structImGuiTextEditCallbackData;// Shared state of ImGui::InputText() when using custom ImGuiTextEditCallback (rare/advanced use)
structImGuiSizeConstraintCallbackData;// Structure used to constraint window size in custom ways when using custom ImGuiSizeConstraintCallback (rare/advanced use)
// class ImVector<> // Lightweight std::vector like class.
// IMGUI_ONCE_UPON_A_FRAME // Execute a block of code once per frame only (convenient for creating UI within deep-nested code that runs multiple times)
IMGUI_APIImDrawData*GetDrawData();// same value as passed to your io.RenderDrawListsFn() function. valid after Render() and until the next call to NewFrame()
IMGUI_APIvoidNewFrame();// start a new ImGui frame, you can submit any command from this point until NewFrame()/Render().
IMGUI_APIvoidRender();// ends the ImGui frame, finalize rendering data, then call your io.RenderDrawListsFn() function if set.
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).
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).
IMGUI_APIboolBegin(constchar*name,bool*p_open,constImVec2&size_on_first_use,floatbg_alpha=-1.0f,ImGuiWindowFlagsflags=0);// OBSOLETE. this is the older/longer API. the extra parameters aren't very relevant. call SetNextWindowSize() instead if you want to set a window size. For regular windows, 'size_on_first_use' only applies to the first time EVER the window is created and probably not what you want! might obsolete this API eventually.
IMGUI_APIvoidEnd();// finish appending to current window, pop it off the window stack.
IMGUI_APIboolBeginChild(constchar*str_id,constImVec2&size=ImVec2(0,0),boolborder=false,ImGuiWindowFlagsextra_flags=0);// begin a scrolling region. size==0.0f: use remaining window size, size<0.0f: use remaining window size minus abs(size). size>0.0f: fixed size. each axis can use a different mode, e.g. ImVec2(0,400).
IMGUI_APIImVec2GetContentRegionMax();// current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
IMGUI_APIImVec2GetWindowContentRegionMin();// content boundaries min (roughly (0,0)-Scroll), in window coordinates
IMGUI_APIImVec2GetWindowContentRegionMax();// content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
IMGUI_APIvoidSetNextWindowSize(constImVec2&size,ImGuiSetCondcond=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_APIvoidSetWindowPos(constImVec2&pos,ImGuiSetCondcond=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,ImGuiSetCondcond=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,ImGuiSetCondcond=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,ImGuiSetCondcond=0);// set named window position.
IMGUI_APIvoidSetWindowSize(constchar*name,constImVec2&size,ImGuiSetCondcond=0);// set named window size. set axis to 0.0f to force an auto-fit on this axis.
IMGUI_APIvoidSetScrollHere(floatcenter_y_ratio=0.5f);// adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom.
IMGUI_APIvoidSetScrollFromPosY(floatpos_y,floatcenter_y_ratio=0.5f);// adjust scrolling amount to make given position valid. use GetCursorPos() or GetCursorStartPos()+offset to get valid positions.
IMGUI_APIvoidSetKeyboardFocusHere(intoffset=0);// FIXME-NAVIGATION // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use negative 'offset' to access previous widgets.
IMGUI_APIvoidSetStateStorage(ImGuiStorage*tree);// replace tree state storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
IMGUI_APIvoidPushItemWidth(floatitem_width);// width of items for the common item+label case, pixels. 0.0f = default to ~2/3 of windows width, >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side)
IMGUI_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_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_APIvoidBeginGroup();// lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
IMGUI_APIvoidSetCursorScreenPos(constImVec2&pos);// cursor position in absolute screen coordinates [0..io.DisplaySize]
IMGUI_APIvoidAlignFirstTextHeightToWidgets();// call once if the first item on the line is a Text() item and you want to vertically lower it to match subsequent (bigger) widgets
IMGUI_APIfloatGetTextLineHeightWithSpacing();// distance (in pixels) between 2 consecutive lines of text == GetWindowFontSize() + GetStyle().ItemSpacing.y
IMGUI_APIfloatGetItemsLineHeightWithSpacing();// distance (in pixels) between 2 consecutive lines of standard height widgets == GetWindowFontSize() + GetStyle().FramePadding.y*2 + GetStyle().ItemSpacing.y
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
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_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
// 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_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_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_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_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
// 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
// Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision).
IMGUI_APIboolDragFloat(constchar*label,float*v,floatv_speed=1.0f,floatv_min=0.0f,floatv_max=0.0f,constchar*display_format="%.3f",floatpower=1.0f);// If v_min >= v_max we have no bound
IMGUI_APIboolDragInt(constchar*label,int*v,floatv_speed=1.0f,intv_min=0,intv_max=0,constchar*display_format="%.0f");// If v_min >= v_max we have no bound
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_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_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_APIfloatGetTreeNodeToLabelSpacing();// horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
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_APIboolListBoxHeader(constchar*label,constImVec2&size=ImVec2(0,0));// use if you want to reimplement ListBox() will custom data or interactions. make sure to call ListBoxFooter() afterwards.
// Widgets: Value() Helpers. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace)
IMGUI_APIvoidSetTooltip(constchar*fmt,...)IM_PRINTFARGS(1);// set text tooltip under mouse-cursor, typically use with ImGui::IsItemHovered(). overidde any previous call to SetTooltip().
IMGUI_APIboolBeginMenuBar();// append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set). only call EndMenuBar() if this returns true!
IMGUI_APIboolMenuItem(constchar*label,constchar*shortcut=NULL,boolselected=false,boolenabled=true);// return true when activated. shortcuts are displayed for convenience but not processed by ImGui at the moment
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_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_APIboolBeginPopupContextVoid(constchar*str_id=NULL,intmouse_button=1);// helper to open and begin popup when clicked in void (no window).
IMGUI_APIboolIsItemHoveredRect();// 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_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_APIboolIsWindowHoveredRect();// is current window 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_APIboolIsRootWindowOrAnyChildHovered();// is current root window or any of its child (including current window) hovered and hoverable (not blocked by a popup)
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_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_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_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_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_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_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).
// Internal context access - if you want to use multiple context, share context between modules (e.g. DLL). There is a default context created and active by default.
// All contexts share a same ImFontAtlas by default. If you want different font atlas, you can new() them and overwrite the GetIO().Fonts variable of an ImGui context.
staticinlineboolIsPosHoveringAnyWindow(constImVec2&){IM_ASSERT(0);returnfalse;}// OBSOLETE 1.51+. This was partly broken. You probably wanted to use ImGui::GetIO().WantCaptureMouse instead.
ImGuiWindowFlags_HorizontalScrollbar=1<<11,// Allow horizontal scrollbar to appear (off by default). You may use SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code in imgui_demo in the "Horizontal Scrolling" section.
ImGuiWindowFlags_NoBringToFrontOnFocus=1<<13,// Disable bringing window to front when taking focus (e.g. clicking on it or programatically giving it focus)
ImGuiWindowFlags_AlwaysUseWindowPadding=1<<16,// Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
//ImGuiWindowFlags_NavFlattened = 1 << 19, // Allow gamepad/keyboard navigation to cross over parent border to this child (only use on child that have no scrolling!)
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, unfocus with Enter, add new line with Ctrl+Enter (default is opposite: unfocus with Ctrl+Enter, add line with Enter).
ImGuiTreeNodeFlags_NoAutoOpenOnLog=1<<4,// Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
ImGuiTreeNodeFlags_OpenOnArrow=1<<7,// Only open when clicking on the arrow part. If ImGuiTreeNodeFlags_OpenOnDoubleClick is also set, single-click arrow or double-click all box to open.
// 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.
ImVec2TouchExtraPadding;// Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
ImVec2DisplayWindowPadding;// Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows.
ImVec2DisplaySafeAreaPadding;// If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
boolNavMovesMouse;// = false // Directional navigation can move the mouse cursor. Updates MousePos and set WantMoveMouse=true. If enabled you MUST honor those requests in your binding, otherwise ImGui will react as if mouse is jumping around.
ImVec2DisplayFramebufferScale;// = (1.0f,1.0f) // For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui.
ImVec2DisplayVisibleMin;// <unset> (0.0f,0.0f) // If you use DisplaySize as a virtual space larger than your screen, set DisplayVisibleMin/Max to the visible area.
ImVec2DisplayVisibleMax;// <unset> (0.0f,0.0f) // If the values are the same, we defaults to Min=(0.0f) and Max=DisplaySize
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
// Optional: notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME in Windows)
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.
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
floatFramerate;// Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames
intMetricsActiveWindows;// Number of visible root windows (exclude child windows)
ImVec2MouseDelta;// Mouse delta. Note that this is zero if either current or previous position are negative, so a disappearing/reappearing mouse won't have a huge delta for one frame.
boolMouseDownOwned[5];// Track if button was clicked inside a window. We don't request mouse capture from the application if click started outside ImGui bounds.
// Lightweight std::vector<> like class to avoid dragging dependencies (also: windows implementation of STL with debug enabled is absurdly slow, so let's bypass it so our code runs fast in debug).
// Our implementation does NOT call c++ constructors because we don't use them in ImGui. Don't use this class as a straight std::vector replacement in your code!
// - References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.
// - A typical use case where this is convenient for quick hacking (e.g. add storage during a live Edit&Continue session if you can't modify existing struct)
// If you are submitting lots of evenly spaced items and you have a random access to the list, you can perform coarse clipping based on visibility to save yourself from processing those items at all.
// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
// ImGui already clip items based on their bounds but it needs to measure text size to do so. Coarse clipping before submission makes this cost and your own data fetching/submission cost null.
// - Step 0: the clipper let you process the first element, regardless of it being visible or not, so we can measure the element height (step skipped if we passed a known height as second arg to constructor).
// - Step 1: the clipper infer height from first element, calculate the actual range of elements to display, and position the cursor before the first element.
// - (Step 2: dummy step only required if an explicit items_height was passed to constructor or Begin() and user call Step(). Does nothing and switch to Step 3.)
// - Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), advance the cursor to the end of the list and then returns 'false' to end the loop.
// items_count: Use -1 to ignore (you can call Begin later). Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step).
// items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetItemsLineHeightWithSpacing().
// If you don't specify an items_height, you NEED to call Step(). If you specify items_height you may call the old Begin()/End() api directly, but prefer calling Step().
ImGuiListClipper(intitems_count=-1,floatitems_height=-1.0f){Begin(items_count,items_height);}// NB: Begin() initialize every fields (as we allow user to call Begin/End multiple times on a same instance if they want).
~ImGuiListClipper(){IM_ASSERT(ItemsCount==-1);}// Assert if user forgot to call End() or Step() until false.
// NB- You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering (you can poke into the draw list for that)
// Draw callback may be useful for example, A) Change your GPU render state, B) render a complex 3D scene inside a UI element (without an intermediate texture/render target), etc.
// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) cmd.UserCallback(parent_list, cmd); else RenderTriangles()'
unsignedintElemCount;// Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
ImTextureIDTextureId;// User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
ImDrawCallbackUserCallback;// If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
void*UserCallbackData;// The draw callback code can access this.
// 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.
// 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.
// Draw channels are used by the Columns API to "split" the render list into different channels while building, so items of each column can be batched together.
// This is the low-level list of polygons that ImGui functions are filling. At the end of the frame, all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
// 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 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).
IMGUI_APIvoidPushClipRect(ImVec2clip_rect_min,ImVec2clip_rect_max,boolintersect_with_current_clip_rect=false);// Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
IMGUI_APIvoidAddRect(constImVec2&a,constImVec2&b,ImU32col,floatrounding=0.0f,introunding_corners_flags=~0,floatthickness=1.0f);// a: upper-left, b: lower-right, rounding_corners_flags: 4-bits corresponding to which corner to round
IMGUI_APIvoidPathRect(constImVec2&rect_min,constImVec2&rect_max,floatrounding=0.0f,introunding_corners_flags=~0);// rounding_corners_flags: 4-bits corresponding to which corner to round
// - Use to simulate layers. By switching channels to can render out-of-order (e.g. submit foreground primitives before background primitives)
// - Use to minimize draw calls (e.g. if going back-and-forth between multiple non-overlapping clipping rectangles, prefer to append into separate channels then merge at the end)
IMGUI_APIvoidAddCallback(ImDrawCallbackcallback,void*callback_data);// Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles.
IMGUI_APIvoidAddDrawCmd();// This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible
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.
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.
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). You may want to use GlyphOffset.y when merge font of different heights.
// 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.
// 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,intttf_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
// NB: Make sure that your string are UTF-8 and NOT in your local code page. In C++11, you can create a UTF-8 string literally using the u8"Hello world" syntax. See FAQ for details.
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.
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.
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.
floatFontSize;// <user set> // Height of characters, set during loading (don't change after loading)
floatScale;// = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetFontScale()
ImVec2DisplayOffset;// = (0.f,1.f) // Offset font rendering by xx pixels
ImVector<Glyph>Glyphs;// // All glyphs.
ImVector<float>IndexXAdvance;// // Sparse. Glyphs->XAdvance in a directly indexable way (more cache-friendly, for CalcTextSize functions which are often bottleneck in large UI).
ImWcharFallbackChar;// = '?' // Replacement glyph if one isn't found. Only set via SetFallbackChar()
// Members: Cold ~18/26 bytes
shortConfigDataCount;// ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
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)
IMGUI_APIvoidAddRemapChar(ImWchardst,ImWcharsrc,booloverwrite_dst=true);// Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built.