imgui

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Published: Jun 28, 2020 License: BSD-3-Clause Imports: 7 Imported by: 0

README

Dear ImGui for Go

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This library is a Go wrapper for Dear ImGui.

This wrapper started as a special-purpose wrapper for use within InkyBlackness. However, it is self-contained and can be used for other purposes as well.

This wrapper is

  • hand-crafted, for Go
  • documented
  • versioned
  • with ported examples in a separate repository (see below)

Screenshot from example

API naming

Names of types and functions follow closely those of Dear ImGui.

For functions that have optional parameters, the following schema is applied:

  • There is the "verbose" variant, followed by the letter V, such as ButtonV(id string, size Vec2) bool
  • Next to it there is the "idiomatic" variant, without any optional parameter, such as Button(id string) bool.
  • The idiomatic variant calls the verbose variant with the default values for the optional parameters. Functions that don't have optional parameters don't come in a verbose variant.

The Dear ImGui functions IO() and Style() have been renamed to be CurrentIO() and CurrentStyle(). This was done because their returned types have the same name, causing a name clash. With the Current prefix, they also better describe what they return.

API philosophy

This library does not intend to export all the functions of the wrapped Dear ImGui. The following filter applies as a rule of thumb:

  • Functions marked as "obsolete" are not available. (The corresponding C code isn't even compiled - disabled by define)
  • "Shortcut" Functions, which combine language features and/or other Dear ImGui functions, are not available. Prime example are the Text*() functions for instance: Text formatting should be done with fmt.Sprintf(), and style formatting with the corresponding Push/Pop functions.
  • Functions that are not needed by InkyBlackness are ignored. This doesn't mean that they can't be in the wrapper, they are simply not a priority. Feel free to propose an implementation or make a pull request, respecting the previous points :)

Version philosophy

This library does not mirror the versions of the wrapped Dear ImGui. The semantic versioning of this wrapper is defined as:

  • Major changes: (Breaking) changes in API or behaviour. Typically done through changes in Dear ImGui.
  • Minor changes: Extensions in API. Typically done through small version increments of Dear ImGui and/or exposing further features in a compatible way.
  • Patch changes: Bug fixes - either in the wrapper or the wrapped Dear ImGui, given that the API & behaviour remains the same.

At the moment, this library uses version 1.76 of Dear ImGui.

Examples

A separate repository was created to host ported examples and reference implementations. See repository inkyblackness/imgui-go-examples.

It contains reference implementations for libraries such as GLFW3 and SDL2, using OpenGL.

The screenshot above was created with such an example.

Extras

FreeType font rendering

If the FreeType library is available for your platform, you can enable using it with the build tag imguifreetype - as in

go build -tags="imguifreetype"

This extra is based on the reference implementation from Dear ImGui.

This allows you to use the function FontAtlas.BuildWithFreeType(). If the build tag is not set, this function will always return an error.

If you set the build tag, yet the corresponding support has not been added to the library, you will receive a build error. Contributions to support more build environments are happily accepted. See files FreeTypeEnabled*.go.

If you are trying to do this on MS Windows with MinGW and receive an error like pkg-config: exec: "pkg-config": executable file not found in %PATH%, refer to online guides on how to add this to your installation.

Alternatives

Before this project was created, the following alternatives were considered - and ignored:

  • kdrag0n/go-imgui (no longer available). Reasons for dismissal at time of decision:
    • Auto-generated bloat, which doesn't help
    • Was using old API (1.5x)
    • Did not compile
    • Project appeared to be abandoned
  • Extrawurst/cimgui. Reasons for dismissal at time of decision:
    • Was using old API (1.5x), 1.6x was attempted
    • Apparently semi-exposed the C++ API, especially through the structures
    • Adding this adds another dependency
    • Note: cimgui has since switched to an auto-generated method. You can use that instead of this manually curated wrapper here.

License

The project is available under the terms of the New BSD License (see LICENSE file). The licenses of included sources are stored in the _licenses folder.

Documentation

Overview

Package imgui contains all the functions to create an immediate mode graphical user interface based on Dear ImGui.

Setup

For integration, please refer to the dedicated repository https://github.com/inkyblackness/imgui-go-examples , which contains ported examples of the C++ version, available to Go.

Conventions

The exported functions and constants are named closely to that of the wrapped library. If a function has optional parameters, it will be available in two versions: A verbose one, which has all optional parameters listed, and a terse one, with only the mandatory parameters in its signature. The verbose variant will have the suffix V in its name. For example, there are

func Button(id string) bool

and

func ButtonV(id string, size Vec2) bool

The terse variant will list the default parameters it uses to call the verbose variant.

There are several types which are based on uintptr. These are references to the wrapped instances in C++. You will always get to such a reference via some function - you never "instantiate" such an instance on your own.

Index

Constants

View Source
const (
	// ConditionAlways sets the variable.
	ConditionAlways Condition = 1 << 0
	// ConditionOnce sets the variable once per runtime session (only the first call with succeed).
	ConditionOnce = 1 << 1
	// ConditionFirstUseEver sets the variable if the object/window has no persistently saved data (no entry in .ini file).
	ConditionFirstUseEver = 1 << 2
	// ConditionAppearing sets the variable if the object/window is appearing after being hidden/inactive (or the first time).
	ConditionAppearing = 1 << 3
)
View Source
const (
	// DragDropFlagsNone specifies the default behaviour.
	DragDropFlagsNone = 0
	// DragDropFlagsSourceNoPreviewTooltip hides the tooltip that is open so you can display a preview or description of the source contents.
	DragDropFlagsSourceNoPreviewTooltip = 1 << 0
	// DragDropFlagsSourceNoDisableHover preserves the behaviour of IsItemHovered. By default, when dragging we clear data so that IsItemHovered() will return true, to avoid subsequent user code submitting tooltips.
	DragDropFlagsSourceNoDisableHover = 1 << 1
	// DragDropFlagsSourceNoHoldToOpenOthers disables the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item.
	DragDropFlagsSourceNoHoldToOpenOthers = 1 << 2
	// DragDropFlagsSourceAllowNullID allows items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear ecosystem and so we made it explicit.
	DragDropFlagsSourceAllowNullID = 1 << 3
	// DragDropFlagsSourceExtern specifies external source (from outside of), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously.
	DragDropFlagsSourceExtern = 1 << 4
)

This is a list of BeginDragDropSource flags.

View Source
const (
	// DragDropFlagsAcceptBeforeDelivery makes AcceptDragDropPayload() return true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered.
	DragDropFlagsAcceptBeforeDelivery = 1 << 10
	// DragDropFlagsAcceptNoDrawDefaultRect does not draw the default highlight rectangle when hovering over target.
	DragDropFlagsAcceptNoDrawDefaultRect = 1 << 11
	// DragDropFlagsAcceptPeekOnly is for peeking ahead and inspecting the payload before delivery.
	DragDropFlagsAcceptPeekOnly = DragDropFlagsAcceptBeforeDelivery | DragDropFlagsAcceptNoDrawDefaultRect
)

This is a list of AcceptDragDropPayload flags.

View Source
const (
	DrawCornerFlagsNone     = 0x0
	DrawCornerFlagsTopLeft  = 0x1
	DrawCornerFlagsTopRight = 0x2
	DrawCornerFlagsBotLeft  = 0x4
	DrawCornerFlagsBotRight = 0x8
	DrawCornerFlagsTop      = DrawCornerFlagsTopLeft | DrawCornerFlagsTopRight
	DrawCornerFlagsBot      = DrawCornerFlagsBotLeft | DrawCornerFlagsBotRight
	DrawCornerFlagsLeft     = DrawCornerFlagsTopLeft | DrawCornerFlagsBotLeft
	DrawCornerFlagsRight    = DrawCornerFlagsTopRight | DrawCornerFlagsBotRight
	DrawCornerFlagsAll      = 0xF
)

This is a list of DrawCornerFlags.

View Source
const (
	// ErrFreeTypeNotAvailable is used if the implementation of freetype is not available in this build.
	ErrFreeTypeNotAvailable = FreeTypeError("Not available for this build")
	// ErrFreeTypeFailed is used if building a font atlas was not possible.
	ErrFreeTypeFailed = FreeTypeError("Failed to build FontAtlas with FreeType")
)
View Source
const (
	// FreeTypeRasterizerFlagsNoHinting disables hinting.
	// This generally generates 'blurrier' bitmap glyphs when the glyph are rendered in any of the anti-aliased modes.
	FreeTypeRasterizerFlagsNoHinting = 1 << 0
	// FreeTypeRasterizerFlagsNoAutoHint disables auto-hinter.
	FreeTypeRasterizerFlagsNoAutoHint = 1 << 1
	// FreeTypeRasterizerFlagsForceAutoHint indicates that the auto-hinter is preferred over the font's native hinter.
	FreeTypeRasterizerFlagsForceAutoHint = 1 << 2
	// FreeTypeRasterizerFlagsLightHinting is a lighter hinting algorithm for gray-level modes.
	// Many generated glyphs are fuzzier but better resemble their original shape.
	// This is achieved by snapping glyphs to the pixel grid only vertically (Y-axis),
	// as is done by Microsoft's ClearType and Adobe's proprietary font renderer.
	// This preserves inter-glyph spacing in horizontal text.
	FreeTypeRasterizerFlagsLightHinting = 1 << 3
	// FreeTypeRasterizerFlagsMonoHinting is a strong hinting algorithm that should only be used for monochrome output.
	FreeTypeRasterizerFlagsMonoHinting = 1 << 4
	// FreeTypeRasterizerFlagsBold is for styling: Should we artificially embolden the font?
	FreeTypeRasterizerFlagsBold = 1 << 5
	// FreeTypeRasterizerFlagsOblique is for styling: Should we slant the font, emulating italic style?
	FreeTypeRasterizerFlagsOblique = 1 << 6
	// FreeTypeRasterizerFlagsMonochrome disables anti-aliasing. Combine this with MonoHinting for best results!
	FreeTypeRasterizerFlagsMonochrome = 1 << 7
)

Flags for FreeType rasterizer. By default, hinting is enabled and the font's native hinter is preferred over the auto-hinter.

View Source
const (
	KeyTab         = 0
	KeyLeftArrow   = 1
	KeyRightArrow  = 2
	KeyUpArrow     = 3
	KeyDownArrow   = 4
	KeyPageUp      = 5
	KeyPageDown    = 6
	KeyHome        = 7
	KeyEnd         = 8
	KeyInsert      = 9
	KeyDelete      = 10
	KeyBackspace   = 11
	KeySpace       = 12
	KeyEnter       = 13
	KeyEscape      = 14
	KeyKeyPadEnter = 15
	KeyA           = 16 // for text edit CTRL+A: select all
	KeyC           = 17 // for text edit CTRL+C: copy
	KeyV           = 18 // for text edit CTRL+V: paste
	KeyX           = 19 // for text edit CTRL+X: cut
	KeyY           = 20 // for text edit CTRL+Y: redo
	KeyZ           = 21 // for text edit CTRL+Z: undo
)

Constants to fill IO.KeyMap() lookup with indices into the IO.KeysDown[512] array. The mapped indices are then the ones reported to IO.KeyPress() and IO.KeyRelease().

View Source
const (
	// ConfigFlagNone default = 0
	ConfigFlagNone = 0
	// ConfigFlagNavEnableKeyboard master keyboard navigation enable flag. NewFrame() will automatically fill
	// io.NavInputs[] based on io.KeysDown[].
	ConfigFlagNavEnableKeyboard = 1 << 0
	// ConfigFlagNavEnableGamepad master gamepad navigation enable flag.
	// This is mostly to instruct your imgui back-end to fill io.NavInputs[]. Back-end also needs to set
	// BackendFlagHasGamepad.
	ConfigFlagNavEnableGamepad = 1 << 1
	// ConfigFlagNavEnableSetMousePos instruct navigation to move the mouse cursor. May be useful on TV/console systems
	// where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you
	// MUST honor io.WantSetMousePos requests in your binding, otherwise ImGui will react as if the mouse is jumping
	// around back and forth.
	ConfigFlagNavEnableSetMousePos = 1 << 2
	// ConfigFlagNavNoCaptureKeyboard instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive
	// is set.
	ConfigFlagNavNoCaptureKeyboard = 1 << 3
	// ConfigFlagNoMouse instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse
	// information set by the back-end.
	ConfigFlagNoMouse = 1 << 4
	// ConfigFlagNoMouseCursorChange instruct back-end to not alter mouse cursor shape and visibility. Use if the
	// back-end cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse
	// cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead.
	ConfigFlagNoMouseCursorChange = 1 << 5

	// ConfigFlagIsSRGB application is SRGB-aware.
	ConfigFlagIsSRGB = 1 << 20
	// ConfigFlagIsTouchScreen application is using a touch screen instead of a mouse.
	ConfigFlagIsTouchScreen = 1 << 21
)
View Source
const (
	// BackendFlagNone default = 0
	BackendFlagNone = 0
	// BackendFlagHasGamepad back-end Platform supports gamepad and currently has one connected.
	BackendFlagHasGamepad = 1 << 0
	// BackendFlagHasMouseCursors back-end Platform supports honoring GetMouseCursor() value to change the OS cursor
	// shape.
	BackendFlagHasMouseCursors = 1 << 1
	// BackendFlagHasSetMousePos back-end Platform supports io.WantSetMousePos requests to reposition the OS mouse
	// position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
	BackendFlagHasSetMousePos = 1 << 2
	// BackendFlagsRendererHasVtxOffset back-end Renderer supports ImDrawCmd::VtxOffset. This enables output of large
	// meshes (64K+ vertices) while still using 16-bits indices.
	BackendFlagsRendererHasVtxOffset = 1 << 3
)
View Source
const (
	// FocusedFlagsNone Return true if directly over the item/window, not obstructed by another window,
	// not obstructed by an active popup or modal blocking inputs under them.
	FocusedFlagsNone = 0
	// FocusedFlagsChildWindows returns true if any children of the window is focused
	FocusedFlagsChildWindows = 1 << 0
	// FocusedFlagsRootWindow tests from root window (top most parent of the current hierarchy)
	FocusedFlagsRootWindow = 1 << 1
	// FocusedFlagsAnyWindow returns true if any window is focused.
	// Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this.
	// Use WantCaptureMouse instead.
	FocusedFlagsAnyWindow = 1 << 2

	FocusedFlagsRootAndChildWindows = FocusedFlagsRootWindow | FocusedFlagsChildWindows
)

This is a list of FocusedFlags combinations.

View Source
const (
	// HoveredFlagsNone Return true if directly over the item/window, not obstructed by another window,
	// not obstructed by an active popup or modal blocking inputs under them.
	HoveredFlagsNone = 0
	// HoveredFlagsChildWindows IsWindowHovered() only: Return true if any children of the window is hovered.
	HoveredFlagsChildWindows = 1 << 0
	// HoveredFlagsRootWindow IsWindowHovered() only: Test from root window (top most parent of the current hierarchy).
	HoveredFlagsRootWindow = 1 << 1
	// HoveredFlagsAnyWindow IsWindowHovered() only: Return true if any window is hovered.
	HoveredFlagsAnyWindow = 1 << 2
	// HoveredFlagsAllowWhenBlockedByPopup Return true even if a popup window is normally blocking access to this item/window.
	HoveredFlagsAllowWhenBlockedByPopup = 1 << 3
	// HoveredFlagsAllowWhenBlockedByActiveItem Return true even if an active item is blocking access to this item/window.
	// Useful for Drag and Drop patterns.
	HoveredFlagsAllowWhenBlockedByActiveItem = 1 << 5
	// HoveredFlagsAllowWhenOverlapped Return true even if the position is overlapped by another window
	HoveredFlagsAllowWhenOverlapped = 1 << 6
	// HoveredFlagsAllowWhenDisabled Return true even if the item is disabled
	HoveredFlagsAllowWhenDisabled = 1 << 7

	HoveredFlagsRectOnly            = HoveredFlagsAllowWhenBlockedByPopup | HoveredFlagsAllowWhenBlockedByActiveItem | HoveredFlagsAllowWhenOverlapped
	HoveredFlagsRootAndChildWindows = HoveredFlagsRootWindow | HoveredFlagsChildWindows
)

This is a list of HoveredFlags combinations.

View Source
const (
	// MouseCursorNone no mouse cursor
	MouseCursorNone = -1
	// MouseCursorArrow standard arrow mouse cursor
	MouseCursorArrow = 0
	// MouseCursorTextInput when hovering over InputText, etc.
	MouseCursorTextInput = 1
	// MouseCursorResizeAll (Unused by imgui functions)
	MouseCursorResizeAll = 2
	// MouseCursorResizeNS when hovering over an horizontal border
	MouseCursorResizeNS = 3
	// MouseCursorResizeEW when hovering over a vertical border or a column
	MouseCursorResizeEW = 4
	// MouseCursorResizeNESW when hovering over the bottom-left corner of a window
	MouseCursorResizeNESW = 5
	// MouseCursorResizeNWSE when hovering over the bottom-right corner of a window
	MouseCursorResizeNWSE = 6
	// MouseCursorHand (Unused by imgui functions. Use for e.g. hyperlinks)
	MouseCursorHand  = 7
	MouseCursorCount = 8
)

Enumeration for MouseCursor() User code may request binding to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here.

View Source
const (
	// ComboFlagNone default = 0
	ComboFlagNone = 0
	// ComboFlagPopupAlignLeft aligns the popup toward the left by default.
	ComboFlagPopupAlignLeft = 1 << 0
	// ComboFlagHeightSmall has max ~4 items visible.
	// Tip: If you want your combo popup to be a specific size you can use SetNextWindowSizeConstraints() prior to calling BeginCombo().
	ComboFlagHeightSmall = 1 << 1
	// ComboFlagHeightRegular has max ~8 items visible (default).
	ComboFlagHeightRegular = 1 << 2
	// ComboFlagHeightLarge has max ~20 items visible.
	ComboFlagHeightLarge = 1 << 3
	// ComboFlagHeightLargest has as many fitting items as possible.
	ComboFlagHeightLargest = 1 << 4
	// ComboFlagNoArrowButton displays on the preview box without the square arrow button.
	ComboFlagNoArrowButton = 1 << 5
	// ComboFlagNoPreview displays only a square arrow button.
	ComboFlagNoPreview = 1 << 6
)
View Source
const (
	// InputTextFlagsNone sets everything default.
	InputTextFlagsNone = 0
	// InputTextFlagsCharsDecimal allows 0123456789.+-
	InputTextFlagsCharsDecimal = 1 << 0
	// InputTextFlagsCharsHexadecimal allow 0123456789ABCDEFabcdef
	InputTextFlagsCharsHexadecimal = 1 << 1
	// InputTextFlagsCharsUppercase turns a..z into A..Z.
	InputTextFlagsCharsUppercase = 1 << 2
	// InputTextFlagsCharsNoBlank filters out spaces, tabs.
	InputTextFlagsCharsNoBlank = 1 << 3
	// InputTextFlagsAutoSelectAll selects entire text when first taking mouse focus.
	InputTextFlagsAutoSelectAll = 1 << 4
	// InputTextFlagsEnterReturnsTrue returns 'true' when Enter is pressed (as opposed to when the value was modified).
	InputTextFlagsEnterReturnsTrue = 1 << 5
	// InputTextFlagsCallbackCompletion for callback on pressing TAB (for completion handling).
	InputTextFlagsCallbackCompletion = 1 << 6
	// InputTextFlagsCallbackHistory for callback on pressing Up/Down arrows (for history handling).
	InputTextFlagsCallbackHistory = 1 << 7
	// InputTextFlagsCallbackAlways for callback on each iteration. User code may query cursor position, modify text buffer.
	InputTextFlagsCallbackAlways = 1 << 8
	// InputTextFlagsCallbackCharFilter for callback on character inputs to replace or discard them.
	// Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
	InputTextFlagsCallbackCharFilter = 1 << 9
	// InputTextFlagsAllowTabInput when pressing TAB to input a '\t' character into the text field.
	InputTextFlagsAllowTabInput = 1 << 10
	// InputTextFlagsCtrlEnterForNewLine in multi-line mode, unfocus with Enter, add new line with Ctrl+Enter
	// (default is opposite: unfocus with Ctrl+Enter, add line with Enter).
	InputTextFlagsCtrlEnterForNewLine = 1 << 11
	// InputTextFlagsNoHorizontalScroll disables following the cursor horizontally.
	InputTextFlagsNoHorizontalScroll = 1 << 12
	// InputTextFlagsAlwaysInsertMode sets insert mode.
	InputTextFlagsAlwaysInsertMode = 1 << 13
	// InputTextFlagsReadOnly sets read-only mode.
	InputTextFlagsReadOnly = 1 << 14
	// InputTextFlagsPassword sets password mode, display all characters as '*'.
	InputTextFlagsPassword = 1 << 15
	// InputTextFlagsNoUndoRedo disables undo/redo. Note that input text owns the text data while active,
	// if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID().
	InputTextFlagsNoUndoRedo = 1 << 16
	// InputTextFlagsCharsScientific allows 0123456789.+-*/eE (Scientific notation input).
	InputTextFlagsCharsScientific = 1 << 17
)
View Source
const (
	// ColorEditFlagsNone default = 0
	ColorEditFlagsNone = 0
	// ColorEditFlagsNoAlpha ignores Alpha component (read 3 components from the input pointer).
	ColorEditFlagsNoAlpha = 1 << 1
	// ColorEditFlagsNoPicker disables picker when clicking on colored square.
	ColorEditFlagsNoPicker = 1 << 2
	// ColorEditFlagsNoOptions disables toggling options menu when right-clicking on inputs/small preview.
	ColorEditFlagsNoOptions = 1 << 3
	// ColorEditFlagsNoSmallPreview disables colored square preview next to the inputs. (e.g. to show only the inputs)
	ColorEditFlagsNoSmallPreview = 1 << 4
	// ColorEditFlagsNoInputs disables inputs sliders/text widgets (e.g. to show only the small preview colored square).
	ColorEditFlagsNoInputs = 1 << 5
	// ColorEditFlagsNoTooltip disables tooltip when hovering the preview.
	ColorEditFlagsNoTooltip = 1 << 6
	// ColorEditFlagsNoLabel disables display of inline text label (the label is still forwarded to the tooltip and picker).
	ColorEditFlagsNoLabel = 1 << 7
	// ColorEditFlagsNoSidePreview disables bigger color preview on right side of the picker, use small colored square preview instead.
	ColorEditFlagsNoSidePreview = 1 << 8
	// ColorEditFlagsNoDragDrop disables drag and drop target. ColorButton: disable drag and drop source.
	ColorEditFlagsNoDragDrop = 1 << 9
	// ColorEditFlagsNoBorder disables border (which is enforced by default)
	ColorEditFlagsNoBorder = 1 << 10

	// ColorEditFlagsAlphaBar shows vertical alpha bar/gradient in picker.
	ColorEditFlagsAlphaBar = 1 << 16
	// ColorEditFlagsAlphaPreview displays preview as a transparent color over a checkerboard, instead of opaque.
	ColorEditFlagsAlphaPreview = 1 << 17
	// ColorEditFlagsAlphaPreviewHalf displays half opaque / half checkerboard, instead of opaque.
	ColorEditFlagsAlphaPreviewHalf = 1 << 18
	// ColorEditFlagsHDR = (WIP) surrently only disable 0.0f..1.0f limits in RGBA edition.
	// Note: you probably want to use ImGuiColorEditFlags_Float flag as well.
	ColorEditFlagsHDR = 1 << 19
	// ColorEditFlagsRGB sets the format as RGB
	ColorEditFlagsRGB = 1 << 20
	// ColorEditFlagsHSV sets the format as HSV
	ColorEditFlagsHSV = 1 << 21
	// ColorEditFlagsHEX sets the format as HEX
	ColorEditFlagsHEX = 1 << 22
	// ColorEditFlagsUint8 _display_ values formatted as 0..255.
	ColorEditFlagsUint8 = 1 << 23
	// ColorEditFlagsFloat _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers.
	ColorEditFlagsFloat = 1 << 24

	// ColorEditFlagsPickerHueBar shows bar for Hue, rectangle for Sat/Value.
	ColorEditFlagsPickerHueBar = 1 << 25
	// ColorEditFlagsPickerHueWheel shows wheel for Hue, triangle for Sat/Value.
	ColorEditFlagsPickerHueWheel = 1 << 26
	// ColorEditFlagsInputRGB enables input and output data in RGB format.
	ColorEditFlagsInputRGB = 1 << 27
	// ColorEditFlagsInputHSV enables input and output data in HSV format.
	ColorEditFlagsInputHSV = 1 << 28
)
View Source
const (
	// ColorPickerFlagsNone default = 0
	ColorPickerFlagsNone = 0
	// ColorPickerFlagsNoPicker disables picker when clicking on colored square.
	ColorPickerFlagsNoPicker = 1 << 2
	// ColorPickerFlagsNoOptions disables toggling options menu when right-clicking on inputs/small preview.
	ColorPickerFlagsNoOptions = 1 << 3
	// ColorPickerFlagsNoAlpha ignoreс Alpha component (read 3 components from the input pointer).
	ColorPickerFlagsNoAlpha = 1 << 1
	// ColorPickerFlagsNoSmallPreview disables colored square preview next to the inputs. (e.g. to show only the inputs)
	ColorPickerFlagsNoSmallPreview = 1 << 4
	// ColorPickerFlagsNoInputs disables inputs sliders/text widgets (e.g. to show only the small preview colored square).
	ColorPickerFlagsNoInputs = 1 << 5
	// ColorPickerFlagsNoTooltip disables tooltip when hovering the preview.
	ColorPickerFlagsNoTooltip = 1 << 6
	// ColorPickerFlagsNoLabel disables display of inline text label (the label is still forwarded to the tooltip and picker).
	ColorPickerFlagsNoLabel = 1 << 7
	// ColorPickerFlagsNoSidePreview disables bigger color preview on right side of the picker, use small colored square preview instead.
	ColorPickerFlagsNoSidePreview = 1 << 8

	// ColorPickerFlagsAlphaBar shows vertical alpha bar/gradient in picker.
	ColorPickerFlagsAlphaBar = 1 << 16
	// ColorPickerFlagsAlphaPreview displays preview as a transparent color over a checkerboard, instead of opaque.
	ColorPickerFlagsAlphaPreview = 1 << 17
	// ColorPickerFlagsAlphaPreviewHalf displays half opaque / half checkerboard, instead of opaque.
	ColorPickerFlagsAlphaPreviewHalf = 1 << 18
	// ColorPickerFlagsRGB sets the format as RGB
	ColorPickerFlagsRGB = 1 << 20
	// ColorPickerFlagsHSV sets the format as HSV
	ColorPickerFlagsHSV = 1 << 21
	// ColorPickerFlagsHEX sets the format as HEX
	ColorPickerFlagsHEX = 1 << 22
	// ColorPickerFlagsUint8 _display_ values formatted as 0..255.
	ColorPickerFlagsUint8 = 1 << 23
	// ColorPickerFlagsFloat _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers.
	ColorPickerFlagsFloat = 1 << 24
	// ColorPickerFlagsPickerHueBar bar for Hue, rectangle for Sat/Value.
	ColorPickerFlagsPickerHueBar = 1 << 25
	// ColorPickerFlagsPickerHueWheel wheel for Hue, triangle for Sat/Value.
	ColorPickerFlagsPickerHueWheel = 1 << 26
	// ColorPickerFlagsInputRGB enables input and output data in RGB format.
	ColorPickerFlagsInputRGB = 1 << 27
	// ColorPickerFlagsInputHSV enables input and output data in HSV format.
	ColorPickerFlagsInputHSV = 1 << 28
)
View Source
const (
	// TreeNodeFlagsNone default = 0
	TreeNodeFlagsNone = 0
	// TreeNodeFlagsSelected draws as selected.
	TreeNodeFlagsSelected = 1 << 0
	// TreeNodeFlagsFramed draws full colored frame (e.g. for CollapsingHeader).
	TreeNodeFlagsFramed = 1 << 1
	// TreeNodeFlagsAllowItemOverlap hit testing to allow subsequent widgets to overlap this one.
	TreeNodeFlagsAllowItemOverlap = 1 << 2
	// TreeNodeFlagsNoTreePushOnOpen doesn't do a TreePush() when open
	// (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack.
	TreeNodeFlagsNoTreePushOnOpen = 1 << 3
	// TreeNodeFlagsNoAutoOpenOnLog doesn't automatically and temporarily open node when Logging is active
	// (by default logging will automatically open tree nodes).
	TreeNodeFlagsNoAutoOpenOnLog = 1 << 4
	// TreeNodeFlagsDefaultOpen defaults node to be open.
	TreeNodeFlagsDefaultOpen = 1 << 5
	// TreeNodeFlagsOpenOnDoubleClick needs double-click to open node.
	TreeNodeFlagsOpenOnDoubleClick = 1 << 6
	// TreeNodeFlagsOpenOnArrow opens only when clicking on the arrow part.
	// If TreeNodeFlagsOpenOnDoubleClick is also set, single-click arrow or double-click all box to open.
	TreeNodeFlagsOpenOnArrow = 1 << 7
	// TreeNodeFlagsLeaf allows no collapsing, no arrow (use as a convenience for leaf nodes).
	TreeNodeFlagsLeaf = 1 << 8
	// TreeNodeFlagsBullet displays a bullet instead of an arrow.
	TreeNodeFlagsBullet = 1 << 9
	// TreeNodeFlagsFramePadding uses FramePadding (even for an unframed text node) to
	// vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding().
	TreeNodeFlagsFramePadding = 1 << 10
	// TreeNodeFlagsSpanAvailWidth extends hit box to the right-most edge, even if not framed.
	// This is not the default in order to allow adding other items on the same line.
	// In the future we may refactor the hit system to be front-to-back, allowing natural overlaps
	// and then this can become the default.
	TreeNodeFlagsSpanAvailWidth = 1 << 11
	// TreeNodeFlagsSpanFullWidth extends hit box to the left-most and right-most edges (bypass the indented area).
	TreeNodeFlagsSpanFullWidth = 1 << 12
	// TreeNodeFlagsNavLeftJumpsBackHere (WIP) Nav: left direction may move to this TreeNode() from any of its child
	// (items submitted between TreeNode and TreePop)
	TreeNodeFlagsNavLeftJumpsBackHere = 1 << 13
	// TreeNodeFlagsCollapsingHeader combines TreeNodeFlagsFramed and TreeNodeFlagsNoAutoOpenOnLog.
	TreeNodeFlagsCollapsingHeader = TreeNodeFlagsFramed | TreeNodeFlagsNoTreePushOnOpen | TreeNodeFlagsNoAutoOpenOnLog
)
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const (
	// SelectableFlagsNone default = 0
	SelectableFlagsNone = 0
	// SelectableFlagsDontClosePopups makes clicking the selectable not close any parent popup windows.
	SelectableFlagsDontClosePopups = 1 << 0
	// SelectableFlagsSpanAllColumns allows the selectable frame to span all columns (text will still fit in current column).
	SelectableFlagsSpanAllColumns = 1 << 1
	// SelectableFlagsAllowDoubleClick generates press events on double clicks too.
	SelectableFlagsAllowDoubleClick = 1 << 2
	// SelectableFlagsDisabled disallows selection and displays text in a greyed out color.
	SelectableFlagsDisabled = 1 << 3
)
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const (
	// TabBarFlagsNone default = 0.
	TabBarFlagsNone = 0
	// TabBarFlagsReorderable Allow manually dragging tabs to re-order them + New tabs are appended at the end of list
	TabBarFlagsReorderable = 1 << 0
	// TabBarFlagsAutoSelectNewTabs Automatically select new tabs when they appear
	TabBarFlagsAutoSelectNewTabs = 1 << 1
	// TabBarFlagsTabListPopupButton Disable buttons to open the tab list popup
	TabBarFlagsTabListPopupButton = 1 << 2
	// TabBarFlagsNoCloseWithMiddleMouseButton Disable behavior of closing tabs (that are submitted with p_open != NULL)
	// with middle mouse button. You can still repro this behavior on user's side with if
	// (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
	TabBarFlagsNoCloseWithMiddleMouseButton = 1 << 3
	// TabBarFlagsNoTabListScrollingButtons Disable scrolling buttons (apply when fitting policy is
	// TabBarFlagsFittingPolicyScroll)
	TabBarFlagsNoTabListScrollingButtons = 1 << 4
	// TabBarFlagsNoTooltip Disable tooltips when hovering a tab
	TabBarFlagsNoTooltip = 1 << 5
	// TabBarFlagsFittingPolicyResizeDown Resize tabs when they don't fit
	TabBarFlagsFittingPolicyResizeDown = 1 << 6
	// TabBarFlagsFittingPolicyScroll Add scroll buttons when tabs don't fit
	TabBarFlagsFittingPolicyScroll = 1 << 7
	// TabBarFlagsFittingPolicyMask combines
	// TabBarFlagsFittingPolicyResizeDown and TabBarFlagsFittingPolicyScroll
	TabBarFlagsFittingPolicyMask = TabBarFlagsFittingPolicyResizeDown | TabBarFlagsFittingPolicyScroll
	// TabBarFlagsFittingPolicyDefault alias for TabBarFlagsFittingPolicyResizeDown
	TabBarFlagsFittingPolicyDefault = TabBarFlagsFittingPolicyResizeDown
)
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const (
	// TabItemFlagsNone default = 0
	TabItemFlagsNone = 0
	// TabItemFlagsUnsavedDocument Append '*' to title without affecting the ID, as a convenience to avoid using the
	// ### operator. Also: tab is selected on closure and closure is deferred by one frame to allow code to undo it
	// without flicker.
	TabItemFlagsUnsavedDocument = 1 << 0
	// TabItemFlagsSetSelected Trigger flag to programmatically make the tab selected when calling BeginTabItem()
	TabItemFlagsSetSelected = 1 << 1
	// TabItemFlagsNoCloseWithMiddleMouseButton  Disable behavior of closing tabs (that are submitted with
	// p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if
	// (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
	TabItemFlagsNoCloseWithMiddleMouseButton = 1 << 2
	// TabItemFlagsNoPushID Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem()
	TabItemFlagsNoPushID = 1 << 3
)
View Source
const (
	// WindowFlagsNone default = 0
	WindowFlagsNone = 0
	// WindowFlagsNoTitleBar disables title-bar.
	WindowFlagsNoTitleBar = 1 << 0
	// WindowFlagsNoResize disables user resizing with the lower-right grip.
	WindowFlagsNoResize = 1 << 1
	// WindowFlagsNoMove disables user moving the window.
	WindowFlagsNoMove = 1 << 2
	// WindowFlagsNoScrollbar disables scrollbars. Window can still scroll with mouse or programmatically.
	WindowFlagsNoScrollbar = 1 << 3
	// WindowFlagsNoScrollWithMouse disables user vertically scrolling with mouse wheel. On child window, mouse wheel
	// will be forwarded to the parent unless NoScrollbar is also set.
	WindowFlagsNoScrollWithMouse = 1 << 4
	// WindowFlagsNoCollapse disables user collapsing window by double-clicking on it.
	WindowFlagsNoCollapse = 1 << 5
	// WindowFlagsAlwaysAutoResize resizes every window to its content every frame.
	WindowFlagsAlwaysAutoResize = 1 << 6
	// WindowFlagsNoBackground disables drawing background color (WindowBg, etc.) and outside border. Similar as using
	// SetNextWindowBgAlpha(0.0f).
	WindowFlagsNoBackground = 1 << 7
	// WindowFlagsNoSavedSettings will never load/save settings in .ini file.
	WindowFlagsNoSavedSettings = 1 << 8
	// WindowFlagsNoMouseInputs disables catching mouse, hovering test with pass through.
	WindowFlagsNoMouseInputs = 1 << 9
	// WindowFlagsMenuBar has a menu-bar.
	WindowFlagsMenuBar = 1 << 10
	// WindowFlagsHorizontalScrollbar allows 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.
	WindowFlagsHorizontalScrollbar = 1 << 11
	// WindowFlagsNoFocusOnAppearing disables taking focus when transitioning from hidden to visible state.
	WindowFlagsNoFocusOnAppearing = 1 << 12
	// WindowFlagsNoBringToFrontOnFocus disables bringing window to front when taking focus. e.g. clicking on it or
	// programmatically giving it focus.
	WindowFlagsNoBringToFrontOnFocus = 1 << 13
	// WindowFlagsAlwaysVerticalScrollbar always shows vertical scrollbar, even if ContentSize.y < Size.y .
	WindowFlagsAlwaysVerticalScrollbar = 1 << 14
	// WindowFlagsAlwaysHorizontalScrollbar always shows horizontal scrollbar, even if ContentSize.x < Size.x .
	WindowFlagsAlwaysHorizontalScrollbar = 1 << 15
	// WindowFlagsAlwaysUseWindowPadding ensures child windows without border uses style.WindowPadding (ignored by
	// default for non-bordered child windows, because more convenient).
	WindowFlagsAlwaysUseWindowPadding = 1 << 16
	// WindowFlagsNoNavInputs has no gamepad/keyboard navigation within the window.
	WindowFlagsNoNavInputs = 1 << 18
	// WindowFlagsNoNavFocus has no focusing toward this window with gamepad/keyboard navigation
	// (e.g. skipped by CTRL+TAB)
	WindowFlagsNoNavFocus = 1 << 19
	// WindowFlagsUnsavedDocument appends '*' to title without affecting the ID, as a convenience to avoid using the
	// ### operator. When used in a tab/docking context, tab is selected on closure and closure is deferred by one
	// frame to allow code to cancel the closure (with a confirmation popup, etc.) without flicker.
	WindowFlagsUnsavedDocument = 1 << 20

	// WindowFlagsNoNav combines WindowFlagsNoNavInputs and WindowFlagsNoNavFocus.
	WindowFlagsNoNav = WindowFlagsNoNavInputs | WindowFlagsNoNavFocus
	// WindowFlagsNoDecoration combines WindowFlagsNoTitleBar, WindowFlagsNoResize, WindowFlagsNoScrollbar and
	// WindowFlagsNoCollapse.
	WindowFlagsNoDecoration = WindowFlagsNoTitleBar | WindowFlagsNoResize | WindowFlagsNoScrollbar | WindowFlagsNoCollapse
	// WindowFlagsNoInputs combines WindowFlagsNoMouseInputs, WindowFlagsNoNavInputs and WindowFlagsNoNavFocus.
	WindowFlagsNoInputs = WindowFlagsNoMouseInputs | WindowFlagsNoNavInputs | WindowFlagsNoNavFocus
)

Variables

View Source
var ErrContextDestroyed = errors.New("context is destroyed")

ErrContextDestroyed is returned when trying to use an already destroyed context.

View Source
var ErrNoContext = errors.New("no current context")

ErrNoContext is used when no context is current.

View Source
var PackedColorModel = color.ModelFunc(func(in color.Color) color.Color { return Packed(in) })

PackedColorModel converts colors to PackedColor instances.

Functions

func AcceptDragDropPayload

func AcceptDragDropPayload(dataType string, flags int) []byte

AcceptDragDropPayload accepts contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released.

func AlignTextToFramePadding

func AlignTextToFramePadding()

AlignTextToFramePadding vertically aligns upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items. Call if you have text on a line before a framed item.

func Begin

func Begin(id string) bool

Begin calls BeginV(id, nil, 0).

func BeginChild

func BeginChild(id string) bool

BeginChild calls BeginChildV(id, Vec2{0,0}, false, 0).

func BeginChildV

func BeginChildV(id string, size Vec2, border bool, flags int) bool

BeginChildV pushes a new child to the stack and starts appending to it. flags are the WindowFlags to apply.

func BeginCombo

func BeginCombo(label, previewValue string) bool

BeginCombo calls BeginComboV(label, previewValue, 0).

func BeginComboV

func BeginComboV(label, previewValue string, flags int) bool

BeginComboV creates a combo box with complete control over the content to the user. Call EndCombo() if this function returns true. flags are the ComboFlags to apply.

func BeginDragDropSource

func BeginDragDropSource(flags int) bool

BeginDragDropSource registers the currently active item as drag'n'drop source. When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource().

func BeginDragDropTarget

func BeginDragDropTarget() bool

BeginDragDropTarget must be called after submitting an item that may receive an item. If this returns true, you can call AcceptDragDropPayload() and EndDragDropTarget().

func BeginGroup

func BeginGroup()

BeginGroup locks 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.

func BeginMainMenuBar

func BeginMainMenuBar() bool

BeginMainMenuBar creates and appends to a full screen menu-bar. If the return value is true, then EndMainMenuBar() must be called!

func BeginMenu

func BeginMenu(label string) bool

BeginMenu calls BeginMenuV(label, true).

func BeginMenuBar

func BeginMenuBar() bool

BeginMenuBar appends to menu-bar of current window. This requires WindowFlagsMenuBar flag set on parent window. If the return value is true, then EndMenuBar() must be called!

func BeginMenuV

func BeginMenuV(label string, enabled bool) bool

BeginMenuV creates a sub-menu entry. If the return value is true, then EndMenu() must be called!

func BeginPopup

func BeginPopup(name string) bool

BeginPopup calls BeginPopupV(name, nil, 0).

func BeginPopupContextItem

func BeginPopupContextItem() bool

BeginPopupContextItem calls BeginPopupContextItemV("", 1).

func BeginPopupContextItemV

func BeginPopupContextItemV(label string, mouseButton int) bool

BeginPopupContextItemV returns true if the identified mouse button was pressed while hovering over the last item.

func BeginPopupModal

func BeginPopupModal(name string) bool

BeginPopupModal calls BeginPopupModalV(name, nil, 0).

func BeginPopupModalV

func BeginPopupModalV(name string, open *bool, flags int) bool

BeginPopupModalV creates modal dialog (regular window with title bar, block interactions behind the modal window, can't close the modal window by clicking outside).

func BeginPopupV

func BeginPopupV(name string, flags int) bool

BeginPopupV returns true if the popup is open, and you can start outputting to it. Only call EndPopup() if BeginPopup() returns true.

func BeginTabBar

func BeginTabBar(strID string) bool

BeginTabBar calls BeginTabBarV(strId, 0).

func BeginTabBarV

func BeginTabBarV(strID string, flags int) bool

BeginTabBarV create and append into a TabBar.

func BeginTabItem

func BeginTabItem(label string) bool

BeginTabItem calls BeginTabItemV(label, nil, 0).

func BeginTabItemV

func BeginTabItemV(label string, open *bool, flags int) bool

BeginTabItemV create a Tab. Returns true if the Tab is selected.

func BeginTooltip

func BeginTooltip()

BeginTooltip begins/appends to a tooltip window. Used to create full-featured tooltip (with any kind of contents). Requires a call to EndTooltip().

func BeginV

func BeginV(id string, open *bool, flags int) bool

BeginV pushes a new window to the stack and start appending to it. You may append multiple times to the same window during the same frame. If the open argument is provided, the window can be closed, in which case the value will be false after the call.

Returns false if the window is currently not visible. Regardless of the return value, End() must be called for each call to Begin().

func Bullet

func Bullet()

Bullet draws a small circle and keeps the cursor on the same line. Advance cursor x position by TreeNodeToLabelSpacing(), same distance that TreeNode() uses.

func Button

func Button(id string) bool

Button calls ButtonV(id, Vec2{0,0}).

func ButtonV

func ButtonV(id string, size Vec2) bool

ButtonV returning true if it is pressed.

func CalcItemWidth

func CalcItemWidth() float32

CalcItemWidth returns the width of items given pushed settings and current cursor position.

func Checkbox

func Checkbox(id string, selected *bool) bool

Checkbox creates a checkbox in the selected state. The return value indicates if the selected state has changed.

func CloseCurrentPopup

func CloseCurrentPopup()

CloseCurrentPopup closes the popup we have begin-ed into. Clicking on a MenuItem or Selectable automatically close the current popup.

func CollapsingHeader

func CollapsingHeader(label string) bool

CollapsingHeader adds a collapsing header.

func ColorEdit3

func ColorEdit3(label string, col *[3]float32) bool

ColorEdit3 calls ColorEdit3V(label, col, 0).

func ColorEdit3V

func ColorEdit3V(label string, col *[3]float32, flags int) bool

ColorEdit3V will show a clickable little square which will open a color picker window for 3D vector (rgb format).

func ColorEdit4

func ColorEdit4(label string, col *[4]float32) bool

ColorEdit4 calls ColorEdit4V(label, col, 0).

func ColorEdit4V

func ColorEdit4V(label string, col *[4]float32, flags int) bool

ColorEdit4V will show a clickable little square which will open a color picker window for 4D vector (rgba format).

func ColorPicker3

func ColorPicker3(label string, col *[3]float32) bool

ColorPicker3 calls ColorPicker3V(label, col, 0).

func ColorPicker3V

func ColorPicker3V(label string, col *[3]float32, flags int) bool

ColorPicker3V will show directly a color picker control for editing a color in 3D vector (rgb format).

func ColorPicker4

func ColorPicker4(label string, col *[4]float32) bool

ColorPicker4 calls ColorPicker4V(label, col, 0).

func ColorPicker4V

func ColorPicker4V(label string, col *[4]float32, flags int) bool

ColorPicker4V will show directly a color picker control for editing a color in 4D vector (rgba format).

func ColumnIndex

func ColumnIndex() int

ColumnIndex get current column index.

func ColumnOffset

func ColumnOffset() float32

ColumnOffset calls ColumnOffsetV(-1).

func ColumnOffsetV

func ColumnOffsetV(index int) float32

ColumnOffsetV get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0.

func ColumnWidth

func ColumnWidth() int

ColumnWidth calls ColumnWidthV(-1).

func ColumnWidthV

func ColumnWidthV(index int) int

ColumnWidthV get column width (in pixels). pass -1 to use current column.

func Columns

func Columns()

Columns calls ColumnsV(1, "", false).

func ColumnsCount

func ColumnsCount() int

ColumnsCount returns number of current columns.

func ColumnsV

func ColumnsV(count int, label string, border bool)

ColumnsV creates a column layout of the specified number of columns. The brittle columns API will be superseded by an upcoming 'table' API.

func CursorPosX

func CursorPosX() float32

CursorPosX returns the x-coordinate of the cursor position in window coordinates.

func CursorPosY

func CursorPosY() float32

CursorPosY returns the y-coordinate of the cursor position in window coordinates.

func DragFloat

func DragFloat(label string, value *float32) bool

DragFloat calls DragFloatV(label, value, 1.0, 0.0, 0.0, "%.3f", 1.0).

func DragFloatV

func DragFloatV(label string, value *float32, speed, min, max float32, format string, power float32) bool

DragFloatV creates a draggable slider for floats.

func DragInt

func DragInt(label string, value *int32) bool

DragInt calls DragIntV(label, value, 1.0, 0, 0, "%d").

func DragIntV

func DragIntV(label string, value *int32, speed float32, min, max int32, format string) bool

DragIntV creates a draggable slider for integers.

func Dummy

func Dummy(size Vec2)

Dummy adds a dummy item of given size.

func End

func End()

End closes the scope for the previously opened window. Every call to Begin() must be matched with a call to End().

func EndChild

func EndChild()

EndChild closes the scope for the previously opened child. Every call to BeginChild() must be matched with a call to EndChild().

func EndCombo

func EndCombo()

EndCombo must be called if BeginComboV() returned true.

func EndDragDropSource

func EndDragDropSource()

EndDragDropSource closes the scope for current draw and drop source. Only call EndDragDropSource() if BeginDragDropSource() returns true.

func EndDragDropTarget

func EndDragDropTarget()

EndDragDropTarget closed the scope for current drag and drop target. Only call EndDragDropTarget() if BeginDragDropTarget() returns true.

func EndFrame

func EndFrame()

EndFrame ends the ImGui frame. Automatically called by Render(), so most likely don't need to ever call that yourself directly. If you don't need to render you may call EndFrame() but you'll have wasted CPU already. If you don't need to render, better to not create any imgui windows instead!

func EndGroup

func EndGroup()

EndGroup must be called for each call to BeginGroup().

func EndMainMenuBar

func EndMainMenuBar()

EndMainMenuBar finishes a main menu bar. Only call EndMainMenuBar() if BeginMainMenuBar() returns true!

func EndMenu

func EndMenu()

EndMenu finishes a sub-menu entry. Only call EndMenu() if BeginMenu() returns true!

func EndMenuBar

func EndMenuBar()

EndMenuBar finishes a menu bar. Only call EndMenuBar() if BeginMenuBar() returns true!

func EndPopup

func EndPopup()

EndPopup finshes a popup. Only call EndPopup() if BeginPopupXXX() returns true!

func EndTabBar

func EndTabBar()

EndTabBar only call EndTabBar() if BeginTabBar() returns true!

func EndTabItem

func EndTabItem()

EndTabItem finishes a tab item. Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem().

func EndTooltip

func EndTooltip()

EndTooltip closes the previously started tooltip window.

func FontSize

func FontSize() float32

FontSize returns the current font size (= height in pixels) of the current font with the current scale applied.

func FrameHeight

func FrameHeight() float32

FrameHeight returns the height of the current frame. This is equal to the font size plus the padding at the top and bottom.

func FrameHeightWithSpacing

func FrameHeightWithSpacing() float32

FrameHeightWithSpacing returns the height of the current frame with the item spacing added. This is equal to the font size plus the padding at the top and bottom, plus the value of style.ItemSpacing.y.

func GetScrollMaxX

func GetScrollMaxX() float32

GetScrollMaxX is deprecated and will be removed in v3.0.0 . Deprecated: Use ScrollMaxX() instead.

func GetScrollMaxY

func GetScrollMaxY() float32

GetScrollMaxY is deprecated and will be removed in v3.0.0 . Deprecated: Use ScrollMaxY() instead.

func GetScrollX

func GetScrollX() float32

GetScrollX is deprecated and will be removed in v3.0.0 . Deprecated: Use ScrollX() instead.

func GetScrollY

func GetScrollY() float32

GetScrollY is deprecated and will be removed in v3.0.0 . Deprecated: Use ScrollY() instead.

func Image

func Image(id TextureID, size Vec2)

Image calls ImageV(id, size, Vec2{0,0}, Vec2{1,1}, Vec4{1,1,1,1}, Vec4{0,0,0,0}).

func ImageButton

func ImageButton(id TextureID, size Vec2) bool

ImageButton calls ImageButtonV(id, size, Vec2{0,0}, Vec2{1,1}, -1, Vec4{0,0,0,0}, Vec4{1,1,1,1}).

func ImageButtonV

func ImageButtonV(id TextureID, size Vec2, uv0, uv1 Vec2, framePadding int, bgCol Vec4, tintCol Vec4) bool

ImageButtonV adds a button with an image, based on given texture ID. Refer to TextureID what this represents and how it is drawn. <0 framePadding uses default frame padding settings. 0 for no padding.

func ImageV

func ImageV(id TextureID, size Vec2, uv0, uv1 Vec2, tintCol, borderCol Vec4)

ImageV adds an image based on given texture ID. Refer to TextureID what this represents and how it is drawn.

func Indent

func Indent()

Indent moves content position toward the right by style.IndentSpacing.

func IndentV

func IndentV(indentW float32)

IndentV moves content position toward the right, by style.IndentSpacing or indentW if not zero.

func IndexBufferLayout

func IndexBufferLayout() (entrySize int)

IndexBufferLayout returns the byte size necessary to select fields in an index buffer of DrawList.

func InputInt

func InputInt(label string, value *int32) bool

InputInt calls InputIntV(label, value, 1, 100, 0).

func InputIntV

func InputIntV(label string, value *int32, step int, stepFast int, flags int) bool

InputIntV creates a input field for integer type.

func InputText

func InputText(label string, text *string) bool

InputText calls InputTextV(label, text, 0, nil).

func InputTextMultiline

func InputTextMultiline(label string, text *string) bool

InputTextMultiline calls InputTextMultilineV(label, text, Vec2{0,0}, 0, nil).

func InputTextMultilineV

func InputTextMultilineV(label string, text *string, size Vec2, flags int, cb InputTextCallback) bool

InputTextMultilineV provides a field for dynamic text input of multiple lines.

Contrary to the original library, this wrapper does not limit the maximum number of possible characters. Dynamic resizing of the internal buffer is handled within the wrapper and the user will never be called for such requests.

The provided callback is called for any of the requested InputTextFlagsCallback* flags.

To implement a character limit, provide a callback that drops input characters when the requested length has been reached.

func InputTextV

func InputTextV(label string, text *string, flags int, cb InputTextCallback) bool

InputTextV creates a text field for dynamic text input.

Contrary to the original library, this wrapper does not limit the maximum number of possible characters. Dynamic resizing of the internal buffer is handled within the wrapper and the user will never be called for such requests.

The provided callback is called for any of the requested InputTextFlagsCallback* flags.

To implement a character limit, provide a callback that drops input characters when the requested length has been reached.

func InputTextWithHint

func InputTextWithHint(label string, hint string, text *string) bool

InputTextWithHint calls InputTextWithHintV(label, hint, text, 0, nil).

func InputTextWithHintV

func InputTextWithHintV(label string, hint string, text *string, flags int, cb InputTextCallback) bool

InputTextWithHintV creates a text field for dynamic text input with a hint.

Contrary to the original library, this wrapper does not limit the maximum number of possible characters. Dynamic resizing of the internal buffer is handled within the wrapper and the user will never be called for such requests.

The provided callback is called for any of the requested InputTextFlagsCallback* flags.

To implement a character limit, provide a callback that drops input characters when the requested length has been reached.

func InvisibleButton

func InvisibleButton(id string) bool

InvisibleButton calls InvisibleButtonV(id, Vec2{0,0}).

func InvisibleButtonV

func InvisibleButtonV(id string, size Vec2) bool

InvisibleButtonV returning true if it is pressed.

func IsAnyItemActive

func IsAnyItemActive() bool

IsAnyItemActive returns true if the any item is active.

func IsAnyItemFocused

func IsAnyItemFocused() bool

IsAnyItemFocused returns true if any item is focused.

func IsAnyMouseDown

func IsAnyMouseDown() bool

IsAnyMouseDown returns true if any mouse button is currently being held down.

func IsItemActive

func IsItemActive() bool

IsItemActive returns if the last item is active. e.g. button being held, text field being edited.

This will continuously return true while holding mouse button on an item. Items that don't interact will always return false.

func IsItemClicked

func IsItemClicked() bool

IsItemClicked returns true if the current item is clicked with the left mouse button.

func IsItemFocused

func IsItemFocused() bool

IsItemFocused returns true if the last item is focused.

func IsItemHovered

func IsItemHovered() bool

IsItemHovered calls IsItemHoveredV(HoveredFlagsNone).

func IsItemHoveredV

func IsItemHoveredV(flags int) bool

IsItemHoveredV returns true if the last item is hovered. (and usable, aka not blocked by a popup, etc.). See HoveredFlags for more options.

func IsItemVisible

func IsItemVisible() bool

IsItemVisible returns true if the last item is visible.

func IsKeyDown

func IsKeyDown(key int) bool

IsKeyDown returns true if the corresponding key is currently being held down.

func IsKeyPressed

func IsKeyPressed(key int) bool

IsKeyPressed calls IsKeyPressedV(key, true).

func IsKeyPressedV

func IsKeyPressedV(key int, repeat bool) bool

IsKeyPressedV returns true if the corresponding key was pressed (went from !Down to Down). If repeat=true and the key is being held down then the press is repeated using io.KeyRepeatDelay and KeyRepeatRate.

func IsKeyReleased

func IsKeyReleased(key int) bool

IsKeyReleased returns true if the corresponding key was released (went from Down to !Down).

func IsMouseClicked

func IsMouseClicked(button int) bool

IsMouseClicked calls IsMouseClickedV(key, false).

func IsMouseClickedV

func IsMouseClickedV(button int, repeat bool) bool

IsMouseClickedV returns true if the mouse button was clicked (0=left, 1=right, 2=middle) If repeat=true and the mouse button is being held down then the click is repeated using io.KeyRepeatDelay and KeyRepeatRate.

func IsMouseDoubleClicked

func IsMouseDoubleClicked(button int) bool

IsMouseDoubleClicked returns true if the mouse button was double-clicked (0=left, 1=right, 2=middle).

func IsMouseDown

func IsMouseDown(button int) bool

IsMouseDown returns true if the corresponding mouse button is currently being held down.

func IsMouseReleased

func IsMouseReleased(button int) bool

IsMouseReleased returns true if the mouse button was released (went from Down to !Down).

func IsWindowAppearing

func IsWindowAppearing() bool

IsWindowAppearing returns whether the current window is appearing.

func IsWindowCollapsed

func IsWindowCollapsed() bool

IsWindowCollapsed returns whether the current window is collapsed.

func IsWindowFocused

func IsWindowFocused() bool

IsWindowFocused calls IsWindowFocusedV(FocusedFlagsNone).

func IsWindowFocusedV

func IsWindowFocusedV(flags int) bool

IsWindowFocusedV returns if current window is focused or its root/child, depending on flags. See flags for options.

func IsWindowHovered

func IsWindowHovered() bool

IsWindowHovered calls IsWindowHoveredV(HoveredFlagsNone).

func IsWindowHoveredV

func IsWindowHoveredV(flags int) bool

IsWindowHoveredV returns if current window is hovered (and typically: not blocked by a popup/modal). See flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that!

func LabelText

func LabelText(label, text string)

LabelText adds text+label aligned the same way as value+label widgets.

func ListBox

func ListBox(label string, currentItem *int32, items []string) bool

ListBox calls ListBoxV(label, currentItem, items, -1) The function returns true if the selection was changed. The value of currentItem will indicate the new selected item.

func ListBoxV

func ListBoxV(label string, currentItem *int32, items []string, heightItems int) bool

ListBoxV creates a list of selectables of given items with equal height, enclosed with header and footer. This version accepts a custom item height. The function returns true if the selection was changed. The value of currentItem will indicate the new selected item.

func MenuItem(label string) bool

MenuItem calls MenuItemV(label, "", false, true).

func MenuItemV(label string, shortcut string, selected bool, enabled bool) bool

MenuItemV adds a menu item with given label. Returns true if the item is selected. If selected is not nil, it will be toggled when true is returned. Shortcuts are displayed for convenience but not processed by ImGui at the moment.

func MouseCursor

func MouseCursor() int

MouseCursor returns desired cursor type, reset in imgui.NewFrame(), this is updated during the frame. Valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you.

func NewFrame

func NewFrame()

NewFrame starts a new ImGui frame, you can submit any command from this point until Render()/EndFrame().

func NextColumn

func NextColumn()

NextColumn next column, defaults to current row or next row if the current row is finished.

func OpenPopup

func OpenPopup(id string)

OpenPopup marks popup as open (don't call every frame!). Popups are closed when user click outside, or if CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. By default, Selectable()/MenuItem() are calling CloseCurrentPopup(). Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).

func PlotHistogram

func PlotHistogram(label string, values []float32)

PlotHistogram draws an array of floats as a bar graph. It calls PlotHistogramV using no overlay text and automatically calculated scale and graph size.

func PlotHistogramV

func PlotHistogramV(label string, values []float32, valuesOffset int, overlayText string, scaleMin float32, scaleMax float32, graphSize Vec2)

PlotHistogramV draws an array of floats as a bar graph with additional options. valuesOffset specifies an offset into the values array at which to start drawing, wrapping around when the end of the values array is reached. overlayText specifies a string to print on top of the graph. scaleMin and scaleMax define the scale of the y axis, if either is math.MaxFloat32 that value is calculated from the input data. graphSize defines the size of the graph, if either coordinate is zero the default size for that direction is used.

func PlotLines

func PlotLines(label string, values []float32)

PlotLines draws an array of floats as a line graph. It calls PlotLinesV using no overlay text and automatically calculated scale and graph size.

func PlotLinesV

func PlotLinesV(label string, values []float32, valuesOffset int, overlayText string, scaleMin float32, scaleMax float32, graphSize Vec2)

PlotLinesV draws an array of floats as a line graph with additional options. valuesOffset specifies an offset into the values array at which to start drawing, wrapping around when the end of the values array is reached. overlayText specifies a string to print on top of the graph. scaleMin and scaleMax define the scale of the y axis, if either is math.MaxFloat32 that value is calculated from the input data. graphSize defines the size of the graph, if either coordinate is zero the default size for that direction is used.

func PopFont

func PopFont()

PopFont removes the previously pushed font from the stack.

func PopID

func PopID()

PopID removes the last pushed identifier from the ID stack.

func PopItemWidth

func PopItemWidth()

PopItemWidth must be called for each call to PushItemWidth().

func PopStyleColor

func PopStyleColor()

PopStyleColor calls PopStyleColorV(1).

func PopStyleColorV

func PopStyleColorV(count int)

PopStyleColorV reverts the given amount of style color changes.

func PopStyleVar

func PopStyleVar()

PopStyleVar calls PopStyleVarV(1).

func PopStyleVarV

func PopStyleVarV(count int)

PopStyleVarV reverts the given amount of style variable changes.

func PopTextWrapPos

func PopTextWrapPos()

PopTextWrapPos resets the last pushed position.

func ProgressBar

func ProgressBar(fraction float32)

ProgressBar calls ProgressBarV(fraction, Vec2{X: -1, Y: 0}, "").

func ProgressBarV

func ProgressBarV(fraction float32, size Vec2, overlay string)

ProgressBarV creates a progress bar. size (for each axis) is < 0.0f: align to end, 0.0f: auto, > 0.0f: specified size.

func PushFont

func PushFont(font Font)

PushFont adds the given font on the stack. Use DefaultFont to refer to the default font.

func PushID

func PushID(id string)

PushID pushes the given identifier into the ID stack. IDs are hash of the entire stack!

func PushIDInt

func PushIDInt(id int)

PushIDInt pushes the given identifier into the ID stack. IDs are hash of the entire stack!

func PushItemWidth

func PushItemWidth(width float32)

PushItemWidth sets width of items for the common item+label case, in 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).

func PushStyleColor

func PushStyleColor(id StyleColorID, color Vec4)

PushStyleColor pushes the current style color for given ID on a stack and sets the given one. To revert to the previous color, call PopStyleColor().

func PushStyleVarFloat

func PushStyleVarFloat(id StyleVarID, value float32)

PushStyleVarFloat pushes a float value on the stack to temporarily modify a style variable.

func PushStyleVarVec2

func PushStyleVarVec2(id StyleVarID, value Vec2)

PushStyleVarVec2 pushes a Vec2 value on the stack to temporarily modify a style variable.

func PushTextWrapPos

func PushTextWrapPos()

PushTextWrapPos calls PushTextWrapPosV(0).

func PushTextWrapPosV

func PushTextWrapPosV(wrapPosX float32)

PushTextWrapPosV defines word-wrapping for Text() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrapPosX' position in window local space. Requires a matching call to PopTextWrapPos().

func RadioButton

func RadioButton(id string, active bool) bool

RadioButton returning true if it is pressed and active indicates if it is selected.

func Render

func Render()

Render ends the ImGui frame, finalize the draw data. After this method, call RenderedDrawData to retrieve the draw commands and execute them.

func SameLine

func SameLine()

SameLine calls SameLineV(0, -1).

func SameLineV

func SameLineV(posX float32, spacingW float32)

SameLineV is between widgets or groups to layout them horizontally.

func ScrollMaxX

func ScrollMaxX() float32

ScrollMaxX returns the maximum horizontal scrolling amount: ContentSize.X - WindowSize.X .

func ScrollMaxY

func ScrollMaxY() float32

ScrollMaxY returns the maximum vertical scrolling amount: ContentSize.Y - WindowSize.Y .

func ScrollX

func ScrollX() float32

ScrollX returns the horizontal scrolling amount [0..GetScrollMaxX()].

func ScrollY

func ScrollY() float32

ScrollY returns the vertical scrolling amount [0..GetScrollMaxY()].

func Selectable

func Selectable(label string) bool

Selectable calls SelectableV(label, false, 0, Vec2{0, 0}).

func SelectableV

func SelectableV(label string, selected bool, flags int, size Vec2) bool

SelectableV returns true if the user clicked it, so you can modify your selection state. flags are the SelectableFlags to apply. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height.

func Separator

func Separator()

Separator is generally horizontal. Inside a menu bar or in horizontal layout mode, this becomes a vertical separator.

func SetAssertHandler

func SetAssertHandler(handler AssertHandler)

SetAssertHandler registers a handler function for all future assertions. Setting nil will disable special handling. The default handler panics.

func SetColumnOffset

func SetColumnOffset(index int, offsetX float32)

SetColumnOffset set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column.

func SetColumnWidth

func SetColumnWidth(index int, width float32)

SetColumnWidth sets column width (in pixels). pass -1 to use current column.

func SetCursorPos

func SetCursorPos(localPos Vec2)

SetCursorPos sets the cursor relative to the current window.

func SetCursorScreenPos

func SetCursorScreenPos(absPos Vec2)

SetCursorScreenPos sets the cursor position in absolute screen coordinates.

func SetDragDropPayload

func SetDragDropPayload(dataType string, data []byte, cond Condition) bool

SetDragDropPayload sets the payload for current draw and drop source. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui.

func SetItemDefaultFocus

func SetItemDefaultFocus()

SetItemDefaultFocus makes the last item the default focused item of a window.

func SetKeyboardFocusHere

func SetKeyboardFocusHere()

SetKeyboardFocusHere calls SetKeyboardFocusHereV(0).

func SetKeyboardFocusHereV

func SetKeyboardFocusHereV(offset int)

SetKeyboardFocusHereV gives keyboard focus to next item.

func SetMouseCursor

func SetMouseCursor(cursor int)

SetMouseCursor sets desired cursor type.

func SetNextItemOpen

func SetNextItemOpen(open bool, cond Condition)

SetNextItemOpen sets the open/collapsed state of the following tree node.

func SetNextWindowBgAlpha

func SetNextWindowBgAlpha(value float32)

SetNextWindowBgAlpha sets next window background color alpha. Helper to easily modify ImGuiCol_WindowBg/ChildBg/PopupBg.

func SetNextWindowCollapsed

func SetNextWindowCollapsed(collapsed bool, cond Condition)

SetNextWindowCollapsed sets the next window collapsed state.

func SetNextWindowContentSize

func SetNextWindowContentSize(size Vec2)

SetNextWindowContentSize sets next window content size (~ enforce the range of scrollbars). Does not include window decorations (title bar, menu bar, etc.). Set one axis to 0.0 to leave it automatic. This function must be called before Begin() to take effect.

func SetNextWindowFocus

func SetNextWindowFocus()

SetNextWindowFocus sets next window to be focused / front-most. Call before Begin().

func SetNextWindowPos

func SetNextWindowPos(pos Vec2)

SetNextWindowPos calls SetNextWindowPosV(pos, 0, Vec{0,0}).

func SetNextWindowPosV

func SetNextWindowPosV(pos Vec2, cond Condition, pivot Vec2)

SetNextWindowPosV sets next window position. Call before Begin(). Use pivot=(0.5,0.5) to center on given point, etc.

func SetNextWindowSize

func SetNextWindowSize(size Vec2)

SetNextWindowSize calls SetNextWindowSizeV(size, 0).

func SetNextWindowSizeConstraints

func SetNextWindowSizeConstraints(sizeMin Vec2, sizeMax Vec2)

SetNextWindowSizeConstraints 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.

func SetNextWindowSizeV

func SetNextWindowSizeV(size Vec2, cond Condition)

SetNextWindowSizeV sets next window size. Set axis to 0.0 to force an auto-fit on this axis. Call before Begin().

func SetScrollHereX

func SetScrollHereX(ratio float32)

SetScrollHereX adjusts horizontal scrolling amount to make current cursor position visible. ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.

func SetScrollHereY

func SetScrollHereY(ratio float32)

SetScrollHereY adjusts vertical scrolling amount to make current cursor position visible. ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.

func SetScrollX

func SetScrollX(scrollX float32)

SetScrollX sets horizontal scrolling amount [0..GetScrollMaxX()].

func SetScrollY

func SetScrollY(scrollY float32)

SetScrollY sets vertical scrolling amount [0..GetScrollMaxY()].

func SetTabItemClosed

func SetTabItemClosed(tabOrDockedWindowLabel string)

SetTabItemClosed notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name.

func SetTooltip

func SetTooltip(text string)

SetTooltip sets a text tooltip under the mouse-cursor, typically use with IsItemHovered(). Overrides any previous call to SetTooltip().

func ShowDemoWindow

func ShowDemoWindow(open *bool)

ShowDemoWindow creates a demo/test window. Demonstrates most ImGui features. Call this to learn about the library! Try to make it always available in your application!

func ShowUserGuide

func ShowUserGuide()

ShowUserGuide adds basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls).

func SliderFloat

func SliderFloat(label string, value *float32, min, max float32) bool

SliderFloat calls SliderIntV(label, value, min, max, "%.3f", 1.0).

func SliderFloat3

func SliderFloat3(label string, values *[3]float32, min, max float32) bool

SliderFloat3 calls SliderFloat3V(label, values, min, max, "%.3f", 1,0).

func SliderFloat3V

func SliderFloat3V(label string, values *[3]float32, min, max float32, format string, power float32) bool

SliderFloat3V creates slider for a 3D vector.

func SliderFloatV

func SliderFloatV(label string, value *float32, min, max float32, format string, power float32) bool

SliderFloatV creates a slider for floats.

func SliderInt

func SliderInt(label string, value *int32, min, max int32) bool

SliderInt calls SliderIntV(label, value, min, max, "%d").

func SliderIntV

func SliderIntV(label string, value *int32, min, max int32, format string) bool

SliderIntV creates a slider for integers.

func Spacing

func Spacing()

Spacing adds vertical spacing.

func StyleColorsClassic

func StyleColorsClassic()

StyleColorsClassic sets the classic style.

func StyleColorsDark

func StyleColorsDark()

StyleColorsDark sets the new, recommended style (default).

func StyleColorsLight

func StyleColorsLight()

StyleColorsLight sets the light style, best used with borders and a custom, thicker font.

func Text

func Text(text string)

Text adds formatted text. See PushTextWrapPosV() or PushStyleColorV() for modifying the output. Without any modified style stack, the text is unformatted.

func TextLineHeight

func TextLineHeight() float32

TextLineHeight returns ~ FontSize.

func TextLineHeightWithSpacing

func TextLineHeightWithSpacing() float32

TextLineHeightWithSpacing returns ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text).

func TreeNode

func TreeNode(label string) bool

TreeNode calls TreeNodeV(label, 0).

func TreeNodeToLabelSpacing

func TreeNodeToLabelSpacing() float32

TreeNodeToLabelSpacing returns the horizontal distance preceding label for a regular unframed TreeNode.

func TreeNodeV

func TreeNodeV(label string, flags int) bool

TreeNodeV returns true if the tree branch is to be rendered. Call TreePop() in this case.

func TreePop

func TreePop()

TreePop finishes a tree branch. This has to be called for a matching TreeNodeV call returning true.

func Unindent

func Unindent()

Unindent moves content position back to the left by style.IndentSpacing.

func UnindentV

func UnindentV(indentW float32)

UnindentV moves content position back to the left, by style.IndentSpacing or indentW if not zero.

func VSliderFloat

func VSliderFloat(label string, size Vec2, value *float32, min, max float32) bool

VSliderFloat calls VSliderIntV(label, size, value, min, max, "%.3f", 1.0).

func VSliderFloatV

func VSliderFloatV(label string, size Vec2, value *float32, min, max float32, format string, power float32) bool

VSliderFloatV creates a vertically oriented slider for floats.

func VSliderInt

func VSliderInt(label string, size Vec2, value *int32, min, max int32) bool

VSliderInt calls VSliderIntV(label, size, value, min, max, "%d").

func VSliderIntV

func VSliderIntV(label string, size Vec2, value *int32, min, max int32, format string) bool

VSliderIntV creates a vertically oriented slider for integers.

func Version

func Version() string

Version returns a version string e.g. "1.23".

func VertexBufferLayout

func VertexBufferLayout() (entrySize int, posOffset int, uvOffset int, colOffset int)

VertexBufferLayout returns the byte sizes necessary to select fields in a vertex buffer of a DrawList.

func WindowHeight

func WindowHeight() float32

WindowHeight returns the height of the current window.

func WindowWidth

func WindowWidth() float32

WindowWidth returns the width of the current window.

Types

type AllocatedGlyphRanges

type AllocatedGlyphRanges struct {
	GlyphRanges
}

AllocatedGlyphRanges are GlyphRanges dynamically allocated by the application. Such ranges need to be freed when they are no longer in use to avoid resource leak.

func (*AllocatedGlyphRanges) Free

func (ranges *AllocatedGlyphRanges) Free()

Free releases the underlying memory of the ranges. Call this method when the ranges are no longer in use.

type Alpha8Image

type Alpha8Image struct {
	Width, Height int
	Pixels        unsafe.Pointer
}

Alpha8Image represents a imgui backed 8-bit alpha value image.

type AssertHandler

type AssertHandler func(expression string, file string, line int)

AssertHandler is a handler for an assertion that happened in the native part of ImGui.

type AssertionError

type AssertionError struct {
	Expression string
	File       string
	Line       int
}

AssertionError is the standard error being thrown by the default handler.

func (AssertionError) Error

func (err AssertionError) Error() string

Error returns the string representation.

type Clipboard

type Clipboard interface {
	// Text returns the current text from the clipboard, if available.
	Text() (string, error)
	// SetText sets the text as the current text on the clipboard.
	SetText(value string)
}

Clipboard describes the access to the text clipboard of the window manager.

type Condition

type Condition int

Condition for SetWindow***(), SetNextWindow***(), SetNextTreeNode***() functions. Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ConditionAlways.

type Context

type Context struct {
	// contains filtered or unexported fields
}

Context specifies a scope of ImGui.

All contexts share a same FontAtlas by default. If you want different font atlas, you can create them and overwrite the CurrentIO.Fonts of an ImGui context.

func CreateContext

func CreateContext(fontAtlas *FontAtlas) *Context

CreateContext produces a new internal state scope. Passing nil for the fontAtlas creates a default font.

func CurrentContext

func CurrentContext() (*Context, error)

CurrentContext returns the currently active state scope. Returns ErrNoContext if no context is available.

func (*Context) Destroy

func (context *Context) Destroy()

Destroy removes the internal state scope. Trying to destroy an already destroyed context does nothing.

func (Context) SetCurrent

func (context Context) SetCurrent() error

SetCurrent activates this context as the currently active state scope.

type DrawCommand

type DrawCommand uintptr

DrawCommand describes one GPU call (or a callback).

func (DrawCommand) CallUserCallback

func (cmd DrawCommand) CallUserCallback(list DrawList)

CallUserCallback calls the user callback instead of rendering the vertices. ClipRect and TextureID will be set normally.

func (DrawCommand) ClipRect

func (cmd DrawCommand) ClipRect() (rect Vec4)

ClipRect defines the clipping rectangle (x1, y1, x2, y2).

func (DrawCommand) ElementCount

func (cmd DrawCommand) ElementCount() int

ElementCount is the number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee DrawList's VertexBuffer, indices in IndexBuffer.

func (DrawCommand) HasUserCallback

func (cmd DrawCommand) HasUserCallback() bool

HasUserCallback returns true if this handle command should be deferred.

func (DrawCommand) TextureID

func (cmd DrawCommand) TextureID() TextureID

TextureID is the user-provided texture ID. Set by user in FontAtlas.SetTextureID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.

type DrawData

type DrawData uintptr

DrawData contains all draw data to render an ImGui frame.

func RenderedDrawData

func RenderedDrawData() DrawData

RenderedDrawData returns the created draw commands, which are valid after Render() and until the next call to NewFrame(). This is what you have to render.

func (DrawData) CommandLists

func (data DrawData) CommandLists() []DrawList

CommandLists is an array of DrawList to render. The DrawList are owned by the context and only pointed to from here.

func (DrawData) ScaleClipRects

func (data DrawData) ScaleClipRects(scale Vec2)

ScaleClipRects is a helper to scale the ClipRect field of each DrawCmd. 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.

func (DrawData) Valid

func (data DrawData) Valid() bool

Valid indicates whether the structure is usable. It is valid only after Render() is called and before the next NewFrame() is called.

type DrawList

type DrawList uintptr

DrawList is a draw-command list. 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 render function for rendering.

Each ImGui window contains its own DrawList. You can use GetWindowDrawList() to access the current window draw list and draw custom 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)

Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui functions), if you use this API a lot consider coarse culling your drawn objects.

func WindowDrawList

func WindowDrawList() DrawList

WindowDrawList returns the DrawList for the current window.

func (DrawList) AddCircle

func (list DrawList) AddCircle(center Vec2, radius float32, col PackedColor)

AddCircle calls AddCircleV(center, radius, col, 12, 1.0).

func (DrawList) AddCircleFilled

func (list DrawList) AddCircleFilled(center Vec2, radius float32, col PackedColor)

AddCircleFilled calls AddCircleFilledV(center, radius, col, 12).

func (DrawList) AddCircleFilledV

func (list DrawList) AddCircleFilledV(center Vec2, radius float32, col PackedColor, numSegments int)

AddCircleFilledV adds a filled circle to the draw list. min is the upper-left corner of the rectangle, and max is the lower right corner.

func (DrawList) AddCircleV

func (list DrawList) AddCircleV(center Vec2, radius float32, col PackedColor, numSegments int, thickness float32)

AddCircleV adds a unfilled circle to the draw list. min is the upper-left corner of the rectangle, and max is the lower right corner.

func (DrawList) AddLine

func (list DrawList) AddLine(p1 Vec2, p2 Vec2, col PackedColor)

AddLine call AddLineV with a thickness value of 1.0.

func (DrawList) AddLineV

func (list DrawList) AddLineV(p1 Vec2, p2 Vec2, col PackedColor, thickness float32)

AddLineV adds a line to draw list, extending from point p1 to p2.

func (DrawList) AddRect

func (list DrawList) AddRect(min Vec2, max Vec2, col PackedColor)

AddRect calls AddRectV with rounding and thickness values of 1.0 and DrawCornerFlagsAll.

func (DrawList) AddRectFilled

func (list DrawList) AddRectFilled(min Vec2, max Vec2, col PackedColor)

AddRectFilled calls AddRectFilledV(min, max, col, 1.0, DrawCornerFlagsAll).

func (DrawList) AddRectFilledV

func (list DrawList) AddRectFilledV(min Vec2, max Vec2, col PackedColor, rounding float32, drawCornerFlags int)

AddRectFilledV adds a filled rectangle to the draw list. min is the upper-left corner of the rectangle, and max is the lower right corner. rectangles with dimensions of 1 pixel are not rendered properly.

func (DrawList) AddRectV

func (list DrawList) AddRectV(min Vec2, max Vec2, col PackedColor, rounding float32, drawCornerFlags int, thickness float32)

AddRectV adds a rectangle to draw list. min is the upper-left corner of the rectangle, and max is the lower right corner. rectangles with dimensions of 1 pixel are not rendered properly.

drawCornerFlags indicate which corners of the rectangle are to be rounded.

func (DrawList) AddTriangle

func (list DrawList) AddTriangle(p1 Vec2, p2 Vec2, p3 Vec2, col PackedColor)

AddTriangle calls AddTriangleV(p1, p2, p3, col, 1.0).

func (DrawList) AddTriangleFilled

func (list DrawList) AddTriangleFilled(p1 Vec2, p2 Vec2, p3 Vec2, col PackedColor)

AddTriangleFilled adds an filled triangle of points p1, p2, p3 to the draw list.

func (DrawList) AddTriangleV

func (list DrawList) AddTriangleV(p1 Vec2, p2 Vec2, p3 Vec2, col PackedColor, thickness float32)

AddTriangleV adds an unfilled triangle of points p1, p2, p3 to the draw list.

func (DrawList) Commands

func (list DrawList) Commands() []DrawCommand

Commands returns the list of draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.

func (DrawList) IndexBuffer

func (list DrawList) IndexBuffer() (unsafe.Pointer, int)

IndexBuffer returns the handle information of the whole index buffer. Returned are the handle pointer and the total byte size. The buffer is a packed array of index entries, each consisting of an integer offset. To determine the byte size, call IndexBufferLayout.

func (DrawList) VertexBuffer

func (list DrawList) VertexBuffer() (unsafe.Pointer, int)

VertexBuffer returns the handle information of the whole vertex buffer. Returned are the handle pointer and the total byte size. The buffer is a packed array of vertex entries, each consisting of a 2D position vector, a 2D UV vector, and a 4-byte color value. To determine the byte size and offset values, call VertexBufferLayout.

type Font

type Font uintptr

Font describes one loaded font in an atlas.

const DefaultFont Font = 0

DefaultFont can be used to refer to the default font of the current font atlas without having the actual font reference.

type FontAtlas

type FontAtlas uintptr

FontAtlas contains runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader.

func (FontAtlas) AddFontDefault

func (atlas FontAtlas) AddFontDefault() Font

AddFontDefault adds the default font to the atlas. This is done by default if you do not call any of the AddFont* methods before retrieving the texture data.

func (FontAtlas) AddFontDefaultV

func (atlas FontAtlas) AddFontDefaultV(cfg FontConfig) Font

AddFontDefaultV adds the default font to the atlas using the specified FontConfig.

func (FontAtlas) AddFontFromFileTTF

func (atlas FontAtlas) AddFontFromFileTTF(filename string, sizePixels float32) Font

AddFontFromFileTTF calls AddFontFromFileTTFV(filename, sizePixels, DefaultFontConfig, EmptyGlyphRanges).

func (FontAtlas) AddFontFromFileTTFV

func (atlas FontAtlas) AddFontFromFileTTFV(filename string, sizePixels float32,
	config FontConfig, glyphRange GlyphRanges) Font

AddFontFromFileTTFV attempts to load a font from given TTF file.

func (FontAtlas) AddFontFromMemoryTTF

func (atlas FontAtlas) AddFontFromMemoryTTF(fontData []byte, sizePixels float32) Font

AddFontFromMemoryTTF calls AddFontFromMemoryTTFV(fontData, sizePixels, DefaultFontConfig, EmptyGlyphRanges).

func (FontAtlas) AddFontFromMemoryTTFV

func (atlas FontAtlas) AddFontFromMemoryTTFV(
	fontData []byte, sizePixels float32,
	config FontConfig,
	glyphRange GlyphRanges,
) Font

AddFontFromMemoryTTFV attempts to load a font from given TTF byte array.

func (FontAtlas) BuildWithFreeType

func (atlas FontAtlas) BuildWithFreeType() error

BuildWithFreeType calls BuildWithFreeTypeV(0).

func (FontAtlas) BuildWithFreeTypeV

func (atlas FontAtlas) BuildWithFreeTypeV(flags int) error

BuildWithFreeTypeV builds the FontAtlas using FreeType instead of the default rasterizer. FreeType renders small fonts better. Call this function instead of FontAtlas.Build() . As with FontAtlas.Build(), this function needs to be called before retrieving the texture data.

FreeType support must be enabled with the build tag "imguifreetype".

func (FontAtlas) GlyphRangesChineseFull

func (atlas FontAtlas) GlyphRangesChineseFull() GlyphRanges

GlyphRangesChineseFull describes Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs.

func (FontAtlas) GlyphRangesChineseSimplifiedCommon

func (atlas FontAtlas) GlyphRangesChineseSimplifiedCommon() GlyphRanges

GlyphRangesChineseSimplifiedCommon describes Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese.

func (FontAtlas) GlyphRangesCyrillic

func (atlas FontAtlas) GlyphRangesCyrillic() GlyphRanges

GlyphRangesCyrillic describes Default + about 400 Cyrillic characters.

func (FontAtlas) GlyphRangesDefault

func (atlas FontAtlas) GlyphRangesDefault() GlyphRanges

GlyphRangesDefault describes Basic Latin, Extended Latin.

func (FontAtlas) GlyphRangesJapanese

func (atlas FontAtlas) GlyphRangesJapanese() GlyphRanges

GlyphRangesJapanese describes Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs.

func (FontAtlas) GlyphRangesKorean

func (atlas FontAtlas) GlyphRangesKorean() GlyphRanges

GlyphRangesKorean describes Default + Korean characters.

func (FontAtlas) GlyphRangesThai

func (atlas FontAtlas) GlyphRangesThai() GlyphRanges

GlyphRangesThai describes Default + Thai characters.

func (FontAtlas) SetTexDesiredWidth

func (atlas FontAtlas) SetTexDesiredWidth(value int)

SetTexDesiredWidth registers the width desired by user before building the image. 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. Set to 0 by default, causing auto-calculation.

func (FontAtlas) SetTextureID

func (atlas FontAtlas) SetTextureID(id TextureID)

SetTextureID sets 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 DrawCommand.

func (FontAtlas) TextureDataAlpha8

func (atlas FontAtlas) TextureDataAlpha8() *Alpha8Image

TextureDataAlpha8 returns the image in 8-bit alpha values for the font atlas. The returned image is valid as long as the font atlas is.

func (FontAtlas) TextureDataRGBA32

func (atlas FontAtlas) TextureDataRGBA32() *RGBA32Image

TextureDataRGBA32 returns the image in 32-bit RGBA values for the font atlas. The returned image is valid as long as the font atlas is.

type FontConfig

type FontConfig uintptr

FontConfig describes properties of a single font.

const DefaultFontConfig FontConfig = 0

DefaultFontConfig lets ImGui take default properties as per implementation. The properties of the default configuration cannot be changed using the SetXXX functions.

func NewFontConfig

func NewFontConfig() FontConfig

NewFontConfig creates a new font configuration. Delete must be called on the returned config.

func (*FontConfig) Delete

func (config *FontConfig) Delete()

Delete removes the font configuration and resets it to the DefaultFontConfig.

func (FontConfig) SetGlyphMaxAdvanceX

func (config FontConfig) SetGlyphMaxAdvanceX(value float32)

SetGlyphMaxAdvanceX sets the maximum AdvanceX for glyphs. Set both Min/Max to enforce mono-space font.

func (FontConfig) SetGlyphMinAdvanceX

func (config FontConfig) SetGlyphMinAdvanceX(value float32)

SetGlyphMinAdvanceX sets the minimum AdvanceX for glyphs. Set Min to align font icons, set both Min/Max to enforce mono-space font.

func (FontConfig) SetMergeMode

func (config FontConfig) SetMergeMode(value bool)

SetMergeMode merges the new fonts into the previous font if enabled. This way you can combine multiple input fonts into one (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights.

func (FontConfig) SetOversampleH

func (config FontConfig) SetOversampleH(value int)

SetOversampleH sets the oversampling amount for the X axis. Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.

func (FontConfig) SetOversampleV

func (config FontConfig) SetOversampleV(value int)

SetOversampleV sets the oversampling amount for the Y axis. Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.

func (FontConfig) SetPixelSnapH

func (config FontConfig) SetPixelSnapH(value bool)

SetPixelSnapH aligns every glyph to pixel boundary if enabled. 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.

func (FontConfig) SetSize

func (config FontConfig) SetSize(sizePixels float32)

SetSize sets the size in pixels for rasterizer (more or less maps to the resulting font height).

type FreeTypeError

type FreeTypeError string

FreeTypeError describes a problem with FreeType font rendering.

func (FreeTypeError) Error

func (err FreeTypeError) Error() string

Error returns the readable text presentation of the error.

type GlyphRanges

type GlyphRanges uintptr

GlyphRanges describes a list of Unicode ranges; 2 value per range, values are inclusive. Standard ranges can be queried from FontAtlas.GlyphRanges*() functions.

const EmptyGlyphRanges GlyphRanges = 0

EmptyGlyphRanges is one that does not contain any ranges.

type GlyphRangesBuilder

type GlyphRangesBuilder struct {
	// contains filtered or unexported fields
}

GlyphRangesBuilder can be used to create a new, combined, set of ranges.

func (*GlyphRangesBuilder) Add

func (builder *GlyphRangesBuilder) Add(from, to rune)

Add extends the builder with the given range (inclusive). from must be smaller, or equal to, to - otherwise the range is ignored.

func (*GlyphRangesBuilder) AddExisting

func (builder *GlyphRangesBuilder) AddExisting(ranges ...GlyphRanges)

AddExisting adds the given set of ranges to the builder. The provided ranges are immediately extracted.

func (*GlyphRangesBuilder) Build

func (builder *GlyphRangesBuilder) Build() AllocatedGlyphRanges

Build combines all the currently registered ranges and creates a new instance. The returned ranges object needs to be explicitly freed in order to release resources.

type IO

type IO struct {
	// contains filtered or unexported fields
}

IO is where your app communicate with ImGui. Access via CurrentIO(). Read 'Programmer guide' section in imgui.cpp file for general usage.

func CurrentIO

func CurrentIO() IO

CurrentIO returns access to the ImGui communication struct for the currently active context.

func (IO) AddInputCharacters

func (io IO) AddInputCharacters(chars string)

AddInputCharacters adds a new character into InputCharacters[].

func (IO) AddMouseWheelDelta

func (io IO) AddMouseWheelDelta(horizontal, vertical float32)

AddMouseWheelDelta adds the given offsets to the current mouse wheel values. 1 vertical unit scrolls about 5 lines text. Most users don't have a mouse with an horizontal wheel, may not be provided by all back-ends.

func (IO) Fonts

func (io IO) Fonts() FontAtlas

Fonts returns the font atlas to load and assemble one or more fonts into a single tightly packed texture.

func (IO) Framerate

func (io IO) Framerate() float32

Framerate application estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames.

func (IO) KeyAlt

func (io IO) KeyAlt(leftAlt int, rightAlt int)

KeyAlt sets the keyboard modifier alt pressed.

func (IO) KeyCtrl

func (io IO) KeyCtrl(leftCtrl int, rightCtrl int)

KeyCtrl sets the keyboard modifier control pressed.

func (IO) KeyMap

func (io IO) KeyMap(imguiKey int, nativeKey int)

KeyMap maps a key into the KeysDown array which represents your "native" keyboard state.

func (IO) KeyPress

func (io IO) KeyPress(key int)

KeyPress sets the KeysDown flag.

func (IO) KeyRelease

func (io IO) KeyRelease(key int)

KeyRelease clears the KeysDown flag.

func (IO) KeyShift

func (io IO) KeyShift(leftShift int, rightShift int)

KeyShift sets the keyboard modifier shift pressed.

func (IO) KeySuper

func (io IO) KeySuper(leftSuper int, rightSuper int)

KeySuper sets the keyboard modifier super pressed.

func (IO) MetricsActiveAllocations

func (io IO) MetricsActiveAllocations() int

MetricsActiveAllocations returns number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts.

func (IO) MetricsActiveWindows

func (io IO) MetricsActiveWindows() int

MetricsActiveWindows returns number of active windows.

func (IO) MetricsRenderIndices

func (io IO) MetricsRenderIndices() int

MetricsRenderIndices returns indices output during last call to Render() = number of triangles * 3.

func (IO) MetricsRenderVertices

func (io IO) MetricsRenderVertices() int

MetricsRenderVertices returns vertices output during last call to Render().

func (IO) MetricsRenderWindows

func (io IO) MetricsRenderWindows() int

MetricsRenderWindows returns number of visible windows.

func (IO) MouseDelta

func (io IO) MouseDelta() Vec2

MouseDelta returns the mouse delta movement . Note that this is zero if either current or previous position are invalid (-math.MaxFloat32,-math.MaxFloat32), so a disappearing/reappearing mouse won't have a huge delta.

func (IO) SetBackendFlags

func (io IO) SetBackendFlags(flags int)

SetBackendFlags sets back-end capabilities.

func (IO) SetClipboard

func (io IO) SetClipboard(board Clipboard)

SetClipboard registers a clipboard for text copy/paste actions. If no clipboard is set, then a fallback implementation may be used, if available for the OS. To disable clipboard handling overall, pass nil as the Clipboard.

Since ImGui queries the clipboard text via a return value, the wrapper has to hold the current clipboard text as a copy in memory. This memory will be freed at the next clipboard operation.

func (IO) SetConfigFlags

func (io IO) SetConfigFlags(flags int)

SetConfigFlags sets the gamepad/keyboard navigation options, etc.

func (IO) SetDeltaTime

func (io IO) SetDeltaTime(value float32)

SetDeltaTime sets the time elapsed since last frame, in seconds.

func (IO) SetDisplaySize

func (io IO) SetDisplaySize(value Vec2)

SetDisplaySize sets the size in pixels.

func (IO) SetFontGlobalScale

func (io IO) SetFontGlobalScale(value float32)

SetFontGlobalScale sets the global scaling factor for all fonts.

func (IO) SetIniFilename

func (io IO) SetIniFilename(value string)

SetIniFilename changes the filename for the settings. Default: "imgui.ini". Use an empty string to disable the ini from being used.

func (IO) SetMouseButtonDown

func (io IO) SetMouseButtonDown(index int, down bool)

SetMouseButtonDown sets whether a specific mouse button is currently pressed. Mouse buttons: left, right, middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Other buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.

func (IO) SetMousePosition

func (io IO) SetMousePosition(value Vec2)

SetMousePosition sets the mouse position, in pixels. Set to Vec2(-math.MaxFloat32,-mathMaxFloat32) if mouse is unavailable (on another screen, etc.).

func (IO) WantCaptureKeyboard

func (io IO) WantCaptureKeyboard() bool

WantCaptureKeyboard returns true if imgui will use the keyboard inputs. Do not dispatch them to your main game/application (in both cases, always pass keyboard inputs to imgui).

e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.

func (IO) WantCaptureMouse

func (io IO) WantCaptureMouse() bool

WantCaptureMouse returns true if imgui will use the mouse inputs. Do not dispatch them to your main game/application in this case. In either case, always pass on mouse inputs to imgui.

e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.

func (IO) WantTextInput

func (io IO) WantTextInput() bool

WantTextInput is true, you may display an on-screen keyboard. This is set by ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).

type InputTextCallback

type InputTextCallback func(InputTextCallbackData) int32

InputTextCallback is called for sharing state of an input field. By default, the callback should return 0.

type InputTextCallbackData

type InputTextCallbackData struct {
	// contains filtered or unexported fields
}

InputTextCallbackData represents the shared state of InputText(), passed as an argument to your callback.

func (InputTextCallbackData) Buffer

func (data InputTextCallbackData) Buffer() []byte

Buffer returns a view into the current UTF-8 buffer. Only during the callbacks of [Completion,History,Always] the current buffer is returned. The returned slice is a temporary view into the underlying raw buffer. Do not keep it! The underlying memory allocation may even change through a call to InsertBytes().

You may change the buffer through the following ways: If the new text has a different (encoded) length, use the functions InsertBytes() and/or DeleteBytes(). Otherwise you may keep the buffer as is and modify the bytes. If you change the buffer this way directly, mark the buffer as modified with MarkBufferModified().

func (InputTextCallbackData) CursorPos

func (data InputTextCallbackData) CursorPos() int

CursorPos returns the byte-offset of the cursor within the buffer. Only valid during [Completion,History,Always] callbacks.

func (InputTextCallbackData) DeleteBytes

func (data InputTextCallbackData) DeleteBytes(offset, count int)

DeleteBytes removes the given count of bytes starting at the specified byte offset within the buffer. This function can be called during the [Completion,History,Always] callbacks. Clears the current selection.

This function ignores the deletion beyond the current buffer length. Calling with negative offset or count arguments will panic.

func (InputTextCallbackData) EventChar

func (data InputTextCallbackData) EventChar() rune

EventChar returns the current character input. Only valid during CharFilter callback.

func (InputTextCallbackData) EventFlag

func (data InputTextCallbackData) EventFlag() int

EventFlag returns one of the InputTextFlagsCallback* constants to indicate the nature of the callback.

func (InputTextCallbackData) EventKey

func (data InputTextCallbackData) EventKey() int

EventKey returns the currently pressed key. Valid for completion and history callbacks.

func (InputTextCallbackData) Flags

func (data InputTextCallbackData) Flags() int

Flags returns the set of flags that the user originally passed to InputText.

func (InputTextCallbackData) InsertBytes

func (data InputTextCallbackData) InsertBytes(offset int, bytes []byte)

InsertBytes inserts the given bytes at given byte offset into the buffer. Calling this function may change the underlying buffer allocation.

This function can be called during the [Completion,History,Always] callbacks. Clears the current selection.

Calling with an offset outside of the range of the buffer will panic.

func (InputTextCallbackData) MarkBufferModified

func (data InputTextCallbackData) MarkBufferModified()

MarkBufferModified indicates that the content of the buffer was modified during a callback. Only considered during [Completion,History,Always] callbacks.

func (InputTextCallbackData) SelectionEnd

func (data InputTextCallbackData) SelectionEnd() int

SelectionEnd returns the byte-offset of the selection end within the buffer. Only valid during [Completion,History,Always] callbacks.

func (InputTextCallbackData) SelectionStart

func (data InputTextCallbackData) SelectionStart() int

SelectionStart returns the byte-offset of the selection start within the buffer. Only valid during [Completion,History,Always] callbacks.

func (InputTextCallbackData) SetCursorPos

func (data InputTextCallbackData) SetCursorPos(value int)

SetCursorPos changes the current byte-offset of the cursor within the buffer. Only valid during [Completion,History,Always] callbacks.

func (InputTextCallbackData) SetEventChar

func (data InputTextCallbackData) SetEventChar(value rune)

SetEventChar overrides what the user entered. Set to zero do drop the current input. Returning 1 from the callback also drops the current input. Only valid during CharFilter callback.

Note: The internal representation of characters is based on uint16, so less than rune would provide.

func (InputTextCallbackData) SetSelectionEnd

func (data InputTextCallbackData) SetSelectionEnd(value int)

SetSelectionEnd changes the current byte-offset of the selection end within the buffer. Only valid during [Completion,History,Always] callbacks.

func (InputTextCallbackData) SetSelectionStart

func (data InputTextCallbackData) SetSelectionStart(value int)

SetSelectionStart changes the current byte-offset of the selection start within the buffer. Only valid during [Completion,History,Always] callbacks.

type ListClipper

type ListClipper struct {
	StartPosY    float32
	ItemsHeight  float32
	ItemsCount   int
	StepNo       int
	DisplayStart int
	DisplayEnd   int
}

ListClipper is a helper to manually clip large list of items. 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 clips 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.

Usage

var clipper imgui.ListClipper
clipper.Begin(1000)  // we have 1000 elements, evenly spaced.
for clipper.Step()
    for i := clipper.DisplayStart; i < clipper.DisplayEnd; i++
        imgui.Text(fmt.Sprintf("line number %d", i))

Step 0: the clipper let you process the first element, regardless of it being visible or not, so it can measure the element height (step skipped if user passed a known height at begin).

Step 1: the clipper infers height from first element, calculates the actual range of elements to display, and positions the cursor before the first element.

Step 2: dummy step only required if an explicit itemsHeight was passed to Begin() and user call Step(). Does nothing and switch to Step 3.

Step 3: the clipper validates 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.

func (*ListClipper) Begin

func (clipper *ListClipper) Begin(itemsCount int)

Begin calls BeginV(itemsCount, -1.0) .

func (*ListClipper) BeginV

func (clipper *ListClipper) BeginV(itemsCount int, itemsHeight float32)

BeginV must be called before stepping. Use an itemCount of math.MaxInt if you don't know how many items you have. In this case the cursor won't be advanced in the final step.

For itemsHeight, use -1.0 to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().

func (*ListClipper) End

func (clipper *ListClipper) End()

End resets the clipper. This function is automatically called on the last call of Step() that returns false.

func (*ListClipper) Step

func (clipper *ListClipper) Step() bool

Step must be called in a loop until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.

type PackedColor

type PackedColor uint32

PackedColor is a 32-bit RGBA color value, with 8 bits per color channel. The bytes are assigned as 0xAABBGGRR.

func Packed

func Packed(c color.Color) PackedColor

Packed converts the given color to a PackedColor instance.

func PackedColorFromVec4

func PackedColorFromVec4(vec Vec4) PackedColor

PackedColorFromVec4 converts the given four-dimensional vector into a packed color.

func (PackedColor) RGBA

func (clr PackedColor) RGBA() (r, g, b, a uint32)

RGBA implements the color.Color interface.

type RGBA32Image

type RGBA32Image struct {
	Width, Height int
	Pixels        unsafe.Pointer
}

RGBA32Image represents a imgui backed 32-bit RGBA (8 bits per channel) value image.

type Style

type Style uintptr

Style describes the overall graphical representation of the user interface.

func CurrentStyle

func CurrentStyle() Style

CurrentStyle returns the UI Style for the currently active context.

func (Style) FramePadding

func (style Style) FramePadding() Vec2

FramePadding is the padding within a framed rectangle (used by most widgets).

func (Style) ItemInnerSpacing

func (style Style) ItemInnerSpacing() Vec2

ItemInnerSpacing is the horizontal and vertical spacing between elements of a composed widget (e.g. a slider and its label).

func (Style) ItemSpacing

func (style Style) ItemSpacing() Vec2

ItemSpacing returns horizontal and vertical spacing between widgets or lines.

func (Style) ScaleAllSizes

func (style Style) ScaleAllSizes(scale float32)

ScaleAllSizes applies a scaling factor to all sizes. To scale your entire UI (e.g. if you want your app to use High DPI or generally be DPI aware) you may use this helper function. Scaling the fonts is done separately and is up to you.

Important: This operation is lossy because all sizes are rounded to integer. If you need to change your scale multiples, call this over a freshly initialized style rather than scaling multiple times.

func (Style) SetColor

func (style Style) SetColor(id StyleColorID, value Vec4)

SetColor sets a color value of the UI style.

type StyleColorID

type StyleColorID int

StyleColorID identifies a color in the UI style.

const (
	StyleColorText                  StyleColorID = 0
	StyleColorTextDisabled          StyleColorID = 1
	StyleColorWindowBg              StyleColorID = 2
	StyleColorChildBg               StyleColorID = 3
	StyleColorPopupBg               StyleColorID = 4
	StyleColorBorder                StyleColorID = 5
	StyleColorBorderShadow          StyleColorID = 6
	StyleColorFrameBg               StyleColorID = 7
	StyleColorFrameBgHovered        StyleColorID = 8
	StyleColorFrameBgActive         StyleColorID = 9
	StyleColorTitleBg               StyleColorID = 10
	StyleColorTitleBgActive         StyleColorID = 11
	StyleColorTitleBgCollapsed      StyleColorID = 12
	StyleColorMenuBarBg             StyleColorID = 13
	StyleColorScrollbarBg           StyleColorID = 14
	StyleColorScrollbarGrab         StyleColorID = 15
	StyleColorScrollbarGrabHovered  StyleColorID = 16
	StyleColorScrollbarGrabActive   StyleColorID = 17
	StyleColorCheckMark             StyleColorID = 18
	StyleColorSliderGrab            StyleColorID = 19
	StyleColorSliderGrabActive      StyleColorID = 20
	StyleColorButton                StyleColorID = 21
	StyleColorButtonHovered         StyleColorID = 22
	StyleColorButtonActive          StyleColorID = 23
	StyleColorHeader                StyleColorID = 24
	StyleColorHeaderHovered         StyleColorID = 25
	StyleColorHeaderActive          StyleColorID = 26
	StyleColorSeparator             StyleColorID = 27
	StyleColorSeparatorHovered      StyleColorID = 28
	StyleColorSeparatorActive       StyleColorID = 29
	StyleColorResizeGrip            StyleColorID = 30
	StyleColorResizeGripHovered     StyleColorID = 31
	StyleColorResizeGripActive      StyleColorID = 32
	StyleColorTab                   StyleColorID = 33
	StyleColorTabHovered            StyleColorID = 34
	StyleColorTabActive             StyleColorID = 35
	StyleColorTabUnfocused          StyleColorID = 36
	StyleColorTabUnfocusedActive    StyleColorID = 37
	StyleColorPlotLines             StyleColorID = 38
	StyleColorPlotLinesHovered      StyleColorID = 39
	StyleColorPlotHistogram         StyleColorID = 40
	StyleColorPlotHistogramHovered  StyleColorID = 41
	StyleColorTextSelectedBg        StyleColorID = 42
	StyleColorDragDropTarget        StyleColorID = 43
	StyleColorNavHighlight          StyleColorID = 44 // Gamepad/keyboard: current highlighted item
	StyleColorNavWindowingHighlight StyleColorID = 45 // Highlight window when using CTRL+TAB
	StyleColorNavWindowingDarkening StyleColorID = 46 // Darken/colorize entire screen behind the CTRL+TAB window list, when active
	StyleColorModalWindowDarkening  StyleColorID = 47 // Darken/colorize entire screen behind a modal window, when one is active
)

This is the list of StyleColor identifier.

type StyleVarID

type StyleVarID int

StyleVarID identifies a style variable in the UI style.

const (
	// StyleVarAlpha is a float
	StyleVarAlpha StyleVarID = 0
	// StyleVarWindowPadding is a Vec2
	StyleVarWindowPadding StyleVarID = 1
	// StyleVarWindowRounding is a float
	StyleVarWindowRounding StyleVarID = 2
	// StyleVarWindowBorderSize is a float
	StyleVarWindowBorderSize StyleVarID = 3
	// StyleVarWindowMinSize is a Vec2
	StyleVarWindowMinSize StyleVarID = 4
	// StyleVarWindowTitleAlign is a Vec2
	StyleVarWindowTitleAlign StyleVarID = 5
	// StyleVarChildRounding is a float
	StyleVarChildRounding StyleVarID = 6
	// StyleVarChildBorderSize is a float
	StyleVarChildBorderSize StyleVarID = 7
	// StyleVarPopupRounding is a float
	StyleVarPopupRounding StyleVarID = 8
	// StyleVarPopupBorderSize is a float
	StyleVarPopupBorderSize StyleVarID = 9
	// StyleVarFramePadding is a Vec2
	StyleVarFramePadding StyleVarID = 10
	// StyleVarFrameRounding is a float
	StyleVarFrameRounding StyleVarID = 11
	// StyleVarFrameBorderSize is a float
	StyleVarFrameBorderSize StyleVarID = 12
	// StyleVarItemSpacing is a Vec2
	StyleVarItemSpacing StyleVarID = 13
	// StyleVarItemInnerSpacing is a Vec2
	StyleVarItemInnerSpacing StyleVarID = 14
	// StyleVarIndentSpacing is a float
	StyleVarIndentSpacing StyleVarID = 15
	// StyleVarScrollbarSize is a float
	StyleVarScrollbarSize StyleVarID = 16
	// StyleVarScrollbarRounding is a float
	StyleVarScrollbarRounding StyleVarID = 17
	// StyleVarGrabMinSize is a float
	StyleVarGrabMinSize StyleVarID = 18
	// StyleVarGrabRounding is a float
	StyleVarGrabRounding StyleVarID = 19
	// StyleVarTabRounding is a float
	StyleVarTabRounding StyleVarID = 20
	// StyleVarButtonTextAlign is a Vec2
	StyleVarButtonTextAlign StyleVarID = 21
	// StyleVarSelectableTextAlign is a Vec2
	StyleVarSelectableTextAlign StyleVarID = 22
)

type TextureID

type TextureID uintptr

TextureID is a user data to identify a texture.

TextureID is a uintptr used to pass renderer-agnostic texture references around until it hits your render function. imgui knows nothing about what those bits represent, it just passes them around. It is up to you to decide what you want the value to carry!

It could be an identifier to your OpenGL texture (cast as uint32), a key to your custom engine material, etc. At the end of the chain, your renderer takes this value to cast it back into whatever it needs to select a current texture to render.

To display a custom image/texture within an imgui window, you may use functions such as imgui.Image(). imgui will generate the geometry and draw calls using the TextureID that you passed and which your renderer can use. It is your responsibility to get textures uploaded to your GPU.

Note: Internally, the value is based on a pointer type, so its size is dependent on your architecture. For the most part, this will be 64bits on current systems (in 2018). Beware: This value must never be a Go pointer, because the value escapes the runtime!

type Vec2

type Vec2 struct {
	X float32
	Y float32
}

Vec2 represents a two-dimensional vector.

func CalcTextSize

func CalcTextSize(text string, hideTextAfterDoubleHash bool, wrapWidth float32) Vec2

CalcTextSize calculates the size of the text.

func ContentRegionAvail

func ContentRegionAvail() Vec2

ContentRegionAvail returns the size of the content region that is available (based on the current cursor position).

func ContentRegionMax

func ContentRegionMax() Vec2

ContentRegionMax returns current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates.

func CursorPos

func CursorPos() Vec2

CursorPos returns the cursor position in window coordinates (relative to window position).

func CursorScreenPos

func CursorScreenPos() Vec2

CursorScreenPos returns the cursor position in absolute screen coordinates.

func CursorStartPos

func CursorStartPos() Vec2

CursorStartPos returns the initial cursor position in window coordinates.

func MousePos

func MousePos() Vec2

MousePos returns the current window position in screen space.

func WindowPos

func WindowPos() Vec2

WindowPos returns the current window position in screen space. This is useful if you want to do your own drawing via the DrawList API.

func WindowSize

func WindowSize() Vec2

WindowSize returns the size of the current window.

func (Vec2) Minus

func (vec Vec2) Minus(other Vec2) Vec2

Minus returns vec - other.

func (Vec2) Plus

func (vec Vec2) Plus(other Vec2) Vec2

Plus returns vec + other.

func (Vec2) Times

func (vec Vec2) Times(value float32) Vec2

Times returns vec * value.

type Vec4

type Vec4 struct {
	X float32
	Y float32
	Z float32
	W float32
}

Vec4 represents a four-dimensional vector.

func (Vec4) Minus

func (vec Vec4) Minus(other Vec4) Vec4

Minus returns vec - other.

func (Vec4) Plus

func (vec Vec4) Plus(other Vec4) Vec4

Plus returns vec + other.

func (Vec4) Times

func (vec Vec4) Times(value float32) Vec4

Times returns vec * value.

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