Flags & Enumerations#
Flags for ImGui.begin
#
enum ImGui::ImGuiWindowFlags
#
-
None
-
NoTitleBar
Disable title-bar -
NoResize
Disable user resizing with the lower-right grip -
NoMove
Disable user moving the window -
NoScrollbar
Disable scrollbars (window can still scroll with mouse or programmatically) -
NoScrollWithMouse
Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set. -
NoCollapse
Disable user collapsing window by double-clicking on it. Also referred to as Window MenuImGui.button
(e.g. within a docking node). -
AlwaysAutoResize
Resize every window to its content every frame -
NoBackground
Disable drawing background color (WindowBg, etc.) and outside border. Similar as usingImGui.set_next_window_bg_alpha
(0.0f). -
NoSavedSettings
Never load/save settings in .ini file -
NoMouseInputs
Disable catching mouse, hovering test with pass through. -
MenuBar
Has a menu-bar -
HorizontalScrollbar
Allow horizontal scrollbar to appear (off by default). You may useImGui.set_next_window_content_size
(ImGui::ImVec2
(width,0.0f)); prior to callingImGui.begin
to specify width. Read code in imgui_demo in the "Horizontal Scrolling" section. -
NoFocusOnAppearing
Disable taking focus when transitioning from hidden to visible state -
NoBringToFrontOnFocus
Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus) -
AlwaysVerticalScrollbar
Always show vertical scrollbar (even if ContentSize.y < Size.y) -
AlwaysHorizontalScrollbar
Always show horizontal scrollbar (even if ContentSize.x < Size.x) -
AlwaysUseWindowPadding
Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient) -
NoNavInputs
No gamepad/keyboard navigation within the window -
NoNavFocus
No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB) -
UnsavedDocument
Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. -
NoNavInputs
,NoNavFocus
,NoNav
-
NoTitleBar
,NoResize
,NoScrollbar
,NoCollapse
,NoDecoration
-
NoMouseInputs
,NoNavInputs
,NoNavFocus
,NoInputs
[Internal]#
-
NavFlattened
[BETA] On child window: allow gamepad/keyboard navigation to cross over parent border to this child or between sibling child windows. -
ChildWindow
Don't use! For internal use by BeginChild() -
Tooltip
Don't use! For internal use byImGui.begin_tooltip
-
Popup
Don't use! For internal use byImGui.begin_popup
-
Modal
Don't use! For internal use byImGui.begin_popup_modal
-
ChildMenu
Don't use! For internal use byImGui.begin_menu
[Obsolete] --> Set io.ConfigWindowsResizeFromEdges=true and make sure mouse cursors are supported by backend (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors)
Flags for ImGui.input_text
#
enum ImGui::ImGuiInputTextFlags
#
-
None
-
CharsDecimal
Allow 0123456789.+-*/ -
CharsHexadecimal
Allow 0123456789ABCDEFabcdef -
CharsUppercase
Turn a..z into A..Z -
CharsNoBlank
Filter out spaces, tabs -
AutoSelectAll
Select entire text when first taking mouse focus -
EnterReturnsTrue
Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider looking at theImGui.is_item_deactivated_after_edit
function. -
CallbackCompletion
Callback on pressing TAB (for completion handling) -
CallbackHistory
Callback on pressing Up/Down arrows (for history handling) -
CallbackAlways
Callback on each iteration. User code may query cursor position, modify text buffer. -
CallbackCharFilter
Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. -
AllowTabInput
Pressing TAB input a '\t' character into the text field -
CtrlEnterForNewLine
In multi-line mode, unfocus with Enter, add new line with Ctrl+Enter (default is opposite: unfocus with Ctrl+Enter, add line with Enter). -
NoHorizontalScroll
Disable following the cursor horizontally -
AlwaysOverwrite
Overwrite mode -
ReadOnly
Read-only mode -
Password
Password mode, display all characters as '*' -
NoUndoRedo
Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID(). -
CharsScientific
Allow 0123456789.+-*/eE (Scientific notation input) -
CallbackResize
Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this) -
CallbackEdit
Callback on any edit (note thatImGui.input_text
already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
Obsolete names (will be removed soon)#
AlwaysOverwrite
[renamed in 1.82] name was not matching behavior
Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()#
enum ImGui::ImGuiTreeNodeFlags
#
-
None
-
Selected
Draw as selected -
Framed
Draw frame with background (e.g. for CollapsingHeader) -
AllowItemOverlap
Hit testing to allow subsequent widgets to overlap this one -
NoTreePushOnOpen
Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack -
NoAutoOpenOnLog
Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes) -
DefaultOpen
Default node to be open -
OpenOnDoubleClick
Need double-click to open node -
OpenOnArrow
Only open when clicking on the arrow part. If ImGuiTreeNodeFlags_OpenOnDoubleClick is also set, single-click arrow or double-click all box to open. -
Leaf
No collapsing, no arrow (use as a convenience for leaf nodes). -
[
ImGui.bullet][]
Display a bullet instead of arrow -
FramePadding
Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to callingImGui.align_text_to_frame_padding
. -
SpanAvailWidth
Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line. In the future we may refactor the hit system to be front-to-back, allowing natural overlaps and then this can become the default. -
SpanFullWidth
Extend hit box to the left-most and right-most edges (bypass the indented area). -
NavLeftJumpsBackHere
(WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode andImGui.tree_pop
)
FIXME: TODO: Disable automatic scroll onImGui.tree_pop
if node got just open and contents is not visible -
Framed
,NoTreePushOnOpen
,NoAutoOpenOnLog
,CollapsingHeader
Flags for OpenPopup(), BeginPopupContext(), IsPopupOpen() functions.
- To be backward compatible with older API which took an 'int mouse_button = 1' argument, we need to treat
small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags.
It is therefore guaranteed to be legal to pass a mouse button index in
ImGui::ImGuiPopupFlags
. - For the same reason, we exceptionally default the
ImGui::ImGuiPopupFlags
argument of BeginPopupContextXXX functions to 1 instead of 0. IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter and want to another another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag. - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later).
enum ImGui::ImGuiPopupFlags
#
-
None
-
MouseButtonLeft
For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left) -
MouseButtonRight
For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right) -
MouseButtonMiddle
For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle) -
MouseButtonMask_
-
MouseButtonDefault_
-
NoOpenOverExistingPopup
For OpenPopup(), BeginPopupContext(): don't open if there's already a popup at the same level of the popup stack -
NoOpenOverItems
ForImGui.begin_popup_context_window
: don't return true when hovering items, only when hovering empty space -
AnyPopupId
For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup. -
AnyPopupLevel
For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level) -
AnyPopupId
,AnyPopupLevel
,AnyPopup
Flags for ImGui::Selectable()#
enum ImGui::ImGuiSelectableFlags
#
-
None
-
DontClosePopups
Clicking this don't close parent popup window -
SpanAllColumns
Selectable frame can span all columns (text will still fit in current column) -
AllowDoubleClick
Generate press events on double clicks too -
Disabled
Cannot be selected, display grayed out text -
AllowItemOverlap
(WIP) Hit testing to allow subsequent widgets to overlap this one
Flags for ImGui.begin_combo
#
enum ImGui::ImGuiComboFlags
#
-
None
-
PopupAlignLeft
Align the popup toward the left by default -
HeightSmall
Max ~4 items visible. Tip: If you want your combo popup to be a specific size you can useImGui.set_next_window_size_constraints
prior to callingImGui.begin_combo
-
HeightRegular
Max ~8 items visible (default) -
HeightLarge
Max ~20 items visible -
HeightLargest
As many fitting items as possible -
NoArrowButton
Display on the preview box without the square arrow button -
NoPreview
Display only a square arrow button -
HeightSmall
,HeightRegular
,HeightLarge
,HeightLargest
,HeightMask_
Flags for ImGui.begin_tab_bar
#
enum ImGui::ImGuiTabBarFlags
#
-
None
-
Reorderable
Allow manually dragging tabs to re-order them + New tabs are appended at the end of list -
AutoSelectNewTabs
Automatically select new tabs when they appear -
TabListPopupButton
Disable buttons to open the tab list popup -
NoCloseWithMiddleMouseButton
Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (ImGui.is_item_hovered
&&ImGui.is_mouse_clicked
(2)) *p_open = false. -
NoTabListScrollingButtons
Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll) -
NoTooltip
Disable tooltips when hovering a tab -
FittingPolicyResizeDown
Resize tabs when they don't fit -
FittingPolicyScroll
Add scroll buttons when tabs don't fit -
FittingPolicyResizeDown
,FittingPolicyScroll
,FittingPolicyMask_
-
FittingPolicyResizeDown
,FittingPolicyDefault_
Flags for ImGui.begin_tab_item
#
enum ImGui::ImGuiTabItemFlags
#
-
None
-
UnsavedDocument
Display a dot next to the title + tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. -
SetSelected
Trigger flag to programmatically make the tab selected when callingImGui.begin_tab_item
-
NoCloseWithMiddleMouseButton
Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (ImGui.is_item_hovered
&&ImGui.is_mouse_clicked
(2)) *p_open = false. -
NoPushId
Don't call PushID(tab->ID)/ImGui.pop_id
onImGui.begin_tab_item
/ImGui.end_tab_item
-
NoTooltip
Disable tooltip for the given tab -
NoReorder
Disable reordering this tab or having another tab cross over this tab -
Leading
Enforce the tab position to the left of the tab bar (after the tab list popup button) -
Trailing
Enforce the tab position to the right of the tab bar (before the scrolling buttons)
Flags for ImGui.begin_table
#
- Important! Sizing policies have complex and subtle side effects, much more so than you would expect. Read comments/demos carefully + experiment with live demos to get acquainted with them.
- The DEFAULT sizing policies are:
- Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize.
- Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off.
- When ScrollX is off:
- Table defaults to ImGuiTableFlags_SizingStretchSame -> all
ImGui.columns
defaults to ImGuiTableColumnFlags_WidthStretch with same weight. ImGui.columns
sizing policy allowed: Stretch (default), Fixed/Auto.- Fixed
ImGui.columns
(if any) will generally obtain their requested width (unless the table cannot fit them all). - Stretch
ImGui.columns
will share the remaining width according to their respective weight. - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors. The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns. (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing).
- Table defaults to ImGuiTableFlags_SizingStretchSame -> all
- When ScrollX is on:
- Table defaults to ImGuiTableFlags_SizingFixedFit -> all
ImGui.columns
defaults to ImGuiTableColumnFlags_WidthFixed ImGui.columns
sizing policy allowed: Fixed/Auto mostly.- Fixed
ImGui.columns
can be enlarged as needed. Table will show an horizontal scrollbar if needed. - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment e.g.
ImGui.set_next_item_width
(-FLT_MIN) doesn't make sense, would create a feedback loop. - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in
ImGui.begin_table
. If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed Fixed/Stretch columns become meaningful again.
- Table defaults to ImGuiTableFlags_SizingFixedFit -> all
- Read on documentation at the top of imgui_tables.cpp for details.
enum ImGui::ImGuiTableFlags
#
Features#
-
None
-
Resizable
Enable resizing columns. -
Reorderable
Enable reordering columns in header row (need callingImGui.table_setup_column
+ImGui.table_headers_row
to display headers) -
Hideable
Enable hiding/disabling columns in context menu. -
Sortable
Enable sorting. CallImGui.table_get_sort_specs
to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate. -
NoSavedSettings
Disable persisting columns order, width and sort settings in the .ini file. -
ContextMenuInBody
Right-click on columns body/contents will display table context menu. By default it is available inImGui.table_headers_row
.
Decorations -
RowBg
Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent of callingImGui.table_set_bg_color
with ImGuiTableBgFlags_RowBg0 on each row manually) -
BordersInnerH
Draw horizontal borders between rows. -
BordersOuterH
Draw horizontal borders at the top and bottom. -
BordersInnerV
Draw vertical borders between columns. -
BordersOuterV
Draw vertical borders on the left and right sides. -
BordersInnerH
,BordersOuterH
,BordersH
Draw horizontal borders. -
BordersInnerV
,BordersOuterV
,BordersV
Draw vertical borders. -
BordersInnerH
,BordersInnerV
,BordersInner
Draw inner borders. -
BordersOuterH
,BordersOuterV
,BordersOuter
Draw outer borders. -
BordersInner
,BordersOuter
,Borders
Draw all borders. -
NoBordersInBody
[ALPHA] Disable vertical borders in columns Body (borders will always appears in Headers). -> May move to style -
NoBordersInBodyUntilResize
[ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appears in Headers). -> May move to style
Sizing Policy (read above for defaults) -
SizingFixedFit
ImGui.columns
default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width. -
SizingFixedSame
ImGui.columns
default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible. -
SizingStretchProp
ImGui.columns
default to _WidthStretch with default weights proportional to each columns contents widths. -
SizingStretchSame
ImGui.columns
default to _WidthStretch with default weights all equal, unless overridden byImGui.table_setup_column
.
Sizing Extra Options -
NoHostExtendX
Make outer width auto-fit to columns, overriding outer_size.x value. Only available when ScrollX/ScrollY are disabled and Stretch columns are not used. -
NoHostExtendY
Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible. -
NoKeepColumnsVisible
Disable keeping column always minimally visible when ScrollX is off and table gets too small. Not recommended if columns are resizable. -
PreciseWidths
Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth.
Clipping -
NoClip
Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible withImGui.table_setup_scroll_freeze
.
Padding -
PadOuterX
Default if BordersOuterV is on. Enable outer-most padding. Generally desirable if you have headers. -
NoPadOuterX
Default if BordersOuterV is off. Disable outer-most padding. -
NoPadInnerX
Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off).
Scrolling -
ScrollX
Enable horizontal scrolling. Require 'outer_size' parameter ofImGui.begin_table
to specify the container size. Changes default sizing policy. Because this create a child window, ScrollY is currently generally recommended when using ScrollX. -
ScrollY
Enable vertical scrolling. Require 'outer_size' parameter ofImGui.begin_table
to specify the container size.
Sorting -
SortMulti
Hold shift when clicking headers to sort on multiple column.ImGui.table_get_sort_specs
may return specs where (SpecsCount > 1). -
SortTristate
Allow no sorting, disable default sorting.ImGui.table_get_sort_specs
may return specs where (SpecsCount == 0).
[Internal] Combinations and masks#
SizingFixedFit
,SizingFixedSame
,SizingStretchProp
,SizingStretchSame
,SizingMask_
Obsolete names (will be removed soon)#
-
SizingFixedFit
,SizingStretchSame
WIP Tables 2020/12 -
SizingFixedFit
,SizingStretchSame
WIP Tables 2021/01
Flags for ImGui.table_setup_column
#
enum ImGui::ImGuiTableColumnFlags
#
Input configuration flags#
-
None
-
Disabled
Overriding/master disable flag: hide column, won't show in context menu (unlike callingImGui.table_set_column_enabled
which manipulates the user accessible state) -
DefaultHide
Default as a hidden/disabled column. -
DefaultSort
Default as a sorting column. -
WidthStretch
Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp). -
WidthFixed
Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable). -
NoResize
Disable manual resizing. -
NoReorder
Disable manual reordering this column, this will also prevent other columns from crossing over this column. -
NoHide
Disable ability to hide/disable this column. -
NoClip
Disable clipping for this column (all NoClip columns will render in a same draw command). -
NoSort
Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table). -
NoSortAscending
Disable ability to sort in the ascending direction. -
NoSortDescending
Disable ability to sort in the descending direction. -
NoHeaderLabel
ImGui.table_headers_row
will not submit label for this column. Convenient for some small columns. Name will still appear in context menu. -
NoHeaderWidth
Disable header text width contribution to automatic column width. -
PreferSortAscending
Make the initial sort direction Ascending when first sorting on this column (default). -
PreferSortDescending
Make the initial sort direction Descending when first sorting on this column. -
IndentEnable
Use currentImGui.indent
value when entering cell (default for column 0). -
IndentDisable
Ignore currentImGui.indent
value when entering cell (default for columns > 0). Indentation changes within the cell will still be honored.
Output status flags, read-only via ImGui.table_get_column_flags
#
-
IsEnabled
Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags. -
IsVisible
Status: is visible == is enabled AND not clipped by scrolling. -
IsSorted
Status: is currently part of the sort specs -
IsHovered
Status: is hovered by mouse
[Internal] Combinations and masks#
-
WidthStretch
,WidthFixed
,WidthMask_
-
IndentEnable
,IndentDisable
,IndentMask_
-
IsEnabled
,IsVisible
,IsSorted
,IsHovered
,StatusMask_
-
NoDirectResize_
[Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge)
Obsolete names (will be removed soon)#
WidthFixed
,NoResize
Column will not stretch and keep resizing based on submitted contents.
Flags for ImGui.table_next_row
#
enum ImGui::ImGuiTableRowFlags
#
-
None
-
Headers
Identify header row (set default background color + width of its contents accounted differently for auto column width)
Enum for ImGui.table_set_bg_color
#
Background colors are rendering in 3 layers:
- Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set.
- Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set.
- Layer 2: draw with CellBg color if set.
The purpose of the two row/columns layers is to let you decide if a background color changes should override or blend with the existing color.
When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows.
If you set the color of RowBg0 target, your color will override the existing RowBg0 color.
If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color.
enum ImGui::ImGuiTableBgTarget
#
-
None
-
RowBg0
Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used) -
RowBg1
Set row background color 1 (generally used for selection marking) -
CellBg
Set cell background color (top-most color)
Flags for ImGui.is_window_focused
#
enum ImGui::ImGuiFocusedFlags
#
-
None
-
ChildWindows
Return true if any children of the window is focused -
RootWindow
Test from root window (top most parent of the current hierarchy) -
AnyWindow
Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ! -
NoPopupHierarchy
Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow) -
ChildWindows
,RootWindow
,RootAndChildWindows
Flags for ImGui.is_item_hovered
, ImGui.is_window_hovered
#
Note: if you are trying to check whether your mouse should be dispatched to Dear ImGui or to your app, you should use 'io.WantCaptureMouse' instead! Please read the FAQ!
Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by ImGui.is_window_hovered
calls.
enum ImGui::ImGuiHoveredFlags
#
-
None
Return true if directly over the item/window, not obstructed by another window, not obstructed by an active popup or modal blocking inputs under them. -
ChildWindows
ImGui.is_window_hovered
only: Return true if any children of the window is hovered -
RootWindow
ImGui.is_window_hovered
only: Test from root window (top most parent of the current hierarchy) -
AnyWindow
ImGui.is_window_hovered
only: Return true if any window is hovered -
NoPopupHierarchy
ImGui.is_window_hovered
only: Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
ImGui.is_window_hovered
only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow) -
AllowWhenBlockedByPopup
Return true even if a popup window is normally blocking access to this item/window
Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet. -
AllowWhenBlockedByActiveItem
Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns. -
AllowWhenOverlapped
ImGui.is_item_hovered
only: Return true even if the position is obstructed or overlapped by another window -
AllowWhenDisabled
ImGui.is_item_hovered
only: Return true even if the item is disabled -
NoNavOverride
Disable using gamepad/keyboard navigation state when active, always query mouse. -
AllowWhenBlockedByPopup
,AllowWhenBlockedByActiveItem
,AllowWhenOverlapped
,RectOnly
-
ChildWindows
,RootWindow
,RootAndChildWindows
Flags for ImGui.begin_drag_drop_source
, ImGui.accept_drag_drop_payload
#
enum ImGui::ImGuiDragDropFlags
#
None
ImGui.begin_drag_drop_source
flags
-
SourceNoPreviewTooltip
By default, a successful call toImGui.begin_drag_drop_source
opens a tooltip so you can display a preview or description of the source contents. This flag disable this behavior. -
SourceNoDisableHover
By default, when dragging we clear data so thatImGui.is_item_hovered
will return false, to avoid subsequent user code submitting tooltips. This flag disable this behavior so you can still callImGui.is_item_hovered
on the source item. -
SourceNoHoldToOpenOthers
Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item. -
SourceAllowNullID
Allow items such asImGui.text
,ImGui.image
that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit. -
SourceExtern
External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously. -
SourceAutoExpirePayload
Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)
ImGui.accept_drag_drop_payload
flags -
AcceptBeforeDelivery
ImGui.accept_drag_drop_payload
will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered. -
AcceptNoDrawDefaultRect
Do not draw the default highlight rectangle when hovering over target. -
AcceptNoPreviewTooltip
Request hiding theImGui.begin_drag_drop_source
tooltip from theImGui.begin_drag_drop_target
site. -
AcceptBeforeDelivery
,AcceptNoDrawDefaultRect
,AcceptPeekOnly
For peeking ahead and inspecting the payload before delivery.
Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.
float[3]: Standard type for colors, without alpha. User code may use this type.
float[4]: Standard type for colors. User code may use this type.
A primary data type#
enum ImGui::ImGuiDataType
#
-
S8
signed char / char (with sensible compilers) -
U8
unsigned char -
S16
short -
U16
unsigned short -
S32
int -
U32
unsigned int -
S64
long long / __int64 -
U64
unsigned long long / unsigned __int64 -
Float
float -
Double
double -
COUNT
A cardinal direction#
enum ImGui::ImGuiDir
#
-
None
-
Left
-
Right
-
Up
-
Down
-
COUNT
A sorting direction#
enum ImGui::ImGuiSortDirection
#
-
None
-
Ascending
Ascending = 0->9, A->Z etc. -
Descending
Descending = 9->0, Z->A etc.
Keys value 0 to 511 are left unused as legacy native/opaque key values (< 1.87)
Keys value >= 512 are named keys (>= 1.87)
enum ImGui::ImGuiKey
#
Keyboard#
-
None
-
Tab
== ImGuiKey_NamedKey_BEGIN -
LeftArrow
-
RightArrow
-
UpArrow
-
DownArrow
-
PageUp
-
PageDown
-
Home
-
[
ImGui.end][]
-
Insert
-
Delete
-
Backspace
-
Space
-
Enter
-
Escape
-
LeftCtrl
,LeftShift
,LeftAlt
,LeftSuper
-
RightCtrl
,RightShift
,RightAlt
,RightSuper
-
Menu
-
Num0
,Num1
,Num2
,Num3
,Num4
,Num5
,Num6
,Num7
,Num8
,Num9
-
A
,B
,C
,D
,E
,F
,G
,H
,I
,J
-
K
,L
,M
,N
,O
,P
,Q
,R
,S
,T
-
U
,V
,W
,X
,Y
,Z
-
F1
,F2
,F3
,F4
,F5
,F6
-
F7
,F8
,F9
,F10
,F11
,F12
-
Apostrophe
' -
Comma
, -
Minus
- -
Period
. -
Slash
/ -
Semicolon
; -
Equal
= -
LeftBracket
[ -
Backslash
\ (this text inhibit multiline comment caused by backslash) -
RightBracket
] -
GraveAccent
` -
CapsLock
-
ScrollLock
-
NumLock
-
PrintScreen
-
Pause
-
Keypad0
,Keypad1
,Keypad2
,Keypad3
,Keypad4
-
Keypad5
,Keypad6
,Keypad7
,Keypad8
,Keypad9
-
KeypadDecimal
-
KeypadDivide
-
KeypadMultiply
-
KeypadSubtract
-
KeypadAdd
-
KeypadEnter
-
KeypadEqual
Gamepad (some of those are analog values, 0.0f to 1.0f) // NAVIGATION action
-
GamepadStart
Menu (Xbox) + (Switch) Start/Options (PS) // -- -
GamepadBack
View (Xbox) - (Switch) Share (PS) // -- -
GamepadFaceUp
Y (Xbox) X (Switch) Triangle (PS) // -> ImGuiNavInput_Input -
GamepadFaceDown
A (Xbox) B (Switch) Cross (PS) // -> ImGuiNavInput_Activate -
GamepadFaceLeft
X (Xbox) Y (Switch) Square (PS) // -> ImGuiNavInput_Menu -
GamepadFaceRight
B (Xbox) A (Switch) Circle (PS) // -> ImGuiNavInput_Cancel -
GamepadDpadUp
D-pad Up // -> ImGuiNavInput_DpadUp -
GamepadDpadDown
D-pad Down // -> ImGuiNavInput_DpadDown -
GamepadDpadLeft
D-pad Left // -> ImGuiNavInput_DpadLeft -
GamepadDpadRight
D-pad Right // -> ImGuiNavInput_DpadRight -
GamepadL1
L Bumper (Xbox) L (Switch) L1 (PS) // -> ImGuiNavInput_FocusPrev + ImGuiNavInput_TweakSlow -
GamepadR1
R Bumper (Xbox) R (Switch) R1 (PS) // -> ImGuiNavInput_FocusNext + ImGuiNavInput_TweakFast -
GamepadL2
L Trigger (Xbox) ZL (Switch) L2 (PS) [Analog] -
GamepadR2
R Trigger (Xbox) ZR (Switch) R2 (PS) [Analog] -
GamepadL3
L Thumbstick (Xbox) L3 (Switch) L3 (PS) -
GamepadR3
R Thumbstick (Xbox) R3 (Switch) R3 (PS) -
GamepadLStickUp
[Analog] // -> ImGuiNavInput_LStickUp -
GamepadLStickDown
[Analog] // -> ImGuiNavInput_LStickDown -
GamepadLStickLeft
[Analog] // -> ImGuiNavInput_LStickLeft -
GamepadLStickRight
[Analog] // -> ImGuiNavInput_LStickRight -
GamepadRStickUp
[Analog] -
GamepadRStickDown
[Analog] -
GamepadRStickLeft
[Analog] -
GamepadRStickRight
[Analog]
Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls)#
- This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format allowing
them to be accessed via standard key API, allowing calls such as
ImGui.is_key_pressed
,ImGui.is_key_released
, querying duration etc. - Code polling every keys (e.g. an interface to detect a key press for input mapping) might want to ignore those and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiKey_ModCtrl).
-
In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys. In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user...
-
ModCtrl
,ModShift
,ModAlt
,ModSuper
ImGui.end
of list#
COUNT
No validImGui::ImGuiKey
is ever greater than this value
[Internal] Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index + a io.KeyMap[] array.
We are ditching this method but keeping a legacy path for user code doing e.g. ImGui.is_key_pressed
(MY_NATIVE_KEY_CODE)
-
NamedKey_BEGIN
-
COUNT
,NamedKey_END
-
NamedKey_BEGIN
,NamedKey_END
,NamedKey_COUNT
-
NamedKey_COUNT
,KeysData_SIZE
Size of KeysData[]: only hold named keys -
NamedKey_BEGIN
,KeysData_OFFSET
First key stored in io.KeysData[0]. Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET). -
COUNT
,KeysData_SIZE
Size of KeysData[]: hold legacy 0..512 keycodes + named keys -
KeysData_OFFSET
First key stored in io.KeysData[0]. Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET). -
KeypadEnter
Renamed in 1.87
Helper "flags" version of key-mods to store and compare multiple key-mods easily. Sometimes used for storage (e.g. io.KeyMods) but otherwise not much used in public API.
enum ImGui::ImGuiModFlags
#
-
None
-
Ctrl
-
Shift
-
Alt
Menu -
Super
Cmd/Super/Windows key
Gamepad/Keyboard navigation#
Since >= 1.87 backends you generally don't need to care about this enum since io.NavInputs[] is setup automatically. This might become private/internal some day.
Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. ImGui.new_frame
will automatically fill io.NavInputs[] based on your io.AddKeyEvent() calls.
Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Backend: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling ImGui.new_frame
. Note that io.NavInputs[] is cleared by ImGui.end_frame
.
Read instructions in imgui.cpp for more details. Download PNG/PSD at http://dearimgui.org/controls_sheets.
enum ImGui::ImGuiNavInput
#
Gamepad Mapping#
-
Activate
Activate / Open / Toggle / Tweak value // e.g. Cross (PS4), A (Xbox), A (Switch), Space (Keyboard) -
Cancel
Cancel / Close / Exit // e.g. Circle (PS4), B (Xbox), B (Switch), Escape (Keyboard) -
Input
ImGui.text
input / On-Screen keyboard // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard) -
Menu
Tap: Toggle menu / Hold: Focus, Move, Resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard) -
DpadLeft
Move / Tweak / Resize window (w/ PadMenu) // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard) -
DpadRight
-
DpadUp
-
DpadDown
-
LStickLeft
Scroll / Move window (w/ PadMenu) // e.g. Left Analog Stick Left/Right/Up/Down -
LStickRight
-
LStickUp
-
LStickDown
-
FocusPrev
Focus Next window (w/ PadMenu) // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch) -
FocusNext
Focus Prev window (w/ PadMenu) // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch) -
TweakSlow
Slower tweaks // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch) -
TweakFast
Faster tweaks // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
[Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them.
Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from keyboard keys instead of io.NavInputs[].
-
KeyLeft_
Move left // = Arrow keys -
KeyRight_
Move right -
KeyUp_
Move up -
KeyDown_
Move down -
COUNT
Configuration flags stored in io.ConfigFlags. Set by user/application.
enum ImGui::ImGuiConfigFlags
#
-
None
-
NavEnableKeyboard
Master keyboard navigation enable flag.ImGui.new_frame
will automatically fill io.NavInputs[] based on io.AddKeyEvent() calls -
NavEnableGamepad
Master gamepad navigation enable flag. This is mostly to instruct your imgui backend to fill io.NavInputs[]. Backend also needs to set ImGuiBackendFlags_HasGamepad. -
NavEnableSetMousePos
Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your backend, otherwise ImGui will react as if the mouse is jumping around back and forth. -
NavNoCaptureKeyboard
Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set. -
NoMouse
Instruct imgui to clear mouse position/buttons inImGui.new_frame
. This allows ignoring the mouse information set by the backend. -
NoMouseCursorChange
Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to useImGui.set_mouse_cursor
to change mouse cursor. You may want to honor requests from imgui by readingImGui.get_mouse_cursor
yourself instead.
User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are NOT used by core Dear ImGui)
-
IsSRGB
Application is SRGB-aware. -
IsTouchScreen
Application is using a touch screen instead of a mouse.
Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend.
enum ImGui::ImGuiBackendFlags
#
-
None
-
HasGamepad
Backend Platform supports gamepad and currently has one connected. -
HasMouseCursors
Backend Platform supports honoringImGui.get_mouse_cursor
value to change the OS cursor shape. -
HasSetMousePos
Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set). -
RendererHasVtxOffset
Backend Renderer supportsImGui::ImDrawCmd
::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
Enumeration for PushStyleColor() / ImGui.pop_style_color
#
enum ImGui::ImGuiCol
#
-
[
ImGui.text][]
-
[
ImGui.text_disabled][]
-
WindowBg
Background of normal windows -
ChildBg
Background of child windows -
PopupBg
Background of popups, menus, tooltips windows -
Border
-
BorderShadow
-
FrameBg
Background of checkbox, radio button, plot, slider, text input -
FrameBgHovered
-
FrameBgActive
-
TitleBg
-
TitleBgActive
-
TitleBgCollapsed
-
MenuBarBg
-
ScrollbarBg
-
ScrollbarGrab
-
ScrollbarGrabHovered
-
ScrollbarGrabActive
-
CheckMark
-
SliderGrab
-
SliderGrabActive
-
[
ImGui.button][]
-
ButtonHovered
-
ButtonActive
-
Header
Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem -
HeaderHovered
-
HeaderActive
-
[
ImGui.separator][]
-
SeparatorHovered
-
SeparatorActive
-
ResizeGrip
Resize grip in lower-right and lower-left corners of windows. -
ResizeGripHovered
-
ResizeGripActive
-
Tab
TabItem in a TabBar -
TabHovered
-
TabActive
-
TabUnfocused
-
TabUnfocusedActive
-
PlotLines
-
PlotLinesHovered
-
PlotHistogram
-
PlotHistogramHovered
-
TableHeaderBg
Table header background -
TableBorderStrong
Table outer and header borders (prefer using Alpha=1.0 here) -
TableBorderLight
Table inner borders (prefer using Alpha=1.0 here) -
TableRowBg
Table row background (even rows) -
TableRowBgAlt
Table row background (odd rows) -
TextSelectedBg
-
DragDropTarget
Rectangle highlighting a drop target -
NavHighlight
Gamepad/keyboard: current highlighted item -
NavWindowingHighlight
Highlight window when using CTRL+TAB -
NavWindowingDimBg
Darken/colorize entire screen behind the CTRL+TAB window list, when active -
ModalWindowDimBg
Darken/colorize entire screen behind a modal window, when one is active -
COUNT
Enumeration for PushStyleVar() / ImGui.pop_style_var
to temporarily modify the ImGui::ImGuiStyle
structure.
- The enum only refers to fields of
ImGui::ImGuiStyle
which makes sense to be pushed/popped inside UI code. During initialization or between frames, feel free to just poke intoImGui::ImGuiStyle
directly. - Tip: Use your programming IDE navigation facilities on the names in the second column below to find the actual members and their description. In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
- When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type.
enum ImGui::ImGuiStyleVar
#
-
Alpha
float Alpha -
DisabledAlpha
float DisabledAlpha -
WindowPadding
ImGui::ImVec2
WindowPadding -
WindowRounding
float WindowRounding -
WindowBorderSize
float WindowBorderSize -
WindowMinSize
ImGui::ImVec2
WindowMinSize -
WindowTitleAlign
ImGui::ImVec2
WindowTitleAlign -
ChildRounding
float ChildRounding -
ChildBorderSize
float ChildBorderSize -
PopupRounding
float PopupRounding -
PopupBorderSize
float PopupBorderSize -
FramePadding
ImGui::ImVec2
FramePadding -
FrameRounding
float FrameRounding -
FrameBorderSize
float FrameBorderSize -
ItemSpacing
ImGui::ImVec2
ItemSpacing -
ItemInnerSpacing
ImGui::ImVec2
ItemInnerSpacing -
IndentSpacing
float IndentSpacing -
CellPadding
ImGui::ImVec2
CellPadding -
ScrollbarSize
float ScrollbarSize -
ScrollbarRounding
float ScrollbarRounding -
GrabMinSize
float GrabMinSize -
GrabRounding
float GrabRounding -
TabRounding
float TabRounding -
ButtonTextAlign
ImGui::ImVec2
ButtonTextAlign -
SelectableTextAlign
ImGui::ImVec2
SelectableTextAlign -
COUNT
Flags for ImGui.invisible_button
[extended in imgui_internal.h]
enum ImGui::ImGuiButtonFlags
#
-
None
-
MouseButtonLeft
React on left mouse button (default) -
MouseButtonRight
React on right mouse button -
MouseButtonMiddle
React on center mouse button
[Internal]#
-
MouseButtonLeft
,MouseButtonRight
,MouseButtonMiddle
,MouseButtonMask_
-
MouseButtonLeft
,MouseButtonDefault_
Flags for ImGui.color_edit3
/ ImGui.color_edit4
/ ImGui.color_picker3
/ ImGui.color_picker4
/ ImGui.color_button
#
enum ImGui::ImGuiColorEditFlags
#
-
None
-
NoAlpha
// ColorEdit, ColorPicker,ImGui.color_button
: ignore Alpha component (will only read 3 components from the input pointer). -
NoPicker
// ColorEdit: disable picker when clicking on color square. -
NoOptions
// ColorEdit: disable toggling options menu when right-clicking on inputs/small preview. -
NoSmallPreview
// ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs) -
NoInputs
// ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square). -
NoTooltip
// ColorEdit, ColorPicker,ImGui.color_button
: disable tooltip when hovering the preview. -
NoLabel
// ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker). -
NoSidePreview
// ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead. -
NoDragDrop
// ColorEdit: disable drag and drop target.ImGui.color_button
: disable drag and drop source. -
NoBorder
//ImGui.color_button
: disable border (which is enforced by default)
User Options (right-click on widget to change some of them).
-
AlphaBar
// ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker. -
AlphaPreview
// ColorEdit, ColorPicker,ImGui.color_button
: display preview as a transparent color over a checkerboard, instead of opaque. -
AlphaPreviewHalf
// ColorEdit, ColorPicker,ImGui.color_button
: display half opaque / half checkerboard, instead of opaque. -
HDR
// (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well). -
DisplayRGB
[Display] // ColorEdit: override display type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex. -
DisplayHSV
[Display] // " -
DisplayHex
[Display] // " -
Uint8
[DataType] // ColorEdit, ColorPicker,ImGui.color_button
: display values formatted as 0..255. -
Float
[DataType] // ColorEdit, ColorPicker,ImGui.color_button
: display values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers. -
PickerHueBar
[Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value. -
PickerHueWheel
[Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value. -
InputRGB
[Input] // ColorEdit, ColorPicker: input and output data in RGB format. -
InputHSV
[Input] // ColorEdit, ColorPicker: input and output data in HSV format.
Defaults Options. You can set application defaults using ImGui.set_color_edit_options
. The intent is that you probably don't want to
override them in most of your calls. Let the user choose via the option menu and/or call ImGui.set_color_edit_options
once during startup.
DisplayRGB
,Uint8
,PickerHueBar
,InputRGB
,DefaultOptions_
[Internal] Masks#
-
DisplayRGB
,DisplayHSV
,DisplayHex
,DisplayMask_
-
Uint8
,Float
,DataTypeMask_
-
PickerHueBar
,PickerHueWheel
,PickerMask_
-
InputRGB
,InputHSV
,InputMask_
Obsolete names (will be removed)#
ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69]
Flags for ImGui.drag_float
, ImGui.drag_int
, ImGui.slider_float
, ImGui.slider_int
etc.
We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.
enum ImGui::ImGuiSliderFlags
#
-
None
-
AlwaysClamp
Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds. -
Logarithmic
Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits. -
NoRoundToFormat
Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits) -
NoInput
Disable CTRL+Click or Enter key allowing to input text directly into the widget -
InvalidMask_
[Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed.
Obsolete names (will be removed)#
AlwaysClamp
[renamed in 1.79]
Identify a mouse button.
Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience.
enum ImGui::ImGuiMouseButton
#
-
Left
-
Right
-
Middle
-
COUNT
Enumeration for ImGui.get_mouse_cursor
#
User code may request backend to display given cursor by calling ImGui.set_mouse_cursor
, which is why we have some cursors that are marked unused here
enum ImGui::ImGuiMouseCursor
#
-
None
-
Arrow
-
TextInput
When hovering overImGui.input_text
, etc. -
ResizeAll
(Unused by Dear ImGui functions) -
ResizeNS
When hovering over an horizontal border -
ResizeEW
When hovering over a vertical border or a column -
ResizeNESW
When hovering over the bottom-left corner of a window -
ResizeNWSE
When hovering over the bottom-right corner of a window -
Hand
(Unused by Dear ImGui functions. Use for e.g. hyperlinks) -
NotAllowed
When hovering something with disallowed interaction. Usually a crossed circle. -
COUNT
Enumeration for ImGui::SetWindow(), SetNextWindow(), SetNextItem***() functions#
Represent a condition.
Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always.
enum ImGui::ImGuiCond
#
-
None
No condition (always set the variable), same as _Always -
Always
No condition (always set the variable) -
Once
Set the variable once per runtime session (only the first call will succeed) -
FirstUseEver
Set the variable if the object/window has no persistently saved data (no entry in .ini file) -
Appearing
Set the variable if the object/window is appearing after being hidden/inactive (or the first time)