module ImGui

Included Modules

Defined in:

custom.cr
imgui.cr:1
imgui.cr:30
imgui.cr:100
obj.cr
types.cr

Constant Summary

PAYLOAD_TYPE_COLOR_3F = "_COL3F"
PAYLOAD_TYPE_COLOR_4F = "_COL4F"

Class Method Summary

Macro Summary

Class Method Detail

def self.accept_drag_drop_payload(type : String, flags : ImGuiDragDropFlags = ImGuiDragDropFlags.new(0)) : ImGuiPayload? #

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

ImGui::AcceptDragDropPayload()


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def self.align_text_to_frame_padding : Void #

vertically align 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)

ImGui::AlignTextToFramePadding()


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def self.arrow_button(str_id : String, dir : ImGuiDir) : Bool #

square button with an arrow shape

ImGui::ArrowButton()


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def self.begin(name : String, p_open : Pointer(Bool) = Pointer(Bool).null, flags : ImGuiWindowFlags = ImGuiWindowFlags.new(0)) : Bool #

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def self.begin_child(str_id : String, size : ImVec2 = ImVec2.new(0, 0), border : Bool = false, flags : ImGuiWindowFlags = ImGuiWindowFlags.new(0)) : Bool #

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def self.begin_child(id : ImGuiID, size : ImVec2 = ImVec2.new(0, 0), border : Bool = false, flags : ImGuiWindowFlags = ImGuiWindowFlags.new(0)) : Bool #

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def self.begin_child_frame(id : ImGuiID, size : ImVec2, flags : ImGuiWindowFlags = ImGuiWindowFlags.new(0)) : Bool #

helper to create a child window / scrolling region that looks like a normal widget frame

ImGui::BeginChildFrame()


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def self.begin_combo(label : String, preview_value : String, flags : ImGuiComboFlags = ImGuiComboFlags.new(0)) : Bool #

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def self.begin_disabled(disabled : Bool = true) : Void #

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def self.begin_drag_drop_source(flags : ImGuiDragDropFlags = ImGuiDragDropFlags.new(0)) : Bool #

call after submitting an item which may be dragged. when this return true, you can call SetDragDropPayload() + EndDragDropSource()

ImGui::BeginDragDropSource()


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def self.begin_drag_drop_target : Bool #

call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()

ImGui::BeginDragDropTarget()


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def self.begin_group : Void #

lock horizontal starting position

ImGui::BeginGroup()


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def self.begin_list_box(label : String, size : ImVec2 = ImVec2.new(0, 0)) : Bool #

open a framed scrolling region

ImGui::BeginListBox()


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def self.begin_main_menu_bar : Bool #

create and append to a full screen menu-bar.

ImGui::BeginMainMenuBar()


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def self.begin_menu(label : String, enabled : Bool = true) : Bool #

create a sub-menu entry. only call EndMenu() if this returns true!

ImGui::BeginMenu()


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def self.begin_menu_bar : Bool #

append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).

ImGui::BeginMenuBar()


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def self.begin_popup(str_id : String, flags : ImGuiWindowFlags = ImGuiWindowFlags.new(0)) : Bool #

return true if the popup is open, and you can start outputting to it.

ImGui::BeginPopup()


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def self.begin_popup_context_item(str_id : String? = nil, popup_flags : ImGuiPopupFlags = ImGuiPopupFlags.new(1)) : Bool #

open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!

ImGui::BeginPopupContextItem()


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def self.begin_popup_context_void(str_id : String? = nil, popup_flags : ImGuiPopupFlags = ImGuiPopupFlags.new(1)) : Bool #

open+begin popup when clicked in void (where there are no windows).

ImGui::BeginPopupContextVoid()


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def self.begin_popup_context_window(str_id : String? = nil, popup_flags : ImGuiPopupFlags = ImGuiPopupFlags.new(1)) : Bool #

open+begin popup when clicked on current window.

ImGui::BeginPopupContextWindow()


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def self.begin_popup_modal(name : String, p_open : Pointer(Bool) = Pointer(Bool).null, flags : ImGuiWindowFlags = ImGuiWindowFlags.new(0)) : Bool #

return true if the modal is open, and you can start outputting to it.

ImGui::BeginPopupModal()


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def self.begin_tab_bar(str_id : String, flags : ImGuiTabBarFlags = ImGuiTabBarFlags.new(0)) : Bool #

create and append into a TabBar

ImGui::BeginTabBar()


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def self.begin_tab_item(label : String, p_open : Pointer(Bool) = Pointer(Bool).null, flags : ImGuiTabItemFlags = ImGuiTabItemFlags.new(0)) : Bool #

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

ImGui::BeginTabItem()


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def self.begin_table(str_id : String, column : Int32, flags : ImGuiTableFlags = ImGuiTableFlags.new(0), outer_size : ImVec2 = ImVec2.new(0.0, 0.0), inner_width : Float32 = 0.0) : Bool #

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def self.begin_tooltip : Void #

begin/append a tooltip window. to create full-featured tooltip (with any kind of items).

ImGui::BeginTooltip()


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def self.bullet : Void #

draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses

ImGui::Bullet()


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def self.bullet_text(fmt : String, *args) : Void #

shortcut for Bullet()+Text()

ImGui::BulletText()


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def self.button(label : String, size : ImVec2 = ImVec2.new(0, 0)) : Bool #

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def self.calc_item_width : Float32 #

width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions.

ImGui::CalcItemWidth()


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def self.calc_list_clipping(items_count : Int32, items_height : Float32) : Tuple(LibC::Int, LibC::Int) #

calculate coarse clipping for large list of evenly sized items. Prefer using the ImGuiListClipper higher-level helper if you can.

ImGui::CalcListClipping()


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def self.calc_text_size(text : Bytes | String, hide_text_after_double_hash : Bool = false, wrap_width : Float32 = -1.0) : ImGui::ImVec2 #

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def self.capture_keyboard_from_app(want_capture_keyboard_value : Bool = true) : Void #

attention: misleading name! manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application to handle). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard_value"; after the next NewFrame() call.

ImGui::CaptureKeyboardFromApp()


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def self.capture_mouse_from_app(want_capture_mouse_value : Bool = true) : Void #

attention: misleading name! manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application to handle). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse_value;" after the next NewFrame() call.

ImGui::CaptureMouseFromApp()


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def self.checkbox(label : String, v : Pointer(Bool)) : Bool #

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def self.checkbox_flags(label : String, flags : Pointer(Int32), flags_value : Int32) : Bool #

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def self.checkbox_flags(label : String, flags : Pointer(UInt32), flags_value : UInt32) : Bool #

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def self.checkbox_flags(label : String, flags : Pointer(T), flags_value : T) : Bool forall T #

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def self.close_current_popup : Void #

manually close the popup we have begin-ed into.

ImGui::CloseCurrentPopup()


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def self.col32(r : Int, g : Int, b : Int, a : Int = 255) : UInt32 #

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def self.col32(color : ImVec4) : UInt32 #

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def self.collapsing_header(label : String, flags : ImGuiTreeNodeFlags = ImGuiTreeNodeFlags.new(0)) : Bool #

if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop().

ImGui::CollapsingHeader()


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def self.collapsing_header(label : String, p_visible : Pointer(Bool), flags : ImGuiTreeNodeFlags = ImGuiTreeNodeFlags.new(0)) : Bool #

when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header.

ImGui::CollapsingHeader()


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def self.color(r : Int, g : Int, b : Int, a : Int = 255) : ImVec4 #

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def self.color(col32 : UInt32) : ImVec4 #

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def self.color_button(desc_id : String, col : ImVec4, flags : ImGuiColorEditFlags = ImGuiColorEditFlags.new(0), size : ImVec2 = ImVec2.new(0, 0)) : Bool #

display a color square/button, hover for details, return true when pressed.

ImGui::ColorButton()


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def self.color_convert_float4_to_u32(in_ : ImVec4) : UInt32 #

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def self.color_convert_hsv_to_rgb(h : Float32, s : Float32, v : Float32) : Tuple(LibC::Float, LibC::Float, LibC::Float) #

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def self.color_convert_rgb_to_hsv(r : Float32, g : Float32, b : Float32) : Tuple(LibC::Float, LibC::Float, LibC::Float) #

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def self.color_convert_u32_to_float4(in_ : UInt32) : ImGui::ImVec4 #

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def self.color_edit3(label : String, col : Pointer(ImVec4) | Indexable(Float32) | Pointer(Float32), flags : ImGuiColorEditFlags = ImGuiColorEditFlags.new(0)) : Bool #

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def self.color_edit4(label : String, col : Pointer(ImVec4) | Indexable(Float32) | Pointer(Float32), flags : ImGuiColorEditFlags = ImGuiColorEditFlags.new(0)) : Bool #

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def self.color_picker3(label : String, col : Pointer(ImVec4) | Indexable(Float32) | Pointer(Float32), flags : ImGuiColorEditFlags = ImGuiColorEditFlags.new(0)) : Bool #

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def self.color_picker4(label : String, col : Pointer(ImVec4) | Indexable(Float32) | Pointer(Float32), flags : ImGuiColorEditFlags = ImGuiColorEditFlags.new(0), ref_col : Pointer(Float32) = Pointer(Float32).null) : Bool #

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def self.columns(count : Int32 = 1, id : String? = nil, border : Bool = true) : Void #

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def self.combo(label : String, current_item : Pointer(Int32) | Pointer, items_getter : Pointer(Void), Int32, Pointer(Pointer(LibC::Char)) -> Bool, data : Pointer(Void), items_count : Int32, popup_max_height_in_items : Int32 = -1) : Bool #

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def self.combo(label : String, current_item : Pointer(Int32) | Pointer, items : Indexable(Pointer(LibC::Char)), popup_max_height_in_items : Int32 = -1) : Bool #

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def self.combo(label : String, current_item : Pointer(Int32) | Pointer, items_separated_by_zeros : String, popup_max_height_in_items : Int32 = -1) : Bool #

Separate items with \0 within a string, end item-list with \0\0. e.g. "One\0Two\0Three\0"

ImGui::Combo()


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def self.combo(label : String, current_item : Pointer(Int32) | Pointer, items_count : Int32, popup_max_height_in_items : Int32 = -1, &block : Int32 -> Slice(UInt8) | String | Nil) : Bool #

def self.combo(label : String, current_item : Pointer(Int32) | Pointer, items : Indexable(String), popup_max_height_in_items : Int32 = -1) #

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def self.create_context(shared_font_atlas : ImFontAtlas? = nil) : ImGuiContext #

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def self.debug_check_version_and_data_layout(version_str : String, sz_io : LibC::SizeT, sz_style : LibC::SizeT, sz_vec2 : LibC::SizeT, sz_vec4 : LibC::SizeT, sz_drawvert : LibC::SizeT, sz_drawidx : LibC::SizeT) : Bool #

This is called by IMGUI_CHECKVERSION() macro.

ImGui::DebugCheckVersionAndDataLayout()


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def self.destroy_context(ctx : ImGuiContext? = nil) : Void #

NULL = destroy current context

ImGui::DestroyContext()


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def self.drag_float(label : String, v : Pointer(Float32), v_speed : Float32 = 1.0, v_min : Float32 = 0.0, v_max : Float32 = 0.0, format : String = "%.3f", flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

If v_min >= v_max we have no bound

ImGui::DragFloat()


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def self.drag_float2(label : String, v : Pointer(ImVec2) | Indexable(Float32) | Pointer(Float32), v_speed : Float32 = 1.0, v_min : Float32 = 0.0, v_max : Float32 = 0.0, format : String = "%.3f", flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

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def self.drag_float3(label : String, v : Indexable(Float32) | Pointer(Float32), v_speed : Float32 = 1.0, v_min : Float32 = 0.0, v_max : Float32 = 0.0, format : String = "%.3f", flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

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def self.drag_float4(label : String, v : Pointer(ImVec4) | Indexable(Float32) | Pointer(Float32), v_speed : Float32 = 1.0, v_min : Float32 = 0.0, v_max : Float32 = 0.0, format : String = "%.3f", flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

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def self.drag_float_range2(label : String, v_current_min : Pointer(Float32), v_current_max : Pointer(Float32), v_speed : Float32 = 1.0, v_min : Float32 = 0.0, v_max : Float32 = 0.0, format : String = "%.3f", format_max : String? = nil, flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

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def self.drag_int(label : String, v : Pointer(Int32), v_speed : Float32 = 1.0, v_min : Int32 = 0, v_max : Int32 = 0, format : String = "%d", flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

If v_min >= v_max we have no bound

ImGui::DragInt()


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def self.drag_int2(label : String, v : Indexable(Int32) | Pointer(Int32), v_speed : Float32 = 1.0, v_min : Int32 = 0, v_max : Int32 = 0, format : String = "%d", flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

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def self.drag_int3(label : String, v : Indexable(Int32) | Pointer(Int32), v_speed : Float32 = 1.0, v_min : Int32 = 0, v_max : Int32 = 0, format : String = "%d", flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

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def self.drag_int4(label : String, v : Indexable(Int32) | Pointer(Int32), v_speed : Float32 = 1.0, v_min : Int32 = 0, v_max : Int32 = 0, format : String = "%d", flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

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def self.drag_int_range2(label : String, v_current_min : Pointer(Int32), v_current_max : Pointer(Int32), v_speed : Float32 = 1.0, v_min : Int32 = 0, v_max : Int32 = 0, format : String = "%d", format_max : String? = nil, flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

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def self.drag_scalar(label : String, p_data : Pointer(Int8), v_speed : Float32 = 1.0, p_min : Int8? = nil, p_max : Int8? = nil, format : String? = nil, flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

def self.drag_scalar(label : String, p_data : Pointer(UInt8), v_speed : Float32 = 1.0, p_min : UInt8? = nil, p_max : UInt8? = nil, format : String? = nil, flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

def self.drag_scalar(label : String, p_data : Pointer(Int16), v_speed : Float32 = 1.0, p_min : Int16? = nil, p_max : Int16? = nil, format : String? = nil, flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

def self.drag_scalar(label : String, p_data : Pointer(UInt16), v_speed : Float32 = 1.0, p_min : UInt16? = nil, p_max : UInt16? = nil, format : String? = nil, flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

def self.drag_scalar(label : String, p_data : Pointer(Int32), v_speed : Float32 = 1.0, p_min : Int32? = nil, p_max : Int32? = nil, format : String? = nil, flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

def self.drag_scalar(label : String, p_data : Pointer(UInt32), v_speed : Float32 = 1.0, p_min : UInt32? = nil, p_max : UInt32? = nil, format : String? = nil, flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

def self.drag_scalar(label : String, p_data : Pointer(Int64), v_speed : Float32 = 1.0, p_min : Int64? = nil, p_max : Int64? = nil, format : String? = nil, flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

def self.drag_scalar(label : String, p_data : Pointer(UInt64), v_speed : Float32 = 1.0, p_min : UInt64? = nil, p_max : UInt64? = nil, format : String? = nil, flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

def self.drag_scalar(label : String, p_data : Pointer(Float32), v_speed : Float32 = 1.0, p_min : Float32? = nil, p_max : Float32? = nil, format : String? = nil, flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

def self.drag_scalar(label : String, p_data : Pointer(Float64), v_speed : Float32 = 1.0, p_min : Float64? = nil, p_max : Float64? = nil, format : String? = nil, flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

def self.drag_scalar_n(label : String, p_data : Pointer(Int8), components : Int32, v_speed : Float32 = 1.0, p_min : Pointer(Int8) = Pointer(Int8).null, p_max : Pointer(Int8) = Pointer(Int8).null, format : String? = nil, flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

def self.drag_scalar_n(label : String, p_data : Pointer(UInt8), components : Int32, v_speed : Float32 = 1.0, p_min : Pointer(UInt8) = Pointer(UInt8).null, p_max : Pointer(UInt8) = Pointer(UInt8).null, format : String? = nil, flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

def self.drag_scalar_n(label : String, p_data : Pointer(Int16), components : Int32, v_speed : Float32 = 1.0, p_min : Pointer(Int16) = Pointer(Int16).null, p_max : Pointer(Int16) = Pointer(Int16).null, format : String? = nil, flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

def self.drag_scalar_n(label : String, p_data : Pointer(UInt16), components : Int32, v_speed : Float32 = 1.0, p_min : Pointer(UInt16) = Pointer(UInt16).null, p_max : Pointer(UInt16) = Pointer(UInt16).null, format : String? = nil, flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

def self.drag_scalar_n(label : String, p_data : Pointer(Int32), components : Int32, v_speed : Float32 = 1.0, p_min : Pointer(Int32) = Pointer(Int32).null, p_max : Pointer(Int32) = Pointer(Int32).null, format : String? = nil, flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

def self.drag_scalar_n(label : String, p_data : Pointer(UInt32), components : Int32, v_speed : Float32 = 1.0, p_min : Pointer(UInt32) = Pointer(UInt32).null, p_max : Pointer(UInt32) = Pointer(UInt32).null, format : String? = nil, flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

def self.drag_scalar_n(label : String, p_data : Pointer(Int64), components : Int32, v_speed : Float32 = 1.0, p_min : Pointer(Int64) = Pointer(Int64).null, p_max : Pointer(Int64) = Pointer(Int64).null, format : String? = nil, flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

def self.drag_scalar_n(label : String, p_data : Pointer(UInt64), components : Int32, v_speed : Float32 = 1.0, p_min : Pointer(UInt64) = Pointer(UInt64).null, p_max : Pointer(UInt64) = Pointer(UInt64).null, format : String? = nil, flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

def self.drag_scalar_n(label : String, p_data : Pointer(Float32), components : Int32, v_speed : Float32 = 1.0, p_min : Pointer(Float32) = Pointer(Float32).null, p_max : Pointer(Float32) = Pointer(Float32).null, format : String? = nil, flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

def self.drag_scalar_n(label : String, p_data : Pointer(Float64), components : Int32, v_speed : Float32 = 1.0, p_min : Pointer(Float64) = Pointer(Float64).null, p_max : Pointer(Float64) = Pointer(Float64).null, format : String? = nil, flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

def self.dummy(size : ImVec2) : Void #

add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into.

ImGui::Dummy()


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def self.end : Void #

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def self.end_child : Void #

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def self.end_child_frame : Void #

always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window)

ImGui::EndChildFrame()


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def self.end_combo : Void #

only call EndCombo() if BeginCombo() returns true!

ImGui::EndCombo()


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def self.end_disabled : Void #

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def self.end_drag_drop_source : Void #

only call EndDragDropSource() if BeginDragDropSource() returns true!

ImGui::EndDragDropSource()


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def self.end_drag_drop_target : Void #

only call EndDragDropTarget() if BeginDragDropTarget() returns true!

ImGui::EndDragDropTarget()


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def self.end_frame : Void #

ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all!

ImGui::EndFrame()


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def self.end_group : Void #

unlock horizontal starting position + capture the whole group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)

ImGui::EndGroup()


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def self.end_list_box : Void #

only call EndListBox() if BeginListBox() returned true!

ImGui::EndListBox()


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def self.end_main_menu_bar : Void #

only call EndMainMenuBar() if BeginMainMenuBar() returns true!

ImGui::EndMainMenuBar()


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def self.end_menu : Void #

only call EndMenu() if BeginMenu() returns true!

ImGui::EndMenu()


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def self.end_menu_bar : Void #

only call EndMenuBar() if BeginMenuBar() returns true!

ImGui::EndMenuBar()


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def self.end_popup : Void #

only call EndPopup() if BeginPopupXXX() returns true!

ImGui::EndPopup()


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def self.end_tab_bar : Void #

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

ImGui::EndTabBar()


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def self.end_tab_item : Void #

only call EndTabItem() if BeginTabItem() returns true!

ImGui::EndTabItem()


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def self.end_table : Void #

only call EndTable() if BeginTable() returns true!

ImGui::EndTable()


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def self.end_tooltip : Void #

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def self.get_allocator_functions(p_alloc_func : Pointer(ImGuiMemAllocFunc), p_free_func : Pointer(ImGuiMemFreeFunc), p_user_data : Pointer(Pointer(Void))) : Void #

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def self.get_background_draw_list : ImDrawList #

this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.

ImGui::GetBackgroundDrawList()


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def self.get_clipboard_text : String #

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def self.get_color_u32(idx : ImGuiCol, alpha_mul : Float32 = 1.0) : UInt32 #

retrieve given style color with style alpha applied and optional extra alpha multiplier, packed as a 32-bit value suitable for ImDrawList

ImGui::GetColorU32()


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def self.get_color_u32(col : ImVec4) : UInt32 #

retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList

ImGui::GetColorU32()


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def self.get_color_u32(col : UInt32) : UInt32 #

retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList

ImGui::GetColorU32()


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def self.get_column_index : Int32 #

get current column index

ImGui::GetColumnIndex()


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def self.get_column_offset(column_index : Int32 = -1) : Float32 #

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

ImGui::GetColumnOffset()


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def self.get_column_width(column_index : Int32 = -1) : Float32 #

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

ImGui::GetColumnWidth()


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def self.get_columns_count : Int32 #

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def self.get_content_region_avail : ImGui::ImVec2 #

== GetContentRegionMax() - GetCursorPos()

ImGui::GetContentRegionAvail()


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def self.get_content_region_max : ImGui::ImVec2 #

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

ImGui::GetContentRegionMax()


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def self.get_current_context : ImGuiContext #

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def self.get_cursor_pos : ImGui::ImVec2 #

cursor position in window coordinates (relative to window position)

ImGui::GetCursorPos()


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def self.get_cursor_pos_x : Float32 #

(some functions are using window-relative coordinates, such as: GetCursorPos, GetCursorStartPos, GetContentRegionMax, GetWindowContentRegion* etc.

ImGui::GetCursorPosX()


[View source]
def self.get_cursor_pos_y : Float32 #

other functions such as GetCursorScreenPos or everything in ImDrawList::

ImGui::GetCursorPosY()


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def self.get_cursor_screen_pos : ImGui::ImVec2 #

cursor position in absolute coordinates (useful to work with ImDrawList API). generally top-left == GetMainViewport()->Pos == (0,0) in single viewport mode, and bottom-right == GetMainViewport()->Pos+Size == io.DisplaySize in single-viewport mode.

ImGui::GetCursorScreenPos()


[View source]
def self.get_cursor_start_pos : ImGui::ImVec2 #

initial cursor position in window coordinates

ImGui::GetCursorStartPos()


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def self.get_drag_drop_payload : ImGuiPayload? #

peek directly into the current payload from anywhere. may return NULL. use ImGuiPayload::IsDataType() to test for the payload type.

ImGui::GetDragDropPayload()


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def self.get_draw_data : ImDrawData #

valid after Render() and until the next call to NewFrame(). this is what you have to render.

ImGui::GetDrawData()


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def self.get_draw_list_shared_data : ImDrawListSharedData #

you may use this when creating your own ImDrawList instances.

ImGui::GetDrawListSharedData()


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def self.get_font : ImFont #

get current font

ImGui::GetFont()


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def self.get_font_size : Float32 #

get current font size (= height in pixels) of current font with current scale applied

ImGui::GetFontSize()


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def self.get_font_tex_uv_white_pixel : ImGui::ImVec2 #

get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API

ImGui::GetFontTexUvWhitePixel()


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def self.get_foreground_draw_list : ImDrawList #

this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.

ImGui::GetForegroundDrawList()


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def self.get_frame_count : Int32 #

get global imgui frame count. incremented by 1 every frame.

ImGui::GetFrameCount()


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def self.get_frame_height : Float32 #

~ FontSize + style.FramePadding.y * 2

ImGui::GetFrameHeight()


[View source]
def self.get_frame_height_with_spacing : Float32 #

~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)

ImGui::GetFrameHeightWithSpacing()


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def self.get_id(str_id : String) : ImGuiID #

calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself

ImGui::GetID()


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def self.get_id(str_id : Bytes | String) : ImGuiID #

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def self.get_id(int_id : Int) : ImGuiID #

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def self.get_id(ptr_id : Reference | ClassType | Int | Pointer(Void)) : ImGuiID #

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def self.get_io : ImGuiIO #

access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)

ImGui::GetIO()


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def self.get_item_rect_max : ImGui::ImVec2 #

get lower-right bounding rectangle of the last item (screen space)

ImGui::GetItemRectMax()


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def self.get_item_rect_min : ImGui::ImVec2 #

get upper-left bounding rectangle of the last item (screen space)

ImGui::GetItemRectMin()


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def self.get_item_rect_size : ImGui::ImVec2 #

get size of last item

ImGui::GetItemRectSize()


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def self.get_key_index(imgui_key : ImGuiKey) : Int32 #

map ImGuiKey_* values into user's key index. == io.KeyMap[key]

ImGui::GetKeyIndex()


[View source]
def self.get_key_pressed_amount(key_index : Int32, repeat_delay : Float32, rate : Float32) : Int32 #

uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate

ImGui::GetKeyPressedAmount()


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def self.get_main_viewport : ImGuiViewport #

return primary/default viewport. This can never be NULL.

ImGui::GetMainViewport()


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def self.get_mouse_cursor : ImGuiMouseCursor #

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

ImGui::GetMouseCursor()


[View source]
def self.get_mouse_drag_delta(button : ImGuiMouseButton = ImGuiMouseButton.new(0), lock_threshold : Float32 = -1.0) : ImGui::ImVec2 #

return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold)

ImGui::GetMouseDragDelta()


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def self.get_mouse_pos : ImGui::ImVec2 #

shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls

ImGui::GetMousePos()


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def self.get_mouse_pos_on_opening_current_popup : ImGui::ImVec2 #

retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves)

ImGui::GetMousePosOnOpeningCurrentPopup()


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def self.get_rgba(color : ImVec4) : Tuple(UInt8, UInt8, UInt8, UInt8) #

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def self.get_scroll_max_x : Float32 #

get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x

ImGui::GetScrollMaxX()


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def self.get_scroll_max_y : Float32 #

get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y

ImGui::GetScrollMaxY()


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def self.get_scroll_x : Float32 #

get scrolling amount [0 .. GetScrollMaxX()]

ImGui::GetScrollX()


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def self.get_scroll_y : Float32 #

get scrolling amount [0 .. GetScrollMaxY()]

ImGui::GetScrollY()


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def self.get_state_storage : ImGuiStorage #

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def self.get_style : ImGuiStyle #

access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame!

ImGui::GetStyle()


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def self.get_style_color_name(idx : ImGuiCol) : String #

get a string corresponding to the enum value (for display, saving, etc.).

ImGui::GetStyleColorName()


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def self.get_style_color_vec4(idx : ImGuiCol) : ImVec4 #

retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in.

ImGui::GetStyleColorVec4()


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def self.get_text_line_height : Float32 #

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def self.get_text_line_height_with_spacing : Float32 #

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

ImGui::GetTextLineHeightWithSpacing()


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def self.get_time : Float64 #

get global imgui time. incremented by io.DeltaTime every frame.

ImGui::GetTime()


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def self.get_tree_node_to_label_spacing : Float32 #

horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode

ImGui::GetTreeNodeToLabelSpacing()


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def self.get_version : String #

get the compiled version string e.g. "1.80 WIP" (essentially the value for IMGUI_VERSION from the compiled version of imgui.cpp)

ImGui::GetVersion()


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def self.get_window_content_region_max : ImGui::ImVec2 #

content boundaries max for the full window (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates

ImGui::GetWindowContentRegionMax()


[View source]
def self.get_window_content_region_min : ImGui::ImVec2 #

content boundaries min for the full window (roughly (0,0)-Scroll), in window coordinates

ImGui::GetWindowContentRegionMin()


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def self.get_window_draw_list : ImDrawList #

get draw list associated to the current window, to append your own drawing primitives

ImGui::GetWindowDrawList()


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def self.get_window_height : Float32 #

get current window height (shortcut for GetWindowSize().y)

ImGui::GetWindowHeight()


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def self.get_window_pos : ImGui::ImVec2 #

get current window position in screen space (useful if you want to do your own drawing via the DrawList API)

ImGui::GetWindowPos()


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def self.get_window_size : ImGui::ImVec2 #

get current window size

ImGui::GetWindowSize()


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def self.get_window_width : Float32 #

get current window width (shortcut for GetWindowSize().x)

ImGui::GetWindowWidth()


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def self.hsv(h : Number, s : Number, v : Number, a : Number = 1.0) : ImVec4 #

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def self.image(user_texture_id : ImTextureID, size : ImVec2, uv0 : ImVec2 = ImVec2.new(0, 0), uv1 : ImVec2 = ImVec2.new(1, 1), tint_col : ImVec4 = ImVec4(1, 1, 1, 1), border_col : ImVec4 = ImVec4(0, 0, 0, 0)) : Void #

[View source]
def self.image_button(user_texture_id : ImTextureID, size : ImVec2, uv0 : ImVec2 = ImVec2.new(0, 0), uv1 : ImVec2 = ImVec2.new(1, 1), frame_padding : Int32 = -1, bg_col : ImVec4 = ImVec4(0, 0, 0, 0), tint_col : ImVec4 = ImVec4(1, 1, 1, 1)) : Bool #

<0 frame_padding uses default frame padding settings. 0 for no padding

ImGui::ImageButton()


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def self.indent(indent_w : Float32 = 0.0) : Void #

move content position toward the right, by indent_w, or style.IndentSpacing if indent_w <= 0

ImGui::Indent()


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def self.input_double(label : String, v : Pointer(Float64), step : Float64 = 0.0, step_fast : Float64 = 0.0, format : String = "%.6f", flags : ImGuiInputTextFlags = ImGuiInputTextFlags.new(0)) : Bool #

[View source]
def self.input_float(label : String, v : Pointer(Float32), step : Float32 = 0.0, step_fast : Float32 = 0.0, format : String = "%.3f", flags : ImGuiInputTextFlags = ImGuiInputTextFlags.new(0)) : Bool #

[View source]
def self.input_float2(label : String, v : Pointer(ImVec2) | Indexable(Float32) | Pointer(Float32), format : String = "%.3f", flags : ImGuiInputTextFlags = ImGuiInputTextFlags.new(0)) : Bool #

[View source]
def self.input_float3(label : String, v : Indexable(Float32) | Pointer(Float32), format : String = "%.3f", flags : ImGuiInputTextFlags = ImGuiInputTextFlags.new(0)) : Bool #

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def self.input_float4(label : String, v : Pointer(ImVec4) | Indexable(Float32) | Pointer(Float32), format : String = "%.3f", flags : ImGuiInputTextFlags = ImGuiInputTextFlags.new(0)) : Bool #

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def self.input_int(label : String, v : Pointer(Int32), step : Int32 = 1, step_fast : Int32 = 100, flags : ImGuiInputTextFlags = ImGuiInputTextFlags.new(0)) : Bool #

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def self.input_int2(label : String, v : Indexable(Int32) | Pointer(Int32), flags : ImGuiInputTextFlags = ImGuiInputTextFlags.new(0)) : Bool #

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def self.input_int3(label : String, v : Indexable(Int32) | Pointer(Int32), flags : ImGuiInputTextFlags = ImGuiInputTextFlags.new(0)) : Bool #

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def self.input_int4(label : String, v : Indexable(Int32) | Pointer(Int32), flags : ImGuiInputTextFlags = ImGuiInputTextFlags.new(0)) : Bool #

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def self.input_scalar(label : String, p_data : Pointer(Int8), p_step : Int8? = nil, p_step_fast : Int8? = nil, format : String? = nil, flags : ImGuiInputTextFlags = ImGuiInputTextFlags.new(0)) : Bool #

def self.input_scalar(label : String, p_data : Pointer(UInt8), p_step : UInt8? = nil, p_step_fast : UInt8? = nil, format : String? = nil, flags : ImGuiInputTextFlags = ImGuiInputTextFlags.new(0)) : Bool #

def self.input_scalar(label : String, p_data : Pointer(Int16), p_step : Int16? = nil, p_step_fast : Int16? = nil, format : String? = nil, flags : ImGuiInputTextFlags = ImGuiInputTextFlags.new(0)) : Bool #

def self.input_scalar(label : String, p_data : Pointer(UInt16), p_step : UInt16? = nil, p_step_fast : UInt16? = nil, format : String? = nil, flags : ImGuiInputTextFlags = ImGuiInputTextFlags.new(0)) : Bool #

def self.input_scalar(label : String, p_data : Pointer(Int32), p_step : Int32? = nil, p_step_fast : Int32? = nil, format : String? = nil, flags : ImGuiInputTextFlags = ImGuiInputTextFlags.new(0)) : Bool #

def self.input_scalar(label : String, p_data : Pointer(UInt32), p_step : UInt32? = nil, p_step_fast : UInt32? = nil, format : String? = nil, flags : ImGuiInputTextFlags = ImGuiInputTextFlags.new(0)) : Bool #

def self.input_scalar(label : String, p_data : Pointer(Int64), p_step : Int64? = nil, p_step_fast : Int64? = nil, format : String? = nil, flags : ImGuiInputTextFlags = ImGuiInputTextFlags.new(0)) : Bool #

def self.input_scalar(label : String, p_data : Pointer(UInt64), p_step : UInt64? = nil, p_step_fast : UInt64? = nil, format : String? = nil, flags : ImGuiInputTextFlags = ImGuiInputTextFlags.new(0)) : Bool #

def self.input_scalar(label : String, p_data : Pointer(Float32), p_step : Float32? = nil, p_step_fast : Float32? = nil, format : String? = nil, flags : ImGuiInputTextFlags = ImGuiInputTextFlags.new(0)) : Bool #

def self.input_scalar(label : String, p_data : Pointer(Float64), p_step : Float64? = nil, p_step_fast : Float64? = nil, format : String? = nil, flags : ImGuiInputTextFlags = ImGuiInputTextFlags.new(0)) : Bool #

def self.input_scalar_n(label : String, p_data : Pointer(Int8), components : Int32, p_step : Pointer(Int8) = Pointer(Int8).null, p_step_fast : Pointer(Int8) = Pointer(Int8).null, format : String? = nil, flags : ImGuiInputTextFlags = ImGuiInputTextFlags.new(0)) : Bool #

def self.input_scalar_n(label : String, p_data : Pointer(UInt8), components : Int32, p_step : Pointer(UInt8) = Pointer(UInt8).null, p_step_fast : Pointer(UInt8) = Pointer(UInt8).null, format : String? = nil, flags : ImGuiInputTextFlags = ImGuiInputTextFlags.new(0)) : Bool #

def self.input_scalar_n(label : String, p_data : Pointer(Int16), components : Int32, p_step : Pointer(Int16) = Pointer(Int16).null, p_step_fast : Pointer(Int16) = Pointer(Int16).null, format : String? = nil, flags : ImGuiInputTextFlags = ImGuiInputTextFlags.new(0)) : Bool #

def self.input_scalar_n(label : String, p_data : Pointer(UInt16), components : Int32, p_step : Pointer(UInt16) = Pointer(UInt16).null, p_step_fast : Pointer(UInt16) = Pointer(UInt16).null, format : String? = nil, flags : ImGuiInputTextFlags = ImGuiInputTextFlags.new(0)) : Bool #

def self.input_scalar_n(label : String, p_data : Pointer(Int32), components : Int32, p_step : Pointer(Int32) = Pointer(Int32).null, p_step_fast : Pointer(Int32) = Pointer(Int32).null, format : String? = nil, flags : ImGuiInputTextFlags = ImGuiInputTextFlags.new(0)) : Bool #

def self.input_scalar_n(label : String, p_data : Pointer(UInt32), components : Int32, p_step : Pointer(UInt32) = Pointer(UInt32).null, p_step_fast : Pointer(UInt32) = Pointer(UInt32).null, format : String? = nil, flags : ImGuiInputTextFlags = ImGuiInputTextFlags.new(0)) : Bool #

def self.input_scalar_n(label : String, p_data : Pointer(Int64), components : Int32, p_step : Pointer(Int64) = Pointer(Int64).null, p_step_fast : Pointer(Int64) = Pointer(Int64).null, format : String? = nil, flags : ImGuiInputTextFlags = ImGuiInputTextFlags.new(0)) : Bool #

def self.input_scalar_n(label : String, p_data : Pointer(UInt64), components : Int32, p_step : Pointer(UInt64) = Pointer(UInt64).null, p_step_fast : Pointer(UInt64) = Pointer(UInt64).null, format : String? = nil, flags : ImGuiInputTextFlags = ImGuiInputTextFlags.new(0)) : Bool #

def self.input_scalar_n(label : String, p_data : Pointer(Float32), components : Int32, p_step : Pointer(Float32) = Pointer(Float32).null, p_step_fast : Pointer(Float32) = Pointer(Float32).null, format : String? = nil, flags : ImGuiInputTextFlags = ImGuiInputTextFlags.new(0)) : Bool #

def self.input_scalar_n(label : String, p_data : Pointer(Float64), components : Int32, p_step : Pointer(Float64) = Pointer(Float64).null, p_step_fast : Pointer(Float64) = Pointer(Float64).null, format : String? = nil, flags : ImGuiInputTextFlags = ImGuiInputTextFlags.new(0)) : Bool #

def self.input_text(label : String, buf : Bytes, flags : ImGuiInputTextFlags = ImGuiInputTextFlags.new(0), callback : ImGuiInputTextCallback? = nil, user_data : Pointer(Void) = Pointer(Void).null) : Bool #

[View source]
def self.input_text(label : String, buf : TextBuffer, flags : ImGuiInputTextFlags = ImGuiInputTextFlags.new(0), &block : ImGuiInputTextCallbackData -> Int32) : Bool #

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def self.input_text(label : String, buf : TextBuffer, flags : ImGuiInputTextFlags = ImGuiInputTextFlags.new(0)) : Bool #

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def self.input_text_multiline(label : String, buf : Bytes, size : ImVec2 = ImVec2.new(0, 0), flags : ImGuiInputTextFlags = ImGuiInputTextFlags.new(0), callback : ImGuiInputTextCallback? = nil, user_data : Pointer(Void) = Pointer(Void).null) : Bool #

[View source]
def self.input_text_multiline(label : String, buf : TextBuffer, size : ImVec2 = ImVec2.new(0, 0), flags : ImGuiInputTextFlags = ImGuiInputTextFlags.new(0), &block : ImGuiInputTextCallbackData -> Int32) : Bool #

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def self.input_text_multiline(label : String, buf : TextBuffer, size : ImVec2 = ImVec2.new(0, 0), flags : ImGuiInputTextFlags = ImGuiInputTextFlags.new(0)) : Bool #

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def self.input_text_with_hint(label : String, hint : String, buf : Bytes, flags : ImGuiInputTextFlags = ImGuiInputTextFlags.new(0), callback : ImGuiInputTextCallback? = nil, user_data : Pointer(Void) = Pointer(Void).null) : Bool #

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def self.input_text_with_hint(label : String, hint : String, buf : TextBuffer, flags : ImGuiInputTextFlags = ImGuiInputTextFlags.new(0), &block : ImGuiInputTextCallbackData -> Int32) : Bool #

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def self.input_text_with_hint(label : String, hint : String, buf : TextBuffer, flags : ImGuiInputTextFlags = ImGuiInputTextFlags.new(0)) : Bool #

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def self.invisible_button(str_id : String, size : ImVec2, flags : ImGuiButtonFlags = ImGuiButtonFlags.new(0)) : Bool #

flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)

ImGui::InvisibleButton()


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def self.is_any_item_active : Bool #

is any item active?

ImGui::IsAnyItemActive()


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def self.is_any_item_focused : Bool #

is any item focused?

ImGui::IsAnyItemFocused()


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def self.is_any_item_hovered : Bool #

is any item hovered?

ImGui::IsAnyItemHovered()


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def self.is_any_mouse_down : Bool #

is any mouse button held?

ImGui::IsAnyMouseDown()


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def self.is_item_activated : Bool #

was the last item just made active (item was previously inactive).

ImGui::IsItemActivated()


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def self.is_item_active : Bool #

is the last item 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)

ImGui::IsItemActive()


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def self.is_item_clicked(mouse_button : ImGuiMouseButton = ImGuiMouseButton.new(0)) : Bool #

is the last item hovered and mouse clicked on? () == IsMouseClicked(mouse_button) && IsItemHovered()Important. () this it NOT equivalent to the behavior of e.g. Button(). Read comments in function definition.

ImGui::IsItemClicked()


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def self.is_item_deactivated : Bool #

was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that requires continuous editing.

ImGui::IsItemDeactivated()


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def self.is_item_deactivated_after_edit : Bool #

was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that requires continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item).

ImGui::IsItemDeactivatedAfterEdit()


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def self.is_item_edited : Bool #

did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets.

ImGui::IsItemEdited()


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def self.is_item_focused : Bool #

is the last item focused for keyboard/gamepad navigation?

ImGui::IsItemFocused()


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def self.is_item_hovered(flags : ImGuiHoveredFlags = ImGuiHoveredFlags.new(0)) : Bool #

is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options.

ImGui::IsItemHovered()


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def self.is_item_toggled_open : Bool #

was the last item open state toggled? set by TreeNode().

ImGui::IsItemToggledOpen()


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def self.is_item_visible : Bool #

is the last item visible? (items may be out of sight because of clipping/scrolling)

ImGui::IsItemVisible()


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def self.is_key_down(user_key_index : Int32) : Bool #

is key being held. == io.KeysDown[user_key_index].

ImGui::IsKeyDown()


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def self.is_key_pressed(user_key_index : Int32, repeat : Bool = true) : Bool #

was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate

ImGui::IsKeyPressed()


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def self.is_key_released(user_key_index : Int32) : Bool #

was key released (went from Down to !Down)?

ImGui::IsKeyReleased()


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def self.is_mouse_clicked(button : ImGuiMouseButton, repeat : Bool = false) : Bool #

did mouse button clicked? (went from !Down to Down)

ImGui::IsMouseClicked()


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def self.is_mouse_double_clicked(button : ImGuiMouseButton) : Bool #

did mouse button double-clicked? (note that a double-click will also report IsMouseClicked() == true)

ImGui::IsMouseDoubleClicked()


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def self.is_mouse_down(button : ImGuiMouseButton) : Bool #

is mouse button held?

ImGui::IsMouseDown()


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def self.is_mouse_dragging(button : ImGuiMouseButton, lock_threshold : Float32 = -1.0) : Bool #

is mouse dragging? (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold)

ImGui::IsMouseDragging()


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def self.is_mouse_hovering_rect(r_min : ImVec2, r_max : ImVec2, clip : Bool = true) : Bool #

is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block.

ImGui::IsMouseHoveringRect()


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def self.is_mouse_pos_valid(mouse_pos : Pointer(ImVec2) = Pointer(ImVec2).null) : Bool #

by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available

ImGui::IsMousePosValid()


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def self.is_mouse_released(button : ImGuiMouseButton) : Bool #

did mouse button released? (went from Down to !Down)

ImGui::IsMouseReleased()


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def self.is_popup_open(str_id : String, flags : ImGuiPopupFlags = ImGuiPopupFlags.new(0)) : Bool #

return true if the popup is open.

ImGui::IsPopupOpen()


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def self.is_rect_visible(rect_min : ImVec2, rect_max : ImVec2) : Bool #

test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.

ImGui::IsRectVisible()


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def self.is_rect_visible(size : ImVec2) : Bool #

test if rectangle (of given size, starting from cursor position) is visible / not clipped.

ImGui::IsRectVisible()


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def self.is_window_appearing : Bool #

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def self.is_window_collapsed : Bool #

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def self.is_window_focused(flags : ImGuiFocusedFlags = ImGuiFocusedFlags.new(0)) : Bool #

is current window focused? or its root/child, depending on flags. see flags for options.

ImGui::IsWindowFocused()


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def self.is_window_hovered(flags : ImGuiHoveredFlags = ImGuiHoveredFlags.new(0)) : Bool #

is current window 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! Please read the FAQ!

ImGui::IsWindowHovered()


[View source]
def self.label_text(label : String, fmt : String, *args) : Void #

display text+label aligned the same way as value+label widgets

ImGui::LabelText()


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def self.list_box(label : String, current_item : Pointer(Int32) | Pointer, items_getter : Pointer(Void), Int32, Pointer(Pointer(LibC::Char)) -> Bool, data : Pointer(Void), items_count : Int32, height_in_items : Int32 = -1) : Bool #

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def self.list_box(label : String, current_item : Pointer(Int32) | Pointer, items : Indexable(Pointer(LibC::Char)), height_in_items : Int32 = -1) : Bool #

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def self.list_box(label : String, current_item : Pointer(Int32) | Pointer, items_count : Int32, height_in_items : Int32 = -1, &block : Int32 -> Slice(UInt8) | String | Nil) : Bool #

def self.list_box(label : String, current_item : Pointer(Int32) | Pointer, items : Indexable(String), height_in_items : Int32 = -1) #

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def self.load_ini_settings_from_disk(ini_filename : String) : Void #

call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).

ImGui::LoadIniSettingsFromDisk()


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def self.load_ini_settings_from_memory(ini_data : String, ini_size : LibC::SizeT = 0) : Void #

call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source.

ImGui::LoadIniSettingsFromMemory()


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def self.log_buttons : Void #

helper to display buttons for logging to tty/file/clipboard

ImGui::LogButtons()


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def self.log_finish : Void #

stop logging (close file, etc.)

ImGui::LogFinish()


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def self.log_text(fmt : String, *args) : Void #

pass text data straight to log (without being displayed)

ImGui::LogText()


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def self.log_to_clipboard(auto_open_depth : Int32 = -1) : Void #

start logging to OS clipboard

ImGui::LogToClipboard()


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def self.log_to_file(auto_open_depth : Int32 = -1, filename : String? = nil) : Void #

start logging to file

ImGui::LogToFile()


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def self.log_to_tty(auto_open_depth : Int32 = -1) : Void #

start logging to tty (stdout)

ImGui::LogToTTY()


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def self.mem_alloc(size : LibC::SizeT) : Pointer(Void) #

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def self.mem_free(ptr : Pointer(Void)) : Void #

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def self.menu_item(label : String, shortcut : String? = nil, selected : Bool = false, enabled : Bool = true) : Bool #

return true when activated.

ImGui::MenuItem()


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def self.menu_item(label : String, shortcut : String, p_selected : Pointer(Bool), enabled : Bool = true) : Bool #

return true when activated + toggle (*p_selected) if p_selected != NULL

ImGui::MenuItem()


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def self.new_frame : Void #

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

ImGui::NewFrame()


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def self.new_line : Void #

undo a SameLine() or force a new line when in an horizontal-layout context.

ImGui::NewLine()


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def self.next_column : Void #

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

ImGui::NextColumn()


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def self.open_popup(str_id : String, popup_flags : ImGuiPopupFlags = ImGuiPopupFlags.new(0)) : Void #

call to mark popup as open (don't call every frame!).

ImGui::OpenPopup()


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def self.open_popup(id : ImGuiID, popup_flags : ImGuiPopupFlags = ImGuiPopupFlags.new(0)) : Void #

id overload to facilitate calling from nested stacks

ImGui::OpenPopup()


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def self.open_popup_on_item_click(str_id : String? = nil, popup_flags : ImGuiPopupFlags = ImGuiPopupFlags.new(1)) : Void #

helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse released event to be consistent with popup behaviors)

ImGui::OpenPopupOnItemClick()


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def self.plot_histogram(label : String, values : Indexable(Float32), values_offset : Int32 = 0, overlay_text : String? = nil, scale_min : Float32 = Float32::MAX, scale_max : Float32 = Float32::MAX, graph_size : ImVec2 = ImVec2.new(0, 0), stride : Int32 = sizeof(Float32)) : Void #

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def self.plot_histogram(label : String, values_getter : Pointer(Void), Int32 -> Float32, data : Pointer(Void), values_count : Int32, values_offset : Int32 = 0, overlay_text : String? = nil, scale_min : Float32 = Float32::MAX, scale_max : Float32 = Float32::MAX, graph_size : ImVec2 = ImVec2.new(0, 0)) : Void #

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def self.plot_histogram(label : String, values_count : Int32, values_offset : Int32 = 0, overlay_text : String? = nil, scale_min : Float32 = Float32::MAX, scale_max : Float32 = Float32::MAX, graph_size : ImVec2 = ImVec2.new(0, 0), &block : Int32 -> Float32) : Void #

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def self.plot_lines(label : String, values : Indexable(Float32), values_offset : Int32 = 0, overlay_text : String? = nil, scale_min : Float32 = Float32::MAX, scale_max : Float32 = Float32::MAX, graph_size : ImVec2 = ImVec2.new(0, 0), stride : Int32 = sizeof(Float32)) : Void #

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def self.plot_lines(label : String, values_getter : Pointer(Void), Int32 -> Float32, data : Pointer(Void), values_count : Int32, values_offset : Int32 = 0, overlay_text : String? = nil, scale_min : Float32 = Float32::MAX, scale_max : Float32 = Float32::MAX, graph_size : ImVec2 = ImVec2.new(0, 0)) : Void #

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def self.plot_lines(label : String, values_count : Int32, values_offset : Int32 = 0, overlay_text : String? = nil, scale_min : Float32 = Float32::MAX, scale_max : Float32 = Float32::MAX, graph_size : ImVec2 = ImVec2.new(0, 0), &block : Int32 -> Float32) : Void #

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def self.pop_allow_keyboard_focus : Void #

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def self.pop_button_repeat : Void #

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def self.pop_clip_rect : Void #

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def self.pop_font : Void #

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def self.pop_id : Void #

pop from the ID stack.

ImGui::PopID()


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def self.pop_item_width : Void #

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def self.pop_style_color(count : Int32 = 1) : Void #

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def self.pop_style_var(count : Int32 = 1) : Void #

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def self.pop_text_wrap_pos : Void #

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def self.progress_bar(fraction : Float32, size_arg : ImVec2 = ImVec2.new(-Float32::MIN_POSITIVE, 0), overlay : String? = nil) : Void #

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def self.push_allow_keyboard_focus(allow_keyboard_focus : Bool) : Void #

== tab stop enable. Allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets

ImGui::PushAllowKeyboardFocus()


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def self.push_button_repeat(repeat : Bool) : Void #

in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame.

ImGui::PushButtonRepeat()


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def self.push_clip_rect(clip_rect_min : ImVec2, clip_rect_max : ImVec2, intersect_with_current_clip_rect : Bool) : Void #

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def self.push_font(font : ImFont) : Void #

use NULL as a shortcut to push default font

ImGui::PushFont()


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def self.push_id(str_id : String) : Void #

push string into the ID stack (will hash string).

ImGui::PushID()


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def self.push_id(str_id : Bytes | String) : Void #

push string into the ID stack (will hash string).

ImGui::PushID()


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def self.push_id(int_id : Int32) : Void #

push integer into the ID stack (will hash integer).

ImGui::PushID()


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def self.push_id(ptr_id : ClassType) : Void #

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def self.push_id(ptr_id : Reference | ClassType | Int | Pointer(Void)) : Void #

push pointer into the ID stack (will hash pointer).

ImGui::PushID()


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def self.push_item_width(item_width : Float32) : Void #

push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side).

ImGui::PushItemWidth()


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def self.push_style_color(idx : ImGuiCol, col : UInt32) : Void #

modify a style color. always use this if you modify the style after NewFrame().

ImGui::PushStyleColor()


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def self.push_style_color(idx : ImGuiCol, col : ImVec4) : Void #

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def self.push_style_var(idx : ImGuiStyleVar, val : Float32) : Void #

modify a style float variable. always use this if you modify the style after NewFrame().

ImGui::PushStyleVar()


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def self.push_style_var(idx : ImGuiStyleVar, val : ImVec2) : Void #

modify a style ImVec2 variable. always use this if you modify the style after NewFrame().

ImGui::PushStyleVar()


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def self.push_text_wrap_pos(wrap_local_pos_x : Float32 = 0.0) : Void #

push word-wrapping position for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space

ImGui::PushTextWrapPos()


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def self.radio_button(label : String, v : Pointer(Int32), v_button : Int32) : Bool #

shortcut to handle the above pattern when value is an integer

ImGui::RadioButton()


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def self.radio_button(label : String, v : Pointer(T), v_button : T) : Bool forall T #

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def self.radio_button(label : String, active : Bool) : Bool #

use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }

ImGui::RadioButton()


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def self.render : Void #

ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData().

ImGui::Render()


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def self.reset_mouse_drag_delta(button : ImGuiMouseButton = ImGuiMouseButton.new(0)) : Void #

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def self.rgb(r : Number, g : Number, b : Number, a : Number = 1.0) : ImVec4 #

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def self.same_line(offset_from_start_x : Float32 = 0.0, spacing : Float32 = -1.0) : Void #

call between widgets or groups to layout them horizontally. X position given in window coordinates.

ImGui::SameLine()


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def self.save_ini_settings_to_disk(ini_filename : String) : Void #

this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext).

ImGui::SaveIniSettingsToDisk()


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def self.save_ini_settings_to_memory : Tuple(String, LibC::SizeT) #

return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings.

ImGui::SaveIniSettingsToMemory()


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def self.selectable(label : String, selected : Bool = false, flags : ImGuiSelectableFlags = ImGuiSelectableFlags.new(0), size : ImVec2 = ImVec2.new(0, 0)) : Bool #

"bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. 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

ImGui::Selectable()


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def self.selectable(label : String, p_selected : Pointer(Bool), flags : ImGuiSelectableFlags = ImGuiSelectableFlags.new(0), size : ImVec2 = ImVec2.new(0, 0)) : Bool #

"bool* p_selected" point to the selection state (read-write), as a convenient helper.

ImGui::Selectable()


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def self.separator : Void #

separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.

ImGui::Separator()


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def self.set_allocator_functions(alloc_func : ImGuiMemAllocFunc, free_func : ImGuiMemFreeFunc, user_data : Pointer(Void) = Pointer(Void).null) : Void #

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def self.set_clipboard_text(text : String) : Void #

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def self.set_color_edit_options(flags : ImGuiColorEditFlags) : Void #

initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls.

ImGui::SetColorEditOptions()


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def self.set_column_offset(column_index : Int32, offset_x : Float32) : Void #

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

ImGui::SetColumnOffset()


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def self.set_column_width(column_index : Int32, width : Float32) : Void #

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

ImGui::SetColumnWidth()


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def self.set_current_context(ctx : ImGuiContext) : Void #

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def self.set_cursor_pos(local_pos : ImVec2) : Void #

are using the main, absolute coordinate system.

ImGui::SetCursorPos()


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def self.set_cursor_pos_x(local_x : Float32) : Void #

GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.)

ImGui::SetCursorPosX()


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def self.set_cursor_pos_y(local_y : Float32) : Void #

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def self.set_cursor_screen_pos(pos : ImVec2) : Void #

cursor position in absolute coordinates

ImGui::SetCursorScreenPos()


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def self.set_drag_drop_payload(type : String, data : Pointer(Void), sz : LibC::SizeT, cond : ImGuiCond = ImGuiCond.new(0)) : Bool #

type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui.

ImGui::SetDragDropPayload()


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def self.set_item_allow_overlap : Void #

allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area.

ImGui::SetItemAllowOverlap()


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def self.set_item_default_focus : Void #

make last item the default focused item of a window.

ImGui::SetItemDefaultFocus()


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def self.set_keyboard_focus_here(offset : Int32 = 0) : Void #

focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget.

ImGui::SetKeyboardFocusHere()


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def self.set_mouse_cursor(cursor_type : ImGuiMouseCursor) : Void #

set desired cursor type

ImGui::SetMouseCursor()


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def self.set_next_item_open(is_open : Bool, cond : ImGuiCond = ImGuiCond.new(0)) : Void #

set next TreeNode/CollapsingHeader open state.

ImGui::SetNextItemOpen()


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def self.set_next_item_width(item_width : Float32) : Void #

set width of the next common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side)

ImGui::SetNextItemWidth()


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def self.set_next_window_bg_alpha(alpha : Float32) : Void #

set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground.

ImGui::SetNextWindowBgAlpha()


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def self.set_next_window_collapsed(collapsed : Bool, cond : ImGuiCond = ImGuiCond.new(0)) : Void #

set next window collapsed state. call before Begin()

ImGui::SetNextWindowCollapsed()


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def self.set_next_window_content_size(size : ImVec2) : Void #

set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin()

ImGui::SetNextWindowContentSize()


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def self.set_next_window_focus : Void #

set next window to be focused / top-most. call before Begin()

ImGui::SetNextWindowFocus()


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def self.set_next_window_pos(pos : ImVec2, cond : ImGuiCond = ImGuiCond.new(0), pivot : ImVec2 = ImVec2.new(0, 0)) : Void #

set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc.

ImGui::SetNextWindowPos()


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def self.set_next_window_size(size : ImVec2, cond : ImGuiCond = ImGuiCond.new(0)) : Void #

set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()

ImGui::SetNextWindowSize()


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def self.set_next_window_size_constraints(size_min : ImVec2, size_max : ImVec2, custom_callback : ImGuiSizeCallback? = nil, custom_callback_data : Pointer(Void) = Pointer(Void).null) : Void #

set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Sizes will be rounded down. Use callback to apply non-trivial programmatic constraints.

ImGui::SetNextWindowSizeConstraints()


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def self.set_next_window_size_constraints(size_min : ImVec2, size_max : ImVec2, &block : ImGuiSizeCallbackData -> ) : Void #

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def self.set_scroll_from_pos_x(local_x : Float32, center_x_ratio : Float32 = 0.5) : Void #

adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.

ImGui::SetScrollFromPosX()


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def self.set_scroll_from_pos_y(local_y : Float32, center_y_ratio : Float32 = 0.5) : Void #

adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.

ImGui::SetScrollFromPosY()


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def self.set_scroll_here_x(center_x_ratio : Float32 = 0.5) : Void #

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

ImGui::SetScrollHereX()


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def self.set_scroll_here_y(center_y_ratio : Float32 = 0.5) : Void #

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

ImGui::SetScrollHereY()


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def self.set_scroll_x(scroll_x : Float32) : Void #

set scrolling amount [0 .. GetScrollMaxX()]

ImGui::SetScrollX()


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def self.set_scroll_y(scroll_y : Float32) : Void #

set scrolling amount [0 .. GetScrollMaxY()]

ImGui::SetScrollY()


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def self.set_state_storage(storage : Pointer(ImGuiStorage)) : Void #

replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it)

ImGui::SetStateStorage()


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def self.set_tab_item_closed(tab_or_docked_window_label : String) : Void #

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.

ImGui::SetTabItemClosed()


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def self.set_tooltip(fmt : String, *args) : Void #

set a text-only tooltip, typically use with ImGui::IsItemHovered(). override any previous call to SetTooltip().

ImGui::SetTooltip()


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def self.set_window_collapsed(collapsed : Bool, cond : ImGuiCond = ImGuiCond.new(0)) : Void #

(not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().

ImGui::SetWindowCollapsed()


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def self.set_window_collapsed(name : String, collapsed : Bool, cond : ImGuiCond = ImGuiCond.new(0)) : Void #

set named window collapsed state

ImGui::SetWindowCollapsed()


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def self.set_window_focus(name : String) : Void #

set named window to be focused / top-most. use NULL to remove focus.

ImGui::SetWindowFocus()


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def self.set_window_focus : Void #

(not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().

ImGui::SetWindowFocus()


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def self.set_window_font_scale(scale : Float32) : Void #

[OBSOLETE] set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes().

ImGui::SetWindowFontScale()


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def self.set_window_pos(pos : ImVec2, cond : ImGuiCond = ImGuiCond.new(0)) : Void #

(not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects.

ImGui::SetWindowPos()


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def self.set_window_pos(name : String, pos : ImVec2, cond : ImGuiCond = ImGuiCond.new(0)) : Void #

set named window position.

ImGui::SetWindowPos()


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def self.set_window_size(size : ImVec2, cond : ImGuiCond = ImGuiCond.new(0)) : Void #

(not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.

ImGui::SetWindowSize()


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def self.set_window_size(name : String, size : ImVec2, cond : ImGuiCond = ImGuiCond.new(0)) : Void #

set named window size. set axis to 0.0f to force an auto-fit on this axis.

ImGui::SetWindowSize()


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def self.show_about_window(p_open : Pointer(Bool) = Pointer(Bool).null) : Void #

create About window. display Dear ImGui version, credits and build/system information.

ImGui::ShowAboutWindow()


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def self.show_demo_window(p_open : Pointer(Bool) = Pointer(Bool).null) : Void #

create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!

ImGui::ShowDemoWindow()


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def self.show_font_selector(label : String) : Void #

add font selector block (not a window), essentially a combo listing the loaded fonts.

ImGui::ShowFontSelector()


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def self.show_metrics_window(p_open : Pointer(Bool) = Pointer(Bool).null) : Void #

create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc.

ImGui::ShowMetricsWindow()


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def self.show_stack_tool_window(p_open : Pointer(Bool) = Pointer(Bool).null) : Void #

create Stack Tool window. hover items with mouse to query information about the source of their unique ID.

ImGui::ShowStackToolWindow()


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def self.show_style_editor(ref : ImGuiStyle? = nil) : Void #

add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)

ImGui::ShowStyleEditor()


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def self.show_style_selector(label : String) : Bool #

add style selector block (not a window), essentially a combo listing the default styles.

ImGui::ShowStyleSelector()


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def self.show_user_guide : Void #

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

ImGui::ShowUserGuide()


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def self.slider_angle(label : String, v_rad : Pointer(Float32), v_degrees_min : Float32 = -360.0, v_degrees_max : Float32 = +360.0, format : String = "%.0 deg", flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

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def self.slider_float(label : String, v : Pointer(Float32), v_min : Float32, v_max : Float32, format : String = "%.3f", flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display.

ImGui::SliderFloat()


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def self.slider_float2(label : String, v : Pointer(ImVec2) | Indexable(Float32) | Pointer(Float32), v_min : Float32, v_max : Float32, format : String = "%.3f", flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

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def self.slider_float3(label : String, v : Indexable(Float32) | Pointer(Float32), v_min : Float32, v_max : Float32, format : String = "%.3f", flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

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def self.slider_float4(label : String, v : Pointer(ImVec4) | Indexable(Float32) | Pointer(Float32), v_min : Float32, v_max : Float32, format : String = "%.3f", flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

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def self.slider_int(label : String, v : Pointer(Int32), v_min : Int32, v_max : Int32, format : String = "%d", flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

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def self.slider_int2(label : String, v : Indexable(Int32) | Pointer(Int32), v_min : Int32, v_max : Int32, format : String = "%d", flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

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def self.slider_int3(label : String, v : Indexable(Int32) | Pointer(Int32), v_min : Int32, v_max : Int32, format : String = "%d", flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

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def self.slider_int4(label : String, v : Indexable(Int32) | Pointer(Int32), v_min : Int32, v_max : Int32, format : String = "%d", flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

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def self.slider_scalar(label : String, p_data : Pointer(Int8), p_min : Int8, p_max : Int8, format : String? = nil, flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

def self.slider_scalar(label : String, p_data : Pointer(UInt8), p_min : UInt8, p_max : UInt8, format : String? = nil, flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

def self.slider_scalar(label : String, p_data : Pointer(Int16), p_min : Int16, p_max : Int16, format : String? = nil, flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

def self.slider_scalar(label : String, p_data : Pointer(UInt16), p_min : UInt16, p_max : UInt16, format : String? = nil, flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

def self.slider_scalar(label : String, p_data : Pointer(Int32), p_min : Int32, p_max : Int32, format : String? = nil, flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

def self.slider_scalar(label : String, p_data : Pointer(UInt32), p_min : UInt32, p_max : UInt32, format : String? = nil, flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

def self.slider_scalar(label : String, p_data : Pointer(Int64), p_min : Int64, p_max : Int64, format : String? = nil, flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

def self.slider_scalar(label : String, p_data : Pointer(UInt64), p_min : UInt64, p_max : UInt64, format : String? = nil, flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

def self.slider_scalar(label : String, p_data : Pointer(Float32), p_min : Float32, p_max : Float32, format : String? = nil, flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

def self.slider_scalar(label : String, p_data : Pointer(Float64), p_min : Float64, p_max : Float64, format : String? = nil, flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

def self.slider_scalar_n(label : String, p_data : Pointer(Int8), components : Int32, p_min : Pointer(Int8), p_max : Pointer(Int8), format : String? = nil, flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

def self.slider_scalar_n(label : String, p_data : Pointer(UInt8), components : Int32, p_min : Pointer(UInt8), p_max : Pointer(UInt8), format : String? = nil, flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

def self.slider_scalar_n(label : String, p_data : Pointer(Int16), components : Int32, p_min : Pointer(Int16), p_max : Pointer(Int16), format : String? = nil, flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

def self.slider_scalar_n(label : String, p_data : Pointer(UInt16), components : Int32, p_min : Pointer(UInt16), p_max : Pointer(UInt16), format : String? = nil, flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

def self.slider_scalar_n(label : String, p_data : Pointer(Int32), components : Int32, p_min : Pointer(Int32), p_max : Pointer(Int32), format : String? = nil, flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

def self.slider_scalar_n(label : String, p_data : Pointer(UInt32), components : Int32, p_min : Pointer(UInt32), p_max : Pointer(UInt32), format : String? = nil, flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

def self.slider_scalar_n(label : String, p_data : Pointer(Int64), components : Int32, p_min : Pointer(Int64), p_max : Pointer(Int64), format : String? = nil, flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

def self.slider_scalar_n(label : String, p_data : Pointer(UInt64), components : Int32, p_min : Pointer(UInt64), p_max : Pointer(UInt64), format : String? = nil, flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

def self.slider_scalar_n(label : String, p_data : Pointer(Float32), components : Int32, p_min : Pointer(Float32), p_max : Pointer(Float32), format : String? = nil, flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

def self.slider_scalar_n(label : String, p_data : Pointer(Float64), components : Int32, p_min : Pointer(Float64), p_max : Pointer(Float64), format : String? = nil, flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

def self.small_button(label : String) : Bool #

button with FramePadding=(0,0) to easily embed within text

ImGui::SmallButton()


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def self.spacing : Void #

add vertical spacing.

ImGui::Spacing()


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def self.style_colors_classic(dst : ImGuiStyle? = nil) : Void #

classic imgui style

ImGui::StyleColorsClassic()


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def self.style_colors_dark(dst : ImGuiStyle? = nil) : Void #

new, recommended style (default)

ImGui::StyleColorsDark()


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def self.style_colors_light(dst : ImGuiStyle? = nil) : Void #

best used with borders and a custom, thicker font

ImGui::StyleColorsLight()


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def self.tab_item_button(label : String, flags : ImGuiTabItemFlags = ImGuiTabItemFlags.new(0)) : Bool #

create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar.

ImGui::TabItemButton()


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def self.table_get_column_count : Int32 #

return number of columns (value passed to BeginTable)

ImGui::TableGetColumnCount()


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def self.table_get_column_flags(column_n : Int32 = -1) : ImGuiTableColumnFlags #

return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column.

ImGui::TableGetColumnFlags()


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def self.table_get_column_index : Int32 #

return current column index.

ImGui::TableGetColumnIndex()


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def self.table_get_column_name(column_n : Int32 = -1) : String #

return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column.

ImGui::TableGetColumnName()


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def self.table_get_row_index : Int32 #

return current row index.

ImGui::TableGetRowIndex()


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def self.table_get_sort_specs : ImGuiTableSortSpecs? #

get latest sort specs for the table (NULL if not sorting).

ImGui::TableGetSortSpecs()


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def self.table_header(label : String) : Void #

submit one header cell manually (rarely used)

ImGui::TableHeader()


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def self.table_headers_row : Void #

submit all headers cells based on data provided to TableSetupColumn() + submit context menu

ImGui::TableHeadersRow()


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def self.table_next_column : Bool #

append into the next column (or first column of next row if currently in last column). Return true when column is visible.

ImGui::TableNextColumn()


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def self.table_next_row(row_flags : ImGuiTableRowFlags = ImGuiTableRowFlags.new(0), min_row_height : Float32 = 0.0) : Void #

append into the first cell of a new row.

ImGui::TableNextRow()


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def self.table_set_bg_color(target : ImGuiTableBgTarget, color : UInt32, column_n : Int32 = -1) : Void #

change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details.

ImGui::TableSetBgColor()


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def self.table_set_column_enabled(column_n : Int32, v : Bool) : Void #

change user accessible enabled/disabled state of a column. Set to false to hide the column. User can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody)

ImGui::TableSetColumnEnabled()


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def self.table_set_column_index(column_n : Int32) : Bool #

append into the specified column. Return true when column is visible.

ImGui::TableSetColumnIndex()


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def self.table_setup_column(label : String, flags : ImGuiTableColumnFlags = ImGuiTableColumnFlags.new(0), init_width_or_weight : Float32 = 0.0, user_id : ImGuiID = 0) : Void #

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def self.table_setup_scroll_freeze(cols : Int32, rows : Int32) : Void #

lock columns/rows so they stay visible when scrolled.

ImGui::TableSetupScrollFreeze()


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def self.text(fmt : String, *args) : Void #

formatted text

ImGui::Text()


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def self.text_colored(col : ImVec4, fmt : String, *args) : Void #

shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();

ImGui::TextColored()


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def self.text_disabled(fmt : String, *args) : Void #

shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();

ImGui::TextDisabled()


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def self.text_unformatted(text : Bytes | String) : Void #

raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text.

ImGui::TextUnformatted()


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def self.text_wrapped(fmt : String, *args) : Void #

shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize().

ImGui::TextWrapped()


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def self.tree_node(str_id : String, fmt : String, *args) : Bool #

helper variation to easily decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().

ImGui::TreeNode()


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def self.tree_node(ptr_id : Reference | ClassType | Int | Pointer(Void), fmt : String, *args) : Bool #

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def self.tree_node(label : String) : Bool #

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def self.tree_node_ex(str_id : String, flags : ImGuiTreeNodeFlags, fmt : String, *args) : Bool #

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def self.tree_node_ex(ptr_id : Reference | ClassType | Int | Pointer(Void), flags : ImGuiTreeNodeFlags, fmt : String, *args) : Bool #

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def self.tree_node_ex(label : String, flags : ImGuiTreeNodeFlags = ImGuiTreeNodeFlags.new(0)) : Bool #

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def self.tree_pop : Void #

~ Unindent()+PopId()

ImGui::TreePop()


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def self.tree_push(str_id : String) : Void #

~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired.

ImGui::TreePush()


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def self.tree_push(ptr_id : Reference | ClassType | Int | Pointer(Void) = Pointer(Reference | ClassType | Int | Void).null) : Void #

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def self.unindent(indent_w : Float32 = 0.0) : Void #

move content position back to the left, by indent_w, or style.IndentSpacing if indent_w <= 0

ImGui::Unindent()


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def self.v_slider_float(label : String, size : ImVec2, v : Pointer(Float32), v_min : Float32, v_max : Float32, format : String = "%.3f", flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

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def self.v_slider_int(label : String, size : ImVec2, v : Pointer(Int32), v_min : Int32, v_max : Int32, format : String = "%d", flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

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def self.v_slider_scalar(label : String, size : ImVec2, p_data : Pointer(Int8), p_min : Int8, p_max : Int8, format : String? = nil, flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

def self.v_slider_scalar(label : String, size : ImVec2, p_data : Pointer(UInt8), p_min : UInt8, p_max : UInt8, format : String? = nil, flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

def self.v_slider_scalar(label : String, size : ImVec2, p_data : Pointer(Int16), p_min : Int16, p_max : Int16, format : String? = nil, flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

def self.v_slider_scalar(label : String, size : ImVec2, p_data : Pointer(UInt16), p_min : UInt16, p_max : UInt16, format : String? = nil, flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

def self.v_slider_scalar(label : String, size : ImVec2, p_data : Pointer(Int32), p_min : Int32, p_max : Int32, format : String? = nil, flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

def self.v_slider_scalar(label : String, size : ImVec2, p_data : Pointer(UInt32), p_min : UInt32, p_max : UInt32, format : String? = nil, flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

def self.v_slider_scalar(label : String, size : ImVec2, p_data : Pointer(Int64), p_min : Int64, p_max : Int64, format : String? = nil, flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

def self.v_slider_scalar(label : String, size : ImVec2, p_data : Pointer(UInt64), p_min : UInt64, p_max : UInt64, format : String? = nil, flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

def self.v_slider_scalar(label : String, size : ImVec2, p_data : Pointer(Float32), p_min : Float32, p_max : Float32, format : String? = nil, flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

def self.v_slider_scalar(label : String, size : ImVec2, p_data : Pointer(Float64), p_min : Float64, p_max : Float64, format : String? = nil, flags : ImGuiSliderFlags = ImGuiSliderFlags.new(0)) : Bool #

def self.value(prefix : String, b : Bool) : Void #

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def self.value(prefix : String, v : Int32) : Void #

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def self.value(prefix : String, v : UInt32) : Void #

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def self.value(prefix : String, v : Float32, float_format : String? = nil) : Void #

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Macro Detail

macro begin(*args, **kwargs, &block) #

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macro begin_popup_modal(*args, **kwargs, &block) #

return true if the modal is open, and you can start outputting to it.

ImGui::BeginPopupModal()


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macro begin_tab_item(*args, **kwargs, &block) #

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

ImGui::BeginTabItem()


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macro checkbox(*args, **kwargs, &block) #

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macro checkbox_flags(*args, **kwargs, &block) #

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macro collapsing_header(*args, **kwargs, &block) #

when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header.

ImGui::CollapsingHeader()


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macro color_edit3(*args, **kwargs, &block) #

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macro color_edit4(*args, **kwargs, &block) #

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macro color_picker3(*args, **kwargs, &block) #

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macro color_picker4(*args, **kwargs, &block) #

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macro combo(*args, **kwargs, &block) #

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macro drag_float(*args, **kwargs, &block) #

If v_min >= v_max we have no bound

ImGui::DragFloat()


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macro drag_float2(*args, **kwargs, &block) #

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macro drag_float3(*args, **kwargs, &block) #

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macro drag_float4(*args, **kwargs, &block) #

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macro drag_float_range2(*args, **kwargs, &block) #

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macro drag_int(*args, **kwargs, &block) #

If v_min >= v_max we have no bound

ImGui::DragInt()


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macro drag_int2(*args, **kwargs, &block) #

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macro drag_int3(*args, **kwargs, &block) #

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macro drag_int4(*args, **kwargs, &block) #

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macro drag_int_range2(*args, **kwargs, &block) #

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macro drag_scalar(*args, **kwargs, &block) #

macro drag_scalar_n(*args, **kwargs, &block) #

macro get_allocator_functions(*args, **kwargs, &block) #

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macro input_double(*args, **kwargs, &block) #

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macro input_float(*args, **kwargs, &block) #

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macro input_float2(*args, **kwargs, &block) #

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macro input_float3(*args, **kwargs, &block) #

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macro input_float4(*args, **kwargs, &block) #

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macro input_int(*args, **kwargs, &block) #

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macro input_int2(*args, **kwargs, &block) #

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macro input_int3(*args, **kwargs, &block) #

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macro input_int4(*args, **kwargs, &block) #

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macro input_scalar(*args, **kwargs, &block) #

macro input_scalar_n(*args, **kwargs, &block) #

macro list_box(*args, **kwargs, &block) #

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macro menu_item(*args, **kwargs, &block) #

return true when activated + toggle (*p_selected) if p_selected != NULL

ImGui::MenuItem()


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macro radio_button(*args, **kwargs, &block) #

shortcut to handle the above pattern when value is an integer

ImGui::RadioButton()


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macro selectable(*args, **kwargs, &block) #

"bool* p_selected" point to the selection state (read-write), as a convenient helper.

ImGui::Selectable()


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macro show_about_window(*args, **kwargs, &block) #

create About window. display Dear ImGui version, credits and build/system information.

ImGui::ShowAboutWindow()


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macro show_demo_window(*args, **kwargs, &block) #

create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!

ImGui::ShowDemoWindow()


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macro show_metrics_window(*args, **kwargs, &block) #

create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc.

ImGui::ShowMetricsWindow()


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macro show_stack_tool_window(*args, **kwargs, &block) #

create Stack Tool window. hover items with mouse to query information about the source of their unique ID.

ImGui::ShowStackToolWindow()


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macro slider_angle(*args, **kwargs, &block) #

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macro slider_float(*args, **kwargs, &block) #

adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display.

ImGui::SliderFloat()


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macro slider_float2(*args, **kwargs, &block) #

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macro slider_float3(*args, **kwargs, &block) #

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macro slider_float4(*args, **kwargs, &block) #

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macro slider_int(*args, **kwargs, &block) #

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macro slider_int2(*args, **kwargs, &block) #

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macro slider_int3(*args, **kwargs, &block) #

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macro slider_int4(*args, **kwargs, &block) #

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macro slider_scalar(*args, **kwargs, &block) #

macro slider_scalar_n(*args, **kwargs, &block) #

macro v_slider_float(*args, **kwargs, &block) #

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macro v_slider_int(*args, **kwargs, &block) #

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macro v_slider_scalar(*args, **kwargs, &block) #