopeActive; // Set by NewFrame(), cleared by EndFrame()/Render() bool FontAtlasOwnedByContext; // Io.Fonts-> is owned by the ImGuiContext and will be destructed along with it. ImGuiIO IO; ImGuiPlatformIO PlatformIO; ImGuiStyle Style; ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back() float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window. float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height. ImDrawListSharedData DrawListSharedData; double Time; int FrameCount; int FrameCountEnded; int FrameCountPlatformEnded; int FrameCountRendered; ImVector<ImGuiWindow*> Windows; // Windows, sorted in display order, back to front ImVector<ImGuiWindow*> WindowsFocusOrder; // Windows, sorted in focus order, back to front ImVector<ImGuiWindow*> WindowsSortBuffer; ImVector<ImGuiWindow*> CurrentWindowStack; ImGuiStorage WindowsById; int WindowsActiveCount; int WindowsFrontMostStampCount; // Every time the front-most window changes, we stamp its viewport with an incrementing counter ImGuiWindow* CurrentWindow; // Being drawn into ImGuiWindow* HoveredWindow; // Will catch mouse inputs ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only) ImGuiWindow* HoveredWindowUnderMovingWindow; ImGuiID HoveredId; // Hovered widget bool HoveredIdAllowOverlap; ImGuiID HoveredIdPreviousFrame; float HoveredIdTimer; ImGuiID ActiveId; // Active widget ImGuiID ActiveIdPreviousFrame; ImGuiID ActiveIdIsAlive; // Active widget has been seen this frame (we can't use a bool as the ActiveId may change within the frame) float ActiveIdTimer; bool ActiveIdIsJustActivated; // Set at the time of activation for one frame bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always) bool ActiveIdHasBeenEdited; // Was the value associated to the widget Edited over the course of the Active state. bool ActiveIdPreviousFrameIsAlive; bool ActiveIdPreviousFrameHasBeenEdited; int ActiveIdAllowNavDirFlags; // Active widget allows using directional navigation (e.g. can activate a button and move away from it) ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior) ImGuiWindow* ActiveIdWindow; ImGuiWindow* ActiveIdPreviousFrameWindow; ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard) ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation. float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation. ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actually window that is moved is generally MovingWindow->RootWindow. ImVector<ImGuiColorMod> ColorModifiers; // Stack for PushStyleColor()/PopStyleColor() ImVector<ImGuiStyleMod> StyleModifiers; // Stack for PushStyleVar()/PopStyleVar() ImVector<ImFont*> FontStack; // Stack for PushFont()/PopFont() ImVector<ImGuiPopupRef> OpenPopupStack; // Which popups are open (persistent) ImVector<ImGuiPopupRef> CurrentPopupStack; // Which level of BeginPopup() we are in (reset every frame) ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions bool NextTreeNodeOpenVal; // Storage for SetNextTreeNode** functions ImGuiCond NextTreeNodeOpenCond; // Viewports ImVector<ImGuiViewportP*> Viewports; // Active viewports (always 1+, and generally 1 unless multi-viewports are enabled). Each viewports hold their copy of ImDrawData. ImGuiViewportP* CurrentViewport; // We track changes of viewport (happening in Begin) so we can call Platform_OnChangedViewport() ImGuiViewportP* MouseViewport; ImGuiViewportP* MouseLastHoveredViewport; // Last known viewport that was hovered by mouse (even if we are not hovering any viewport any more) + honoring the _NoInputs flag. ImGuiID PlatformLastFocusedViewport; // Record of last focused platform window/viewport, when this changes we stamp the viewport as front-most // Navigation data (for gamepad/keyboard) ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusWindow' ImGuiID NavId; // Focused item for navigation ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0, also set when calling ActivateItem() ImGuiID NavActivateDownId; // ~~ IsNavInputDown(ImGuiNavInput_Activate) ? NavId : 0 ImGuiID NavActivatePressedId; // ~~ IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0 ImGuiID NavInputId; // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0 ImGuiID NavJustTabbedId; // Just tabbed to this id. ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest) ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? ImRect NavScoringRectScreen; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring. int NavScoringCount; // Metrics for debugging ImGuiWindow* NavWindowingTarget; // When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed front-most. ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f ImGuiWindow* NavWindowingList; float NavWindowingTimer; float NavWindowingHighlightAlpha; bool NavWindowingToggleLayer; int NavLayer; // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later. int NavIdTabCounter; // == NavWindow->DC.FocusIdxTabCounter at time of NavId processing bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRefRectRel is valid bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default) bool NavDisableHighlight; // When user starts using mouse, we hide gamepad/keyboard highlight (NB: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover) bool NavDisableMouseHover; // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again. bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest bool NavInitRequest; // Init request for appearing window to select first item bool NavInitRequestFromMove; ImGuiID NavInitResultId; ImRect NavInitResultRectRel; bool NavMoveFromClampedRefRect; // Set by manual scrolling, if we scroll to a point where NavId isn't visible we reset navigation from visible items bool NavMoveRequest; // Move request for this frame ImGuiNavMoveFlags NavMoveRequestFlags; ImGuiNavForward NavMoveRequestForward; // None / ForwardQueued / ForwardActive (this is used to navigate sibling parent menus from a child menu) ImGuiDir NavMoveDir, NavMoveDirLast; // Direction of the move request (left/right/up/down), direction of the previous move request ImGuiDir NavMoveClipDir; ImGuiNavMoveResult NavMoveResultLocal; // Best move request candidate within NavWindow ImGuiNavMoveResult NavMoveResultLocalVisibleSet; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag) ImGuiNavMoveResult NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag) // Render float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list) ImGuiMouseCursor MouseCursor; // Drag and Drop bool DragDropActive; bool DragDropWithinSourceOrTarget; ImGuiDragDropFlags DragDropSourceFlags; int DragDropSourceFrameCount; int DragDropMouseButton; ImGuiPayload DragDropPayload; ImRect DragDropTargetRect; ImGuiID DragDropTargetId; ImGuiDragDropFlags DragDropAcceptFlags; float DragDropAcceptIdCurrRectSurface; // Target item surface (we resolve overlapping targets by prioritizing the smaller surface) ImGuiID DragDropAcceptIdCurr; // Target item id (set at the time of accepting the payload) ImGuiID DragDropAcceptIdPrev; // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets) int DragDropAcceptFrameCount; // Last time a target expressed a desire to accept the source ImVector<unsigned char> DragDropPayloadBufHeap; // We don't expose the ImVector<> directly unsigned char DragDropPayloadBufLocal[8]; // Local buffer for small payloads // Tab bars ImPool<ImGuiTabBar> TabBars; ImVector<ImGuiTabBar*> CurrentTabBar; ImVector<ImGuiTabBarSortItem> TabSortByWidthBuffer; // Widget state ImGuiInputTextState InputTextState; ImFont InputTextPasswordFont; ImGuiID ScalarAsInputTextId; // Temporary text input when CTRL+clicking on a slider, etc. ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets ImVec4 ColorPickerRef; bool DragCurrentAccumDirty; float DragCurrentAccum; // Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio ImVec2 ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage? int TooltipOverrideCount; ImVector<char> PrivateClipboard; // If no custom clipboard handler is defined // Platform support ImVec2 PlatformImePos, PlatformImeLastPos; // Cursor position request & last passed to the OS Input Method Editor ImGuiViewport* PlatformImePosViewport; // Extensions // FIXME: We could provide an API to register one slot in an array held in ImGuiContext? ImGuiDockContext* DockContext; // Settings bool SettingsLoaded; float SettingsDirtyTimer; // Save .ini Settings to memory when time reaches zero ImGuiTextBuffer SettingsIniData; // In memory .ini settings ImVector<ImGuiSettingsHandler> SettingsHandlers; // List of .ini settings handlers ImVector<ImGuiWindowSettings> SettingsWindows; // ImGuiWindow .ini settings entries (parsed from the last loaded .ini file and maintained on saving) // Logging bool LogEnabled; FILE* LogFile; // If != NULL log to stdout/ file ImGuiTextBuffer LogClipboard; // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators. int LogStartDepth; int LogAutoExpandMaxDepth; // Misc float FramerateSecPerFrame[120]; // Calculate estimate of framerate for user over the last 2 seconds. int FramerateSecPerFrameIdx; float FramerateSecPerFrameAccum; int WantCaptureMouseNextFrame; // Explicit capture via CaptureKeyboardFromApp()/CaptureMouseFromApp() sets those flags int WantCaptureKeyboardNextFrame; int WantTextInputNextFrame; char TempBuffer[1024*3+1]; // Temporary text buffer ImGuiContext(ImFontAtlas* shared_font_atlas) { Initialized = false; FrameScopeActive = false; Font = NULL; FontSize = FontBaseSize = 0.0f; FontAtlasOwnedByContext = shared_font_atlas ? false : true; IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)(); Time = 0.0f; FrameCount = 0; FrameCountEnded = FrameCountPlatformEnded = FrameCountRendered = -1; WindowsActiveCount = 0; WindowsFrontMostStampCount = 0; CurrentWindow = NULL; HoveredWindow = NULL; HoveredRootWindow = NULL; HoveredId = 0; HoveredIdAllowOverlap = false; HoveredIdPreviousFrame = 0; HoveredIdTimer = 0.0f; ActiveId = 0; ActiveIdPreviousFrame = 0; ActiveIdIsAlive = 0; ActiveIdTimer = 0.0f; ActiveIdIsJustActivated = false; ActiveIdAllowOverlap = false; ActiveIdHasBeenEdited = false; ActiveIdPreviousFrameIsAlive = false; ActiveIdPreviousFrameHasBeenEdited = false; ActiveIdAllowNavDirFlags = 0; ActiveIdClickOffset = ImVec2(-1,-1); ActiveIdWindow = ActiveIdPreviousFrameWindow = NULL; ActiveIdSource = ImGuiInputSource_None; LastActiveId = 0; LastActiveIdTimer = 0.0f; MovingWindow = NULL; NextTreeNodeOpenVal = false; NextTreeNodeOpenCond = 0; CurrentViewport = NULL; MouseViewport = MouseLastHoveredViewport = NULL; PlatformLastFocusedViewport = 0; NavWindow = NULL; NavId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0; NavJustTabbedId = NavJustMovedToId = NavNextActivateId = 0; NavInputSource = ImGuiInputSource_None; NavScoringRectScreen = ImRect(); NavScoringCount = 0; NavWindowingTarget = NavWindowingTargetAnim = NavWindowingList = NULL; NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f; NavWindowingToggleLayer = false; NavLayer = 0; NavIdTabCounter = INT_MAX; NavIdIsAlive = false; NavMousePosDirty = false; NavDisableHighlight = true; NavDisableMouseHover = false; NavAnyRequest = false; NavInitRequest = false; NavInitRequestFromMove = false; NavInitResultId = 0; NavMoveFromClampedRefRect = false; NavMoveRequest = false; NavMoveRequestFlags = 0; NavMoveRequestForward = ImGuiNavForward_None; NavMoveDir = NavMoveDirLast = NavMoveClipDir = ImGuiDir_None; DimBgRatio = 0.0f; MouseCursor = ImGuiMouseCursor_Arrow; DragDropActive = DragDropWithinSourceOrTarget = false; DragDropSourceFlags = 0; DragDropSourceFrameCount = -1; DragDropMouseButton = -1; DragDropTargetId = 0; DragDropAcceptFlags = 0; DragDropAcceptIdCurrRectSurface = 0.0f; DragDropAcceptIdPrev = DragDropAcceptIdCurr = 0; DragDropAcceptFrameCount = -1; memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal)); ScalarAsInputTextId = 0; ColorEditOptions = ImGuiColorEditFlags__OptionsDefault; DragCurrentAccumDirty = false; DragCurrentAccum = 0.0f; DragSpeedDefaultRatio = 1.0f / 100.0f; ScrollbarClickDeltaToGrabCenter = ImVec2(0.0f, 0.0f); TooltipOverrideCount = 0; PlatformImePos = PlatformImeLastPos = ImVec2(FLT_MAX, FLT_MAX); PlatformImePosViewport = 0; DockContext = NULL; SettingsLoaded = false; SettingsDirtyTimer = 0.0f; LogEnabled = false; LogFile = NULL; LogStartDepth = 0; LogAutoExpandMaxDepth = 2; memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame)); FramerateSecPerFrameIdx = 0; FramerateSecPerFrameAccum = 0.0f; WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1; memset(TempBuffer, 0, sizeof(TempBuffer)); } }; //----------------------------------------------------------------------------- // ImGuiWindow //----------------------------------------------------------------------------- // Transient per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the DC variable name in ImGuiWindow. // FIXME: That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered. struct IMGUI_API ImGuiWindowTempData { ImVec2 CursorPos; ImVec2 CursorPosPrevLine; ImVec2 CursorStartPos; // Initial position in client area with padding ImVec2 CursorMaxPos; // Used to implicitly calculate the size of our contents, always growing during the frame. Turned into window->SizeContents at the beginning of next frame ImVec2 CurrentLineSize; float CurrentLineTextBaseOffset; ImVec2 PrevLineSize; float PrevLineTextBaseOffset; float LogLinePosY; int TreeDepth; ImU32 TreeDepthMayJumpToParentOnPop; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31 ImGuiID LastItemId; ImGuiItemStatusFlags LastItemStatusFlags; ImRect LastItemRect; // Interaction rect ImRect LastItemDisplayRect; // End-user display rect (only valid if LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect) bool NavHideHighlightOneFrame; bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 0.0f) int NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1) int NavLayerCurrentMask; // = (1 << NavLayerCurrent) used by ItemAdd prior to clipping. int NavLayerActiveMask; // Which layer have been written to (result from previous frame) int NavLayerActiveMaskNext; // Which layer have been written to (buffer for current frame) bool MenuBarAppending; // FIXME: Remove this ImVec2 MenuBarOffset; // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs. ImVector<ImGuiWindow*> ChildWindows; ImGuiStorage* StateStorage; ImGuiLayoutType LayoutType; ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin() // 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. ImGuiItemFlags ItemFlags; // == ItemFlagsStack.back() [empty == ImGuiItemFlags_Default] float ItemWidth; // == ItemWidthStack.back(). 0.0: default, >0.0: width in pixels, <0.0: align xx pixels to the right of window float TextWrapPos; // == TextWrapPosStack.back() [empty == -1.0f] ImVector<ImGuiItemFlags>ItemFlagsStack; ImVector<float> ItemWidthStack; ImVector<float> TextWrapPosStack; ImVector<ImGuiGroupData>GroupStack; int StackSizesBackup[6]; // Store size of various stacks for asserting ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.) ImVec1 GroupOffset; ImVec1 ColumnsOffset; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API. ImGuiColumnsSet* ColumnsSet; // Current columns set ImGuiWindowTempData() { CursorPos = CursorPosPrevLine = CursorStartPos = CursorMaxPos = ImVec2(0.0f, 0.0f); CurrentLineSize = PrevLineSize = ImVec2(0.0f, 0.0f); CurrentLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f; LogLinePosY = -1.0f; TreeDepth = 0; TreeDepthMayJumpToParentOnPop = 0x00; LastItemId = 0; LastItemStatusFlags = 0; LastItemRect = LastItemDisplayRect = ImRect(); NavHideHighlightOneFrame = false; NavHasScroll = false; NavLayerActiveMask = NavLayerActiveMaskNext = 0x00; NavLayerCurrent = 0; NavLayerCurrentMask = 1 << 0; MenuBarAppending = false; MenuBarOffset = ImVec2(0.0f, 0.0f); StateStorage = NULL; LayoutType = ParentLayoutType = ImGuiLayoutType_Vertical; ItemWidth = 0.0f; ItemFlags = ImGuiItemFlags_Default_; TextWrapPos = -1.0f; memset(StackSizesBackup, 0, sizeof(StackSizesBackup)); Indent = ImVec1(0.0f); GroupOffset = ImVec1(0.0f); ColumnsOffset = ImVec1(0.0f); ColumnsSet = NULL; } }; // Storage for one window struct IMGUI_API ImGuiWindow { char* Name; ImGuiID ID; // == ImHash(Name) ImGuiWindowFlags Flags, FlagsPreviousFrame; // See enum ImGuiWindowFlags_ ImGuiViewportP* Viewport; // Always set in Begin(), only inactive windows may have a NULL value here ImGuiID ViewportId; // We backup the viewport id (since the viewport may disappear or never be created if the window is inactive) ImVec2 ViewportPos; // We backup the viewport position (since the viewport may disappear or never be created if the window is inactive) int ViewportAllowPlatformMonitorExtend; // Reset to -1 every frame (index is guaranteed to be valid between NewFrame..EndFrame), only used in the Appearing frame of a tooltip/popup to enforce clamping to a given monitor ImVec2 Pos; // Position (always rounded-up to nearest pixel) ImVec2 Size; // Current size (==SizeFull or collapsed title bar size) ImVec2 SizeFull; // Size when non collapsed ImVec2 SizeFullAtLastBegin; // Copy of SizeFull at the end of Begin. This is the reference value we'll use on the next frame to decide if we need scrollbars. ImVec2 SizeContents; // Size of contents (== extents reach of the drawing cursor) from previous frame. Include decoration, window title, border, menu, etc. ImVec2 SizeContentsExplicit; // Size of contents explicitly set by the user via SetNextWindowContentSize() ImVec2 WindowPadding; // Window padding at the time of begin. float WindowRounding; // Window rounding at the time of begin. float WindowBorderSize; // Window border size at the time of begin. ImGuiID MoveId; // == window->GetID("#MOVE") ImGuiID ChildId; // ID of corresponding item in parent window (for navigation to return from child window to parent window) ImVec2 Scroll; ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change) ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered ImVec2 ScrollbarSizes; // Size taken by scrollbars on each axis bool ScrollbarX, ScrollbarY; bool ViewportOwned; bool ViewportTryMerge; // Request attempt to merge into a host viewport and destroy our owned viewport bool ViewportTrySplit; // Request attempt to split out of a host viewport and create our owned viewport bool Active; // Set to true on Begin(), unless Collapsed bool WasActive; bool WriteAccessed; // Set to true when any widget access the current window bool Collapsed; // Set when collapsing window to become only title-bar bool WantCollapseToggle; bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed) bool Appearing; // Set during the frame where the window is appearing (or re-appearing) bool Hidden; // Do not display (== (HiddenFramesForResize > 0) || bool HasCloseButton; // Set when the window has a close button (p_open != NULL) int BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs) int BeginOrderWithinParent; // Order within immediate parent window, if we are a child window. Otherwise 0. int BeginOrderWithinContext; // Order within entire imgui context. This is mostly used for debugging submission order related issues. ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling) int AutoFitFramesX, AutoFitFramesY; bool AutoFitOnlyGrows; int AutoFitChildAxises; ImGuiDir AutoPosLastDirection; int HiddenFramesRegular; // Hide the window for N frames int HiddenFramesForResize; // Hide the window for N frames while allowing items to be submitted so we can measure their size ImGuiCond SetWindowPosAllowFlags; // store acceptable condition flags for SetNextWindowPos() use. ImGuiCond SetWindowSizeAllowFlags; // store acceptable condition flags for SetNextWindowSize() use. ImGuiCond SetWindowCollapsedAllowFlags; // store acceptable condition flags for SetNextWindowCollapsed() use. ImGuiCond SetWindowDockAllowFlags; // store acceptable condition flags for SetNextWindowDock() use. ImVec2 SetWindowPosVal; // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size) ImVec2 SetWindowPosPivot; // store window pivot for positioning. ImVec2(0,0) when positioning from top-left corner; ImVec2(0.5f,0.5f) for centering; ImVec2(1,1) for bottom right. ImGuiDockFamily DockFamily; // set with SetNextWindowDockFamily() ImGuiWindowTempData DC; // Temporary per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the "DC" variable name. ImVector<ImGuiID> IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack ImRect ClipRect; // Current clipping rectangle. = DrawList->clip_rect_stack.back(). Scissoring / clipping rectangle. x1, y1, x2, y2. ImRect OuterRectClipped; // = WindowRect just after setup in Begin(). == window->Rect() for root window. ImRect InnerMainRect, InnerClipRect; ImRect ContentsRegionRect; // FIXME: This is currently confusing/misleading. Maximum visible content position ~~ Pos + (SizeContentsExplicit ? SizeContentsExplicit : Size - ScrollbarSizes) - CursorStartPos, per axis int LastFrameActive; // Last frame number the window was Active. float ItemWidthDefault; ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items ImGuiStorage StateStorage; ImVector<ImGuiColumnsSet> ColumnsStorage; float FontWindowScale; // User scale multiplier per-window float FontDpiScale; int SettingsIdx; // Index into SettingsWindow[] (indices are always valid as we only grow the array from the back) ImDrawList* DrawList; // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer) ImDrawList DrawListInst; ImGuiWindow* ParentWindow; // If we are a child _or_ popup window, this is pointing to our parent. Otherwise NULL. ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window. ImGuiWindow* RootWindowDockStop; // Point to ourself or first ancestor that is not a child window. Doesn't cross through dock nodes. We use this so IsWindowFocused() can behave consistently regardless of docking state. ImGuiWindow* RootWindowForTitleBarHighlight; // Point to ourself or first ancestor which will display TitleBgActive color when this window is active. ImGuiWindow* RootWindowForNav; // Point to ourself or first ancestor which doesn't have the NavFlattened flag. ImGuiWindow* NavLastChildNavWindow; // When going to the menu bar, we remember the child window we came from. (This could probably be made implicit if we kept g.Windows sorted by last focused including child window.) ImGuiID NavLastIds[2]; // Last known NavId for this window, per layer (0/1) ImRect NavRectRel[2]; // Reference rectangle, in window relative space // Navigation / Focus // FIXME-NAV: Merge all this with the new Nav system, at least the request variables should be moved to ImGuiContext int FocusIdxAllCounter; // Start at -1 and increase as assigned via FocusItemRegister() int FocusIdxTabCounter; // (same, but only count widgets which you can Tab through) int FocusIdxAllRequestCurrent; // Item being requested for focus int FocusIdxTabRequestCurrent; // Tab-able item being requested for focus int FocusIdxAllRequestNext; // Item being requested for focus, for next update (relies on layout to be stable between the frame pressing TAB and the next frame) int FocusIdxTabRequestNext; // " // Docking ImGuiDockNode* DockNode; // Which node are we docked into ImGuiDockNode* DockNodeAsHost; // Which node are we owning (for parent windows) ImGuiID DockId; // Backup of last valid DockNode->Id, so single value remember their dock node id ImGuiItemStatusFlags DockTabItemStatusFlags; ImRect DockTabItemRect; short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible. bool DockIsActive; // =~ (DockNode != NULL) && (DockNode->Windows.Size > 1) bool DockTabIsVisible; // Is the window visible this frame? =~ is the corresponding tab selected? bool DockTabWantClose; public: ImGuiWindow(ImGuiContext* context, const char* name); ~ImGuiWindow(); ImGuiID GetID(const char* str, const char* str_end = NULL); ImGuiID GetID(const void* ptr); ImGuiID GetIDNoKeepAlive(const char* str, const char* str_end = NULL); ImGuiID GetIDNoKeepAlive(const void* ptr); ImGuiID GetIDFromRectangle(const ImRect& r_abs); // We don't use g.FontSize because the window may be != g.CurrentWidow. ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x+Size.x, Pos.y+Size.y); } float CalcFontSize() const { return GImGui->FontBaseSize * FontWindowScale * FontDpiScale; } float TitleBarHeight() const { return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : CalcFontSize() + GImGui->Style.FramePadding.y * 2.0f; } ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); } float MenuBarHeight() const { return (Flags & ImGuiWindowFlags_MenuBar) ? DC.MenuBarOffset.y + CalcFontSize() + GImGui->Style.FramePadding.y * 2.0f : 0.0f; } ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); } }; // Backup and restore just enough data to be able to use IsItemHovered() on item A after another B in the same window has overwritten the data. struct ImGuiItemHoveredDataBackup { ImGuiID LastItemId; ImGuiItemStatusFlags LastItemStatusFlags; ImRect LastItemRect; ImRect LastItemDisplayRect; ImGuiItemHoveredDataBackup() { Backup(); } void Backup() { ImGuiWindow* window = GImGui->CurrentWindow; LastItemId = window->DC.LastItemId; LastItemStatusFlags = window->DC.LastItemStatusFlags; LastItemRect = window->DC.LastItemRect; LastItemDisplayRect = window->DC.LastItemDisplayRect; } void Restore() const { ImGuiWindow* window = GImGui->CurrentWindow; window->DC.LastItemId = LastItemId; window->DC.LastItemStatusFlags = LastItemStatusFlags; window->DC.LastItemRect = LastItemRect; window->DC.LastItemDisplayRect = LastItemDisplayRect; } }; //----------------------------------------------------------------------------- // Tab Bar, Tab Item //----------------------------------------------------------------------------- enum ImGuiTabBarFlagsPrivate_ { ImGuiTabBarFlags_DockNode = 1 << 20, // Part of a dock node ImGuiTabBarFlags_DockNodeIsDockSpace = 1 << 21, // Part of an explicit dockspace node node ImGuiTabBarFlags_IsFocused = 1 << 22, ImGuiTabBarFlags_SaveSettings = 1 << 23 // FIXME: Settings are handled by the docking system, this only request the tab bar to mark settings dirty when reordering tabs }; enum ImGuiTabItemFlagsPrivate_ { ImGuiTabItemFlags_DockedWindow = 1 << 20, ImGuiTabItemFlags_Preview = 1 << 21 }; // Storage for one active tab item (sizeof() 32~40 bytes) struct ImGuiTabItem { ImGuiID ID; ImGuiTabItemFlags Flags; ImGuiWindow* Window; // When TabItem is part of a DockNode's TabBar, we hold on to a window. int LastFrameVisible; int LastFrameSelected; // This allows us to infer an ordered list of the last activated tabs with little maintenance float Offset; // Position relative to beginning of tab float Width; // Width currently displayed float WidthContents; // Width of actual contents, stored during BeginTabItem() call ImGuiTabItem() { ID = Flags = 0; Window = NULL; LastFrameVisible = LastFrameSelected = -1; Offset = Width = WidthContents = 0.0f; } }; // Storage for a tab bar (sizeof() 92~96 bytes) struct ImGuiTabBar { ImVector<ImGuiTabItem> Tabs; ImGuiID ID; // Zero for tab-bars used by docking ImGuiID SelectedTabId; // Selected tab ImGuiID NextSelectedTabId; ImGuiID VisibleTabId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for CTRL+TAB preview) ImGuiID WantFocusTabId; // Request focus for the window associated to this tab. Used and only honored by DockNode (meaningless for standalone tab bars) int CurrFrameVisible; int PrevFrameVisible; ImRect BarRect; float ContentsHeight; float OffsetMax; // Distance from BarRect.Min.x, locked during layout float OffsetNextTab; // Distance from BarRect.Min.x, incremented with each BeginTabItem() call, not used if ImGuiTabBarFlags_Reorderable if set. float ScrollingAnim; float ScrollingTarget; ImGuiTabBarFlags Flags; ImGuiID ReorderRequestTabId; int ReorderRequestDir; bool WantLayout; bool VisibleTabWasSubmitted; short LastTabItemIdx; // For BeginTabItem()/EndTabItem() ImGuiTabBar(); int GetTabOrder(const ImGuiTabItem* tab) const { return Tabs.index_from_pointer(tab); } }; //----------------------------------------------------------------------------- // Internal API // No guarantee of forward compatibility here. //----------------------------------------------------------------------------- namespace ImGui { // We should always have a CurrentWindow in the stack (there is an implicit "Debug" window) // If this ever crash because g.CurrentWindow is NULL it means that either // - ImGui::NewFrame() has never been called, which is illegal. // - You are calling ImGui functions after ImGui::EndFrame()/ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal. inline ImGuiWindow* GetCurrentWindowRead() { ImGuiContext& g = *GImGui; return g.CurrentWindow; } inline ImGuiWindow* GetCurrentWindow() { ImGuiContext& g = *GImGui; g.CurrentWindow->WriteAccessed = true; return g.CurrentWindow; } IMGUI_API ImGuiWindow* FindWindowByID(ImGuiID id); IMGUI_API ImGuiWindow* FindWindowByName(const char* name); IMGUI_API void FocusWindow(ImGuiWindow* window); IMGUI_API void FocusPreviousWindowIgnoringOne(ImGuiWindow* ignore_window); IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window); IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window); IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window); IMGUI_API void UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window); IMGUI_API ImVec2 CalcWindowExpectedSize(ImGuiWindow* window); IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent); IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window); IMGUI_API void SetWindowScrollX(ImGuiWindow* window, float new_scroll_x); IMGUI_API void SetWindowScrollY(ImGuiWindow* window, float new_scroll_y); IMGUI_API ImRect GetWindowAllowedExtentRect(ImGuiWindow* window); IMGUI_API void SetCurrentFont(ImFont* font); inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; } IMGUI_API ImDrawList* GetOverlayDrawList(ImGuiViewportP* viewport); inline ImDrawList* GetOverlayDrawList(ImGuiWindow* window) { return GetOverlayDrawList(window->Viewport); } // Init IMGUI_API void Initialize(ImGuiContext* context); IMGUI_API void Shutdown(ImGuiContext* context); // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext(). // NewFrame IMGUI_API void UpdateHoveredWindowAndCaptureFlags(); IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window); IMGUI_API void UpdateMouseMovingWindow(); // Viewports IMGUI_API ImGuiViewportP* FindViewportByID(ImGuiID id); IMGUI_API void ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale); IMGUI_API void DestroyPlatformWindow(ImGuiViewportP* viewport); IMGUI_API void ShowViewportThumbnails(); // Settings IMGUI_API void MarkIniSettingsDirty(); IMGUI_API void MarkIniSettingsDirty(ImGuiWindow* window); IMGUI_API ImGuiWindowSettings* CreateNewWindowSettings(const char* name); IMGUI_API ImGuiWindowSettings* FindWindowSettings(ImGuiID id); IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name); // Basic Accessors inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemId; } inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; } inline ImGuiID GetFocusID() { ImGuiContext& g = *GImGui; return g.NavId; } IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window); IMGUI_API void SetFocusID(ImGuiID id, ImGuiWindow* window); IMGUI_API void ClearActiveID(); IMGUI_API ImGuiID GetHoveredID(); IMGUI_API void SetHoveredID(ImGuiID id); IMGUI_API void KeepAliveID(ImGuiID id); IMGUI_API void MarkItemEdited(ImGuiID id); // Basic Helpers for widget code IMGUI_API void ItemSize(const ImVec2& size, float text_offset_y = 0.0f); IMGUI_API void ItemSize(const ImRect& bb, float text_offset_y = 0.0f); IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL); IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id); IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged); IMGUI_API bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id, bool tab_stop = true); // Return true if focus is requested IMGUI_API void FocusableItemUnregister(ImGuiWindow* window); IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_x, float default_y); IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x); IMGUI_API void PushMultiItemsWidths(int components, float width_full = 0.0f); IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); IMGUI_API void PopItemFlag(); // Popups, Modals, Tooltips IMGUI_API void OpenPopupEx(ImGuiID id); IMGUI_API void ClosePopup(ImGuiID id); IMGUI_API void ClosePopupToLevel(int remaining); IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window); IMGUI_API bool IsPopupOpen(ImGuiID id); IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags); IMGUI_API void BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_tooltip = true); IMGUI_API ImGuiWindow* GetFrontMostPopupModal(); IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window); IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy = ImGuiPopupPositionPolicy_Default); // Navigation IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit); IMGUI_API bool NavMoveRequestButNoResultYet(); IMGUI_API void NavMoveRequestCancel(); IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const ImRect& bb_rel, ImGuiNavMoveFlags move_flags); IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags); IMGUI_API float GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode); IMGUI_API ImVec2 GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f); IMGUI_API int CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_delay, float repeat_rate); IMGUI_API void ActivateItem(ImGuiID id); // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again. IMGUI_API void SetNavID(ImGuiID id, int nav_layer); IMGUI_API void SetNavIDWithRectRel(ImGuiID id, int nav_layer, const ImRect& rect_rel); // Inputs inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { const int key_index = GImGui->IO.KeyMap[key]; return (key_index >= 0) ? IsKeyPressed(key_index, repeat) : false; } inline bool IsNavInputDown(ImGuiNavInput n) { return GImGui->IO.NavInputs[n] > 0.0f; } inline bool IsNavInputPressed(ImGuiNavInput n, ImGuiInputReadMode mode) { return GetNavInputAmount(n, mode) > 0.0f; } inline bool IsNavInputPressedAnyOfTwo(ImGuiNavInput n1, ImGuiNavInput n2, ImGuiInputReadMode mode) { return (GetNavInputAmount(n1, mode) + GetNavInputAmount(n2, mode)) > 0.0f; } // Docking IMGUI_API void DockContextInitialize(ImGuiContext* ctx); IMGUI_API void DockContextShutdown(ImGuiContext* ctx); IMGUI_API void DockContextOnLoadSettings(ImGuiContext* ctx); IMGUI_API void DockContextRebuild(ImGuiContext* ctx); IMGUI_API void DockContextNewFrameUpdateUndocking(ImGuiContext* ctx); IMGUI_API void DockContextNewFrameUpdateDocking(ImGuiContext* ctx); IMGUI_API void DockContextEndFrame(ImGuiContext* ctx); IMGUI_API void DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window); IMGUI_API void DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node); inline ImGuiDockNode* DockNodeGetRootNode(ImGuiDockNode* node) { while (node->ParentNode) node = node->ParentNode; return node; } IMGUI_API void BeginDocked(ImGuiWindow* window, bool* p_open); IMGUI_API void BeginAsDockableDragDropSource(ImGuiWindow* window); IMGUI_API void BeginAsDockableDragDropTarget(ImGuiWindow* window); IMGUI_API void SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond); IMGUI_API void ShowDockingDebug(); // Docking - Builder function needs to be generally called before the DockSpace() node is submitted. IMGUI_API void DockBuilderDockWindow(ImGuiContext* ctx, const char* window_name, ImGuiID node_id); IMGUI_API ImGuiDockNode*DockBuilderGetNode(ImGuiContext* ctx, ImGuiID node_id); IMGUI_API void DockBuilderAddNode(ImGuiContext* ctx, ImGuiID node_id, ImVec2 ref_size, ImGuiDockNodeFlags flags = 0); IMGUI_API void DockBuilderRemoveNode(ImGuiContext* ctx, ImGuiID node_id); IMGUI_API void DockBuilderRemoveNodeDockedWindows(ImGuiContext* ctx, ImGuiID node_id, bool clear_persistent_docking_references = true); IMGUI_API void DockBuilderRemoveNodeChildNodes(ImGuiContext* ctx, ImGuiID node_id); // Remove all split/hierarchy. All remaining docked windows will be re-docked to the root. IMGUI_API ImGuiID DockBuilderSplitNode(ImGuiContext* ctx, ImGuiID node_id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_dir, ImGuiID* out_id_other); //IMGUI_API void DockBuilderForkNode(ImGuiContext* ctx, ImGuiID src_node_id, ImGuiID new_node_id); IMGUI_API void DockBuilderFinish(ImGuiContext* ctx, ImGuiID node_id); // Drag and Drop IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id); IMGUI_API void ClearDragDrop(); IMGUI_API bool IsDragDropPayloadBeingAccepted(); // New Columns API (FIXME-WIP) IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiColumnsFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns(). IMGUI_API void EndColumns(); // close columns IMGUI_API void PushColumnClipRect(int column_index = -1); // Tab Bars IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags, ImGuiDockNode* dock_node); IMGUI_API ImGuiTabItem* TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id); IMGUI_API void TabBarAddTab(ImGuiTabBar* tab_bar, ImGuiWindow* window); IMGUI_API void TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id); IMGUI_API void TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); IMGUI_API void TabBarQueueChangeTabOrder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int dir); IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window); IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button); IMGUI_API void TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col); IMGUI_API bool TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, const char* label, ImGuiID tab_id, ImGuiID close_button_id); // Render helpers // 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. // NB: All position are in absolute pixels coordinates (we are never using window coordinates internally) IMGUI_API void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true); IMGUI_API void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width); IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0,0), const ImRect* clip_rect = NULL); IMGUI_API void RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL); IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f); IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f); IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, int rounding_corners_flags = ~0); IMGUI_API void RenderArrow(ImVec2 pos, ImGuiDir dir, float scale = 1.0f); IMGUI_API void RenderBullet(ImVec2 pos); IMGUI_API void RenderCheckMark(ImVec2 pos, ImU32 col, float sz); IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_TypeDefault); // Navigation highlight IMGUI_API void RenderMouseCursor(ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor = ImGuiMouseCursor_Arrow); IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text. IMGUI_API void LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end = NULL); // Render helpers (those functions don't access any ImGui state!) IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col); IMGUI_API void RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col); IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding); IMGUI_API void RenderRectFilledWithHole(ImDrawList* draw_list, ImRect outer, ImRect inner, ImU32 col, float rounding); IMGUI_API void RenderPixelEllipsis(ImDrawList* draw_list, ImFont* font, ImVec2 pos, int count, ImU32 col); // Widgets IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0,0), ImGuiButtonFlags flags = 0); IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos, float radius); IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_node); IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags); IMGUI_API void Scrollbar(ImGuiLayoutType direction); IMGUI_API void VerticalSeparator(); // Vertical separator, for menu bars (use current line height). Not exposed because it is misleading and it doesn't have an effect on regular layout. // Widgets low-level behaviors IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0); IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* v, float v_speed, const void* v_min, const void* v_max, const char* format, float power); IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb); IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f); IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL); IMGUI_API bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0); // Consume previous SetNextTreeNodeOpened() data, if any. May return true when logging IMGUI_API void TreePushRawID(ImGuiID id); // Template functions are instantiated in imgui_widgets.cpp for a finite number of types. // To use them externally (for custom widget) you may need an "extern template" statement in your code in order to link to existing instances and silence Clang warnings (see #2036). // e.g. " extern template IMGUI_API float RoundScalarWithFormatT<float, float>(const char* format, ImGuiDataType data_type, float v); " template<typename T, typename SIGNED_T, typename FLOAT_T> IMGUI_API bool DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, const T v_min, const T v_max, const char* format, float power); template<typename T, typename SIGNED_T, typename FLOAT_T> IMGUI_API bool SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, T* v, const T v_min, const T v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb); template<typename T, typename FLOAT_T> IMGUI_API float SliderCalcRatioFromValueT(ImGuiDataType data_type, T v, T v_min, T v_max, float power, float linear_zero_pos); template<typename T, typename SIGNED_T> IMGUI_API T RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, T v); // InputText IMGUI_API bool InputTextEx(const char* label, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); IMGUI_API bool InputScalarAsWidgetReplacement(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* data_ptr, const char* format); // Color IMGUI_API void ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags); IMGUI_API void ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags); IMGUI_API void ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags); // Plot IMGUI_API void PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size); // Shade functions (write over already created vertices) IMGUI_API void ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1); IMGUI_API void ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp); } // namespace ImGui // ImFontAtlas internals IMGUI_API bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas); IMGUI_API void ImFontAtlasBuildRegisterDefaultCustomRects(ImFontAtlas* atlas); IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent); IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* spc); IMGUI_API void ImFontAtlasBuildFinish(ImFontAtlas* atlas); IMGUI_API void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_multiply_factor); IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride); #ifdef __clang__ #pragma clang diagnostic pop #endif #ifdef _MSC_VER #pragma warning (pop) #endif