#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)
#pragma warning (disable: 26812) // The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer)
#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later
#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types
#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok, for ImFloor()
#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
structImGuiWindowTempData;// Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame, in practice we currently keep it for each window)
structImGuiWindowSettings;// Storage for a window .ini settings (we keep one of those even if the actual window wasn't instanced during this session)
// (since IMGUI_VERSION_NUM >= 18729: IMGUI_DEBUG_LOG was reworked into IMGUI_DEBUG_PRINTF (and removed framecount from it). If you were using a #define IMGUI_DEBUG_LOG please rename)
// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall
IMGUI_APIImVec2ImBezierCubicClosestPoint(constImVec2&p1,constImVec2&p2,constImVec2&p3,constImVec2&p4,constImVec2&p,intnum_segments);// For curves with explicit number of segments
IMGUI_APIImVec2ImBezierCubicClosestPointCasteljau(constImVec2&p1,constImVec2&p2,constImVec2&p3,constImVec2&p4,constImVec2&p,floattess_tol);// For auto-tessellated curves you can use tess_tol = style.CurveTessellationTol
voidClipWith(constImRect&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.
voidClipWithFull(constImRect&r){Min=ImClamp(Min,r.Min,r.Max);Max=ImClamp(Max,r.Min,r.Max);}// Full version, ensure both points are fully clipped.
#define IM_BITARRAY_TESTBIT(_ARRAY, _N) ((_ARRAY[(_N) >> 5] & ((ImU32)1 << ((_N) & 31))) != 0) // Macro version of ImBitArrayTestBit(): ensure args have side-effect or are costly!
#define IM_BITARRAY_CLEARBIT(_ARRAY, _N) ((_ARRAY[(_N) >> 5] &= ~((ImU32)1 << ((_N) & 31)))) // Macro version of ImBitArrayClearBit(): ensure args have side-effect or are costly!
voidSetBitRange(intn,intn2){n+=OFFSET;n2+=OFFSET;IM_ASSERT(n>=0&&n<BITCOUNT&&n2>n&&n2<=BITCOUNT);ImBitArraySetBitRange(Storage,n,n2);}// Works on range [n..n2)
// Facilitate storing multiple chunks into a single large block (the "arena")
// - Usage: call Reserve() N times, allocate GetArenaSizeInBytes() worth, pass it to SetArenaBasePtr(), call GetSpan() N times to retrieve the aligned ranges.
// ImDrawList: Lookup table size for adaptive arc drawing, cover full circle.
#ifndef IM_DRAWLIST_ARCFAST_TABLE_SIZE
#define IM_DRAWLIST_ARCFAST_TABLE_SIZE 48 // Number of samples in lookup table.
#endif
#define IM_DRAWLIST_ARCFAST_SAMPLE_MAX IM_DRAWLIST_ARCFAST_TABLE_SIZE // Sample index _PathArcToFastEx() for 360 angle.
// Data shared between all ImDrawList instances
// You may want to create your own instance of this if you want to use ImDrawList completely without ImGui. In that case, watch out for future changes to this structure.
structIMGUI_APIImDrawListSharedData
{
ImVec2TexUvWhitePixel;// UV of white pixel in the atlas
ImFont*Font;// Current/default font (optional, for simplified AddText overload)
floatFontSize;// Current/default font size (optional, for simplified AddText overload)
floatCurveTessellationTol;// Tessellation tolerance when using PathBezierCurveTo()
floatCircleSegmentMaxError;// Number of circle segments to use per pixel of radius for AddCircle() etc
ImVec4ClipRectFullscreen;// Value for PushClipRectFullscreen()
ImDrawListFlagsInitialFlags;// Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards)
ImGuiItemFlags_ButtonRepeat=1<<1,// false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings.
ImGuiItemFlags_Disabled=1<<2,// false // Disable interactions but doesn't affect visuals. See BeginDisabled()/EndDisabled(). See github.com/ocornut/imgui/issues/211
ImGuiItemFlags_NoNavDefaultFocus=1<<4,// false // Disable item being a candidate for default focus (e.g. used by title bar items)
ImGuiItemFlags_SelectableDontClosePopup=1<<5,// false // Disable MenuItem/Selectable() automatically closing their popup window
ImGuiItemFlags_MixedValue=1<<6,// false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets)
ImGuiItemFlags_ReadOnly=1<<7,// false // [ALPHA] Allow hovering interactions but underlying value is not changed.
ImGuiItemFlags_NoWindowHoverableCheck=1<<8,// false // Disable hoverable check in ItemHoverable()
ImGuiItemFlags_AllowOverlap=1<<9,// false // Allow being overlapped by another widget. Not-hovered to Hovered transition deferred by a frame.
// Controlled by widget code
ImGuiItemFlags_Inputable=1<<10,// false // [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature.
ImGuiItemFlags_HasSelectionUserData=1<<11,// false // Set by SetNextItemSelectionUserData()
ImGuiItemStatusFlags_HoveredRect=1<<0,// Mouse position is within item rectangle (does NOT mean that the window is in correct z-order and can be hovered!, this is only one part of the most-common IsItemHovered test)
ImGuiItemStatusFlags_HasDisplayRect=1<<1,// g.LastItemData.DisplayRect is valid
ImGuiItemStatusFlags_Edited=1<<2,// Value exposed by item was edited in the current frame (should match the bool return value of most widgets)
ImGuiItemStatusFlags_ToggledSelection=1<<3,// Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected", only state changes, in order to easily handle clipping with less issues.
ImGuiItemStatusFlags_ToggledOpen=1<<4,// Set when TreeNode() reports toggling their open state.
ImGuiItemStatusFlags_HasDeactivated=1<<5,// Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag.
ImGuiItemStatusFlags_Deactivated=1<<6,// Only valid if ImGuiItemStatusFlags_HasDeactivated is set.
ImGuiItemStatusFlags_HoveredWindow=1<<7,// Override the HoveredWindow test to allow cross-window hover testing.
ImGuiItemStatusFlags_Visible=1<<8,// [WIP] Set when item is overlapping the current clipping rectangle (Used internally. Please don't use yet: API/system will change as we refactor Itemadd()).
ImGuiItemStatusFlags_HasClipRect=1<<9,// g.LastItemData.ClipRect is valid
ImGuiButtonFlags_PressedOnClick=1<<4,// return true on click (mouse down event)
ImGuiButtonFlags_PressedOnClickRelease=1<<5,// [Default] return true on click + release on same item <-- this is what the majority of Button are using
ImGuiButtonFlags_PressedOnClickReleaseAnywhere=1<<6,// return true on click + release even if the release event is not done while hovering the item
ImGuiButtonFlags_PressedOnRelease=1<<7,// return true on release (default requires click+release)
ImGuiButtonFlags_PressedOnDoubleClick=1<<8,// return true on double-click (default requires click+release)
ImGuiButtonFlags_PressedOnDragDropHold=1<<9,// return true when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers)
ImGuiButtonFlags_Repeat=1<<10,// hold to repeat
ImGuiButtonFlags_FlattenChildren=1<<11,// allow interactions even if a child window is overlapping
ImGuiButtonFlags_DontClosePopups=1<<13,// disable automatically closing parent popup on press // [UNUSED]
//ImGuiButtonFlags_Disabled = 1 << 14, // disable interactions -> use BeginDisabled() or ImGuiItemFlags_Disabled
ImGuiButtonFlags_AlignTextBaseLine=1<<15,// 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<<16,// disable mouse interaction if a key modifier is held
ImGuiButtonFlags_NoHoldingActiveId=1<<17,// don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only)
ImGuiButtonFlags_NoNavFocus=1<<18,// don't override navigation focus when activated (FIXME: this is essentially used everytime an item uses ImGuiItemFlags_NoNav, but because legacy specs don't requires LastItemData to be set ButtonBehavior(), we can't poll g.LastItemData.InFlags)
ImGuiButtonFlags_NoSetKeyOwner=1<<20,// don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!)
ImGuiButtonFlags_NoTestKeyOwner=1<<21,// don't test key/input owner when polling the key (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!)
// NB: need to be in sync with last value of ImGuiSelectableFlags_
ImGuiSelectableFlags_NoHoldingActiveID=1<<20,
ImGuiSelectableFlags_SelectOnNav=1<<21,// (WIP) Auto-select when moved into. This is not exposed in public API as to handle multi-select and modifiers we will need user to explicitly control focus scope. May be replaced with a BeginSelection() API.
ImGuiSelectableFlags_SelectOnClick=1<<22,// Override button behavior to react on Click (default is Click+Release)
ImGuiSelectableFlags_SelectOnRelease=1<<23,// Override button behavior to react on Release (default is Click+Release)
ImGuiSelectableFlags_SpanAvailWidth=1<<24,// Span all avail width even if we declared less for layout purpose. FIXME: We may be able to remove this (added in 6251d379, 2bcafc86 for menus)
ImGuiSelectableFlags_SetNavIdOnHover=1<<25,// Set Nav/Focus ID on mouse hover (used by MenuItem)
ImGuiSelectableFlags_NoPadWithHalfSpacing=1<<26,// Disable padding each side with ItemSpacing * 0.5f
ImGuiSelectableFlags_NoSetKeyOwner=1<<27,// Don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!)
ImVec2MenuBarOffsetMinVal;// (Always on) This is not exposed publicly, so we don't clear it and it doesn't have a corresponding flag (could we? for consistency?)
ImGuiItemFlagsItemFlags;// Currently only tested/used for ImGuiItemFlags_AllowOverlap.
// Non-flags members are NOT cleared by ItemAdd() meaning they are still valid during NavProcessItem()
ImGuiSelectionUserDataSelectionUserData;// Set by SetNextItemSelectionUserData() (note that NULL/0 is a valid value, we use -1 == ImGuiSelectionUserData_Invalid to mark invalid values)
floatWidth;// Set by SetNextItemWidth()
ImGuiKeyChordShortcut;// Set by SetNextItemShortcut()
// Storage for popup stacks (g.OpenPopupStack and g.BeginPopupStack)
structImGuiPopupData
{
ImGuiIDPopupId;// Set on OpenPopup()
ImGuiWindow*Window;// Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup()
ImGuiWindow*BackupNavWindow;// Set on OpenPopup(), a NavWindow that will be restored on popup close
intParentNavLayer;// Resolved on BeginPopup(). Actually a ImGuiNavLayer type (declared down below), initialized to -1 which is not part of an enum, but serves well-enough as "not any of layers" value
intOpenFrameCount;// Set on OpenPopup()
ImGuiIDOpenParentId;// Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items)
ImVec2OpenPopupPos;// Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse)
ImVec2OpenMousePos;// Set on OpenPopup(), copy of mouse position at the time of opening popup
ImU32EventId;// Unique, sequential increasing integer to identify an event (if you need to correlate them to other data).
union
{
ImGuiInputEventMousePosMousePos;// if Type == ImGuiInputEventType_MousePos
ImGuiInputEventMouseWheelMouseWheel;// if Type == ImGuiInputEventType_MouseWheel
ImGuiInputEventMouseButtonMouseButton;// if Type == ImGuiInputEventType_MouseButton
ImGuiInputEventKeyKey;// if Type == ImGuiInputEventType_Key
ImGuiInputEventTextText;// if Type == ImGuiInputEventType_Text
ImGuiInputEventAppFocusedAppFocused;// if Type == ImGuiInputEventType_Focus
};
boolAddedByTestEngine;
ImGuiInputEvent(){memset(this,0,sizeof(*this));}
};
// Input function taking an 'ImGuiID owner_id' argument defaults to (ImGuiKeyOwner_Any == 0) aka don't test ownership, which matches legacy behavior.
#define ImGuiKeyOwner_Any ((ImGuiID)0) // Accept key that have an owner, UNLESS a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease.
#define ImGuiKeyOwner_None ((ImGuiID)-1) // Require key to have no owner.
typedefImS16ImGuiKeyRoutingIndex;
// Routing table entry (sizeof() == 16 bytes)
structImGuiKeyRoutingData
{
ImGuiKeyRoutingIndexNextEntryIndex;
ImU16Mods;// Technically we'd only need 4-bits but for simplify we store ImGuiMod_ values which need 16-bits. ImGuiMod_Shortcut is already translated to Ctrl/Super.
ImU8RoutingCurrScore;// [DEBUG] For debug display
ImU8RoutingNextScore;// Lower is better (0: perfect score)
// This extends ImGuiKeyData but only for named keys (legacy keys don't support the new features)
// Stored in main context (1 per named key). In the future it might be merged into ImGuiKeyData.
structImGuiKeyOwnerData
{
ImGuiIDOwnerCurr;
ImGuiIDOwnerNext;
boolLockThisFrame;// Reading this key requires explicit owner id (until end of frame). Set by ImGuiInputFlags_LockThisFrame.
boolLockUntilRelease;// Reading this key requires explicit owner id (until key is released). Set by ImGuiInputFlags_LockUntilRelease. When this is true LockThisFrame is always true as well.
// Flags for extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner()
// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function)
enumImGuiInputFlags_
{
// Flags for IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked(), Shortcut()
ImGuiInputFlags_None=0,
// Repeat mode
ImGuiInputFlags_Repeat=1<<0,// Enable repeat. Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1.
// Repeat mode: Specify when repeating key pressed can be interrupted.
// In theory ImGuiInputFlags_RepeatUntilOtherKeyPress may be a desirable default, but it would break too many behavior so everything is opt-in.
ImGuiInputFlags_RepeatUntilRelease=1<<4,// Stop repeating when released (default for all functions except Shortcut). This only exists to allow overriding Shortcut() default behavior.
ImGuiInputFlags_RepeatUntilKeyModsChange=1<<5,// Stop repeating when released OR if keyboard mods are changed (default for Shortcut)
ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone=1<<6,// Stop repeating when released OR if keyboard mods are leaving the None state. Allows going from Mod+Key to Key by releasing Mod.
ImGuiInputFlags_RepeatUntilOtherKeyPress=1<<7,// Stop repeating when released OR if any other keyboard key is pressed during the repeat
// Flags for SetItemKeyOwner()
ImGuiInputFlags_CondHovered=1<<8,// Only set if item is hovered (default to both)
ImGuiInputFlags_CondActive=1<<9,// Only set if item is active (default to both)
// Locking is useful to make input-owner-aware code steal keys from non-input-owner-aware code. If all code is input-owner-aware locking would never be necessary.
ImGuiInputFlags_LockThisFrame=1<<10,// Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared at end of frame.
ImGuiInputFlags_LockUntilRelease=1<<11,// Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared when the key is released or at end of each frame if key is released.
// Routing policies for Shortcut() + low-level SetShortcutRouting()
// - The general idea is that several callers register interest in a shortcut, and only one owner gets it.
// Parent -> call Shortcut(Ctrl+S) // When Parent is focused, Parent gets the shortcut.
// Child1 -> call Shortcut(Ctrl+S) // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts)
// Child2 -> no call // When Child2 is focused, Parent gets the shortcut.
// The whole system is order independent, so if Child1 does it calls before Parent results will be identical.
// This is an important property as it facilitate working with foreign code or larger codebase.
// - Visualize registered routes in 'Metrics->Inputs' and submitted routes in 'Debug Log->InputRouting'.
// - When a policy (except for _RouteAlways *) is set, Shortcut() will register itself with SetShortcutRouting(),
// allowing the system to decide where to route the input among other route-aware calls.
// (* Using ImGuiInputFlags_RouteAlways is roughly equivalent to calling IsKeyChordPressed(key)).
// - Shortcut() uses ImGuiInputFlags_RouteFocused by default. Meaning that a Shortcut() call will register
// a route and only succeed when parent window is in the focus-stack and if no-one with a higher priority
// is claiming the same shortcut.
// - You can chain two unrelated windows in the focus stack using SetWindowParentWindowForFocusRoute().
// - Priorities: GlobalHigh > Focused (when owner is active item) > Global > Focused (when focused window) > GlobalLow.
// - Can select only 1 policy among all available.
ImGuiInputFlags_RouteFocused=1<<12,// (Default) Honor focus route: Accept inputs if window is in focus stack. Deep-most focused window takes inputs. ActiveId takes inputs over deep-most focused window.
ImGuiInputFlags_RouteGlobalLow=1<<13,// Register route globally (lowest priority: unless a focused window or active item registered the route) -> recommended Global priority IF you need a Global priority.
ImGuiInputFlags_RouteGlobal=1<<14,// Register route globally (medium priority: unless an active item registered the route, e.g. CTRL+A registered by InputText will take priority over this).
ImGuiInputFlags_RouteGlobalHigh=1<<15,// Register route globally (higher priority: unlikely you need to use that: will interfere with every active items, e.g. CTRL+A registered by InputText will be overriden by this)
ImGuiInputFlags_RouteAlways=1<<16,// Do not register route, poll keys directly.
// Routing polices: extra options
ImGuiInputFlags_RouteUnlessBgFocused=1<<17,// Global routes will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications.
// [Internal] Mask of which function support which flags
ImGuiInputFlags_RouteMask_=ImGuiInputFlags_RouteFocused|ImGuiInputFlags_RouteGlobal|ImGuiInputFlags_RouteGlobalLow|ImGuiInputFlags_RouteGlobalHigh,// _Always not part of this!
ImGuiActivateFlags_PreferInput=1<<0,// Favor activation that requires keyboard text input (e.g. for Slider/Drag). Default for Enter key.
ImGuiActivateFlags_PreferTweak=1<<1,// Favor activation for tweaking with arrows or gamepad (e.g. for Slider/Drag). Default for Space key and if keyboard is not used.
ImGuiActivateFlags_TryToPreserveState=1<<2,// Request widget to preserve state if it can (e.g. InputText will try to preserve cursor/selection)
ImGuiActivateFlags_FromTabbing=1<<3,// Activation requested by a tabbing request
ImGuiActivateFlags_FromShortcut=1<<4,// Activation requested by an item shortcut via SetNextItemShortcut() function.
ImGuiScrollFlags_KeepVisibleEdgeX=1<<0,// If item is not visible: scroll as little as possible on X axis to bring item back into view [default for X axis]
ImGuiScrollFlags_KeepVisibleEdgeY=1<<1,// If item is not visible: scroll as little as possible on Y axis to bring item back into view [default for Y axis for windows that are already visible]
ImGuiScrollFlags_KeepVisibleCenterX=1<<2,// If item is not visible: scroll to make the item centered on X axis [rarely used]
ImGuiScrollFlags_KeepVisibleCenterY=1<<3,// If item is not visible: scroll to make the item centered on Y axis
ImGuiScrollFlags_AlwaysCenterX=1<<4,// Always center the result item on X axis [rarely used]
ImGuiScrollFlags_AlwaysCenterY=1<<5,// Always center the result item on Y axis [default for Y axis for appearing window)
ImGuiScrollFlags_NoScrollParent=1<<6,// Disable forwarding scrolling to parent window if required to keep item/rect visible (only scroll window the function was applied to).
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 NavMoveResultLocalVisible that only comprise elements that are already fully visible (used by PageUp/PageDown)
ImGuiNavMoveFlags_ScrollToEdgeY=1<<6,// Force scrolling to min/max (used by Home/End) // FIXME-NAV: Aim to remove or reword, probably unnecessary
ImGuiNavMoveFlags_Forwarded=1<<7,
ImGuiNavMoveFlags_DebugNoResult=1<<8,// Dummy scoring for debug purpose, don't apply result
ImGuiNavMoveFlags_FocusApi=1<<9,// Requests from focus API can land/focus/activate items even if they are marked with _NoTabStop (see NavProcessItemForTabbingRequest() for details)
ImGuiNavMoveFlags_IsTabbing=1<<10,// == Focus + Activate if item is Inputable + DontChangeNavHighlight
ImGuiNavMoveFlags_IsPageMove=1<<11,// Identify a PageDown/PageUp request.
ImGuiTypingSelectFlags_AllowBackspace=1<<0,// Backspace to delete character inputs. If using: ensure GetTypingSelectRequest() is not called more than once per frame (filter by e.g. focus state)
ImGuiTypingSelectFlags_AllowSingleCharMode=1<<1,// Allow "single char" search mode which is activated when pressing the same character multiple times.
};
// Returned by GetTypingSelectRequest(), designed to eventually be public.
structIMGUI_APIImGuiTypingSelectRequest
{
ImGuiTypingSelectFlagsFlags;// Flags passed to GetTypingSelectRequest()
intSearchBufferLen;
constchar*SearchBuffer;// Search buffer contents (use full string. unless SingleCharMode is set, in which case use SingleCharSize).
boolSelectRequest;// Set when buffer was modified this frame, requesting a selection.
boolSingleCharMode;// Notify when buffer contains same character repeated, to implement special mode. In this situation it preferred to not display any on-screen search indication.
ImS8SingleCharSize;// Length in bytes of first letter codepoint (1 for ascii, 2-4 for UTF-8). If (SearchBufferLen==RepeatCharSize) only 1 letter has been input.
};
// Storage for GetTypingSelectRequest()
structIMGUI_APIImGuiTypingSelectState
{
ImGuiTypingSelectRequestRequest;// User-facing data
charSearchBuffer[64];// Search buffer: no need to make dynamic as this search is very transient.
ImGuiIDFocusScope;
intLastRequestFrame=0;
floatLastRequestTime=0.0f;
boolSingleCharModeLock=false;// After a certain single char repeat count we lock into SingleCharMode. Two benefits: 1) buffer never fill, 2) we can provide an immediate SingleChar mode without timer elapsing.
ImGuiOldColumnFlags_GrowParentContentsSize=1<<4,// Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove.
intBgFgDrawListsLastFrame[2];// Last frame number the background (0) and foreground (1) draw lists were used
ImDrawList*BgFgDrawLists[2];// Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays.
ImVec2WorkOffsetMin;// Work Area: Offset from Pos to top-left corner of Work Area. Generally (0,0) or (0,+main_menu_bar_height). Work Area is Full Area but without menu-bars/status-bars (so WorkArea always fit inside Pos/Size!)
ImVec2WorkOffsetMax;// Work Area: Offset from Pos+Size to bottom-right corner of Work Area. Generally (0,0) or (0,-status_bar_height).
ImVec2BuildWorkOffsetMin;// Work Area: Offset being built during current frame. Generally >= 0.0f.
ImVec2BuildWorkOffsetMax;// Work Area: Offset being built during current frame. Generally <= 0.0f.
// Calculate work rect pos/size given a set of offset (we have 1 pair of offset for rect locked from last frame data, and 1 pair for currently building rect)
constchar*TypeName;// Short description stored in .ini file. Disallowed characters: '[' ']'
ImGuiIDTypeHash;// == ImHashStr(TypeName)
void(*ClearAllFn)(ImGuiContext*ctx,ImGuiSettingsHandler*handler);// Clear all settings data
void(*ReadInitFn)(ImGuiContext*ctx,ImGuiSettingsHandler*handler);// Read: Called before reading (in registration order)
void*(*ReadOpenFn)(ImGuiContext*ctx,ImGuiSettingsHandler*handler,constchar*name);// Read: Called when entering into a new ini entry e.g. "[Window][Name]"
void(*ReadLineFn)(ImGuiContext*ctx,ImGuiSettingsHandler*handler,void*entry,constchar*line);// Read: Called for every line of text within an ini entry
void(*ApplyAllFn)(ImGuiContext*ctx,ImGuiSettingsHandler*handler);// Read: Called after reading (in registration order)
void(*WriteAllFn)(ImGuiContext*ctx,ImGuiSettingsHandler*handler,ImGuiTextBuffer*out_buf);// Write: Output every entries into 'out_buf'
charDesc[57];// Arbitrarily sized buffer to hold a result (FIXME: could replace Results[] with a chunk stream?) FIXME: Now that we added CTRL+C this should be fixed.
ImVector<ImGuiInputEvent>InputEventsQueue;// Input events which will be trickled/written into IO structure.
ImVector<ImGuiInputEvent>InputEventsTrail;// Past input events processed in NewFrame(). This is to allow domain-specific application to access e.g mouse/pen trail.
ImVector<ImGuiWindow*>Windows;// Windows, sorted in display order, back to front
ImVector<ImGuiWindow*>WindowsFocusOrder;// Root windows, sorted in focus order, back to front.
ImVector<ImGuiWindow*>WindowsTempSortBuffer;// Temporary buffer used in EndFrame() to reorder windows so parents are kept before their child
ImVector<ImGuiWindowStackData>CurrentWindowStack;
ImGuiStorageWindowsById;// Map window's ImGuiID to ImGuiWindow*
intWindowsActiveCount;// Number of unique windows submitted by frame
ImVec2WindowsHoverPadding;// Padding around resizable windows for which hovering on counts as hovering the window == ImMax(style.TouchExtraPadding, WINDOWS_HOVER_PADDING)
ImGuiWindow*CurrentWindow;// Window being drawn into
ImGuiWindow*HoveredWindow;// Window the mouse is hovering. Will typically catch mouse inputs.
ImGuiWindow*HoveredWindowUnderMovingWindow;// Hovered window ignoring MovingWindow. Only set if MovingWindow is set.
ImGuiWindow*MovingWindow;// Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindow.
ImGuiWindow*WheelingWindow;// Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window.
ImGuiIDDebugHookIdInfo;// Will call core hooks: DebugHookIdInfo() from GetID functions, used by ID Stack Tool [next HoveredId/ActiveId to not pull in an extra cache-line]
ImGuiIDHoveredId;// Hovered widget, filled during the frame
ImGuiIDHoveredIdPreviousFrame;
boolHoveredIdAllowOverlap;
boolHoveredIdDisabled;// At least one widget passed the rect test, but has been discarded by disabled flag or popup inhibit. May be true even if HoveredId == 0.
floatHoveredIdTimer;// Measure contiguous hovering time
floatHoveredIdNotActiveTimer;// Measure contiguous hovering time where the item has not been active
ImGuiIDActiveId;// Active widget
ImGuiIDActiveIdIsAlive;// Active widget has been seen this frame (we can't use a bool as the ActiveId may change within the frame)
floatActiveIdTimer;
boolActiveIdIsJustActivated;// Set at the time of activation for one frame
boolActiveIdAllowOverlap;// Active widget allows another widget to steal active id (generally for overlapping widgets, but not always)
boolActiveIdNoClearOnFocusLoss;// Disable losing active id if the active id window gets unfocused.
boolActiveIdHasBeenPressedBefore;// Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch.
boolActiveIdHasBeenEditedBefore;// Was the value associated to the widget Edited over the course of the Active state.
ImU32ActiveIdUsingNavDirMask;// Active widget will want to read those nav move requests (e.g. can activate a button and move away from it)
boolActiveIdUsingAllKeyboardKeys;// Active widget will want to read all keyboard keys inputs. (FIXME: This is a shortcut for not taking ownership of 100+ keys but perhaps best to not have the inconsistency)
ImGuiKeyChordDebugBreakInShortcutRouting;// Set to break in SetShortcutRouting()/Shortcut() calls.
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
ImU32ActiveIdUsingNavInputMask;// If you used this. Since (IMGUI_VERSION_NUM >= 18804) : 'g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel);' becomes 'SetKeyOwner(ImGuiKey_Escape, g.ActiveId) and/or SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId);'
ImGuiNavLayerNavLayer;// 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.
ImGuiSelectionUserDataNavLastValidSelectionUserData;// Last valid data passed to SetNextItemSelectionUser(), or -1. For current window. Not reset when focusing an item that doesn't have selection data.
boolNavIdIsAlive;// Nav widget has been seen this frame ~~ NavRectRel is valid
boolNavMousePosDirty;// When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default)
boolNavDisableHighlight;// When user starts using mouse, we hide gamepad/keyboard highlight (NB: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover)
boolNavDisableMouseHover;// When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again.
// Navigation: Init & Move Requests
boolNavAnyRequest;// ~~ NavMoveRequest || NavInitRequest this is to perform early out in ItemAdd()
boolNavInitRequest;// Init request for appearing window to select first item
ImGuiDirNavMoveDir;// Direction of the move request (left/right/up/down)
ImGuiDirNavMoveDirForDebug;
ImGuiDirNavMoveClipDir;// FIXME-NAV: Describe the purpose of this better. Might want to rename?
ImRectNavScoringRect;// Rectangle used for scoring, in screen space. Based of window->NavRectRel[], modified for directional navigation scoring.
ImRectNavScoringNoClipRect;// Some nav operations (such as PageUp/PageDown) enforce a region which clipper will attempt to always keep submitted
intNavScoringDebugCount;// Metrics for debugging
intNavTabbingDir;// Generally -1 or +1, 0 when tabbing without a nav id
intNavTabbingCounter;// >0 when counting items for tabbing
ImGuiNavItemDataNavMoveResultLocal;// Best move request candidate within NavWindow
ImGuiNavItemDataNavMoveResultLocalVisible;// Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag)
ImGuiNavItemDataNavMoveResultOther;// Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag)
ImGuiNavItemDataNavTabbingResultFirst;// First tabbing request candidate within NavWindow and flattened hierarchy
// Navigation: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize)
ImGuiWindow*NavWindowingTarget;// Target window when doing CTRL+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most!
ImGuiWindow*NavWindowingTargetAnim;// Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f, so the fade-out can stay on it.
ImGuiWindow*NavWindowingListWindow;// Internal window actually listing the CTRL+Tab contents
// Transient per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the DC variable name in ImGuiWindow.
// (That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered..)
// (This doesn't need a constructor because we zero-clear it as part of ImGuiWindow and all frame-temporary data are setup on Begin)
structIMGUI_APIImGuiWindowTempData
{
// Layout
ImVec2CursorPos;// Current emitting position, in absolute coordinates.
ImVec2CursorPosPrevLine;
ImVec2CursorStartPos;// Initial position after Begin(), generally ~ window position + WindowPadding.
ImVec2CursorMaxPos;// Used to implicitly calculate ContentSize at the beginning of next frame, for scrolling range and auto-resize. Always growing during the frame.
ImVec2IdealMaxPos;// Used to implicitly calculate ContentSizeIdeal at the beginning of next frame, for auto-resize only. Always growing during the frame.
ImVec2CurrLineSize;
ImVec2PrevLineSize;
floatCurrLineTextBaseOffset;// Baseline offset (0.0f by default on a new line, generally == style.FramePadding.y when a framed item has been added).
ImVec1Indent;// Indentation / start position from left of window (increased by TreePush/TreePop, etc.)
ImVec1ColumnsOffset;// 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.
ImVec2CursorStartPosLossyness;// Record the loss of precision of CursorStartPos due to really large scrolling amount. This is used by clipper to compensate and fix the most common use case of large scroll area.
boolNavIsScrollPushableX;// Set when current work location may be scrolled horizontally when moving left / right. This is generally always true UNLESS within a column.
ImVec2MenuBarOffset;// 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.
ImGuiMenuColumnsMenuColumns;// Simplified columns storage for menu items measurement
intTreeDepth;// Current tree depth.
ImU32TreeJumpToParentOnPopMask;// Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary.
ImVector<ImGuiWindow*>ChildWindows;
ImGuiStorage*StateStorage;// Current persistent per-window storage (store e.g. tree node open/close state)
ImGuiOldColumns*CurrentColumns;// Current columns set
intCurrentTableIdx;// Current table index (into g.Tables)
ImGuiLayoutTypeLayoutType;
ImGuiLayoutTypeParentLayoutType;// Layout type of parent window at the time of Begin()
// Local parameters stacks
// 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.
floatItemWidth;// Current item width (>0.0: width in pixels, <0.0: align xx pixels to the right of window).
floatTextWrapPos;// Current text wrap pos.
ImVector<float>ItemWidthStack;// Store item widths to restore (attention: .back() is not == ItemWidth)
ImVector<float>TextWrapPosStack;// Store text wrap pos to restore (attention: .back() is not == TextWrapPos)
ImVec2Pos;// Position (always rounded-up to nearest pixel)
ImVec2Size;// Current size (==SizeFull or collapsed title bar size)
ImVec2SizeFull;// Size when non collapsed
ImVec2ContentSize;// Size of contents/scrollable client area (calculated from the extents reach of the cursor) from previous frame. Does not include window decoration or window padding.
ImVec2ContentSizeIdeal;
ImVec2ContentSizeExplicit;// Size of contents/scrollable client area explicitly request by the user via SetNextWindowContentSize().
ImVec2WindowPadding;// Window padding at the time of Begin().
floatWindowRounding;// Window rounding at the time of Begin(). May be clamped lower to avoid rendering artifacts with title bar, menu bar etc.
floatWindowBorderSize;// Window border size at the time of Begin().
floatDecoOuterSizeX1,DecoOuterSizeY1;// Left/Up offsets. Sum of non-scrolling outer decorations (X1 generally == 0.0f. Y1 generally = TitleBarHeight + MenuBarHeight). Locked during Begin().
floatDecoOuterSizeX2,DecoOuterSizeY2;// Right/Down offsets (X2 generally == ScrollbarSize.x, Y2 == ScrollbarSizes.y).
floatDecoInnerSizeX1,DecoInnerSizeY1;// Applied AFTER/OVER InnerRect. Specialized for Tables as they use specialized form of clipping and frozen rows/columns are inside InnerRect (and not part of regular decoration sizes).
intNameBufLen;// Size of buffer storing Name. May be larger than strlen(Name)!
ImGuiIDMoveId;// == window->GetID("#MOVE")
ImGuiIDChildId;// ID of corresponding item in parent window (for navigation to return from child window to parent window)
ImVec2Scroll;
ImVec2ScrollMax;
ImVec2ScrollTarget;// target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change)
ImVec2ScrollTargetCenterRatio;// 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered
ImVec2ScrollTargetEdgeSnapDist;// 0.0f = no snapping, >0.0f snapping threshold
ImVec2ScrollbarSizes;// Size taken by each scrollbars on their smaller axis. Pay attention! ScrollbarSizes.x == width of the vertical scrollbar, ScrollbarSizes.y = height of the horizontal scrollbar.
boolScrollbarX,ScrollbarY;// Are scrollbars visible?
boolActive;// Set to true on Begin(), unless Collapsed
boolWasActive;
boolWriteAccessed;// Set to true when any widget access the current window
boolCollapsed;// Set when collapsing window to become only title-bar
boolWantCollapseToggle;
boolSkipItems;// Set when items can safely be all clipped (e.g. window not visible or collapsed)
boolAppearing;// Set during the frame where the window is appearing (or re-appearing)
boolHidden;// Do not display (== HiddenFrames*** > 0)
boolIsFallbackWindow;// Set on the "Debug##Default" window.
boolIsExplicitChild;// Set when passed _ChildWindow, left to false by BeginDocked()
boolHasCloseButton;// Set when the window has a close button (p_open != NULL)
shortBeginOrderWithinParent;// Begin() order within immediate parent window, if we are a child window. Otherwise 0.
shortBeginOrderWithinContext;// Begin() order within entire imgui context. This is mostly used for debugging submission order related issues.
shortFocusOrder;// Order within WindowsFocusOrder[], altered when windows are focused.
ImGuiIDPopupId;// ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling)
ImS8AutoFitFramesX,AutoFitFramesY;
boolAutoFitOnlyGrows;
ImGuiDirAutoPosLastDirection;
ImS8HiddenFramesCanSkipItems;// Hide the window for N frames
ImS8HiddenFramesCannotSkipItems;// Hide the window for N frames while allowing items to be submitted so we can measure their size
ImS8HiddenFramesForRenderOnly;// Hide the window until frame N at Render() time only
ImS8DisableInputsFrames;// Disable window interactions for N frames
ImGuiCondSetWindowPosAllowFlags:8;// store acceptable condition flags for SetNextWindowPos() use.
ImGuiCondSetWindowSizeAllowFlags:8;// store acceptable condition flags for SetNextWindowSize() use.
ImGuiCondSetWindowCollapsedAllowFlags:8;// store acceptable condition flags for SetNextWindowCollapsed() use.
ImVec2SetWindowPosVal;// store window position when using a non-zero Pivot (position set needs to be processed when we know the window size)
ImVec2SetWindowPosPivot;// 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.
ImVector<ImGuiID>IDStack;// ID stack. ID are hashes seeded with the value at the top of the stack. (In theory this should be in the TempData structure)
ImGuiWindowTempDataDC;// Temporary per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the "DC" variable name.
// The best way to understand what those rectangles are is to use the 'Metrics->Tools->Show Windows Rectangles' viewer.
// The main 'OuterRect', omitted as a field, is window->Rect().
ImRectOuterRectClipped;// == Window->Rect() just after setup in Begin(). == window->Rect() for root window.
ImRectInnerRect;// Inner rectangle (omit title bar, menu bar, scroll bar)
ImRectInnerClipRect;// == InnerRect shrunk by WindowPadding*0.5f on each side, clipped within viewport or parent clip rect.
ImRectWorkRect;// Initially covers the whole scrolling region. Reduced by containers e.g columns/tables when active. Shrunk by WindowPadding*1.0f on each side. This is meant to replace ContentRegionRect over time (from 1.71+ onward).
ImRectParentWorkRect;// Backup of WorkRect before entering a container such as columns/tables. Used by e.g. SpanAllColumns functions to easily access. Stacked containers are responsible for maintaining this. // FIXME-WORKRECT: Could be a stack?
ImRectClipRect;// Current clipping/scissoring rectangle, evolve as we are using PushClipRect(), etc. == DrawList->clip_rect_stack.back().
ImRectContentRegionRect;// FIXME: This is currently confusing/misleading. It is essentially WorkRect but not handling of scrolling. We currently rely on it as right/bottom aligned sizing operation need some size to rely on.
ImVec2ihHitTestHoleSize;// Define an optional rectangular hole where mouse will pass-through the window.
ImVec2ihHitTestHoleOffset;
intLastFrameActive;// Last frame number the window was Active.
floatLastTimeActive;// Last timestamp the window was Active (using float as we don't need high precision there)
floatItemWidthDefault;
ImGuiStorageStateStorage;
ImVector<ImGuiOldColumns>ColumnsStorage;
floatFontWindowScale;// User scale multiplier per-window, via SetWindowFontScale()
intSettingsOffset;// Offset into SettingsWindows[] (offsets 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)
ImDrawListDrawListInst;
ImGuiWindow*ParentWindow;// If we are a child _or_ popup _or_ docked window, this is pointing to our parent. Otherwise NULL.
ImGuiWindow*ParentWindowInBeginStack;
ImGuiWindow*RootWindow;// Point to ourself or first ancestor that is not a child window. Doesn't cross through popups/dock nodes.
ImGuiWindow*RootWindowPopupTree;// Point to ourself or first ancestor that is not a child window. Cross through popups parent<>child.
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*ParentWindowForFocusRoute;// Set to manual link a window to its logical parent so that Shortcut() chain are honoerd (e.g. Tool linked to Document)
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.)
ImGuiIDNavLastIds[ImGuiNavLayer_COUNT];// Last known NavId for this window, per layer (0/1)
ImRectNavRectRel[ImGuiNavLayer_COUNT];// Reference rectangle, in window relative space
ImGuiTabBarFlags_SaveSettings=1<<22,// FIXME: Settings are handled by the docking system, this only request the tab bar to mark settings dirty when reordering tabs
ImGuiTabItemFlags_NoCloseButton=1<<20,// Track whether p_open was set or not (we'll need this info on the next frame to recompute ContentWidth during layout)
ImS16IndexDuringLayout;// Index only used during TabBarLayout(). Tabs gets reordered so 'Tabs[n].IndexDuringLayout == n' but may mismatch during additions.
// We use the terminology "Enabled" to refer to a column that is not Hidden by user/api.
// We use the terminology "Clipped" to refer to a column that is out of sight because of scrolling/clipping.
// This is in contrast with some user-facing api such as IsItemVisible() / IsRectVisible() which use "Visible" to mean "not clipped".
structImGuiTableColumn
{
ImGuiTableColumnFlagsFlags;// Flags after some patching (not directly same as provided by user). See ImGuiTableColumnFlags_
floatWidthGiven;// Final/actual width visible == (MaxX - MinX), locked in TableUpdateLayout(). May be > WidthRequest to honor minimum width, may be < WidthRequest to honor shrinking columns down in tight space.
floatMinX;// Absolute positions
floatMaxX;
floatWidthRequest;// Master width absolute value when !(Flags & _WidthStretch). When Stretch this is derived every frame from StretchWeight in TableUpdateLayout()
floatWidthAuto;// Automatic width
floatStretchWeight;// Master width weight when (Flags & _WidthStretch). Often around ~1.0f initially.
floatInitStretchWeightOrWidth;// Value passed to TableSetupColumn(). For Width it is a content width (_without padding_).
ImRectClipRect;// Clipping rectangle for the column
ImGuiIDUserID;// Optional, value passed to TableSetupColumn()
floatWorkMinX;// Contents region min ~(MinX + CellPaddingX + CellSpacingX1) == cursor start position when entering column
floatWorkMaxX;// Contents region max ~(MaxX - CellPaddingX - CellSpacingX2)
floatItemWidth;// Current item width for the column, preserved across rows
floatContentMaxXFrozen;// Contents maximum position for frozen rows (apart from headers), from which we can infer content width.
floatContentMaxXUnfrozen;
floatContentMaxXHeadersUsed;// Contents maximum position for headers rows (regardless of freezing). TableHeader() automatically softclip itself + report ideal desired size, to avoid creating extraneous draw calls
floatContentMaxXHeadersIdeal;
ImS16NameOffset;// Offset into parent ColumnsNames[]
ImGuiTableColumnIdxDisplayOrder;// Index within Table's IndexToDisplayOrder[] (column may be reordered by users)
ImGuiTableColumnIdxIndexWithinEnabledSet;// Index within enabled/visible set (<= IndexToDisplayOrder)
ImGuiTableColumnIdxPrevEnabledColumn;// Index of prev enabled/visible column within Columns[], -1 if first enabled/visible column
ImGuiTableColumnIdxNextEnabledColumn;// Index of next enabled/visible column within Columns[], -1 if last enabled/visible column
ImGuiTableColumnIdxSortOrder;// Index of this column within sort specs, -1 if not sorting on this column, 0 for single-sort, may be >0 on multi-sort
ImGuiTableDrawChannelIdxDrawChannelCurrent;// Index within DrawSplitter.Channels[]
ImGuiTableDrawChannelIdxDrawChannelFrozen;// Draw channels for frozen rows (often headers)
ImGuiTableDrawChannelIdxDrawChannelUnfrozen;// Draw channels for unfrozen rows
// Per-instance data that needs preserving across frames (seemingly most others do not need to be preserved aside from debug needs. Does that means they could be moved to ImGuiTableTempData?)
// sizeof() ~ 24 bytes
structImGuiTableInstanceData
{
ImGuiIDTableInstanceID;
floatLastOuterHeight;// Outer height from last frame
floatLastTopHeadersRowHeight;// Height of first consecutive header rows from last frame (FIXME: this is used assuming consecutive headers are in same frozen set)
floatLastFrozenHeight;// Height of frozen section from last frame
intHoveredRowLast;// Index of row which was hovered last frame.
intHoveredRowNext;// Index of row hovered this frame, set after encountering it.
void*RawData;// Single allocation to hold Columns[], DisplayOrderToIndex[] and RowCellData[]
ImGuiTableTempData*TempData;// Transient data while table is active. Point within g.CurrentTableStack[]
ImSpan<ImGuiTableColumn>Columns;// Point within RawData[]
ImSpan<ImGuiTableColumnIdx>DisplayOrderToIndex;// Point within RawData[]. Store display order of columns (when not reordered, the values are 0...Count-1)
ImSpan<ImGuiTableCellData>RowCellData;// Point within RawData[]. Store cells background requests for current row.
ImBitArrayPtrEnabledMaskByIndex;// Column Index -> IsEnabled map (== not hidden by user/api) in a format adequate for iterating column without touching cold data
ImBitArrayPtrVisibleMaskByIndex;// Column Index -> IsVisibleX|IsVisibleY map (== not hidden by user/api && not hidden by scrolling/cliprect)
ImGuiTableFlagsSettingsLoadedFlags;// Which data were loaded from the .ini file (e.g. when order is not altered we won't save order)
intSettingsOffset;// Offset in g.SettingsTables
intLastFrameActive;
intColumnsCount;// Number of columns declared in BeginTable()
intCurrentRow;
intCurrentColumn;
ImS16InstanceCurrent;// Count of BeginTable() calls with same ID in the same frame (generally 0). This is a little bit similar to BeginCount for a window, but multiple table with same ID look are multiple tables, they are just synched.
ImS16InstanceInteracted;// Mark which instance (generally 0) of the same ID is being interacted with
floatRowPosY1;
floatRowPosY2;
floatRowMinHeight;// Height submitted to TableNextRow()
ImGuiTableRowFlagsRowFlags:16;// Current row flags, see ImGuiTableRowFlags_
ImGuiTableRowFlagsLastRowFlags:16;
intRowBgColorCounter;// Counter for alternating background colors (can be fast-forwarded by e.g clipper), not same as CurrentRow because header rows typically don't increase this.
ImU32RowBgColor[2];// Background color override for current row.
floatInnerWidth;// User value passed to BeginTable(), see comments at the top of BeginTable() for details.
floatColumnsGivenWidth;// Sum of current column width
floatColumnsAutoFitWidth;// Sum of ideal column width in order nothing to be clipped, used for auto-fitting and content width submission in outer window
ImRectOuterRect;// Note: for non-scrolling table, OuterRect.Max.y is often FLT_MAX until EndTable(), unless a height has been specified in BeginTable().
ImRectInnerRect;// InnerRect but without decoration. As with OuterRect, for non-scrolling tables, InnerRect.Max.y is
ImRectBg0ClipRectForDrawCmd;// Actual ImDrawCmd clip rect for BG0/1 channel. This tends to be == OuterWindow->ClipRect at BeginTable() because output in BG0/BG1 is cpu-clipped
ImRectBg2ClipRectForDrawCmd;// Actual ImDrawCmd clip rect for BG2 channel. This tends to be a correct, tight-fit, because output to BG2 are done by widgets relying on regular ClipRect.
ImRectHostClipRect;// This is used to check if we can eventually merge our columns draw calls into the current draw call of the current window.
ImRectHostBackupInnerClipRect;// Backup of InnerWindow->ClipRect during PushTableBackground()/PopTableBackground()
ImGuiWindow*OuterWindow;// Parent window for the table
ImGuiWindow*InnerWindow;// Window holding the table data (== OuterWindow or a child window)
ImDrawListSplitter*DrawSplitter;// Shortcut to TempData->DrawSplitter while in table. Isolate draw commands per columns to avoid switching clip rect constantly
ImGuiTableColumnIdxHoveredColumnBody;// Index of column whose visible region is being hovered. Important: == ColumnsCount when hovering empty region after the right-most column!
ImGuiTableColumnIdxHoveredColumnBorder;// Index of column whose right-border is being hovered (for resizing).
ImGuiTableDrawChannelIdxBg2DrawChannelCurrent;// For Selectable() and other widgets drawing across columns after the freezing line. Index within DrawSplitter.Channels[]
ImGuiTableDrawChannelIdxBg2DrawChannelUnfrozen;
boolIsLayoutLocked;// Set by TableUpdateLayout() which is called when beginning the first row.
boolIsInsideRow;// Set when inside TableBeginRow()/TableEndRow().
boolIsInitializing;
boolIsSortSpecsDirty;
boolIsUsingHeaders;// Set when the first row had the ImGuiTableRowFlags_Headers flag.
boolIsContextPopupOpen;// Set when default context menu is open (also see: ContextPopupColumn, InstanceInteracted).
// This is designed to be stored in a single ImChunkStream (1 header followed by N ImGuiTableColumnSettings, etc.)
structImGuiTableSettings
{
ImGuiIDID;// Set to 0 to invalidate/delete the setting
ImGuiTableFlagsSaveFlags;// Indicate data we want to save using the Resizable/Reorderable/Sortable/Hideable flags (could be using its own flags..)
floatRefScale;// Reference scale to be able to rescale columns on font/dpi changes.
ImGuiTableColumnIdxColumnsCount;
ImGuiTableColumnIdxColumnsCountMax;// Maximum number of columns this settings instance can store, we can recycle a settings instance with lower number of columns but not higher
boolWantApply;// Set when loaded from .ini data (to enable merging/loading .ini data into an already running context)
inlineImDrawList*GetForegroundDrawList(ImGuiWindow*window){IM_UNUSED(window);returnGetForegroundDrawList();}// This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'docking' branches.
IMGUI_APIImDrawList*GetBackgroundDrawList(ImGuiViewport*viewport);// get background draw list for the given viewport. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.
IMGUI_APIImDrawList*GetForegroundDrawList(ImGuiViewport*viewport);// get foreground draw list for the given viewport. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
inlinevoidItemSize(constImRect&bb,floattext_baseline_y=-1.0f){ItemSize(bb.GetSize(),text_baseline_y);}// FIXME: This is a misleading API since we expect CursorPos to be bb.Min.
IMGUI_APIboolIsItemToggledSelection();// Was the last item selection toggled? (after Selectable(), TreeNode() etc. We only returns toggle _event_ in order to handle clipping correctly)
IMGUI_APIvoidLogBegin(ImGuiLogTypetype,intauto_open_depth);// -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name.
IMGUI_APIvoidLogToBuffer(intauto_open_depth=-1);// Start logging/capturing to internal buffer
// This should be part of a larger set of API: FocusItem(offset = -1), FocusItemByID(id), ActivateItem(offset = -1), ActivateItemByID(id) etc. which are
// much harder to design and implement than expected. I have a couple of private branches on this matter but it's not simple. For now implementing the easy ones.
IMGUI_APIvoidFocusItem();// Focus last item (no selection/activation).
IMGUI_APIvoidActivateItemByID(ImGuiIDid);// Activate an item by ID (button, checkbox, tree node etc.). Activation is queued and processed on the next frame when the item is encountered again.
// - The idea is that instead of "eating" a given input, we can link to an owner id.
// - Ownership is most often claimed as a result of reacting to a press/down event (but occasionally may be claimed ahead).
// - Input queries can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_None (== -1) or a custom ID.
// - Legacy input queries (without specifying an owner or _Any or _None) are equivalent to using ImGuiKeyOwner_Any (== 0).
// - Input ownership is automatically released on the frame after a key is released. Therefore:
// - for ownership registration happening as a result of a down/press event, the SetKeyOwner() call may be done once (common case).
// - for ownership registration happening ahead of a down/press event, the SetKeyOwner() call needs to be made every frame (happens if e.g. claiming ownership on hover).
// - SetItemKeyOwner() is a shortcut for common simple case. A custom widget will probably want to call SetKeyOwner() multiple times directly based on its interaction state.
// - This is marked experimental because not all widgets are fully honoring the Set/Test idioms. We will need to move forward step by step.
// Please open a GitHub Issue to submit your usage scenario or if there's a use case you need solved.
IMGUI_APIvoidSetItemKeyOwner(ImGuiKeykey,ImGuiInputFlagsflags=0);// Set key owner to last item if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'.
IMGUI_APIboolTestKeyOwner(ImGuiKeykey,ImGuiIDowner_id);// Test that key is either not owned, either owned by 'owner_id'
// [EXPERIMENTAL] High-Level: Input Access functions w/ support for Key/Input Ownership
// - Important: legacy IsKeyPressed(ImGuiKey, bool repeat=true) _DEFAULTS_ to repeat, new IsKeyPressed() requires _EXPLICIT_ ImGuiInputFlags_Repeat flag.
// - Expected to be later promoted to public API, the prototypes are designed to replace existing ones (since owner_id can default to Any == 0)
// - Specifying a value for 'ImGuiID owner' will test that EITHER the key is NOT owned (UNLESS locked), EITHER the key is owned by 'owner'.
// Legacy functions use ImGuiKeyOwner_Any meaning that they typically ignore ownership, unless a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease.
// - Binding generators may want to ignore those for now, or suffix them with Ex() until we decide if this gets moved into public API.
IMGUI_APIboolIsKeyPressed(ImGuiKeykey,ImGuiIDowner_id,ImGuiInputFlagsflags=0);// Important: when transitioning from old to new IsKeyPressed(): old API has "bool repeat = true", so would default to repeat. New API requiress explicit ImGuiInputFlags_Repeat.
// - ImGuiKeyChord = a ImGuiKey optionally OR-red with ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super.
// ImGuiKey_C (accepted by functions taking ImGuiKey or ImGuiKeyChord)
// ImGuiKey_C | ImGuiMod_Ctrl (accepted by functions taking ImGuiKeyChord)
// ONLY ImGuiMod_XXX values are legal to 'OR' with an ImGuiKey. You CANNOT 'OR' two ImGuiKey values.
// - When using one of the routing flags (e.g. ImGuiInputFlags_RouteFocused): routes requested ahead of time given a chord (key + modifiers) and a routing policy.
// - Routes are resolved during NewFrame(): if keyboard modifiers are matching current ones: SetKeyOwner() is called + route is granted for the frame.
// - Route is granted to a single owner. When multiple requests are made we have policies to select the winning route.
// - Multiple read sites may use the same owner id and will all get the granted route.
// - For routing: when owner_id is 0 we use the current Focus Scope ID as a default owner in order to identify our location.
// - TL;DR;
// - IsKeyChordPressed() compares mods + call IsKeyPressed() -> function has no side-effect.
// - Shortcut() submits a route then if currently can be routed calls IsKeyChordPressed() -> function has (desirable) side-effects.
IMGUI_APIvoidBeginColumns(constchar*str_id,intcount,ImGuiOldColumnFlagsflags=0);// setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns().
IMGUI_APIintTableGetHoveredColumn();// May use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead. Return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered.
IMGUI_APIintTableGetHoveredRow();// Retrieve *PREVIOUS FRAME* hovered row. This difference with TableGetHoveredColumn() is the reason why this is not public yet.
// 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_APIboolTreeNodeUpdateNextOpen(ImGuiIDid,ImGuiTreeNodeFlagsflags);// Return open state. Consume previous SetNextItemOpen() data, if any. May return true when logging.
// 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); "
inlineImGuiInputTextState*GetInputTextState(ImGuiIDid){ImGuiContext&g=*GImGui;return(id!=0&&g.InputTextState.ID==id)?&g.InputTextState:NULL;}// Get input text state if active
inlineboolIsKeyPressedMap(ImGuiKeykey,boolrepeat=true){IM_ASSERT(IsNamedKey(key));returnIsKeyPressed(key,repeat);}// Removed in 1.87: Mapping from named key is always identity!
#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register item label and status flags (optional)
#define IMGUI_TEST_ENGINE_LOG(_FMT,...) if (g.TestEngineHookItems) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__) // Custom log entry from user land into test log