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imgui_demo.cpp
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imgui_demo.cpp
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// dear imgui, v1.75 WIP
// (demo code)
// Help:
// - Read FAQ at http://dearimgui.org/faq
// - Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. All applications in examples/ are doing that.
// Read imgui.cpp for more details, documentation and comments.
// Get latest version at https://github.com/ocornut/imgui
// Message to the person tempted to delete this file when integrating Dear ImGui into their code base:
// Do NOT remove this file from your project! Think again! It is the most useful reference code that you and other coders
// will want to refer to and call. Have the ImGui::ShowDemoWindow() function wired in an always-available debug menu of
// your game/app! Removing this file from your project is hindering access to documentation for everyone in your team,
// likely leading you to poorer usage of the library.
// Everything in this file will be stripped out by the linker if you don't call ImGui::ShowDemoWindow().
// If you want to link core Dear ImGui in your shipped builds but want a thorough guarantee that the demo will not be linked,
// you can setup your imconfig.h with #define IMGUI_DISABLE_DEMO_WINDOWS and those functions will be empty.
// In other situation, whenever you have Dear ImGui available you probably want this to be available for reference.
// Thank you,
// -Your beloved friend, imgui_demo.cpp (which you won't delete)
// Message to beginner C/C++ programmers about the meaning of the 'static' keyword:
// In this demo code, we frequently we use 'static' variables inside functions. A static variable persist across calls, so it is
// essentially like a global variable but declared inside the scope of the function. We do this as a way to gather code and data
// in the same place, to make the demo source code faster to read, faster to write, and smaller in size.
// It also happens to be a convenient way of storing simple UI related information as long as your function doesn't need to be
// reentrant or used in multiple threads. This might be a pattern you will want to use in your code, but most of the real data
// you would be editing is likely going to be stored outside your functions.
// The Demo code in this file is designed to be easy to copy-and-paste in into your application!
// Because of this:
// - We never omit the ImGui:: namespace when calling functions, even though most of our code is already in the same namespace.
// - We try to declare static variables in the local scope, as close as possible to the code using them.
// - We never use any of the helpers/facilities used internally by Dear ImGui, unless it has been exposed in the public API (imgui.h).
// - We never use maths operators on ImVec2/ImVec4. For other of our sources files, they are provided by imgui_internal.h w/ IMGUI_DEFINE_MATH_OPERATORS.
// For your own sources file they are optional and require you either enable those, either provide your own via IM_VEC2_CLASS_EXTRA in imconfig.h.
// Because we don't want to assume anything about your support of maths operators, we don't use them in imgui_demo.cpp.
/*
Index of this file:
// [SECTION] Forward Declarations, Helpers
// [SECTION] Demo Window / ShowDemoWindow()
// [SECTION] About Window / ShowAboutWindow()
// [SECTION] Style Editor / ShowStyleEditor()
// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar()
// [SECTION] Example App: Debug Console / ShowExampleAppConsole()
// [SECTION] Example App: Debug Log / ShowExampleAppLog()
// [SECTION] Example App: Simple Layout / ShowExampleAppLayout()
// [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor()
// [SECTION] Example App: Long Text / ShowExampleAppLongText()
// [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize()
// [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize()
// [SECTION] Example App: Simple Overlay / ShowExampleAppSimpleOverlay()
// [SECTION] Example App: Manipulating Window Titles / ShowExampleAppWindowTitles()
// [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering()
// [SECTION] Example App: Documents Handling / ShowExampleAppDocuments()
*/
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
#define _CRT_SECURE_NO_WARNINGS
#endif
#include "imgui.h"
#include <ctype.h> // toupper
#include <limits.h> // INT_MIN, INT_MAX
#include <math.h> // sqrtf, powf, cosf, sinf, floorf, ceilf
#include <stdio.h> // vsnprintf, sscanf, printf
#include <stdlib.h> // NULL, malloc, free, atoi
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
#include <stddef.h> // intptr_t
#else
#include <stdint.h> // intptr_t
#endif
#ifdef _MSC_VER
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
#endif
#if defined(__clang__)
#pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse.
#pragma clang diagnostic ignored "-Wdeprecated-declarations" // warning : 'xx' is deprecated: The POSIX name for this item.. // for strdup used in demo code (so user can copy & paste the code)
#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning : cast to 'void *' from smaller integer type 'int'
#pragma clang diagnostic ignored "-Wformat-security" // warning : warning: format string is not a string literal
#pragma clang diagnostic ignored "-Wexit-time-destructors" // warning : declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.
#pragma clang diagnostic ignored "-Wunused-macros" // warning : warning: macro is not used // we define snprintf/vsnprintf on Windows so they are available, but not always used.
#if __has_warning("-Wzero-as-null-pointer-constant")
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning : zero as null pointer constant // some standard header variations use #define NULL 0
#endif
#if __has_warning("-Wdouble-promotion")
#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
#endif
#if __has_warning("-Wreserved-id-macro")
#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning : macro name is a reserved identifier //
#endif
#elif defined(__GNUC__)
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size
#pragma GCC diagnostic ignored "-Wformat-security" // warning : format string is not a string literal (potentially insecure)
#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function
#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value
#pragma GCC diagnostic ignored "-Wmisleading-indentation" // [__GNUC__ >= 6] warning: this 'if' clause does not guard this statement // GCC 6.0+ only. See #883 on GitHub.
#endif
// Play it nice with Windows users (Update: since 2018-05, Notepad finally appears to support Unix-style carriage returns!)
#ifdef _WIN32
#define IM_NEWLINE "\r\n"
#else
#define IM_NEWLINE "\n"
#endif
#if defined(_MSC_VER) && !defined(snprintf)
#define snprintf _snprintf
#endif
#if defined(_MSC_VER) && !defined(vsnprintf)
#define vsnprintf _vsnprintf
#endif
//-----------------------------------------------------------------------------
// [SECTION] Forward Declarations, Helpers
//-----------------------------------------------------------------------------
#if !defined(IMGUI_DISABLE_DEMO_WINDOWS)
// Forward Declarations
static void ShowExampleAppDocuments(bool* p_open);
static void ShowExampleAppMainMenuBar();
static void ShowExampleAppConsole(bool* p_open);
static void ShowExampleAppLog(bool* p_open);
static void ShowExampleAppLayout(bool* p_open);
static void ShowExampleAppPropertyEditor(bool* p_open);
static void ShowExampleAppLongText(bool* p_open);
static void ShowExampleAppAutoResize(bool* p_open);
static void ShowExampleAppConstrainedResize(bool* p_open);
static void ShowExampleAppSimpleOverlay(bool* p_open);
static void ShowExampleAppWindowTitles(bool* p_open);
static void ShowExampleAppCustomRendering(bool* p_open);
static void ShowExampleMenuFile();
// Helper to display a little (?) mark which shows a tooltip when hovered.
// In your own code you may want to display an actual icon if you are using a merged icon fonts (see docs/FONTS.txt)
static void HelpMarker(const char* desc)
{
ImGui::TextDisabled("(?)");
if (ImGui::IsItemHovered())
{
ImGui::BeginTooltip();
ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);
ImGui::TextUnformatted(desc);
ImGui::PopTextWrapPos();
ImGui::EndTooltip();
}
}
// Helper to display basic user controls.
void ImGui::ShowUserGuide()
{
ImGuiIO& io = ImGui::GetIO();
ImGui::BulletText("Double-click on title bar to collapse window.");
ImGui::BulletText("Click and drag on lower corner to resize window\n(double-click to auto fit window to its contents).");
ImGui::BulletText("CTRL+Click on a slider or drag box to input value as text.");
ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields.");
if (io.FontAllowUserScaling)
ImGui::BulletText("CTRL+Mouse Wheel to zoom window contents.");
ImGui::BulletText("While inputing text:\n");
ImGui::Indent();
ImGui::BulletText("CTRL+Left/Right to word jump.");
ImGui::BulletText("CTRL+A or double-click to select all.");
ImGui::BulletText("CTRL+X/C/V to use clipboard cut/copy/paste.");
ImGui::BulletText("CTRL+Z,CTRL+Y to undo/redo.");
ImGui::BulletText("ESCAPE to revert.");
ImGui::BulletText("You can apply arithmetic operators +,*,/ on numerical values.\nUse +- to subtract.");
ImGui::Unindent();
ImGui::BulletText("With keyboard navigation enabled:");
ImGui::Indent();
ImGui::BulletText("Arrow keys to navigate.");
ImGui::BulletText("Space to activate a widget.");
ImGui::BulletText("Return to input text into a widget.");
ImGui::BulletText("Escape to deactivate a widget, close popup, exit child window.");
ImGui::BulletText("Alt to jump to the menu layer of a window.");
ImGui::BulletText("CTRL+Tab to select a window.");
ImGui::Unindent();
}
//-----------------------------------------------------------------------------
// [SECTION] Demo Window / ShowDemoWindow()
//-----------------------------------------------------------------------------
// - ShowDemoWindowWidgets()
// - ShowDemoWindowLayout()
// - ShowDemoWindowPopups()
// - ShowDemoWindowColumns()
// - ShowDemoWindowMisc()
//-----------------------------------------------------------------------------
// We split the contents of the big ShowDemoWindow() function into smaller functions (because the link time of very large functions grow non-linearly)
static void ShowDemoWindowWidgets();
static void ShowDemoWindowLayout();
static void ShowDemoWindowPopups();
static void ShowDemoWindowColumns();
static void ShowDemoWindowMisc();
// Demonstrate most Dear ImGui features (this is big function!)
// You may execute this function to experiment with the UI and understand what it does. You may then search for keywords in the code when you are interested by a specific feature.
void ImGui::ShowDemoWindow(bool* p_open)
{
IM_ASSERT(ImGui::GetCurrentContext() != NULL && "Missing dear imgui context. Refer to examples app!"); // Exceptionally add an extra assert here for people confused with initial dear imgui setup
// Examples Apps (accessible from the "Examples" menu)
static bool show_app_documents = false;
static bool show_app_main_menu_bar = false;
static bool show_app_console = false;
static bool show_app_log = false;
static bool show_app_layout = false;
static bool show_app_property_editor = false;
static bool show_app_long_text = false;
static bool show_app_auto_resize = false;
static bool show_app_constrained_resize = false;
static bool show_app_simple_overlay = false;
static bool show_app_window_titles = false;
static bool show_app_custom_rendering = false;
if (show_app_documents) ShowExampleAppDocuments(&show_app_documents);
if (show_app_main_menu_bar) ShowExampleAppMainMenuBar();
if (show_app_console) ShowExampleAppConsole(&show_app_console);
if (show_app_log) ShowExampleAppLog(&show_app_log);
if (show_app_layout) ShowExampleAppLayout(&show_app_layout);
if (show_app_property_editor) ShowExampleAppPropertyEditor(&show_app_property_editor);
if (show_app_long_text) ShowExampleAppLongText(&show_app_long_text);
if (show_app_auto_resize) ShowExampleAppAutoResize(&show_app_auto_resize);
if (show_app_constrained_resize) ShowExampleAppConstrainedResize(&show_app_constrained_resize);
if (show_app_simple_overlay) ShowExampleAppSimpleOverlay(&show_app_simple_overlay);
if (show_app_window_titles) ShowExampleAppWindowTitles(&show_app_window_titles);
if (show_app_custom_rendering) ShowExampleAppCustomRendering(&show_app_custom_rendering);
// Dear ImGui Apps (accessible from the "Tools" menu)
static bool show_app_metrics = false;
static bool show_app_style_editor = false;
static bool show_app_about = false;
if (show_app_metrics) { ImGui::ShowMetricsWindow(&show_app_metrics); }
if (show_app_style_editor) { ImGui::Begin("Style Editor", &show_app_style_editor); ImGui::ShowStyleEditor(); ImGui::End(); }
if (show_app_about) { ImGui::ShowAboutWindow(&show_app_about); }
// Demonstrate the various window flags. Typically you would just use the default!
static bool no_titlebar = false;
static bool no_scrollbar = false;
static bool no_menu = false;
static bool no_move = false;
static bool no_resize = false;
static bool no_collapse = false;
static bool no_close = false;
static bool no_nav = false;
static bool no_background = false;
static bool no_bring_to_front = false;
ImGuiWindowFlags window_flags = 0;
if (no_titlebar) window_flags |= ImGuiWindowFlags_NoTitleBar;
if (no_scrollbar) window_flags |= ImGuiWindowFlags_NoScrollbar;
if (!no_menu) window_flags |= ImGuiWindowFlags_MenuBar;
if (no_move) window_flags |= ImGuiWindowFlags_NoMove;
if (no_resize) window_flags |= ImGuiWindowFlags_NoResize;
if (no_collapse) window_flags |= ImGuiWindowFlags_NoCollapse;
if (no_nav) window_flags |= ImGuiWindowFlags_NoNav;
if (no_background) window_flags |= ImGuiWindowFlags_NoBackground;
if (no_bring_to_front) window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus;
if (no_close) p_open = NULL; // Don't pass our bool* to Begin
// We specify a default position/size in case there's no data in the .ini file. Typically this isn't required! We only do it to make the Demo applications a little more welcoming.
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(550, 680), ImGuiCond_FirstUseEver);
// Main body of the Demo window starts here.
if (!ImGui::Begin("Dear ImGui Demo", p_open, window_flags))
{
// Early out if the window is collapsed, as an optimization.
ImGui::End();
return;
}
// Most "big" widgets share a common width settings by default.
//ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.65f); // Use 2/3 of the space for widgets and 1/3 for labels (default)
ImGui::PushItemWidth(ImGui::GetFontSize() * -12); // Use fixed width for labels (by passing a negative value), the rest goes to widgets. We choose a width proportional to our font size.
// Menu Bar
if (ImGui::BeginMenuBar())
{
if (ImGui::BeginMenu("Menu"))
{
ShowExampleMenuFile();
ImGui::EndMenu();
}
if (ImGui::BeginMenu("Examples"))
{
ImGui::MenuItem("Main menu bar", NULL, &show_app_main_menu_bar);
ImGui::MenuItem("Console", NULL, &show_app_console);
ImGui::MenuItem("Log", NULL, &show_app_log);
ImGui::MenuItem("Simple layout", NULL, &show_app_layout);
ImGui::MenuItem("Property editor", NULL, &show_app_property_editor);
ImGui::MenuItem("Long text display", NULL, &show_app_long_text);
ImGui::MenuItem("Auto-resizing window", NULL, &show_app_auto_resize);
ImGui::MenuItem("Constrained-resizing window", NULL, &show_app_constrained_resize);
ImGui::MenuItem("Simple overlay", NULL, &show_app_simple_overlay);
ImGui::MenuItem("Manipulating window titles", NULL, &show_app_window_titles);
ImGui::MenuItem("Custom rendering", NULL, &show_app_custom_rendering);
ImGui::MenuItem("Documents", NULL, &show_app_documents);
ImGui::EndMenu();
}
if (ImGui::BeginMenu("Tools"))
{
ImGui::MenuItem("Metrics", NULL, &show_app_metrics);
ImGui::MenuItem("Style Editor", NULL, &show_app_style_editor);
ImGui::MenuItem("About Dear ImGui", NULL, &show_app_about);
ImGui::EndMenu();
}
ImGui::EndMenuBar();
}
ImGui::Text("dear imgui says hello. (%s)", IMGUI_VERSION);
ImGui::Spacing();
if (ImGui::CollapsingHeader("Help"))
{
ImGui::Text("ABOUT THIS DEMO:");
ImGui::BulletText("Sections below are demonstrating many aspects of the library.");
ImGui::BulletText("The \"Examples\" menu above leads to more demo contents.");
ImGui::BulletText("The \"Tools\" menu above gives access to: About Box, Style Editor,\n"
"and Metrics (general purpose Dear ImGui debugging tool).");
ImGui::Separator();
ImGui::Text("PROGRAMMER GUIDE:");
ImGui::BulletText("See the ShowDemoWindow() code in imgui_demo.cpp. <- you are here!");
ImGui::BulletText("See comments in imgui.cpp.");
ImGui::BulletText("See example applications in the examples/ folder.");
ImGui::BulletText("Read the FAQ at http://www.dearimgui.org/faq/");
ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableKeyboard' for keyboard controls.");
ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableGamepad' for gamepad controls.");
ImGui::Separator();
ImGui::Text("USER GUIDE:");
ImGui::ShowUserGuide();
}
if (ImGui::CollapsingHeader("Configuration"))
{
ImGuiIO& io = ImGui::GetIO();
if (ImGui::TreeNode("Configuration##2"))
{
ImGui::CheckboxFlags("io.ConfigFlags: NavEnableKeyboard", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NavEnableKeyboard);
ImGui::CheckboxFlags("io.ConfigFlags: NavEnableGamepad", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NavEnableGamepad);
ImGui::SameLine(); HelpMarker("Required back-end to feed in gamepad inputs in io.NavInputs[] and set io.BackendFlags |= ImGuiBackendFlags_HasGamepad.\n\nRead instructions in imgui.cpp for details.");
ImGui::CheckboxFlags("io.ConfigFlags: NavEnableSetMousePos", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NavEnableSetMousePos);
ImGui::SameLine(); HelpMarker("Instruct navigation to move the mouse cursor. See comment for ImGuiConfigFlags_NavEnableSetMousePos.");
ImGui::CheckboxFlags("io.ConfigFlags: NoMouse", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NoMouse);
if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) // Create a way to restore this flag otherwise we could be stuck completely!
{
if (fmodf((float)ImGui::GetTime(), 0.40f) < 0.20f)
{
ImGui::SameLine();
ImGui::Text("<<PRESS SPACE TO DISABLE>>");
}
if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_Space)))
io.ConfigFlags &= ~ImGuiConfigFlags_NoMouse;
}
ImGui::CheckboxFlags("io.ConfigFlags: NoMouseCursorChange", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NoMouseCursorChange);
ImGui::SameLine(); HelpMarker("Instruct back-end to not alter mouse cursor shape and visibility.");
ImGui::Checkbox("io.ConfigInputTextCursorBlink", &io.ConfigInputTextCursorBlink);
ImGui::SameLine(); HelpMarker("Set to false to disable blinking cursor, for users who consider it distracting");
ImGui::Checkbox("io.ConfigWindowsResizeFromEdges", &io.ConfigWindowsResizeFromEdges);
ImGui::SameLine(); HelpMarker("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback.");
ImGui::Checkbox("io.ConfigWindowsMoveFromTitleBarOnly", &io.ConfigWindowsMoveFromTitleBarOnly);
ImGui::Checkbox("io.MouseDrawCursor", &io.MouseDrawCursor);
ImGui::SameLine(); HelpMarker("Instruct Dear ImGui to render a mouse cursor for you. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something).");
ImGui::TreePop();
ImGui::Separator();
}
if (ImGui::TreeNode("Backend Flags"))
{
HelpMarker("Those flags are set by the back-ends (imgui_impl_xxx files) to specify their capabilities.\nHere we expose then as read-only fields to avoid breaking interactions with your back-end.");
ImGuiBackendFlags backend_flags = io.BackendFlags; // Make a local copy to avoid modifying actual back-end flags.
ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasGamepad);
ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasMouseCursors);
ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasSetMousePos);
ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", (unsigned int *)&backend_flags, ImGuiBackendFlags_RendererHasVtxOffset);
ImGui::TreePop();
ImGui::Separator();
}
if (ImGui::TreeNode("Style"))
{
HelpMarker("The same contents can be accessed in 'Tools->Style Editor' or by calling the ShowStyleEditor() function.");
ImGui::ShowStyleEditor();
ImGui::TreePop();
ImGui::Separator();
}
if (ImGui::TreeNode("Capture/Logging"))
{
ImGui::TextWrapped("The logging API redirects all text output so you can easily capture the content of a window or a block. Tree nodes can be automatically expanded.");
HelpMarker("Try opening any of the contents below in this window and then click one of the \"Log To\" button.");
ImGui::LogButtons();
ImGui::TextWrapped("You can also call ImGui::LogText() to output directly to the log without a visual output.");
if (ImGui::Button("Copy \"Hello, world!\" to clipboard"))
{
ImGui::LogToClipboard();
ImGui::LogText("Hello, world!");
ImGui::LogFinish();
}
ImGui::TreePop();
}
}
if (ImGui::CollapsingHeader("Window options"))
{
ImGui::Checkbox("No titlebar", &no_titlebar); ImGui::SameLine(150);
ImGui::Checkbox("No scrollbar", &no_scrollbar); ImGui::SameLine(300);
ImGui::Checkbox("No menu", &no_menu);
ImGui::Checkbox("No move", &no_move); ImGui::SameLine(150);
ImGui::Checkbox("No resize", &no_resize); ImGui::SameLine(300);
ImGui::Checkbox("No collapse", &no_collapse);
ImGui::Checkbox("No close", &no_close); ImGui::SameLine(150);
ImGui::Checkbox("No nav", &no_nav); ImGui::SameLine(300);
ImGui::Checkbox("No background", &no_background);
ImGui::Checkbox("No bring to front", &no_bring_to_front);
}
// All demo contents
ShowDemoWindowWidgets();
ShowDemoWindowLayout();
ShowDemoWindowPopups();
ShowDemoWindowColumns();
ShowDemoWindowMisc();
// End of ShowDemoWindow()
ImGui::End();
}
static void ShowDemoWindowWidgets()
{
if (!ImGui::CollapsingHeader("Widgets"))
return;
if (ImGui::TreeNode("Basic"))
{
static int clicked = 0;
if (ImGui::Button("Button"))
clicked++;
if (clicked & 1)
{
ImGui::SameLine();
ImGui::Text("Thanks for clicking me!");
}
static bool check = true;
ImGui::Checkbox("checkbox", &check);
static int e = 0;
ImGui::RadioButton("radio a", &e, 0); ImGui::SameLine();
ImGui::RadioButton("radio b", &e, 1); ImGui::SameLine();
ImGui::RadioButton("radio c", &e, 2);
// Color buttons, demonstrate using PushID() to add unique identifier in the ID stack, and changing style.
for (int i = 0; i < 7; i++)
{
if (i > 0)
ImGui::SameLine();
ImGui::PushID(i);
ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(i/7.0f, 0.6f, 0.6f));
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(i/7.0f, 0.7f, 0.7f));
ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(i/7.0f, 0.8f, 0.8f));
ImGui::Button("Click");
ImGui::PopStyleColor(3);
ImGui::PopID();
}
// Use AlignTextToFramePadding() to align text baseline to the baseline of framed elements (otherwise a Text+SameLine+Button sequence will have the text a little too high by default)
ImGui::AlignTextToFramePadding();
ImGui::Text("Hold to repeat:");
ImGui::SameLine();
// Arrow buttons with Repeater
static int counter = 0;
float spacing = ImGui::GetStyle().ItemInnerSpacing.x;
ImGui::PushButtonRepeat(true);
if (ImGui::ArrowButton("##left", ImGuiDir_Left)) { counter--; }
ImGui::SameLine(0.0f, spacing);
if (ImGui::ArrowButton("##right", ImGuiDir_Right)) { counter++; }
ImGui::PopButtonRepeat();
ImGui::SameLine();
ImGui::Text("%d", counter);
ImGui::Text("Hover over me");
if (ImGui::IsItemHovered())
ImGui::SetTooltip("I am a tooltip");
ImGui::SameLine();
ImGui::Text("- or me");
if (ImGui::IsItemHovered())
{
ImGui::BeginTooltip();
ImGui::Text("I am a fancy tooltip");
static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f };
ImGui::PlotLines("Curve", arr, IM_ARRAYSIZE(arr));
ImGui::EndTooltip();
}
ImGui::Separator();
ImGui::LabelText("label", "Value");
{
// Using the _simplified_ one-liner Combo() api here
// See "Combo" section for examples of how to use the more complete BeginCombo()/EndCombo() api.
const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" };
static int item_current = 0;
ImGui::Combo("combo", &item_current, items, IM_ARRAYSIZE(items));
ImGui::SameLine(); HelpMarker("Refer to the \"Combo\" section below for an explanation of the full BeginCombo/EndCombo API, and demonstration of various flags.\n");
}
{
// To wire InputText() with std::string or any other custom string type,
// see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file.
static char str0[128] = "Hello, world!";
ImGui::InputText("input text", str0, IM_ARRAYSIZE(str0));
ImGui::SameLine(); HelpMarker("USER:\nHold SHIFT or use mouse to select text.\n" "CTRL+Left/Right to word jump.\n" "CTRL+A or double-click to select all.\n" "CTRL+X,CTRL+C,CTRL+V clipboard.\n" "CTRL+Z,CTRL+Y undo/redo.\n" "ESCAPE to revert.\n\nPROGRAMMER:\nYou can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputText() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example (this is not demonstrated in imgui_demo.cpp).");
static char str1[128] = "";
ImGui::InputTextWithHint("input text (w/ hint)", "enter text here", str1, IM_ARRAYSIZE(str1));
static int i0 = 123;
ImGui::InputInt("input int", &i0);
ImGui::SameLine(); HelpMarker("You can apply arithmetic operators +,*,/ on numerical values.\n e.g. [ 100 ], input \'*2\', result becomes [ 200 ]\nUse +- to subtract.\n");
static float f0 = 0.001f;
ImGui::InputFloat("input float", &f0, 0.01f, 1.0f, "%.3f");
static double d0 = 999999.00000001;
ImGui::InputDouble("input double", &d0, 0.01f, 1.0f, "%.8f");
static float f1 = 1.e10f;
ImGui::InputFloat("input scientific", &f1, 0.0f, 0.0f, "%e");
ImGui::SameLine(); HelpMarker("You can input value using the scientific notation,\n e.g. \"1e+8\" becomes \"100000000\".\n");
static float vec4a[4] = { 0.10f, 0.20f, 0.30f, 0.44f };
ImGui::InputFloat3("input float3", vec4a);
}
{
static int i1 = 50, i2 = 42;
ImGui::DragInt("drag int", &i1, 1);
ImGui::SameLine(); HelpMarker("Click and drag to edit value.\nHold SHIFT/ALT for faster/slower edit.\nDouble-click or CTRL+click to input value.");
ImGui::DragInt("drag int 0..100", &i2, 1, 0, 100, "%d%%");
static float f1=1.00f, f2=0.0067f;
ImGui::DragFloat("drag float", &f1, 0.005f);
ImGui::DragFloat("drag small float", &f2, 0.0001f, 0.0f, 0.0f, "%.06f ns");
}
{
static int i1=0;
ImGui::SliderInt("slider int", &i1, -1, 3);
ImGui::SameLine(); HelpMarker("CTRL+click to input value.");
static float f1=0.123f, f2=0.0f;
ImGui::SliderFloat("slider float", &f1, 0.0f, 1.0f, "ratio = %.3f");
ImGui::SliderFloat("slider float (curve)", &f2, -10.0f, 10.0f, "%.4f", 2.0f);
static float angle = 0.0f;
ImGui::SliderAngle("slider angle", &angle);
// Using the format string to display a name instead of an integer.
// Here we completely omit '%d' from the format string, so it'll only display a name.
// This technique can also be used with DragInt().
enum Element { Element_Fire, Element_Earth, Element_Air, Element_Water, Element_COUNT };
const char* element_names[Element_COUNT] = { "Fire", "Earth", "Air", "Water" };
static int current_element = Element_Fire;
const char* current_element_name = (current_element >= 0 && current_element < Element_COUNT) ? element_names[current_element] : "Unknown";
ImGui::SliderInt("slider enum", ¤t_element, 0, Element_COUNT - 1, current_element_name);
ImGui::SameLine(); HelpMarker("Using the format string parameter to display a name instead of the underlying integer.");
}
{
static float col1[3] = { 1.0f,0.0f,0.2f };
static float col2[4] = { 0.4f,0.7f,0.0f,0.5f };
ImGui::ColorEdit3("color 1", col1);
ImGui::SameLine(); HelpMarker("Click on the colored square to open a color picker.\nClick and hold to use drag and drop.\nRight-click on the colored square to show options.\nCTRL+click on individual component to input value.\n");
ImGui::ColorEdit4("color 2", col2);
}
{
// List box
const char* listbox_items[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pineapple", "Strawberry", "Watermelon" };
static int listbox_item_current = 1;
ImGui::ListBox("listbox\n(single select)", &listbox_item_current, listbox_items, IM_ARRAYSIZE(listbox_items), 4);
//static int listbox_item_current2 = 2;
//ImGui::SetNextItemWidth(-1);
//ImGui::ListBox("##listbox2", &listbox_item_current2, listbox_items, IM_ARRAYSIZE(listbox_items), 4);
}
ImGui::TreePop();
}
// Testing ImGuiOnceUponAFrame helper.
//static ImGuiOnceUponAFrame once;
//for (int i = 0; i < 5; i++)
// if (once)
// ImGui::Text("This will be displayed only once.");
if (ImGui::TreeNode("Trees"))
{
if (ImGui::TreeNode("Basic trees"))
{
for (int i = 0; i < 5; i++)
{
// Use SetNextItemOpen() so set the default state of a node to be open.
// We could also use TreeNodeEx() with the ImGuiTreeNodeFlags_DefaultOpen flag to achieve the same thing!
if (i == 0)
ImGui::SetNextItemOpen(true, ImGuiCond_Once);
if (ImGui::TreeNode((void*)(intptr_t)i, "Child %d", i))
{
ImGui::Text("blah blah");
ImGui::SameLine();
if (ImGui::SmallButton("button")) {};
ImGui::TreePop();
}
}
ImGui::TreePop();
}
if (ImGui::TreeNode("Advanced, with Selectable nodes"))
{
HelpMarker("This is a more typical looking tree with selectable nodes.\nClick to select, CTRL+Click to toggle, click on arrows or double-click to open.");
static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_SpanAvailWidth;
static bool align_label_with_current_x_position = false;
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnArrow", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_OpenOnArrow);
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnDoubleClick", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_OpenOnDoubleClick);
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_SpanAvailWidth);
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_SpanFullWidth);
ImGui::Checkbox("Align label with current X position)", &align_label_with_current_x_position);
ImGui::Text("Hello!");
if (align_label_with_current_x_position)
ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing());
static int selection_mask = (1 << 2); // Dumb representation of what may be user-side selection state. You may carry selection state inside or outside your objects in whatever format you see fit.
int node_clicked = -1; // Temporary storage of what node we have clicked to process selection at the end of the loop. May be a pointer to your own node type, etc.
for (int i = 0; i < 6; i++)
{
// Disable the default open on single-click behavior and pass in Selected flag according to our selection state.
ImGuiTreeNodeFlags node_flags = base_flags;
const bool is_selected = (selection_mask & (1 << i)) != 0;
if (is_selected)
node_flags |= ImGuiTreeNodeFlags_Selected;
if (i < 3)
{
// Items 0..2 are Tree Node
bool node_open = ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Node %d", i);
if (ImGui::IsItemClicked())
node_clicked = i;
if (node_open)
{
ImGui::BulletText("Blah blah\nBlah Blah");
ImGui::TreePop();
}
}
else
{
// Items 3..5 are Tree Leaves
// The only reason we use TreeNode at all is to allow selection of the leaf.
// Otherwise we can use BulletText() or advance the cursor by GetTreeNodeToLabelSpacing() and call Text().
node_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen; // ImGuiTreeNodeFlags_Bullet
ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Leaf %d", i);
if (ImGui::IsItemClicked())
node_clicked = i;
}
}
if (node_clicked != -1)
{
// Update selection state. Process outside of tree loop to avoid visual inconsistencies during the clicking-frame.
if (ImGui::GetIO().KeyCtrl)
selection_mask ^= (1 << node_clicked); // CTRL+click to toggle
else //if (!(selection_mask & (1 << node_clicked))) // Depending on selection behavior you want, this commented bit preserve selection when clicking on item that is part of the selection
selection_mask = (1 << node_clicked); // Click to single-select
}
if (align_label_with_current_x_position)
ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing());
ImGui::TreePop();
}
ImGui::TreePop();
}
if (ImGui::TreeNode("Collapsing Headers"))
{
static bool closable_group = true;
ImGui::Checkbox("Show 2nd header", &closable_group);
if (ImGui::CollapsingHeader("Header", ImGuiTreeNodeFlags_None))
{
ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered());
for (int i = 0; i < 5; i++)
ImGui::Text("Some content %d", i);
}
if (ImGui::CollapsingHeader("Header with a close button", &closable_group))
{
ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered());
for (int i = 0; i < 5; i++)
ImGui::Text("More content %d", i);
}
/*
if (ImGui::CollapsingHeader("Header with a bullet", ImGuiTreeNodeFlags_Bullet))
ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered());
*/
ImGui::TreePop();
}
if (ImGui::TreeNode("Bullets"))
{
ImGui::BulletText("Bullet point 1");
ImGui::BulletText("Bullet point 2\nOn multiple lines");
if (ImGui::TreeNode("Tree node"))
{
ImGui::BulletText("Another bullet point");
ImGui::TreePop();
}
ImGui::Bullet(); ImGui::Text("Bullet point 3 (two calls)");
ImGui::Bullet(); ImGui::SmallButton("Button");
ImGui::TreePop();
}
if (ImGui::TreeNode("Text"))
{
if (ImGui::TreeNode("Colored Text"))
{
// Using shortcut. You can use PushStyleColor()/PopStyleColor() for more flexibility.
ImGui::TextColored(ImVec4(1.0f,0.0f,1.0f,1.0f), "Pink");
ImGui::TextColored(ImVec4(1.0f,1.0f,0.0f,1.0f), "Yellow");
ImGui::TextDisabled("Disabled");
ImGui::SameLine(); HelpMarker("The TextDisabled color is stored in ImGuiStyle.");
ImGui::TreePop();
}
if (ImGui::TreeNode("Word Wrapping"))
{
// Using shortcut. You can use PushTextWrapPos()/PopTextWrapPos() for more flexibility.
ImGui::TextWrapped("This text should automatically wrap on the edge of the window. The current implementation for text wrapping follows simple rules suitable for English and possibly other languages.");
ImGui::Spacing();
static float wrap_width = 200.0f;
ImGui::SliderFloat("Wrap width", &wrap_width, -20, 600, "%.0f");
ImGui::Text("Test paragraph 1:");
ImVec2 pos = ImGui::GetCursorScreenPos();
ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(pos.x + wrap_width, pos.y), ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight()), IM_COL32(255,0,255,255));
ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width);
ImGui::Text("The lazy dog is a good dog. This paragraph is made to fit within %.0f pixels. Testing a 1 character word. The quick brown fox jumps over the lazy dog.", wrap_width);
ImGui::GetWindowDrawList()->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255,255,0,255));
ImGui::PopTextWrapPos();
ImGui::Text("Test paragraph 2:");
pos = ImGui::GetCursorScreenPos();
ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(pos.x + wrap_width, pos.y), ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight()), IM_COL32(255,0,255,255));
ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width);
ImGui::Text("aaaaaaaa bbbbbbbb, c cccccccc,dddddddd. d eeeeeeee ffffffff. gggggggg!hhhhhhhh");
ImGui::GetWindowDrawList()->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255,255,0,255));
ImGui::PopTextWrapPos();
ImGui::TreePop();
}
if (ImGui::TreeNode("UTF-8 Text"))
{
// UTF-8 test with Japanese characters
// (Needs a suitable font, try Noto, or Arial Unicode, or M+ fonts. Read docs/FONTS.txt for details.)
// - From C++11 you can use the u8"my text" syntax to encode literal strings as UTF-8
// - For earlier compiler, you may be able to encode your sources as UTF-8 (e.g. Visual Studio save your file as 'UTF-8 without signature')
// - FOR THIS DEMO FILE ONLY, BECAUSE WE WANT TO SUPPORT OLD COMPILERS, WE ARE *NOT* INCLUDING RAW UTF-8 CHARACTERS IN THIS SOURCE FILE.
// Instead we are encoding a few strings with hexadecimal constants. Don't do this in your application!
// Please use u8"text in any language" in your application!
// Note that characters values are preserved even by InputText() if the font cannot be displayed, so you can safely copy & paste garbled characters into another application.
ImGui::TextWrapped("CJK text will only appears if the font was loaded with the appropriate CJK character ranges. Call io.Font->AddFontFromFileTTF() manually to load extra character ranges. Read docs/FONTS.txt for details.");
ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)"); // Normally we would use u8"blah blah" with the proper characters directly in the string.
ImGui::Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)");
static char buf[32] = "\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e";
//static char buf[32] = u8"NIHONGO"; // <- this is how you would write it with C++11, using real kanjis
ImGui::InputText("UTF-8 input", buf, IM_ARRAYSIZE(buf));
ImGui::TreePop();
}
ImGui::TreePop();
}
if (ImGui::TreeNode("Images"))
{
ImGuiIO& io = ImGui::GetIO();
ImGui::TextWrapped("Below we are displaying the font texture (which is the only texture we have access to in this demo). Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. Hover the texture for a zoomed view!");
// Here we are grabbing the font texture because that's the only one we have access to inside the demo code.
// Remember that ImTextureID is just storage for whatever you want it to be, it is essentially a value that will be passed to the render function inside the ImDrawCmd structure.
// If you use one of the default imgui_impl_XXXX.cpp renderer, they all have comments at the top of their file to specify what they expect to be stored in ImTextureID.
// (for example, the imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer. The imgui_impl_opengl3.cpp renderer expect a GLuint OpenGL texture identifier etc.)
// If you decided that ImTextureID = MyEngineTexture*, then you can pass your MyEngineTexture* pointers to ImGui::Image(), and gather width/height through your own functions, etc.
// Using ShowMetricsWindow() as a "debugger" to inspect the draw data that are being passed to your render will help you debug issues if you are confused about this.
// Consider using the lower-level ImDrawList::AddImage() API, via ImGui::GetWindowDrawList()->AddImage().
ImTextureID my_tex_id = io.Fonts->TexID;
float my_tex_w = (float)io.Fonts->TexWidth;
float my_tex_h = (float)io.Fonts->TexHeight;
ImGui::Text("%.0fx%.0f", my_tex_w, my_tex_h);
ImVec2 pos = ImGui::GetCursorScreenPos();
ImGui::Image(my_tex_id, ImVec2(my_tex_w, my_tex_h), ImVec2(0,0), ImVec2(1,1), ImVec4(1.0f,1.0f,1.0f,1.0f), ImVec4(1.0f,1.0f,1.0f,0.5f));
if (ImGui::IsItemHovered())
{
ImGui::BeginTooltip();
float region_sz = 32.0f;
float region_x = io.MousePos.x - pos.x - region_sz * 0.5f; if (region_x < 0.0f) region_x = 0.0f; else if (region_x > my_tex_w - region_sz) region_x = my_tex_w - region_sz;
float region_y = io.MousePos.y - pos.y - region_sz * 0.5f; if (region_y < 0.0f) region_y = 0.0f; else if (region_y > my_tex_h - region_sz) region_y = my_tex_h - region_sz;
float zoom = 4.0f;
ImGui::Text("Min: (%.2f, %.2f)", region_x, region_y);
ImGui::Text("Max: (%.2f, %.2f)", region_x + region_sz, region_y + region_sz);
ImVec2 uv0 = ImVec2((region_x) / my_tex_w, (region_y) / my_tex_h);
ImVec2 uv1 = ImVec2((region_x + region_sz) / my_tex_w, (region_y + region_sz) / my_tex_h);
ImGui::Image(my_tex_id, ImVec2(region_sz * zoom, region_sz * zoom), uv0, uv1, ImVec4(1.0f, 1.0f, 1.0f, 1.0f), ImVec4(1.0f, 1.0f, 1.0f, 0.5f));
ImGui::EndTooltip();
}
ImGui::TextWrapped("And now some textured buttons..");
static int pressed_count = 0;
for (int i = 0; i < 8; i++)
{
ImGui::PushID(i);
int frame_padding = -1 + i; // -1 = uses default padding
if (ImGui::ImageButton(my_tex_id, ImVec2(32,32), ImVec2(0,0), ImVec2(32.0f/my_tex_w,32/my_tex_h), frame_padding, ImVec4(0.0f,0.0f,0.0f,1.0f)))
pressed_count += 1;
ImGui::PopID();
ImGui::SameLine();
}
ImGui::NewLine();
ImGui::Text("Pressed %d times.", pressed_count);
ImGui::TreePop();
}
if (ImGui::TreeNode("Combo"))
{
// Expose flags as checkbox for the demo
static ImGuiComboFlags flags = 0;
ImGui::CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", (unsigned int*)&flags, ImGuiComboFlags_PopupAlignLeft);
ImGui::SameLine(); HelpMarker("Only makes a difference if the popup is larger than the combo");
if (ImGui::CheckboxFlags("ImGuiComboFlags_NoArrowButton", (unsigned int*)&flags, ImGuiComboFlags_NoArrowButton))
flags &= ~ImGuiComboFlags_NoPreview; // Clear the other flag, as we cannot combine both
if (ImGui::CheckboxFlags("ImGuiComboFlags_NoPreview", (unsigned int*)&flags, ImGuiComboFlags_NoPreview))
flags &= ~ImGuiComboFlags_NoArrowButton; // Clear the other flag, as we cannot combine both
// General BeginCombo() API, you have full control over your selection data and display type.
// (your selection data could be an index, a pointer to the object, an id for the object, a flag stored in the object itself, etc.)
const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" };
static const char* item_current = items[0]; // Here our selection is a single pointer stored outside the object.
if (ImGui::BeginCombo("combo 1", item_current, flags)) // The second parameter is the label previewed before opening the combo.
{
for (int n = 0; n < IM_ARRAYSIZE(items); n++)
{
bool is_selected = (item_current == items[n]);
if (ImGui::Selectable(items[n], is_selected))
item_current = items[n];
if (is_selected)
ImGui::SetItemDefaultFocus(); // Set the initial focus when opening the combo (scrolling + for keyboard navigation support in the upcoming navigation branch)
}
ImGui::EndCombo();
}
// Simplified one-liner Combo() API, using values packed in a single constant string
static int item_current_2 = 0;
ImGui::Combo("combo 2 (one-liner)", &item_current_2, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0");
// Simplified one-liner Combo() using an array of const char*
static int item_current_3 = -1; // If the selection isn't within 0..count, Combo won't display a preview
ImGui::Combo("combo 3 (array)", &item_current_3, items, IM_ARRAYSIZE(items));
// Simplified one-liner Combo() using an accessor function
struct FuncHolder { static bool ItemGetter(void* data, int idx, const char** out_str) { *out_str = ((const char**)data)[idx]; return true; } };
static int item_current_4 = 0;
ImGui::Combo("combo 4 (function)", &item_current_4, &FuncHolder::ItemGetter, items, IM_ARRAYSIZE(items));
ImGui::TreePop();
}
if (ImGui::TreeNode("Selectables"))
{
// Selectable() has 2 overloads:
// - The one taking "bool selected" as a read-only selection information. When Selectable() has been clicked is returns true and you can alter selection state accordingly.
// - The one taking "bool* p_selected" as a read-write selection information (convenient in some cases)
// The earlier is more flexible, as in real application your selection may be stored in a different manner (in flags within objects, as an external list, etc).
if (ImGui::TreeNode("Basic"))
{
static bool selection[5] = { false, true, false, false, false };
ImGui::Selectable("1. I am selectable", &selection[0]);
ImGui::Selectable("2. I am selectable", &selection[1]);
ImGui::Text("3. I am not selectable");
ImGui::Selectable("4. I am selectable", &selection[3]);
if (ImGui::Selectable("5. I am double clickable", selection[4], ImGuiSelectableFlags_AllowDoubleClick))
if (ImGui::IsMouseDoubleClicked(0))
selection[4] = !selection[4];
ImGui::TreePop();
}
if (ImGui::TreeNode("Selection State: Single Selection"))
{
static int selected = -1;
for (int n = 0; n < 5; n++)
{
char buf[32];
sprintf(buf, "Object %d", n);
if (ImGui::Selectable(buf, selected == n))
selected = n;
}
ImGui::TreePop();
}
if (ImGui::TreeNode("Selection State: Multiple Selection"))
{
HelpMarker("Hold CTRL and click to select multiple items.");
static bool selection[5] = { false, false, false, false, false };
for (int n = 0; n < 5; n++)
{
char buf[32];
sprintf(buf, "Object %d", n);
if (ImGui::Selectable(buf, selection[n]))
{
if (!ImGui::GetIO().KeyCtrl) // Clear selection when CTRL is not held
memset(selection, 0, sizeof(selection));
selection[n] ^= 1;
}
}
ImGui::TreePop();
}
if (ImGui::TreeNode("Rendering more text into the same line"))
{
// Using the Selectable() override that takes "bool* p_selected" parameter and toggle your booleans automatically.
static bool selected[3] = { false, false, false };
ImGui::Selectable("main.c", &selected[0]); ImGui::SameLine(300); ImGui::Text(" 2,345 bytes");
ImGui::Selectable("Hello.cpp", &selected[1]); ImGui::SameLine(300); ImGui::Text("12,345 bytes");
ImGui::Selectable("Hello.h", &selected[2]); ImGui::SameLine(300); ImGui::Text(" 2,345 bytes");
ImGui::TreePop();
}
if (ImGui::TreeNode("In columns"))
{
ImGui::Columns(3, NULL, false);
static bool selected[16] = {};
for (int i = 0; i < 16; i++)
{
char label[32]; sprintf(label, "Item %d", i);
if (ImGui::Selectable(label, &selected[i])) {}
ImGui::NextColumn();
}
ImGui::Columns(1);
ImGui::TreePop();
}
if (ImGui::TreeNode("Grid"))
{
static bool selected[4*4] = { true, false, false, false, false, true, false, false, false, false, true, false, false, false, false, true };
for (int i = 0; i < 4*4; i++)
{
ImGui::PushID(i);
if (ImGui::Selectable("Sailor", &selected[i], 0, ImVec2(50,50)))
{
// Note: We _unnecessarily_ test for both x/y and i here only to silence some static analyzer. The second part of each test is unnecessary.
int x = i % 4;
int y = i / 4;
if (x > 0) { selected[i - 1] ^= 1; }
if (x < 3 && i < 15) { selected[i + 1] ^= 1; }
if (y > 0 && i > 3) { selected[i - 4] ^= 1; }
if (y < 3 && i < 12) { selected[i + 4] ^= 1; }
}
if ((i % 4) < 3) ImGui::SameLine();
ImGui::PopID();
}
ImGui::TreePop();
}
if (ImGui::TreeNode("Alignment"))
{
HelpMarker("Alignment applies when a selectable is larger than its text content.\nBy default, Selectables uses style.SelectableTextAlign but it can be overriden on a per-item basis using PushStyleVar().");
static bool selected[3*3] = { true, false, true, false, true, false, true, false, true };
for (int y = 0; y < 3; y++)
{
for (int x = 0; x < 3; x++)
{
ImVec2 alignment = ImVec2((float)x / 2.0f, (float)y / 2.0f);
char name[32];
sprintf(name, "(%.1f,%.1f)", alignment.x, alignment.y);
if (x > 0) ImGui::SameLine();
ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, alignment);
ImGui::Selectable(name, &selected[3*y+x], ImGuiSelectableFlags_None, ImVec2(80,80));
ImGui::PopStyleVar();
}
}
ImGui::TreePop();
}
ImGui::TreePop();
}