Module: ImGui

Extended by:
FFI::Library
Defined in:
lib/imgui.rb,
lib/imgui_internal.rb,
lib/imgui_impl_glfw.rb,
lib/imgui_impl_sdl2.rb,
lib/imgui_impl_raylib.rb,
lib/imgui_impl_opengl2.rb,
lib/imgui_impl_opengl3.rb,
lib/imgui_impl_sdlrenderer.rb

Defined Under Namespace

Classes: ImGui_ImplGlfw_Data, ImGui_ImplRaylib_Data, ImGui_ImplSDL2_Data, ImGui_ImplSDLRenderer_Data

Constant Summary collapse

KEY_IDS =
TODO

Support ClipboardText

g_ClipboardTextData ImplRaylib_GetClipboardText ImplRaylib_SetClipboardText

[
  # Alphanumeric keys
  Raylib::KEY_APOSTROPHE,    # Key: '
  Raylib::KEY_COMMA,         # Key: ,
  Raylib::KEY_MINUS,         # Key: -
  Raylib::KEY_PERIOD,        # Key: .
  Raylib::KEY_SLASH,         # Key: /
  Raylib::KEY_ZERO,          # Key: 0
  Raylib::KEY_ONE,           # Key: 1
  Raylib::KEY_TWO,           # Key: 2
  Raylib::KEY_THREE,         # Key: 3
  Raylib::KEY_FOUR,          # Key: 4
  Raylib::KEY_FIVE,          # Key: 5
  Raylib::KEY_SIX,           # Key: 6
  Raylib::KEY_SEVEN,         # Key: 7
  Raylib::KEY_EIGHT,         # Key: 8
  Raylib::KEY_NINE,          # Key: 9
  Raylib::KEY_SEMICOLON,     # Key: ;
  Raylib::KEY_EQUAL,         # Key: =
  Raylib::KEY_A,             # Key: A | a
  Raylib::KEY_B,             # Key: B | b
  Raylib::KEY_C,             # Key: C | c
  Raylib::KEY_D,             # Key: D | d
  Raylib::KEY_E,             # Key: E | e
  Raylib::KEY_F,             # Key: F | f
  Raylib::KEY_G,             # Key: G | g
  Raylib::KEY_H,             # Key: H | h
  Raylib::KEY_I,             # Key: I | i
  Raylib::KEY_J,             # Key: J | j
  Raylib::KEY_K,             # Key: K | k
  Raylib::KEY_L,             # Key: L | l
  Raylib::KEY_M,             # Key: M | m
  Raylib::KEY_N,             # Key: N | n
  Raylib::KEY_O,             # Key: O | o
  Raylib::KEY_P,             # Key: P | p
  Raylib::KEY_Q,             # Key: Q | q
  Raylib::KEY_R,             # Key: R | r
  Raylib::KEY_S,             # Key: S | s
  Raylib::KEY_T,             # Key: T | t
  Raylib::KEY_U,             # Key: U | u
  Raylib::KEY_V,             # Key: V | v
  Raylib::KEY_W,             # Key: W | w
  Raylib::KEY_X,             # Key: X | x
  Raylib::KEY_Y,             # Key: Y | y
  Raylib::KEY_Z,             # Key: Z | z
  Raylib::KEY_LEFT_BRACKET,  # Key: [
  Raylib::KEY_BACKSLASH,     # Key: '\'
  Raylib::KEY_RIGHT_BRACKET, # Key: ]
  Raylib::KEY_GRAVE,         # Key: `
  # Function keys
  Raylib::KEY_SPACE,         # Key: Space
  Raylib::KEY_ESCAPE,        # Key: Esc
  Raylib::KEY_ENTER,         # Key: Enter
  Raylib::KEY_TAB,           # Key: Tab
  Raylib::KEY_BACKSPACE,     # Key: Backspace
  Raylib::KEY_INSERT,        # Key: Ins
  Raylib::KEY_DELETE,        # Key: Del
  Raylib::KEY_RIGHT,         # Key: Cursor right
  Raylib::KEY_LEFT,          # Key: Cursor left
  Raylib::KEY_DOWN,          # Key: Cursor down
  Raylib::KEY_UP,            # Key: Cursor up
  Raylib::KEY_PAGE_UP,       # Key: Page up
  Raylib::KEY_PAGE_DOWN,     # Key: Page down
  Raylib::KEY_HOME,          # Key: Home
  Raylib::KEY_END,           # Key: End
  Raylib::KEY_CAPS_LOCK,     # Key: Caps lock
  Raylib::KEY_SCROLL_LOCK,   # Key: Scroll down
  Raylib::KEY_NUM_LOCK,      # Key: Num lock
  Raylib::KEY_PRINT_SCREEN,  # Key: Print screen
  Raylib::KEY_PAUSE,         # Key: Pause
  Raylib::KEY_F1,            # Key: F1
  Raylib::KEY_F2,            # Key: F2
  Raylib::KEY_F3,            # Key: F3
  Raylib::KEY_F4,            # Key: F4
  Raylib::KEY_F5,            # Key: F5
  Raylib::KEY_F6,            # Key: F6
  Raylib::KEY_F7,            # Key: F7
  Raylib::KEY_F8,            # Key: F8
  Raylib::KEY_F9,            # Key: F9
  Raylib::KEY_F10,           # Key: F10
  Raylib::KEY_F11,           # Key: F11
  Raylib::KEY_F12,           # Key: F12
  Raylib::KEY_LEFT_SHIFT,    # Key: Shift left
  Raylib::KEY_LEFT_CONTROL,  # Key: Control left
  Raylib::KEY_LEFT_ALT,      # Key: Alt left
  Raylib::KEY_LEFT_SUPER,    # Key: Super left
  Raylib::KEY_RIGHT_SHIFT,   # Key: Shift right
  Raylib::KEY_RIGHT_CONTROL, # Key: Control right
  Raylib::KEY_RIGHT_ALT,     # Key: Alt right
  Raylib::KEY_RIGHT_SUPER,   # Key: Super right
  Raylib::KEY_KB_MENU,       # Key: KB menu
  # Keypad keys
  Raylib::KEY_KP_0,          # Key: Keypad 0
  Raylib::KEY_KP_1,          # Key: Keypad 1
  Raylib::KEY_KP_2,          # Key: Keypad 2
  Raylib::KEY_KP_3,          # Key: Keypad 3
  Raylib::KEY_KP_4,          # Key: Keypad 4
  Raylib::KEY_KP_5,          # Key: Keypad 5
  Raylib::KEY_KP_6,          # Key: Keypad 6
  Raylib::KEY_KP_7,          # Key: Keypad 7
  Raylib::KEY_KP_8,          # Key: Keypad 8
  Raylib::KEY_KP_9,          # Key: Keypad 9
  Raylib::KEY_KP_DECIMAL,    # Key: Keypad .
  Raylib::KEY_KP_DIVIDE,     # Key: Keypad /
  Raylib::KEY_KP_MULTIPLY,   # Key: Keypad *
  Raylib::KEY_KP_SUBTRACT,   # Key: Keypad -
  Raylib::KEY_KP_ADD,        # Key: Keypad +
  Raylib::KEY_KP_ENTER,      # Key: Keypad Enter
  Raylib::KEY_KP_EQUAL,      # Key: Keypad =
]
@@imgui_import_done =
false
@@imgui_import_internal_done =
false
@@g_BackendPlatformName =
FFI::MemoryPointer.from_string("imgui_impl_raylib")
@@g_BackendData =

ImGui::GetCurrentContext().address => ImGui_ImplRaylib_Data

Hash.new
@@ImplGlfw_MouseButtonCallback =
GLFW::create_callback(:GLFWmousebuttonfun) do |window, button, action, mods|
  bd = ImGui_ImplGlfw_GetBackendData()
  unless bd.prevUserCallbackMousebutton.null?
    userfunc = Fiddle::Function.new(bd.prevUserCallbackMousebutton, GLFW::GLFWmousebuttonfun_cb_args, GLFW::GLFWmousebuttonfun_cb_retval)
    userfunc.call(window, button, action, mods)
  end
  ImGui_ImplGlfw_UpdateKeyModifiers(mods)
  io = ImGuiIO.new(ImGui::GetIO())
  if button >= 0 && button < ImGuiMouseButton_COUNT
    io.AddMouseButtonEvent(button, action == GLFW::PRESS)
  end
end
@@ImplGlfw_ScrollCallback =
GLFW::create_callback(:GLFWscrollfun) do |window, xoffset, yoffset|
  bd = ImGui_ImplGlfw_GetBackendData()
  unless bd.prevUserCallbackScroll.null?
    userfunc = Fiddle::Function.new(bd.prevUserCallbackScroll, GLFW::GLFWscrollfun_cb_args, GLFW::GLFWscrollfun_cb_retval)
    userfunc.call(window, xoffset, yoffset)
  end
  io = ImGuiIO.new(ImGui::GetIO())
  io.AddMouseWheelEvent(xoffset.to_f, yoffset.to_f)
end
@@ImplGlfw_KeyCallback =
GLFW::create_callback(:GLFWkeyfun) do |window, keycode, scancode, action, mods|
  bd = ImGui_ImplGlfw_GetBackendData()
  unless bd.prevUserCallbackKey.null?
    userfunc = Fiddle::Function.new(bd.prevUserCallbackKey, GLFW::GLFWkeyfun_cb_args, GLFW::GLFWkeyfun_cb_retval)
    userfunc.call(window, keycode, scancode, action, mods)
  end
  return if (action != GLFW::PRESS && action != GLFW::RELEASE)
  ImGui_ImplGlfw_UpdateKeyModifiers(mods)
  keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode)
  io = ImGuiIO.new(ImGui::GetIO())
  imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode)
  io.AddKeyEvent(imgui_key, (action == GLFW::PRESS))
  io.SetKeyEventNativeData(imgui_key, keycode, scancode) # To support legacy indexing (<1.87 user code)
end
@@ImplGlfw_WindowFocusCallback =
GLFW::create_callback(:GLFWwindowfocusfun) do |window, focused|
  bd = ImGui_ImplGlfw_GetBackendData()
  unless bd.prevUserCallbackWindowFocus.null?
    userfunc = Fiddle::Function.new(bd.prevUserCallbackWindowFocus, GLFW::GLFWwindowfocusfun_cb_args, GLFW::GLFWwindowfocusfun_cb_retval)
    userfunc.call(window, focused)
  end
  io = ImGuiIO.new(ImGui::GetIO())
  io.AddFocusEvent(focused != 0)
end
@@ImplGlfw_CursorPosCallback =
GLFW::create_callback(:GLFWcursorposfun) do |window, x, y|
  bd = ImGui_ImplGlfw_GetBackendData()
  unless bd.prevUserCallbackCursorPos.null?
    userfunc = Fiddle::Function.new(bd.prevUserCallbackCursorPos, GLFW::GLFWcursorposfun_cb_args, GLFW::GLFWcursorposfun_cb_retval)
    userfunc.call(window, x, y)
  end
  io = ImGuiIO.new(ImGui::GetIO())
  io.AddMousePosEvent(x.to_f, y.to_f)
  bd.lastValidMousePos[:x] = x.to_f
  bd.lastValidMousePos[:y] = y.to_f
end
@@ImplGlfw_CursorEnterCallback =

Workaround: X11 seems to send spurious Leave/Enter events which would make us lose our position, so we back it up and restore on Leave/Enter (see github.com/ocornut/imgui/issues/4984)

GLFW::create_callback(:GLFWcursorenterfun) do |window, entered|
  bd = ImGui_ImplGlfw_GetBackendData()
  unless bd.prevUserCallbackCursorEnter.null?
    userfunc = Fiddle::Function.new(bd.prevUserCallbackCursorEnter, GLFW::GLFWcursorenterfun_cb_args, GLFW::GLFWcursorenterfun_cb_retval)
    userfunc.call(window, entered)
  end
  io = ImGuiIO.new(ImGui::GetIO())
  if entered
    bd.mouseWindow = window
    io.AddMousePosEvent(bd.lastValidMousePos[:x], bd.lastValidMousePos[:y])
  elsif !entered && bd.mouseWindow == window
    bd.lastValidMousePos[:x] = io[:MousePos][:x]
    bd.lastValidMousePos[:y] = io[:MousePos][:y]
    bd.mouseWindow = nil
    io.AddMousePosEvent(-Float::MAX, -Float::MAX)
  end
end
@@ImplGlfw_CharCallback =
GLFW::create_callback(:GLFWcharfun) do |window, c|
  bd = ImGui_ImplGlfw_GetBackendData()
  unless bd.prevUserCallbackChar.null?
    bd.prevUserCallbackChar.call(window, c)
  end
  io = ImGuiIO.new(ImGui::GetIO())
  io.AddInputCharacter(c);
end
@@ImplGlfw_MonitorCallback =
GLFW::create_callback(:GLFWmonitorfun) do |monitor, event|
  # Unused in 'master' branch but 'docking' branch will use this, so we declare it ahead of it so if you have to install callbacks you can install this one too.
  # bd = ImGui_ImplGlfw_GetBackendData()
  # unless bd.prevUserCallbackMonitor.null?
  #   bd.prevUserCallbackMonitor.call(monitor, event)
  # end
end
@@g_FontTexture =
nil
@@g_BackendRendererName =
FFI::MemoryPointer.from_string("imgui_impl_sdlrenderer")
@@g_GlVersion =

Extracted at runtime using GL::MAJOR_VERSION, GL::MINOR_VERSION queries.

0
@@g_GlslVersionString =

Specified by user or detected based on compile time

""
@@g_ShaderHandle =
0
@@g_AttribLocationTex =
0
@@g_AttribLocationProjMtx =
0
@@g_AttribLocationVtxPos =
0
@@g_AttribLocationVtxUV =
0
@@g_AttribLocationVtxColor =
0
@@g_VboHandle =
0
@@g_ElementsHandle =
0
@@g_BackendRendererUserData =
nil

Class Method Summary collapse

Class Method Details

.AcceptDragDropPayload(type, flags = 0) ⇒ Object

arg: type(const char*), flags(ImGuiDragDropFlags) ret: pointer



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# File 'lib/imgui.rb', line 3554

def self.AcceptDragDropPayload(type, flags = 0)  # accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released.
  igAcceptDragDropPayload(type, flags)
end

.AlignTextToFramePaddingObject

ret: void



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# File 'lib/imgui.rb', line 3559

def self.AlignTextToFramePadding()  # vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item)
  igAlignTextToFramePadding()
end

.ArrowButton(str_id, dir) ⇒ Object

arg: str_id(const char*), dir(ImGuiDir) ret: bool



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# File 'lib/imgui.rb', line 3565

def self.ArrowButton(str_id, dir)  # square button with an arrow shape
  igArrowButton(str_id, dir)
end

.Begin(name, p_open = nil, flags = 0) ⇒ Object

arg: name(const char*), p_open(bool*), flags(ImGuiWindowFlags) ret: bool

Windows

  • Begin() = push window to the stack and start appending to it. End() = pop window from the stack.

  • Passing ‘bool* p_open != NULL’ shows a window-closing widget in the upper-right corner of the window, which clicking will set the boolean to false when clicked.

  • You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times. Some information such as ‘flags’ or ‘p_open’ will only be considered by the first call to Begin().

  • Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window. Always call a matching End() for each Begin() call, regardless of its return value! [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions

    such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding
    BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
    
  • Note that the bottom of window stack always contains a window called “Debug”.



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# File 'lib/imgui.rb', line 3584

def self.Begin(name, p_open = nil, flags = 0)
  igBegin(name, p_open, flags)
end

.BeginChild(*arg) ⇒ Object

Child Windows

  • Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.

  • Before 1.90 (November 2023), the “ImGuiChildFlags child_flags = 0” parameter was “bool border = false”. This API is backward compatible with old code, as we guarantee that ImGuiChildFlags_Borders == true. Consider updating your old code:

    BeginChild("Name", size, false)   -> Begin("Name", size, 0); or Begin("Name", size, ImGuiChildFlags_None);
    BeginChild("Name", size, true)    -> Begin("Name", size, ImGuiChildFlags_Borders);
    
  • Manual sizing (each axis can use a different setting e.g. ImVec2(0.0f, 400.0f)):

    == 0.0f: use remaining parent window size for this axis.
     > 0.0f: use specified size for this axis.
     < 0.0f: right/bottom-align to specified distance from available content boundaries.
    
  • Specifying ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY makes the sizing automatic based on child contents. Combining both ImGuiChildFlags_AutoResizeX and ImGuiChildFlags_AutoResizeY defeats purpose of a scrolling region and is NOT recommended.

  • BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window. Always call a matching EndChild() for each BeginChild() call, regardless of its return value. [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions

    such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding
    BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
    


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# File 'lib/imgui.rb', line 6152

def self.BeginChild(*arg)
  # arg: 0:str_id(const char*), 1:size(ImVec2), 2:child_flags(ImGuiChildFlags), 3:window_flags(ImGuiWindowFlags)
  # ret: bool
  return igBeginChild_Str(arg[0], arg[1], arg[2], arg[3]) if arg.length == 4 && (arg[0].kind_of?(String) && arg[1].kind_of?(ImVec2) && arg[2].kind_of?(Integer) && arg[3].kind_of?(Integer))
  # arg: 0:id(ImGuiID), 1:size(ImVec2), 2:child_flags(ImGuiChildFlags), 3:window_flags(ImGuiWindowFlags)
  # ret: bool
  return igBeginChild_ID(arg[0], arg[1], arg[2], arg[3]) if arg.length == 4 && (arg[0].kind_of?(Integer) && arg[1].kind_of?(ImVec2) && arg[2].kind_of?(Integer) && arg[3].kind_of?(Integer))
  $stderr.puts("[Warning] BeginChild : No matching functions found (#{arg})")
end

.BeginChild_ID(id, size = ImVec2.create(0,0), child_flags = 0, window_flags = 0) ⇒ Object

arg: id(ImGuiID), size(ImVec2), child_flags(ImGuiChildFlags), window_flags(ImGuiWindowFlags) ret: bool



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# File 'lib/imgui.rb', line 3596

def self.BeginChild_ID(id, size = ImVec2.create(0,0), child_flags = 0, window_flags = 0)
  igBeginChild_ID(id, size, child_flags, window_flags)
end

.BeginChild_Str(str_id, size = ImVec2.create(0,0), child_flags = 0, window_flags = 0) ⇒ Object

arg: str_id(const char*), size(ImVec2), child_flags(ImGuiChildFlags), window_flags(ImGuiWindowFlags) ret: bool



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# File 'lib/imgui.rb', line 3590

def self.BeginChild_Str(str_id, size = ImVec2.create(0,0), child_flags = 0, window_flags = 0)
  igBeginChild_Str(str_id, size, child_flags, window_flags)
end

.BeginCombo(label, preview_value, flags = 0) ⇒ Object

arg: label(const char*), preview_value(const char*), flags(ImGuiComboFlags) ret: bool

Widgets: Combo Box (Dropdown)

  • The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.

  • The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created.



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# File 'lib/imgui.rb', line 3606

def self.BeginCombo(label, preview_value, flags = 0)
  igBeginCombo(label, preview_value, flags)
end

.BeginDisabled(disabled = true) ⇒ Object

arg: disabled(bool) ret: void

Disabling [BETA API]

  • Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors)

  • Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled)

  • Tooltips windows by exception are opted out of disabling.

  • BeginDisabled(false)/EndDisabled() essentially does nothing but is provided to facilitate use of boolean expressions (as a micro-optimization: if you have tens of thousands of BeginDisabled(false)/EndDisabled() pairs, you might want to reformulate your code to avoid making those calls)



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# File 'lib/imgui.rb', line 3618

def self.BeginDisabled(disabled = true)
  igBeginDisabled(disabled)
end

.BeginDragDropSource(flags = 0) ⇒ Object

arg: flags(ImGuiDragDropFlags) ret: bool

Drag and Drop

  • On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource().

  • On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget().

  • If you stop calling BeginDragDropSource() the payload is preserved however it won’t have a preview tooltip (we currently display a fallback “…” tooltip, see #1725)

  • An item can be both drag source and drop target.



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# File 'lib/imgui.rb', line 3630

def self.BeginDragDropSource(flags = 0)  # call after submitting an item which may be dragged. when this return true, you can call SetDragDropPayload() + EndDragDropSource()
  igBeginDragDropSource(flags)
end

.BeginDragDropTargetObject

ret: bool



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# File 'lib/imgui.rb', line 3635

def self.BeginDragDropTarget()  # call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
  igBeginDragDropTarget()
end

.BeginGroupObject

ret: void



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# File 'lib/imgui.rb', line 3640

def self.BeginGroup()  # lock horizontal starting position
  igBeginGroup()
end

.BeginItemTooltipObject

ret: bool

Tooltips: helpers for showing a tooltip when hovering an item

  • BeginItemTooltip() is a shortcut for the ‘if (IsItemHovered(ImGuiHoveredFlags_ForTooltip) && BeginTooltip())’ idiom.

  • SetItemTooltip() is a shortcut for the ‘if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) { SetTooltip(…); }’ idiom.

  • Where ‘ImGuiHoveredFlags_ForTooltip’ itself is a shortcut to use ‘style.HoverFlagsForTooltipMouse’ or ‘style.HoverFlagsForTooltipNav’ depending on active input type. For mouse it defaults to ‘ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort’.



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# File 'lib/imgui.rb', line 3650

def self.BeginItemTooltip()  # begin/append a tooltip window if preceding item was hovered.
  igBeginItemTooltip()
end

.BeginListBox(label, size = ImVec2.create(0,0)) ⇒ Object

arg: label(const char*), size(ImVec2) ret: bool

Widgets: List Boxes

  • This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label.

  • If you don’t need a label you can probably simply use BeginChild() with the ImGuiChildFlags_FrameStyle flag for the same result.

  • You can submit contents and manage your selection state however you want it, by creating e.g. Selectable() or any other items.

  • The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analoguous to how Combos are created.

  • Choose frame width: size.x > 0.0f: custom / size.x < 0.0f or -FLT_MIN: right-align / size.x = 0.0f (default): use current ItemWidth

  • Choose frame height: size.y > 0.0f: custom / size.y < 0.0f or -FLT_MIN: bottom-align / size.y = 0.0f (default): arbitrary default height which can fit ~7 items



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# File 'lib/imgui.rb', line 3664

def self.BeginListBox(label, size = ImVec2.create(0,0))  # open a framed scrolling region
  igBeginListBox(label, size)
end

.BeginMainMenuBarObject

ret: bool



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# File 'lib/imgui.rb', line 3669

def self.BeginMainMenuBar()  # create and append to a full screen menu-bar.
  igBeginMainMenuBar()
end

.BeginMenu(label, enabled = true) ⇒ Object

arg: label(const char*), enabled(bool) ret: bool



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# File 'lib/imgui.rb', line 3675

def self.BeginMenu(label, enabled = true)  # Implied enabled = true
  igBeginMenu(label, enabled)
end

.BeginMenuBarObject

ret: bool

Widgets: Menus

  • Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar.

  • Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it.

  • Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it.

  • Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment.



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# File 'lib/imgui.rb', line 3686

def self.BeginMenuBar()  # append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
  igBeginMenuBar()
end

.BeginMultiSelect(flags, selection_size = -1,, items_count = -1)) ⇒ Object

arg: flags(ImGuiMultiSelectFlags), selection_size(int), items_count(int) ret: pointer

Multi-selection system for Selectable(), Checkbox(), TreeNode() functions [BETA]

  • This enables standard multi-selection/range-selection idioms (CTRL+Mouse/Keyboard, SHIFT+Mouse/Keyboard, etc.) in a way that also allow a clipper to be used.

  • ImGuiSelectionUserData is often used to store your item index within the current view (but may store something else).

  • Read comments near ImGuiMultiSelectIO for instructions/details and see ‘Demo->Widgets->Selection State & Multi-Select’ for demo.

  • TreeNode() is technically supported but… using this correctly is more complicated. You need some sort of linear/random access to your tree, which is suited to advanced trees setups already implementing filters and clipper. We will work simplifying the current demo.

  • ‘selection_size’ and ‘items_count’ parameters are optional and used by a few features. If they are costly for you to compute, you may avoid them.



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# File 'lib/imgui.rb', line 3700

def self.BeginMultiSelect(flags, selection_size = -1, items_count = -1)  # Implied selection_size = -1, items_count = -1
  igBeginMultiSelect(flags, selection_size, items_count)
end

.BeginPopup(str_id, flags = 0) ⇒ Object

arg: str_id(const char*), flags(ImGuiWindowFlags) ret: bool

Popups, Modals

- They block normal mouse hovering detection (and therefore most mouse interactions) behind them.
- If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
- Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls.
- The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time.
- You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered().
- IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to be at the same level of the stack.
  This is sometimes leading to confusing mistakes. May rework this in the future.
- BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards if returned true. ImGuiWindowFlags are forwarded to the window.
- BeginPopupModal(): block every interaction behind the window, cannot be closed by user, add a dimming background, has a title bar.


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# File 'lib/imgui.rb', line 3717

def self.BeginPopup(str_id, flags = 0)  # return true if the popup is open, and you can start outputting to it.
  igBeginPopup(str_id, flags)
end

.BeginPopupContextItem(str_id = nil, popup_flags = 1) ⇒ Object

arg: str_id(const char*), popup_flags(ImGuiPopupFlags) ret: bool

Popups: open+begin combined functions helpers

- Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking.
- They are convenient to easily create context menus, hence the name.
- IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future.
- IMPORTANT: Notice that we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight.


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# File 'lib/imgui.rb', line 3729

def self.BeginPopupContextItem(str_id = nil, popup_flags = 1)  # Implied str_id = NULL, popup_flags = 1
  igBeginPopupContextItem(str_id, popup_flags)
end

.BeginPopupContextVoid(str_id = nil, popup_flags = 1) ⇒ Object

arg: str_id(const char*), popup_flags(ImGuiPopupFlags) ret: bool



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# File 'lib/imgui.rb', line 3735

def self.BeginPopupContextVoid(str_id = nil, popup_flags = 1)  # Implied str_id = NULL, popup_flags = 1
  igBeginPopupContextVoid(str_id, popup_flags)
end

.BeginPopupContextWindow(str_id = nil, popup_flags = 1) ⇒ Object

arg: str_id(const char*), popup_flags(ImGuiPopupFlags) ret: bool



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# File 'lib/imgui.rb', line 3741

def self.BeginPopupContextWindow(str_id = nil, popup_flags = 1)  # Implied str_id = NULL, popup_flags = 1
  igBeginPopupContextWindow(str_id, popup_flags)
end

.BeginPopupModal(name, p_open = nil, flags = 0) ⇒ Object

arg: name(const char*), p_open(bool*), flags(ImGuiWindowFlags) ret: bool



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# File 'lib/imgui.rb', line 3747

def self.BeginPopupModal(name, p_open = nil, flags = 0)  # return true if the modal is open, and you can start outputting to it.
  igBeginPopupModal(name, p_open, flags)
end

.BeginTabBar(str_id, flags = 0) ⇒ Object

arg: str_id(const char*), flags(ImGuiTabBarFlags) ret: bool

Tab Bars, Tabs

  • Note: Tabs are automatically created by the docking system (when in ‘docking’ branch). Use this to create tab bars/tabs yourself.



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# File 'lib/imgui.rb', line 3756

def self.BeginTabBar(str_id, flags = 0)  # create and append into a TabBar
  igBeginTabBar(str_id, flags)
end

.BeginTabItem(label, p_open = nil, flags = 0) ⇒ Object

arg: label(const char*), p_open(bool*), flags(ImGuiTabItemFlags) ret: bool



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# File 'lib/imgui.rb', line 3762

def self.BeginTabItem(label, p_open = nil, flags = 0)  # create a Tab. Returns true if the Tab is selected.
  igBeginTabItem(label, p_open, flags)
end

.BeginTable(str_id, columns, flags = 0, outer_size = ImVec2.create(0.0,0.0), inner_width = 0.0) ⇒ Object

arg: str_id(const char*), columns(int), flags(ImGuiTableFlags), outer_size(ImVec2), inner_width(float) ret: bool

Tables

  • Full-featured replacement for old Columns API.

  • See Demo->Tables for demo code. See top of imgui_tables.cpp for general commentary.

  • See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags.

The typical call flow is:

    1. Call BeginTable(), early out if returning false.

    1. Optionally call TableSetupColumn() to submit column name/flags/defaults.

    1. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows.

    1. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data.

    1. Populate contents:

    - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column.
    - If you are using tables as a sort of grid, where every column is holding the same type of contents,
      you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex().
      TableNextColumn() will automatically wrap-around into the next row if needed.
    - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column!
    - Summary of possible call flow:
        - TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1")  // OK
        - TableNextRow() -> TableNextColumn()      -> Text("Hello 0") -> TableNextColumn()      -> Text("Hello 1")  // OK
        -                   TableNextColumn()      -> Text("Hello 0") -> TableNextColumn()      -> Text("Hello 1")  // OK: TableNextColumn() automatically gets to next row!
        - TableNextRow()                           -> Text("Hello 0")                                               // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear!
    
    1. Call EndTable()



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# File 'lib/imgui.rb', line 3790

def self.BeginTable(str_id, columns, flags = 0, outer_size = ImVec2.create(0.0,0.0), inner_width = 0.0)  # Implied outer_size = ImVec2(0.0f, 0.0f), inner_width = 0.0f
  igBeginTable(str_id, columns, flags, outer_size, inner_width)
end

.BeginTooltipObject

ret: bool

Tooltips

  • Tooltips are windows following the mouse. They do not take focus away.

  • A tooltip window can contain items of any types.

  • SetTooltip() is more or less a shortcut for the ‘if (BeginTooltip()) { Text(…); EndTooltip(); }’ idiom (with a subtlety that it discard any previously submitted tooltip)



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# File 'lib/imgui.rb', line 3800

def self.BeginTooltip()  # begin/append a tooltip window.
  igBeginTooltip()
end

.BulletObject

ret: void



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# File 'lib/imgui.rb', line 3805

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

.BulletText(fmt, *varargs) ⇒ Object

arg: fmt(const char*), …(…) ret: void



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# File 'lib/imgui.rb', line 3811

def self.BulletText(fmt, *varargs)  # shortcut for Bullet()+Text()
  igBulletText(fmt, *varargs)
end

.Button(label, size = ImVec2.create(0,0)) ⇒ Object

arg: label(const char*), size(ImVec2) ret: bool

Widgets: Main

  • Most widgets return true when the value has been changed or when pressed/selected

  • You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state.



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# File 'lib/imgui.rb', line 3821

def self.Button(label, size = ImVec2.create(0,0))  # Implied size = ImVec2(0, 0)
  igButton(label, size)
end

.CalcItemWidthObject

ret: float



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# File 'lib/imgui.rb', line 3826

def self.CalcItemWidth()  # width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions.
  igCalcItemWidth()
end

.CalcTextSize(text, text_end = nil, hide_text_after_double_hash = false, wrap_width = -1.0)) ⇒ Object

arg: text(const char*), text_end(const char*), hide_text_after_double_hash(bool), wrap_width(float) ret: void

Text Utilities



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# File 'lib/imgui.rb', line 3834

def self.CalcTextSize(text, text_end = nil, hide_text_after_double_hash = false, wrap_width = -1.0)  # Implied text_end = NULL, hide_text_after_double_hash = false, wrap_width = -1.0f
  pOut = ImVec2.new
  igCalcTextSize(pOut, text, text_end, hide_text_after_double_hash, wrap_width)
  return pOut
end

.Checkbox(label, v) ⇒ Object

arg: label(const char*), v(bool*) ret: bool



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# File 'lib/imgui.rb', line 3842

def self.Checkbox(label, v)
  igCheckbox(label, v)
end

.CheckboxFlags(*arg) ⇒ Object



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# File 'lib/imgui.rb', line 6162

def self.CheckboxFlags(*arg)
  # arg: 0:label(const char*), 1:flags(int*), 2:flags_value(int)
  # ret: bool
  return igCheckboxFlags_IntPtr(arg[0], arg[1], arg[2]) if arg.length == 3 && (arg[0].kind_of?(String) && arg[1].kind_of?(FFI::Pointer) && arg[2].kind_of?(Integer))
  # arg: 0:label(const char*), 1:flags(unsigned int*), 2:flags_value(unsigned int)
  # ret: bool
  return igCheckboxFlags_UintPtr(arg[0], arg[1], arg[2]) if arg.length == 3 && (arg[0].kind_of?(String) && arg[1].kind_of?(FFI::Pointer) && arg[2].kind_of?(Integer))
  $stderr.puts("[Warning] CheckboxFlags : No matching functions found (#{arg})")
end

.CheckboxFlags_IntPtr(label, flags, flags_value) ⇒ Object

arg: label(const char*), flags(int*), flags_value(int) ret: bool



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# File 'lib/imgui.rb', line 3848

def self.CheckboxFlags_IntPtr(label, flags, flags_value)
  igCheckboxFlags_IntPtr(label, flags, flags_value)
end

.CheckboxFlags_UintPtr(label, flags, flags_value) ⇒ Object

arg: label(const char*), flags(unsigned int*), flags_value(unsigned int) ret: bool



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# File 'lib/imgui.rb', line 3854

def self.CheckboxFlags_UintPtr(label, flags, flags_value)
  igCheckboxFlags_UintPtr(label, flags, flags_value)
end

.CloseCurrentPopupObject

ret: void



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# File 'lib/imgui.rb', line 3859

def self.CloseCurrentPopup()  # manually close the popup we have begin-ed into.
  igCloseCurrentPopup()
end

.CollapsingHeader(*arg) ⇒ Object

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



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# File 'lib/imgui.rb', line 6172

def self.CollapsingHeader(*arg)  # if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop().
  # arg: 0:label(const char*), 1:flags(ImGuiTreeNodeFlags)
  # ret: bool
  return igCollapsingHeader_TreeNodeFlags(arg[0], arg[1]) if arg.length == 2 && (arg[0].kind_of?(String) && arg[1].kind_of?(Integer))
  # arg: 0:label(const char*), 1:p_visible(bool*), 2:flags(ImGuiTreeNodeFlags)
  # ret: bool
  return igCollapsingHeader_BoolPtr(arg[0], arg[1], arg[2]) if arg.length == 3 && (arg[0].kind_of?(String) && arg[1].kind_of?(FFI::Pointer) && arg[2].kind_of?(Integer))
  $stderr.puts("[Warning] CollapsingHeader : No matching functions found (#{arg})")
end

.CollapsingHeader_BoolPtr(label, p_visible, flags = 0) ⇒ Object

arg: label(const char*), p_visible(bool*), flags(ImGuiTreeNodeFlags) ret: bool



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# File 'lib/imgui.rb', line 3871

def self.CollapsingHeader_BoolPtr(label, p_visible, flags = 0)
  igCollapsingHeader_BoolPtr(label, p_visible, flags)
end

.CollapsingHeader_TreeNodeFlags(label, flags = 0) ⇒ Object

arg: label(const char*), flags(ImGuiTreeNodeFlags) ret: bool



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# File 'lib/imgui.rb', line 3865

def self.CollapsingHeader_TreeNodeFlags(label, flags = 0)
  igCollapsingHeader_TreeNodeFlags(label, flags)
end

.ColorButton(desc_id, col, flags = 0, size = ImVec2.create(0,0)) ⇒ Object

arg: desc_id(const char*), col(ImVec4), flags(ImGuiColorEditFlags), size(ImVec2) ret: bool



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# File 'lib/imgui.rb', line 3877

def self.ColorButton(desc_id, col, flags = 0, size = ImVec2.create(0,0))  # Implied size = ImVec2(0, 0)
  igColorButton(desc_id, col, flags, size)
end

.ColorConvertFloat4ToU32(_in_) ⇒ Object

arg: in(ImVec4) ret: uint



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# File 'lib/imgui.rb', line 3883

def self.ColorConvertFloat4ToU32(_in_)
  igColorConvertFloat4ToU32(_in_)
end

.ColorConvertHSVtoRGB(h, s, v, out_r, out_g, out_b) ⇒ Object

arg: h(float), s(float), v(float), out_r(float*), out_g(float*), out_b(float*) ret: void



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# File 'lib/imgui.rb', line 3889

def self.ColorConvertHSVtoRGB(h, s, v, out_r, out_g, out_b)
  igColorConvertHSVtoRGB(h, s, v, out_r, out_g, out_b)
end

.ColorConvertRGBtoHSV(r, g, b, out_h, out_s, out_v) ⇒ Object

arg: r(float), g(float), b(float), out_h(float*), out_s(float*), out_v(float*) ret: void



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# File 'lib/imgui.rb', line 3895

def self.ColorConvertRGBtoHSV(r, g, b, out_h, out_s, out_v)
  igColorConvertRGBtoHSV(r, g, b, out_h, out_s, out_v)
end

.ColorConvertU32ToFloat4(_in_) ⇒ Object

arg: in(ImU32) ret: void

Color Utilities



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# File 'lib/imgui.rb', line 3903

def self.ColorConvertU32ToFloat4(_in_)
  pOut = ImVec4.new
  igColorConvertU32ToFloat4(pOut, _in_)
  return pOut
end

.ColorEdit3(label, col, flags = 0) ⇒ Object

arg: label(const char*), col(float), flags(ImGuiColorEditFlags) ret: bool

Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little color square that can be left-clicked to open a picker, and right-clicked to open an option menu.)

  • Note that in C++ a ‘float v’ function argument is the same as ‘float* v’, the array syntax is just a way to document the number of elements that are expected to be accessible.

  • You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x



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# File 'lib/imgui.rb', line 3915

def self.ColorEdit3(label, col, flags = 0)
  igColorEdit3(label, col, flags)
end

.ColorEdit4(label, col, flags = 0) ⇒ Object

arg: label(const char*), col(float), flags(ImGuiColorEditFlags) ret: bool



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# File 'lib/imgui.rb', line 3921

def self.ColorEdit4(label, col, flags = 0)
  igColorEdit4(label, col, flags)
end

.ColorPicker3(label, col, flags = 0) ⇒ Object

arg: label(const char*), col(float), flags(ImGuiColorEditFlags) ret: bool



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# File 'lib/imgui.rb', line 3927

def self.ColorPicker3(label, col, flags = 0)
  igColorPicker3(label, col, flags)
end

.ColorPicker4(label, col, flags = 0, ref_col = nil) ⇒ Object

arg: label(const char*), col(float), flags(ImGuiColorEditFlags), ref_col(const float*) ret: bool



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# File 'lib/imgui.rb', line 3933

def self.ColorPicker4(label, col, flags = 0, ref_col = nil)
  igColorPicker4(label, col, flags, ref_col)
end

.Columns(count = 1, id = nil, borders = true) ⇒ Object

arg: count(int), id(const char*), borders(bool) ret: void

Legacy Columns API (prefer using Tables!)

  • You can also use SameLine(pos_x) to mimic simplified columns.



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# File 'lib/imgui.rb', line 3942

def self.Columns(count = 1, id = nil, borders = true)  # Implied count = 1, id = NULL, borders = true
  igColumns(count, id, borders)
end

.Combo(*arg) ⇒ Object

Implied popup_max_height_in_items = -1



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# File 'lib/imgui.rb', line 6182

def self.Combo(*arg)  # Implied popup_max_height_in_items = -1
  # arg: 0:label(const char*), 1:current_item(int*), 2:items(const char* const[]), 3:items_count(int), 4:popup_max_height_in_items(int)
  # ret: bool
  return igCombo_Str_arr(arg[0], arg[1], arg[2], arg[3], arg[4]) if arg.length == 5 && (arg[0].kind_of?(String) && arg[1].kind_of?(FFI::Pointer) && arg[2].kind_of?(FFI::Pointer) && arg[3].kind_of?(Integer) && arg[4].kind_of?(Integer))
  # arg: 0:label(const char*), 1:current_item(int*), 2:items_separated_by_zeros(const char*), 3:popup_max_height_in_items(int)
  # ret: bool
  return igCombo_Str(arg[0], arg[1], arg[2], arg[3]) if arg.length == 4 && (arg[0].kind_of?(String) && arg[1].kind_of?(FFI::Pointer) && arg[2].kind_of?(String) && arg[3].kind_of?(Integer))
  # arg: 0:label(const char*), 1:current_item(int*), 2:getter(const char*(*)(void* user_data,int idx)), 3:user_data(void*), 4:items_count(int), 5:popup_max_height_in_items(int)
  # ret: bool
  return igCombo_FnStrPtr(arg[0], arg[1], arg[2], arg[3], arg[4], arg[5]) if arg.length == 6 && (arg[0].kind_of?(String) && arg[1].kind_of?(FFI::Pointer) && arg[2].kind_of?(String) && arg[3].kind_of?(FFI::Pointer) && arg[4].kind_of?(Integer) && arg[5].kind_of?(Integer))
  $stderr.puts("[Warning] Combo : No matching functions found (#{arg})")
end

.Combo_FnStrPtr(label, current_item, getter, user_data, items_count, popup_max_height_in_items = -1)) ⇒ Object

arg: label(const char*), current_item(int*), getter(const char*(*)(void* user_data,int idx)), user_data(void*), items_count(int), popup_max_height_in_items(int) ret: bool



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# File 'lib/imgui.rb', line 3960

def self.Combo_FnStrPtr(label, current_item, getter, user_data, items_count, popup_max_height_in_items = -1)
  igCombo_FnStrPtr(label, current_item, getter, user_data, items_count, popup_max_height_in_items)
end

.Combo_Str(label, current_item, items_separated_by_zeros, popup_max_height_in_items = -1)) ⇒ Object

arg: label(const char*), current_item(int*), items_separated_by_zeros(const char*), popup_max_height_in_items(int) ret: bool



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# File 'lib/imgui.rb', line 3954

def self.Combo_Str(label, current_item, items_separated_by_zeros, popup_max_height_in_items = -1)
  igCombo_Str(label, current_item, items_separated_by_zeros, popup_max_height_in_items)
end

.Combo_Str_arr(label, current_item, items, items_count, popup_max_height_in_items = -1)) ⇒ Object

arg: label(const char*), current_item(int*), items(const char* const[]), items_count(int), popup_max_height_in_items(int) ret: bool



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# File 'lib/imgui.rb', line 3948

def self.Combo_Str_arr(label, current_item, items, items_count, popup_max_height_in_items = -1)
  igCombo_Str_arr(label, current_item, items, items_count, popup_max_height_in_items)
end

.CreateContext(shared_font_atlas = nil) ⇒ Object

arg: shared_font_atlas(ImFontAtlas*) ret: pointer

Context creation and access

  • Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between contexts.

  • DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() for each static/DLL boundary you are calling from. Read “Context and Memory Allocators” section of imgui.cpp for details.



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# File 'lib/imgui.rb', line 3971

def self.CreateContext(shared_font_atlas = nil)
  igCreateContext(shared_font_atlas)
end

.DebugCheckVersionAndDataLayout(version_str, sz_io, sz_style, sz_vec2, sz_vec4, sz_drawvert, sz_drawidx) ⇒ Object

arg: version_str(const char*), sz_io(size_t), sz_style(size_t), sz_vec2(size_t), sz_vec4(size_t), sz_drawvert(size_t), sz_drawidx(size_t) ret: bool



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# File 'lib/imgui.rb', line 3977

def self.DebugCheckVersionAndDataLayout(version_str, sz_io, sz_style, sz_vec2, sz_vec4, sz_drawvert, sz_drawidx)  # This is called by IMGUI_CHECKVERSION() macro.
  igDebugCheckVersionAndDataLayout(version_str, sz_io, sz_style, sz_vec2, sz_vec4, sz_drawvert, sz_drawidx)
end

.DebugFlashStyleColor(idx) ⇒ Object

arg: idx(ImGuiCol) ret: void



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# File 'lib/imgui.rb', line 3983

def self.DebugFlashStyleColor(idx)
  igDebugFlashStyleColor(idx)
end

.DebugLog(fmt, *varargs) ⇒ Object

arg: fmt(const char*), …(…) ret: void



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# File 'lib/imgui.rb', line 3989

def self.DebugLog(fmt, *varargs)  # Call via IMGUI_DEBUG_LOG() for maximum stripping in caller code!
  igDebugLog(fmt, *varargs)
end

.DebugStartItemPickerObject

ret: void



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# File 'lib/imgui.rb', line 3994

def self.DebugStartItemPicker()
  igDebugStartItemPicker()
end

.DebugTextEncoding(text) ⇒ Object

arg: text(const char*) ret: void

Debug Utilities

  • Your main debugging friend is the ShowMetricsWindow() function, which is also accessible from Demo->Tools->Metrics Debugger



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# File 'lib/imgui.rb', line 4003

def self.DebugTextEncoding(text)
  igDebugTextEncoding(text)
end

.DestroyContext(ctx = nil) ⇒ Object

arg: ctx(ImGuiContext*) ret: void



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# File 'lib/imgui.rb', line 4009

def self.DestroyContext(ctx = nil)  # NULL = destroy current context
  igDestroyContext(ctx)
end

.DestroyPlatformWindowsObject

ret: void



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# File 'lib/imgui.rb', line 4014

def self.DestroyPlatformWindows()  # call DestroyWindow platform functions for all viewports. call from backend Shutdown() if you need to close platform windows before imgui shutdown. otherwise will be called by DestroyContext().
  igDestroyPlatformWindows()
end

.DockSpace(dockspace_id, size = ImVec2.create(0,0), flags = 0, window_class = nil) ⇒ Object

arg: dockspace_id(ImGuiID), size(ImVec2), flags(ImGuiDockNodeFlags), window_class(const ImGuiWindowClass*) ret: uint

Docking

BETA API

Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable.

Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Docking!

  • Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking.

  • Drag from window menu button (upper-left button) to undock an entire node (all windows).

  • When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to enable docking.

About dockspaces:

  • Use DockSpaceOverViewport() to create a window covering the screen or a specific viewport + a dockspace inside it. This is often used with ImGuiDockNodeFlags_PassthruCentralNode to make it transparent.

  • Use DockSpace() to create an explicit dock node within an existing window. See Docking demo for details.

  • Important: Dockspaces need to be submitted before any window they can host. Submit it early in your frame!

  • Important: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked. e.g. if you have multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly.



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# File 'lib/imgui.rb', line 4034

def self.DockSpace(dockspace_id, size = ImVec2.create(0,0), flags = 0, window_class = nil)  # Implied size = ImVec2(0, 0), flags = 0, window_class = NULL
  igDockSpace(dockspace_id, size, flags, window_class)
end

.DockSpaceOverViewport(dockspace_id = 0, viewport = nil, flags = 0, window_class = nil) ⇒ Object

arg: dockspace_id(ImGuiID), viewport(const ImGuiViewport*), flags(ImGuiDockNodeFlags), window_class(const ImGuiWindowClass*) ret: uint



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# File 'lib/imgui.rb', line 4040

def self.DockSpaceOverViewport(dockspace_id = 0, viewport = nil, flags = 0, window_class = nil)  # Implied dockspace_id = 0, viewport = NULL, flags = 0, window_class = NULL
  igDockSpaceOverViewport(dockspace_id, viewport, flags, window_class)
end

.DragFloat(label, v, v_speed = 1.0, v_min = 0.0, v_max = 0.0, format = "%.3f", flags = 0) ⇒ Object

arg: label(const char*), v(float*), v_speed(float), v_min(float), v_max(float), format(const char*), flags(ImGuiSliderFlags) ret: bool

Widgets: Drag Sliders

  • CTRL+Click on any drag box to turn them into an input box. Manually input values aren’t clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.

  • For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every function, note that a ‘float v’ function argument is the same as ‘float* v’, the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x

  • Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. “%.3f” -> 1.234; “%5.2f secs” -> 01.23 secs; “Biscuit: %.0f” -> Biscuit: 1; etc.

  • Format string may also be set to NULL or use the default format (“%f” or “%d”).

  • Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For keyboard/gamepad navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision).

  • Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used.

  • Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum.

  • 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.

  • Legacy: Pre-1.78 there are DragXXX() function signatures that take a final ‘float power=1.0f’ argument instead of the ‘ImGuiSliderFlags flags=0’ argument. If you get a warning converting a float to ImGuiSliderFlags, read github.com/ocornut/imgui/issues/3361



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# File 'lib/imgui.rb', line 4059

def self.DragFloat(label, v, v_speed = 1.0, v_min = 0.0, v_max = 0.0, format = "%.3f", flags = 0)  # Implied v_speed = 1.0f, v_min = 0.0f, v_max = 0.0f, format = "%.3f", flags = 0
  igDragFloat(label, v, v_speed, v_min, v_max, format, flags)
end

.DragFloat2(label, v, v_speed = 1.0, v_min = 0.0, v_max = 0.0, format = "%.3f", flags = 0) ⇒ Object

arg: label(const char*), v(float), v_speed(float), v_min(float), v_max(float), format(const char*), flags(ImGuiSliderFlags) ret: bool



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# File 'lib/imgui.rb', line 4065

def self.DragFloat2(label, v, v_speed = 1.0, v_min = 0.0, v_max = 0.0, format = "%.3f", flags = 0)  # Implied v_speed = 1.0f, v_min = 0.0f, v_max = 0.0f, format = "%.3f", flags = 0
  igDragFloat2(label, v, v_speed, v_min, v_max, format, flags)
end

.DragFloat3(label, v, v_speed = 1.0, v_min = 0.0, v_max = 0.0, format = "%.3f", flags = 0) ⇒ Object

arg: label(const char*), v(float), v_speed(float), v_min(float), v_max(float), format(const char*), flags(ImGuiSliderFlags) ret: bool



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# File 'lib/imgui.rb', line 4071

def self.DragFloat3(label, v, v_speed = 1.0, v_min = 0.0, v_max = 0.0, format = "%.3f", flags = 0)  # Implied v_speed = 1.0f, v_min = 0.0f, v_max = 0.0f, format = "%.3f", flags = 0
  igDragFloat3(label, v, v_speed, v_min, v_max, format, flags)
end

.DragFloat4(label, v, v_speed = 1.0, v_min = 0.0, v_max = 0.0, format = "%.3f", flags = 0) ⇒ Object

arg: label(const char*), v(float), v_speed(float), v_min(float), v_max(float), format(const char*), flags(ImGuiSliderFlags) ret: bool



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# File 'lib/imgui.rb', line 4077

def self.DragFloat4(label, v, v_speed = 1.0, v_min = 0.0, v_max = 0.0, format = "%.3f", flags = 0)  # Implied v_speed = 1.0f, v_min = 0.0f, v_max = 0.0f, format = "%.3f", flags = 0
  igDragFloat4(label, v, v_speed, v_min, v_max, format, flags)
end

.DragFloatRange2(label, v_current_min, v_current_max, v_speed = 1.0, v_min = 0.0, v_max = 0.0, format = "%.3f", format_max = nil, flags = 0) ⇒ Object

arg: label(const char*), v_current_min(float*), v_current_max(float*), v_speed(float), v_min(float), v_max(float), format(const char*), format_max(const char*), flags(ImGuiSliderFlags) ret: bool



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# File 'lib/imgui.rb', line 4083

def self.DragFloatRange2(label, v_current_min, v_current_max, v_speed = 1.0, v_min = 0.0, v_max = 0.0, format = "%.3f", format_max = nil, flags = 0)  # Implied v_speed = 1.0f, v_min = 0.0f, v_max = 0.0f, format = "%.3f", format_max = NULL, flags = 0
  igDragFloatRange2(label, v_current_min, v_current_max, v_speed, v_min, v_max, format, format_max, flags)
end

.DragInt(label, v, v_speed = 1.0, v_min = 0, v_max = 0, format = "%d", flags = 0) ⇒ Object

arg: label(const char*), v(int*), v_speed(float), v_min(int), v_max(int), format(const char*), flags(ImGuiSliderFlags) ret: bool



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# File 'lib/imgui.rb', line 4089

def self.DragInt(label, v, v_speed = 1.0, v_min = 0, v_max = 0, format = "%d", flags = 0)  # Implied v_speed = 1.0f, v_min = 0, v_max = 0, format = "%d", flags = 0
  igDragInt(label, v, v_speed, v_min, v_max, format, flags)
end

.DragInt2(label, v, v_speed = 1.0, v_min = 0, v_max = 0, format = "%d", flags = 0) ⇒ Object

arg: label(const char*), v(int), v_speed(float), v_min(int), v_max(int), format(const char*), flags(ImGuiSliderFlags) ret: bool



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# File 'lib/imgui.rb', line 4095

def self.DragInt2(label, v, v_speed = 1.0, v_min = 0, v_max = 0, format = "%d", flags = 0)  # Implied v_speed = 1.0f, v_min = 0, v_max = 0, format = "%d", flags = 0
  igDragInt2(label, v, v_speed, v_min, v_max, format, flags)
end

.DragInt3(label, v, v_speed = 1.0, v_min = 0, v_max = 0, format = "%d", flags = 0) ⇒ Object

arg: label(const char*), v(int), v_speed(float), v_min(int), v_max(int), format(const char*), flags(ImGuiSliderFlags) ret: bool



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# File 'lib/imgui.rb', line 4101

def self.DragInt3(label, v, v_speed = 1.0, v_min = 0, v_max = 0, format = "%d", flags = 0)  # Implied v_speed = 1.0f, v_min = 0, v_max = 0, format = "%d", flags = 0
  igDragInt3(label, v, v_speed, v_min, v_max, format, flags)
end

.DragInt4(label, v, v_speed = 1.0, v_min = 0, v_max = 0, format = "%d", flags = 0) ⇒ Object

arg: label(const char*), v(int), v_speed(float), v_min(int), v_max(int), format(const char*), flags(ImGuiSliderFlags) ret: bool



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# File 'lib/imgui.rb', line 4107

def self.DragInt4(label, v, v_speed = 1.0, v_min = 0, v_max = 0, format = "%d", flags = 0)  # Implied v_speed = 1.0f, v_min = 0, v_max = 0, format = "%d", flags = 0
  igDragInt4(label, v, v_speed, v_min, v_max, format, flags)
end

.DragIntRange2(label, v_current_min, v_current_max, v_speed = 1.0, v_min = 0, v_max = 0, format = "%d", format_max = nil, flags = 0) ⇒ Object

arg: label(const char*), v_current_min(int*), v_current_max(int*), v_speed(float), v_min(int), v_max(int), format(const char*), format_max(const char*), flags(ImGuiSliderFlags) ret: bool



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# File 'lib/imgui.rb', line 4113

def self.DragIntRange2(label, v_current_min, v_current_max, v_speed = 1.0, v_min = 0, v_max = 0, format = "%d", format_max = nil, flags = 0)  # Implied v_speed = 1.0f, v_min = 0, v_max = 0, format = "%d", format_max = NULL, flags = 0
  igDragIntRange2(label, v_current_min, v_current_max, v_speed, v_min, v_max, format, format_max, flags)
end

.DragScalar(label, data_type, p_data, v_speed = 1.0, p_min = nil, p_max = nil, format = nil, flags = 0) ⇒ Object

arg: label(const char*), data_type(ImGuiDataType), p_data(void*), v_speed(float), p_min(const void*), p_max(const void*), format(const char*), flags(ImGuiSliderFlags) ret: bool



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# File 'lib/imgui.rb', line 4119

def self.DragScalar(label, data_type, p_data, v_speed = 1.0, p_min = nil, p_max = nil, format = nil, flags = 0)  # Implied v_speed = 1.0f, p_min = NULL, p_max = NULL, format = NULL, flags = 0
  igDragScalar(label, data_type, p_data, v_speed, p_min, p_max, format, flags)
end

.DragScalarN(label, data_type, p_data, components, v_speed = 1.0, p_min = nil, p_max = nil, format = nil, flags = 0) ⇒ Object

arg: label(const char*), data_type(ImGuiDataType), p_data(void*), components(int), v_speed(float), p_min(const void*), p_max(const void*), format(const char*), flags(ImGuiSliderFlags) ret: bool



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# File 'lib/imgui.rb', line 4125

def self.DragScalarN(label, data_type, p_data, components, v_speed = 1.0, p_min = nil, p_max = nil, format = nil, flags = 0)  # Implied v_speed = 1.0f, p_min = NULL, p_max = NULL, format = NULL, flags = 0
  igDragScalarN(label, data_type, p_data, components, v_speed, p_min, p_max, format, flags)
end

.Dummy(size) ⇒ Object

arg: size(ImVec2) ret: void



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# File 'lib/imgui.rb', line 4131

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

.EndObject

ret: void



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# File 'lib/imgui.rb', line 4136

def self.End()
  igEnd()
end

.EndChildObject

ret: void



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# File 'lib/imgui.rb', line 4141

def self.EndChild()
  igEndChild()
end

.EndComboObject

ret: void



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# File 'lib/imgui.rb', line 4146

def self.EndCombo()  # only call EndCombo() if BeginCombo() returns true!
  igEndCombo()
end

.EndDisabledObject

ret: void



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# File 'lib/imgui.rb', line 4151

def self.EndDisabled()
  igEndDisabled()
end

.EndDragDropSourceObject

ret: void



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# File 'lib/imgui.rb', line 4156

def self.EndDragDropSource()  # only call EndDragDropSource() if BeginDragDropSource() returns true!
  igEndDragDropSource()
end

.EndDragDropTargetObject

ret: void



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# File 'lib/imgui.rb', line 4161

def self.EndDragDropTarget()  # only call EndDragDropTarget() if BeginDragDropTarget() returns true!
  igEndDragDropTarget()
end

.EndFrameObject

ret: void



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# File 'lib/imgui.rb', line 4166

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

.EndGroupObject

ret: void



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# File 'lib/imgui.rb', line 4171

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

.EndListBoxObject

ret: void



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# File 'lib/imgui.rb', line 4176

def self.EndListBox()  # only call EndListBox() if BeginListBox() returned true!
  igEndListBox()
end

.EndMainMenuBarObject

ret: void



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# File 'lib/imgui.rb', line 4181

def self.EndMainMenuBar()  # only call EndMainMenuBar() if BeginMainMenuBar() returns true!
  igEndMainMenuBar()
end

.EndMenuObject

ret: void



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# File 'lib/imgui.rb', line 4186

def self.EndMenu()  # only call EndMenu() if BeginMenu() returns true!
  igEndMenu()
end

.EndMenuBarObject

ret: void



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# File 'lib/imgui.rb', line 4191

def self.EndMenuBar()  # only call EndMenuBar() if BeginMenuBar() returns true!
  igEndMenuBar()
end

.EndMultiSelectObject

ret: pointer



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# File 'lib/imgui.rb', line 4196

def self.EndMultiSelect()
  igEndMultiSelect()
end

.EndPopupObject

ret: void



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# File 'lib/imgui.rb', line 4201

def self.EndPopup()  # only call EndPopup() if BeginPopupXXX() returns true!
  igEndPopup()
end

.EndTabBarObject

ret: void



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# File 'lib/imgui.rb', line 4206

def self.EndTabBar()  # only call EndTabBar() if BeginTabBar() returns true!
  igEndTabBar()
end

.EndTabItemObject

ret: void



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# File 'lib/imgui.rb', line 4211

def self.EndTabItem()  # only call EndTabItem() if BeginTabItem() returns true!
  igEndTabItem()
end

.EndTableObject

ret: void



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# File 'lib/imgui.rb', line 4216

def self.EndTable()  # only call EndTable() if BeginTable() returns true!
  igEndTable()
end

.EndTooltipObject

ret: void



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# File 'lib/imgui.rb', line 4221

def self.EndTooltip()  # only call EndTooltip() if BeginTooltip()/BeginItemTooltip() returns true!
  igEndTooltip()
end

.FindViewportByID(id) ⇒ Object

arg: id(ImGuiID) ret: pointer



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# File 'lib/imgui.rb', line 4227

def self.FindViewportByID(id)  # this is a helper for backends.
  igFindViewportByID(id)
end

.FindViewportByPlatformHandle(platform_handle) ⇒ Object

arg: platform_handle(void*) ret: pointer



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# File 'lib/imgui.rb', line 4233

def self.FindViewportByPlatformHandle(platform_handle)  # this is a helper for backends. the type platform_handle is decided by the backend (e.g. HWND, MyWindow*, GLFWwindow* etc.)
  igFindViewportByPlatformHandle(platform_handle)
end

.FocusWindow(window) ⇒ Object



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# File 'lib/imgui_internal.rb', line 45

def self.FocusWindow(window)
  igFocusWindow(window)
end

.GetAllocatorFunctions(p_alloc_func, p_free_func, p_user_data) ⇒ Object

arg: p_alloc_func(ImGuiMemAllocFunc*), p_free_func(ImGuiMemFreeFunc*), p_user_data(void**) ret: void



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# File 'lib/imgui.rb', line 4239

def self.GetAllocatorFunctions(p_alloc_func, p_free_func, p_user_data)
  igGetAllocatorFunctions(p_alloc_func, p_free_func, p_user_data)
end

.GetBackgroundDrawList(viewport = nil) ⇒ Object

arg: viewport(ImGuiViewport*) ret: pointer

Background/Foreground Draw Lists



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# File 'lib/imgui.rb', line 4247

def self.GetBackgroundDrawList(viewport = nil)  # Implied viewport = NULL
  igGetBackgroundDrawList(viewport)
end

.GetClipboardTextObject

ret: pointer

Clipboard Utilities

  • Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard.



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# File 'lib/imgui.rb', line 4255

def self.GetClipboardText()
  igGetClipboardText()
end

.GetColorU32(*arg) ⇒ Object

Implied alpha_mul = 1.0f



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# File 'lib/imgui.rb', line 6195

def self.GetColorU32(*arg)  # Implied alpha_mul = 1.0f
  # arg: 0:idx(ImGuiCol), 1:alpha_mul(float)
  # ret: uint
  return igGetColorU32_Col(arg[0], arg[1]) if arg.length == 2 && (arg[0].kind_of?(Integer) && arg[1].kind_of?(Float))
  # arg: 0:col(ImVec4)
  # ret: uint
  return igGetColorU32_Vec4(arg[0]) if arg.length == 1 && (arg[0].kind_of?(ImVec4))
  # arg: 0:col(ImU32), 1:alpha_mul(float)
  # ret: uint
  return igGetColorU32_U32(arg[0], arg[1]) if arg.length == 2 && (arg[0].kind_of?(Integer) && arg[1].kind_of?(Float))
  $stderr.puts("[Warning] GetColorU32 : No matching functions found (#{arg})")
end

.GetColorU32_Col(idx, alpha_mul = 1.0) ⇒ Object

arg: idx(ImGuiCol), alpha_mul(float) ret: uint



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# File 'lib/imgui.rb', line 4261

def self.GetColorU32_Col(idx, alpha_mul = 1.0)
  igGetColorU32_Col(idx, alpha_mul)
end

.GetColorU32_U32(col, alpha_mul = 1.0) ⇒ Object

arg: col(ImU32), alpha_mul(float) ret: uint



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# File 'lib/imgui.rb', line 4273

def self.GetColorU32_U32(col, alpha_mul = 1.0)
  igGetColorU32_U32(col, alpha_mul)
end

.GetColorU32_Vec4(col) ⇒ Object

arg: col(ImVec4) ret: uint



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# File 'lib/imgui.rb', line 4267

def self.GetColorU32_Vec4(col)
  igGetColorU32_Vec4(col)
end

.GetColumnIndexObject

ret: int



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# File 'lib/imgui.rb', line 4278

def self.GetColumnIndex()  # get current column index
  igGetColumnIndex()
end

.GetColumnOffset(column_index = -1)) ⇒ Object

arg: column_index(int) ret: float



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# File 'lib/imgui.rb', line 4284

def self.GetColumnOffset(column_index = -1)  # get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f
  igGetColumnOffset(column_index)
end

.GetColumnsCountObject

ret: int



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# File 'lib/imgui.rb', line 4295

def self.GetColumnsCount()
  igGetColumnsCount()
end

.GetColumnWidth(column_index = -1)) ⇒ Object

arg: column_index(int) ret: float



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# File 'lib/imgui.rb', line 4290

def self.GetColumnWidth(column_index = -1)  # get column width (in pixels). pass -1 to use current column
  igGetColumnWidth(column_index)
end

.GetContentRegionAvailObject

ret: void



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# File 'lib/imgui.rb', line 4300

def self.GetContentRegionAvail()  # available space from current position. THIS IS YOUR BEST FRIEND.
  pOut = ImVec2.new
  igGetContentRegionAvail(pOut)
  return pOut
end

.GetCurrentContextObject

ret: pointer



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# File 'lib/imgui.rb', line 4307

def self.GetCurrentContext()
  igGetCurrentContext()
end

.GetCurrentWindowObject

self.import_internal_symbols



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# File 'lib/imgui_internal.rb', line 41

def self.GetCurrentWindow()
  igGetCurrentWindow()
end

.GetCursorPosObject

ret: void



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# File 'lib/imgui.rb', line 4312

def self.GetCursorPos()  # [window-local] cursor position in window-local coordinates. This is not your best friend.
  pOut = ImVec2.new
  igGetCursorPos(pOut)
  return pOut
end

.GetCursorPosXObject

ret: float



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# File 'lib/imgui.rb', line 4319

def self.GetCursorPosX()  # [window-local] "
  igGetCursorPosX()
end

.GetCursorPosYObject

ret: float



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# File 'lib/imgui.rb', line 4324

def self.GetCursorPosY()  # [window-local] "
  igGetCursorPosY()
end

.GetCursorScreenPosObject

ret: void

Layout cursor positioning

  • By “cursor” we mean the current output position.

  • The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.

  • You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget.

  • YOU CAN DO 99% OF WHAT YOU NEED WITH ONLY GetCursorScreenPos() and GetContentRegionAvail().

  • Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API:

    - Absolute coordinate:        GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. -> this is the preferred way forward.
    - Window-local coordinates:   SameLine(offset), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), PushTextWrapPos()
    - Window-local coordinates:   GetContentRegionMax(), GetWindowContentRegionMin(), GetWindowContentRegionMax() --> all obsoleted. YOU DON'T NEED THEM.
    
  • GetCursorScreenPos() = GetCursorPos() + GetWindowPos(). GetWindowPos() is almost only ever useful to convert from window-local to absolute coordinates. Try not to use it.



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# File 'lib/imgui.rb', line 4340

def self.GetCursorScreenPos()  # cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND (prefer using this rather than GetCursorPos(), also more useful to work with ImDrawList API).
  pOut = ImVec2.new
  igGetCursorScreenPos(pOut)
  return pOut
end

.GetCursorStartPosObject

ret: void



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# File 'lib/imgui.rb', line 4347

def self.GetCursorStartPos()  # [window-local] initial cursor position, in window-local coordinates. Call GetCursorScreenPos() after Begin() to get the absolute coordinates version.
  pOut = ImVec2.new
  igGetCursorStartPos(pOut)
  return pOut
end

.GetDragDropPayloadObject

ret: pointer



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# File 'lib/imgui.rb', line 4354

def self.GetDragDropPayload()  # peek directly into the current payload from anywhere. returns NULL when drag and drop is finished or inactive. use ImGuiPayload::IsDataType() to test for the payload type.
  igGetDragDropPayload()
end

.GetDrawDataObject

ret: pointer



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# File 'lib/imgui.rb', line 4359

def self.GetDrawData()  # valid after Render() and until the next call to NewFrame(). this is what you have to render.
  igGetDrawData()
end

.GetDrawListSharedDataObject

ret: pointer



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# File 'lib/imgui.rb', line 4364

def self.GetDrawListSharedData()  # you may use this when creating your own ImDrawList instances.
  igGetDrawListSharedData()
end

.GetFontObject

ret: pointer

Style read access

  • Use the ShowStyleEditor() function to interactively see/edit the colors.



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# File 'lib/imgui.rb', line 4372

def self.GetFont()  # get current font
  igGetFont()
end

.GetFontSizeObject

ret: float



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# File 'lib/imgui.rb', line 4377

def self.GetFontSize()  # get current font size (= height in pixels) of current font with current scale applied
  igGetFontSize()
end

.GetFontTexUvWhitePixelObject

ret: void



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# File 'lib/imgui.rb', line 4382

def self.GetFontTexUvWhitePixel()  # get UV coordinate for a white pixel, useful to draw custom shapes via the ImDrawList API
  pOut = ImVec2.new
  igGetFontTexUvWhitePixel(pOut)
  return pOut
end

.GetForegroundDrawList(viewport = nil) ⇒ Object

arg: viewport(ImGuiViewport*) ret: pointer



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# File 'lib/imgui.rb', line 4390

def self.GetForegroundDrawList(viewport = nil)  # Implied viewport = NULL
  igGetForegroundDrawList(viewport)
end

.GetFrameCountObject

ret: int



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# File 'lib/imgui.rb', line 4395

def self.GetFrameCount()  # get global imgui frame count. incremented by 1 every frame.
  igGetFrameCount()
end

.GetFrameHeightObject

ret: float



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# File 'lib/imgui.rb', line 4400

def self.GetFrameHeight()  # ~ FontSize + style.FramePadding.y * 2
  igGetFrameHeight()
end

.GetFrameHeightWithSpacingObject

ret: float



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# File 'lib/imgui.rb', line 4405

def self.GetFrameHeightWithSpacing()  # ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)
  igGetFrameHeightWithSpacing()
end

.GetID(*arg) ⇒ Object

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



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# File 'lib/imgui.rb', line 6208

def self.GetID(*arg)  # calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself
  # arg: 0:str_id(const char*)
  # ret: uint
  return igGetID_Str(arg[0]) if arg.length == 1 && (arg[0].kind_of?(String))
  # arg: 0:str_id_begin(const char*), 1:str_id_end(const char*)
  # ret: uint
  return igGetID_StrStr(arg[0], arg[1]) if arg.length == 2 && (arg[0].kind_of?(String) && arg[1].kind_of?(String))
  # arg: 0:ptr_id(const void*)
  # ret: uint
  return igGetID_Ptr(arg[0]) if arg.length == 1 && (arg[0].kind_of?(FFI::Pointer))
  # arg: 0:int_id(int)
  # ret: uint
  return igGetID_Int(arg[0]) if arg.length == 1 && (arg[0].kind_of?(Integer))
  $stderr.puts("[Warning] GetID : No matching functions found (#{arg})")
end

.GetID_Int(int_id) ⇒ Object

arg: int_id(int) ret: uint



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# File 'lib/imgui.rb', line 4429

def self.GetID_Int(int_id)
  igGetID_Int(int_id)
end

.GetID_Ptr(ptr_id) ⇒ Object

arg: ptr_id(const void*) ret: uint



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# File 'lib/imgui.rb', line 4423

def self.GetID_Ptr(ptr_id)
  igGetID_Ptr(ptr_id)
end

.GetID_Str(str_id) ⇒ Object

arg: str_id(const char*) ret: uint



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# File 'lib/imgui.rb', line 4411

def self.GetID_Str(str_id)
  igGetID_Str(str_id)
end

.GetID_StrStr(str_id_begin, str_id_end) ⇒ Object

arg: str_id_begin(const char*), str_id_end(const char*) ret: uint



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# File 'lib/imgui.rb', line 4417

def self.GetID_StrStr(str_id_begin, str_id_end)
  igGetID_StrStr(str_id_begin, str_id_end)
end

.GetIOObject

ret: pointer

Main



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# File 'lib/imgui.rb', line 4436

def self.GetIO()  # access the ImGuiIO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
  igGetIO()
end

.GetItemIDObject

ret: uint



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# File 'lib/imgui.rb', line 4441

def self.GetItemID()  # get ID of last item (~~ often same ImGui::GetID(label) beforehand)
  igGetItemID()
end

.GetItemRectMaxObject

ret: void



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# File 'lib/imgui.rb', line 4446

def self.GetItemRectMax()  # get lower-right bounding rectangle of the last item (screen space)
  pOut = ImVec2.new
  igGetItemRectMax(pOut)
  return pOut
end

.GetItemRectMinObject

ret: void



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# File 'lib/imgui.rb', line 4453

def self.GetItemRectMin()  # get upper-left bounding rectangle of the last item (screen space)
  pOut = ImVec2.new
  igGetItemRectMin(pOut)
  return pOut
end

.GetItemRectSizeObject

ret: void



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# File 'lib/imgui.rb', line 4460

def self.GetItemRectSize()  # get size of last item
  pOut = ImVec2.new
  igGetItemRectSize(pOut)
  return pOut
end

.GetKeyName(key) ⇒ Object

arg: key(ImGuiKey) ret: pointer



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# File 'lib/imgui.rb', line 4468

def self.GetKeyName(key)  # [DEBUG] returns English name of the key. Those names a provided for debugging purpose and are not meant to be saved persistently not compared.
  igGetKeyName(key)
end

.GetKeyPressedAmount(key, repeat_delay, rate) ⇒ Object

arg: key(ImGuiKey), repeat_delay(float), rate(float) ret: int



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# File 'lib/imgui.rb', line 4474

def self.GetKeyPressedAmount(key, repeat_delay, rate)  # uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate
  igGetKeyPressedAmount(key, repeat_delay, rate)
end

.GetMainViewportObject

ret: pointer

Viewports

  • Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.

  • In ‘docking’ branch with multi-viewport enabled, we extend this concept to have multiple active viewports.

  • In the future we will extend this concept further to also represent Platform Monitor and support a “no main platform window” operation mode.



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# File 'lib/imgui.rb', line 4484

def self.GetMainViewport()  # return primary/default viewport. This can never be NULL.
  igGetMainViewport()
end

.GetMouseClickedCount(button) ⇒ Object

arg: button(ImGuiMouseButton) ret: int



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# File 'lib/imgui.rb', line 4490

def self.GetMouseClickedCount(button)  # return the number of successive mouse-clicks at the time where a click happen (otherwise 0).
  igGetMouseClickedCount(button)
end

.GetMouseCursorObject

ret: int



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# File 'lib/imgui.rb', line 4495

def self.GetMouseCursor()  # get desired mouse cursor shape. Important: reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
  igGetMouseCursor()
end

.GetMouseDragDelta(button = 0, lock_threshold = -1.0)) ⇒ Object

arg: button(ImGuiMouseButton), lock_threshold(float) ret: void



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# File 'lib/imgui.rb', line 4501

def self.GetMouseDragDelta(button = 0, lock_threshold = -1.0)  # return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (uses io.MouseDraggingThreshold if lock_threshold < 0.0f)
  pOut = ImVec2.new
  igGetMouseDragDelta(pOut, button, lock_threshold)
  return pOut
end

.GetMousePosObject

ret: void



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# File 'lib/imgui.rb', line 4508

def self.GetMousePos()  # shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
  pOut = ImVec2.new
  igGetMousePos(pOut)
  return pOut
end

.GetMousePosOnOpeningCurrentPopupObject

ret: void



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# File 'lib/imgui.rb', line 4515

def self.GetMousePosOnOpeningCurrentPopup()  # retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves)
  pOut = ImVec2.new
  igGetMousePosOnOpeningCurrentPopup(pOut)
  return pOut
end

.GetPlatformIOObject

ret: pointer



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# File 'lib/imgui.rb', line 4522

def self.GetPlatformIO()  # access the ImGuiPlatformIO structure (mostly hooks/functions to connect to platform/renderer and OS Clipboard, IME etc.)
  igGetPlatformIO()
end

.GetScrollMaxXObject

ret: float



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# File 'lib/imgui.rb', line 4527

def self.GetScrollMaxX()  # get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x
  igGetScrollMaxX()
end

.GetScrollMaxYObject

ret: float



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# File 'lib/imgui.rb', line 4532

def self.GetScrollMaxY()  # get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y
  igGetScrollMaxY()
end

.GetScrollXObject

ret: float

Windows Scrolling

  • Any change of Scroll will be applied at the beginning of next frame in the first call to Begin().

  • You may instead use SetNextWindowScroll() prior to calling Begin() to avoid this delay, as an alternative to using SetScrollX()/SetScrollY().



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# File 'lib/imgui.rb', line 4541

def self.GetScrollX()  # get scrolling amount [0 .. GetScrollMaxX()]
  igGetScrollX()
end

.GetScrollYObject

ret: float



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# File 'lib/imgui.rb', line 4546

def self.GetScrollY()  # get scrolling amount [0 .. GetScrollMaxY()]
  igGetScrollY()
end

.GetStateStorageObject

ret: pointer



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# File 'lib/imgui.rb', line 4551

def self.GetStateStorage()
  igGetStateStorage()
end

.GetStyleObject

ret: pointer



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# File 'lib/imgui.rb', line 4556

def self.GetStyle()  # access the Style structure (colors, sizes). Always use PushStyleColor(), PushStyleVar() to modify style mid-frame!
  igGetStyle()
end

.GetStyleColorName(idx) ⇒ Object

arg: idx(ImGuiCol) ret: pointer



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# File 'lib/imgui.rb', line 4562

def self.GetStyleColorName(idx)  # get a string corresponding to the enum value (for display, saving, etc.).
  igGetStyleColorName(idx)
end

.GetStyleColorVec4(idx) ⇒ Object

arg: idx(ImGuiCol) ret: pointer



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# File 'lib/imgui.rb', line 4568

def self.GetStyleColorVec4(idx)  # retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in.
  igGetStyleColorVec4(idx)
end

.GetTextLineHeightObject

ret: float



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# File 'lib/imgui.rb', line 4573

def self.GetTextLineHeight()  # ~ FontSize
  igGetTextLineHeight()
end

.GetTextLineHeightWithSpacingObject

ret: float



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# File 'lib/imgui.rb', line 4578

def self.GetTextLineHeightWithSpacing()  # ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
  igGetTextLineHeightWithSpacing()
end

.GetTimeObject

ret: double



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# File 'lib/imgui.rb', line 4583

def self.GetTime()  # get global imgui time. incremented by io.DeltaTime every frame.
  igGetTime()
end

.GetTreeNodeToLabelSpacingObject

ret: float



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# File 'lib/imgui.rb', line 4588

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

.GetVersionObject

ret: pointer



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# File 'lib/imgui.rb', line 4593

def self.GetVersion()  # get the compiled version string e.g. "1.80 WIP" (essentially the value for IMGUI_VERSION from the compiled version of imgui.cpp)
  igGetVersion()
end

.GetWindowDockIDObject

ret: uint



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# File 'lib/imgui.rb', line 4598

def self.GetWindowDockID()
  igGetWindowDockID()
end

.GetWindowDpiScaleObject

ret: float



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# File 'lib/imgui.rb', line 4603

def self.GetWindowDpiScale()  # get DPI scale currently associated to the current window's viewport.
  igGetWindowDpiScale()
end

.GetWindowDrawListObject

ret: pointer



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# File 'lib/imgui.rb', line 4608

def self.GetWindowDrawList()  # get draw list associated to the current window, to append your own drawing primitives
  igGetWindowDrawList()
end

.GetWindowHeightObject

ret: float



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# File 'lib/imgui.rb', line 4613

def self.GetWindowHeight()  # get current window height (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().y.
  igGetWindowHeight()
end

.GetWindowPosObject

ret: void



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# File 'lib/imgui.rb', line 4618

def self.GetWindowPos()  # get current window position in screen space (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead)
  pOut = ImVec2.new
  igGetWindowPos(pOut)
  return pOut
end

.GetWindowSizeObject

ret: void



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# File 'lib/imgui.rb', line 4625

def self.GetWindowSize()  # get current window size (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead)
  pOut = ImVec2.new
  igGetWindowSize(pOut)
  return pOut
end

.GetWindowViewportObject

ret: pointer



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# File 'lib/imgui.rb', line 4632

def self.GetWindowViewport()  # get viewport currently associated to the current window.
  igGetWindowViewport()
end

.GetWindowWidthObject

ret: float



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# File 'lib/imgui.rb', line 4637

def self.GetWindowWidth()  # get current window width (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().x.
  igGetWindowWidth()
end

.Image(user_texture_id, image_size, uv0 = ImVec2.create(0,0), uv1 = ImVec2.create(1,1), tint_col = ImVec4.create(1,1,1,1), border_col = ImVec4.create(0,0,0,0)) ⇒ Object

arg: user_texture_id(ImTextureID), image_size(ImVec2), uv0(ImVec2), uv1(ImVec2), tint_col(ImVec4), border_col(ImVec4) ret: void

Widgets: Images

  • Read about ImTextureID here: github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples

  • ‘uv0’ and ‘uv1’ are texture coordinates. Read about them from the same link above.

  • Note that Image() may add +2.0f to provided size if a border is visible, ImageButton() adds style.FramePadding*2.0f to provided size.

  • ImageButton() draws a background based on regular Button() color + optionally an inner background if specified.



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# File 'lib/imgui.rb', line 4649

def self.Image(user_texture_id, image_size, uv0 = ImVec2.create(0,0), uv1 = ImVec2.create(1,1), tint_col = ImVec4.create(1,1,1,1), border_col = ImVec4.create(0,0,0,0))  # Implied uv0 = ImVec2(0, 0), uv1 = ImVec2(1, 1), tint_col = ImVec4(1, 1, 1, 1), border_col = ImVec4(0, 0, 0, 0)
  igImage(user_texture_id, image_size, uv0, uv1, tint_col, border_col)
end

.ImageButton(str_id, user_texture_id, image_size, uv0 = ImVec2.create(0,0), uv1 = ImVec2.create(1,1), bg_col = ImVec4.create(0,0,0,0), tint_col = ImVec4.create(1,1,1,1)) ⇒ Object

arg: str_id(const char*), user_texture_id(ImTextureID), image_size(ImVec2), uv0(ImVec2), uv1(ImVec2), bg_col(ImVec4), tint_col(ImVec4) ret: bool



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# File 'lib/imgui.rb', line 4655

def self.ImageButton(str_id, user_texture_id, image_size, uv0 = ImVec2.create(0,0), uv1 = ImVec2.create(1,1), bg_col = ImVec4.create(0,0,0,0), tint_col = ImVec4.create(1,1,1,1))  # Implied uv0 = ImVec2(0, 0), uv1 = ImVec2(1, 1), bg_col = ImVec4(0, 0, 0, 0), tint_col = ImVec4(1, 1, 1, 1)
  igImageButton(str_id, user_texture_id, image_size, uv0, uv1, bg_col, tint_col)
end

.ImGui_ImplGlfw_GetBackendDataObject

Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts

It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
- Because glfwPollEvents() process all windows and some events may be called outside of it, you will need to register your own callbacks
  (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks.
- Otherwise we may need to store a GLFWWindow* -> ImGuiContext* map and handle this in the backend, adding a little bit of extra complexity to it.
FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.


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# File 'lib/imgui_impl_glfw.rb', line 45

def self.ImGui_ImplGlfw_GetBackendData()
  if ImGui::GetCurrentContext() != nil
    return @@g_BackendData[ImGui::GetCurrentContext().address]
    # io = ImGuiIO.new(ImGui::GetIO())
    # return ImGui_ImplGlfw_Data.new(io[:BackendPlatformUserData])
  else
    nil
  end
end

.ImGui_ImplGlfw_GetClipboardText(user_data) ⇒ Object



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# File 'lib/imgui_impl_glfw.rb', line 55

def self.ImGui_ImplGlfw_GetClipboardText(user_data)
  glfwGetClipboardString(user_data)
end

.ImGui_ImplGlfw_InstallCallbacks(window) ⇒ Object



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# File 'lib/imgui_impl_glfw.rb', line 320

def self.ImGui_ImplGlfw_InstallCallbacks(window)
  bd = ImGui_ImplGlfw_GetBackendData()

  bd.prevUserCallbackWindowFocus = GLFW.SetWindowFocusCallback(window, @@ImplGlfw_WindowFocusCallback)
  bd.prevUserCallbackCursorEnter = GLFW.SetCursorEnterCallback(window, @@ImplGlfw_CursorEnterCallback)
  bd.prevUserCallbackCursorPos = GLFW.SetCursorPosCallback(window, @@ImplGlfw_CursorPosCallback)
  bd.prevUserCallbackMousebutton = GLFW.SetMouseButtonCallback(window, @@ImplGlfw_MouseButtonCallback)
  bd.prevUserCallbackScroll = GLFW.SetScrollCallback(window, @@ImplGlfw_ScrollCallback)
  bd.prevUserCallbackKey = GLFW.SetKeyCallback(window, @@ImplGlfw_KeyCallback)
  bd.prevUserCallbackChar = GLFW.SetCharCallback(window, @@ImplGlfw_CharCallback)
  bd.prevUserCallbackMonitor = GLFW.SetMonitorCallback(@@ImplGlfw_MonitorCallback)
  bd.installedCallbacks = true
end

.ImGui_ImplGlfw_KeyToImGuiKey(key) ⇒ Object



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# File 'lib/imgui_impl_glfw.rb', line 63

def self.ImGui_ImplGlfw_KeyToImGuiKey(key)
  case key
  when GLFW::KEY_TAB then ImGuiKey_Tab
  when GLFW::KEY_LEFT then ImGuiKey_LeftArrow
  when GLFW::KEY_RIGHT then ImGuiKey_RightArrow
  when GLFW::KEY_UP then ImGuiKey_UpArrow
  when GLFW::KEY_DOWN then ImGuiKey_DownArrow
  when GLFW::KEY_PAGE_UP then ImGuiKey_PageUp
  when GLFW::KEY_PAGE_DOWN then ImGuiKey_PageDown
  when GLFW::KEY_HOME then ImGuiKey_Home
  when GLFW::KEY_END then ImGuiKey_End
  when GLFW::KEY_INSERT then ImGuiKey_Insert
  when GLFW::KEY_DELETE then ImGuiKey_Delete
  when GLFW::KEY_BACKSPACE then ImGuiKey_Backspace
  when GLFW::KEY_SPACE then ImGuiKey_Space
  when GLFW::KEY_ENTER then ImGuiKey_Enter
  when GLFW::KEY_ESCAPE then ImGuiKey_Escape
  when GLFW::KEY_APOSTROPHE then ImGuiKey_Apostrophe
  when GLFW::KEY_COMMA then ImGuiKey_Comma
  when GLFW::KEY_MINUS then ImGuiKey_Minus
  when GLFW::KEY_PERIOD then ImGuiKey_Period
  when GLFW::KEY_SLASH then ImGuiKey_Slash
  when GLFW::KEY_SEMICOLON then ImGuiKey_Semicolon
  when GLFW::KEY_EQUAL then ImGuiKey_Equal
  when GLFW::KEY_LEFT_BRACKET then ImGuiKey_LeftBracket
  when GLFW::KEY_BACKSLASH then ImGuiKey_Backslash
  when GLFW::KEY_RIGHT_BRACKET then ImGuiKey_RightBracket
  when GLFW::KEY_GRAVE_ACCENT then ImGuiKey_GraveAccent
  when GLFW::KEY_CAPS_LOCK then ImGuiKey_CapsLock
  when GLFW::KEY_SCROLL_LOCK then ImGuiKey_ScrollLock
  when GLFW::KEY_NUM_LOCK then ImGuiKey_NumLock
  when GLFW::KEY_PRINT_SCREEN then ImGuiKey_PrintScreen
  when GLFW::KEY_PAUSE then ImGuiKey_Pause
  when GLFW::KEY_KP_0 then ImGuiKey_Keypad0
  when GLFW::KEY_KP_1 then ImGuiKey_Keypad1
  when GLFW::KEY_KP_2 then ImGuiKey_Keypad2
  when GLFW::KEY_KP_3 then ImGuiKey_Keypad3
  when GLFW::KEY_KP_4 then ImGuiKey_Keypad4
  when GLFW::KEY_KP_5 then ImGuiKey_Keypad5
  when GLFW::KEY_KP_6 then ImGuiKey_Keypad6
  when GLFW::KEY_KP_7 then ImGuiKey_Keypad7
  when GLFW::KEY_KP_8 then ImGuiKey_Keypad8
  when GLFW::KEY_KP_9 then ImGuiKey_Keypad9
  when GLFW::KEY_KP_DECIMAL then ImGuiKey_KeypadDecimal
  when GLFW::KEY_KP_DIVIDE then ImGuiKey_KeypadDivide
  when GLFW::KEY_KP_MULTIPLY then ImGuiKey_KeypadMultiply
  when GLFW::KEY_KP_SUBTRACT then ImGuiKey_KeypadSubtract
  when GLFW::KEY_KP_ADD then ImGuiKey_KeypadAdd
  when GLFW::KEY_KP_ENTER then ImGuiKey_KeypadEnter
  when GLFW::KEY_KP_EQUAL then ImGuiKey_KeypadEqual
  when GLFW::KEY_LEFT_SHIFT then ImGuiKey_LeftShift
  when GLFW::KEY_LEFT_CONTROL then ImGuiKey_LeftCtrl
  when GLFW::KEY_LEFT_ALT then ImGuiKey_LeftAlt
  when GLFW::KEY_LEFT_SUPER then ImGuiKey_LeftSuper
  when GLFW::KEY_RIGHT_SHIFT then ImGuiKey_RightShift
  when GLFW::KEY_RIGHT_CONTROL then ImGuiKey_RightCtrl
  when GLFW::KEY_RIGHT_ALT then ImGuiKey_RightAlt
  when GLFW::KEY_RIGHT_SUPER then ImGuiKey_RightSuper
  when GLFW::KEY_MENU then ImGuiKey_Menu
  when GLFW::KEY_0 then ImGuiKey_0
  when GLFW::KEY_1 then ImGuiKey_1
  when GLFW::KEY_2 then ImGuiKey_2
  when GLFW::KEY_3 then ImGuiKey_3
  when GLFW::KEY_4 then ImGuiKey_4
  when GLFW::KEY_5 then ImGuiKey_5
  when GLFW::KEY_6 then ImGuiKey_6
  when GLFW::KEY_7 then ImGuiKey_7
  when GLFW::KEY_8 then ImGuiKey_8
  when GLFW::KEY_9 then ImGuiKey_9
  when GLFW::KEY_A then ImGuiKey_A
  when GLFW::KEY_B then ImGuiKey_B
  when GLFW::KEY_C then ImGuiKey_C
  when GLFW::KEY_D then ImGuiKey_D
  when GLFW::KEY_E then ImGuiKey_E
  when GLFW::KEY_F then ImGuiKey_F
  when GLFW::KEY_G then ImGuiKey_G
  when GLFW::KEY_H then ImGuiKey_H
  when GLFW::KEY_I then ImGuiKey_I
  when GLFW::KEY_J then ImGuiKey_J
  when GLFW::KEY_K then ImGuiKey_K
  when GLFW::KEY_L then ImGuiKey_L
  when GLFW::KEY_M then ImGuiKey_M
  when GLFW::KEY_N then ImGuiKey_N
  when GLFW::KEY_O then ImGuiKey_O
  when GLFW::KEY_P then ImGuiKey_P
  when GLFW::KEY_Q then ImGuiKey_Q
  when GLFW::KEY_R then ImGuiKey_R
  when GLFW::KEY_S then ImGuiKey_S
  when GLFW::KEY_T then ImGuiKey_T
  when GLFW::KEY_U then ImGuiKey_U
  when GLFW::KEY_V then ImGuiKey_V
  when GLFW::KEY_W then ImGuiKey_W
  when GLFW::KEY_X then ImGuiKey_X
  when GLFW::KEY_Y then ImGuiKey_Y
  when GLFW::KEY_Z then ImGuiKey_Z
  when GLFW::KEY_F1 then ImGuiKey_F1
  when GLFW::KEY_F2 then ImGuiKey_F2
  when GLFW::KEY_F3 then ImGuiKey_F3
  when GLFW::KEY_F4 then ImGuiKey_F4
  when GLFW::KEY_F5 then ImGuiKey_F5
  when GLFW::KEY_F6 then ImGuiKey_F6
  when GLFW::KEY_F7 then ImGuiKey_F7
  when GLFW::KEY_F8 then ImGuiKey_F8
  when GLFW::KEY_F9 then ImGuiKey_F9
  when GLFW::KEY_F10 then ImGuiKey_F10
  when GLFW::KEY_F11 then ImGuiKey_F11
  when GLFW::KEY_F12 then ImGuiKey_F12
  else ImGuiKey_None
  end
end

.ImGui_ImplGlfw_RestoreCallbacks(window) ⇒ Object



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# File 'lib/imgui_impl_glfw.rb', line 334

def self.ImGui_ImplGlfw_RestoreCallbacks(window)
  bd = ImGui_ImplGlfw_GetBackendData()
  GLFW.SetWindowFocusCallback(window, bd.prevUserCallbackWindowFocus)
  GLFW.SetCursorEnterCallback(window, bd.prevUserCallbackCursorEnter)
  GLFW.SetCursorPosCallback(window, bd.prevUserCallbackCursorPos)
  GLFW.SetMouseButtonCallback(window, bd.prevUserCallbackMousebutton)
  GLFW.SetScrollCallback(window, bd.prevUserCallbackScroll)
  GLFW.SetKeyCallback(window, bd.prevUserCallbackKey)
  GLFW.SetCharCallback(window, bd.prevUserCallbackChar)
  GLFW.SetMonitorCallback(bd.prevUserCallbackMonitor)

  bd.installedCallbacks = false
  bd.prevUserCallbackWindowFocus = nil
  bd.prevUserCallbackCursorEnter = nil
  bd.prevUserCallbackCursorPos = nil
  bd.prevUserCallbackMousebutton = nil
  bd.prevUserCallbackScroll = nil
  bd.prevUserCallbackKey = nil
  bd.prevUserCallbackChar = nil
  bd.prevUserCallbackMonitor = nil
end

.ImGui_ImplGlfw_SetClipboardText(user_data, text) ⇒ Object



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# File 'lib/imgui_impl_glfw.rb', line 59

def self.ImGui_ImplGlfw_SetClipboardText(user_data, text)
  glfwSetClipboardString(user_data, text)
end

.ImGui_ImplGlfw_TranslateUntranslatedKey(key, scancode) ⇒ Object



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# File 'lib/imgui_impl_glfw.rb', line 208

def self.ImGui_ImplGlfw_TranslateUntranslatedKey(key, scancode)

  # GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult.
  # (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently)
  # See https://github.com/glfw/glfw/issues/1502 for details.
  # Adding a workaround to undo this (so our keys are translated->untranslated->translated, likely a lossy process).
  # This won't cover edge cases but this is at least going to cover common cases.
  return key if key >= GLFW::KEY_KP_0 && key <= GLFW::KEY_KP_EQUAL

  key_name_ptr = GLFW.GetKeyName(key, scancode)
  unless key_name_ptr.null?
    key_name = key_name_ptr.to_s
    if key_name[0] != 0 && key_name[1] == 0
      char_names = "`-=[]\\,;\'./".chars
      char_keys = [GLFW::KEY_GRAVE_ACCENT, GLFW::KEY_MINUS, GLFW::KEY_EQUAL, GLFW::KEY_LEFT_BRACKET, GLFW::KEY_RIGHT_BRACKET, GLFW::KEY_BACKSLASH, GLFW::KEY_COMMA, GLFW::KEY_SEMICOLON, GLFW::KEY_APOSTROPHE, GLFW::KEY_PERIOD, GLFW::KEY_SLASH]

      if key_name[0] >= '0' && key_name[0] <= '9'
        key = GLFW::KEY_0 + (key_name[0] - '0')
      elsif key_name[0] >= 'A' && key_name[0] <= 'Z'
        key = GLFW::KEY_A + (key_name[0] - 'A')
      elsif char_names.include? key_name[0]
        key = char_keys[char_names.index(key_name[0])]
      end
    end
  end

  return key
end

.ImGui_ImplGlfw_UpdateKeyModifiers(mods) ⇒ Object



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# File 'lib/imgui_impl_glfw.rb', line 174

def self.ImGui_ImplGlfw_UpdateKeyModifiers(mods)
  io = ImGuiIO.new(ImGui::GetIO())
  io.AddKeyEvent(ImGuiMod_Ctrl, (mods & GLFW::MOD_CONTROL) != 0)
  io.AddKeyEvent(ImGuiMod_Shift, (mods & GLFW::MOD_SHIFT) != 0)
  io.AddKeyEvent(ImGuiMod_Alt, (mods & GLFW::MOD_ALT) != 0)
  io.AddKeyEvent(ImGuiMod_Super, (mods & GLFW::MOD_SUPER) != 0)
end

.ImGui_ImplRaylib_GetBackendDataObject

INTERNAL


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# File 'lib/imgui_impl_raylib.rb', line 23

def self.ImGui_ImplRaylib_GetBackendData()
  if ImGui::GetCurrentContext() != nil
    @@g_BackendData[ImGui::GetCurrentContext().address]
  else
    nil
  end
end

.ImGui_ImplRaylib_KeyToImGuiKey(key) ⇒ Object

INTERNAL


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# File 'lib/imgui_impl_raylib.rb', line 148

def self.ImGui_ImplRaylib_KeyToImGuiKey(key)
  case key
  when Raylib::KEY_TAB then ImGuiKey_Tab
  when Raylib::KEY_LEFT then ImGuiKey_LeftArrow
  when Raylib::KEY_RIGHT then ImGuiKey_RightArrow
  when Raylib::KEY_UP then ImGuiKey_UpArrow
  when Raylib::KEY_DOWN then ImGuiKey_DownArrow
  when Raylib::KEY_PAGE_UP then ImGuiKey_PageUp
  when Raylib::KEY_PAGE_DOWN then ImGuiKey_PageDown
  when Raylib::KEY_HOME then ImGuiKey_Home
  when Raylib::KEY_END then ImGuiKey_End
  when Raylib::KEY_INSERT then ImGuiKey_Insert
  when Raylib::KEY_DELETE then ImGuiKey_Delete
  when Raylib::KEY_BACKSPACE then ImGuiKey_Backspace
  when Raylib::KEY_SPACE then ImGuiKey_Space
  when Raylib::KEY_ENTER then ImGuiKey_Enter
  when Raylib::KEY_ESCAPE then ImGuiKey_Escape
  when Raylib::KEY_APOSTROPHE then ImGuiKey_Apostrophe
  when Raylib::KEY_COMMA then ImGuiKey_Comma
  when Raylib::KEY_MINUS then ImGuiKey_Minus
  when Raylib::KEY_PERIOD then ImGuiKey_Period
  when Raylib::KEY_SLASH then ImGuiKey_Slash
  when Raylib::KEY_SEMICOLON then ImGuiKey_Semicolon
  when Raylib::KEY_EQUAL then ImGuiKey_Equal
  when Raylib::KEY_LEFT_BRACKET then ImGuiKey_LeftBracket
  when Raylib::KEY_BACKSLASH then ImGuiKey_Backslash
  when Raylib::KEY_RIGHT_BRACKET then ImGuiKey_RightBracket
  when Raylib::KEY_GRAVE then ImGuiKey_GraveAccent
  when Raylib::KEY_CAPS_LOCK then ImGuiKey_CapsLock
  when Raylib::KEY_SCROLL_LOCK then ImGuiKey_ScrollLock
  when Raylib::KEY_NUM_LOCK then ImGuiKey_NumLock
  when Raylib::KEY_PRINT_SCREEN then ImGuiKey_PrintScreen
  when Raylib::KEY_PAUSE then ImGuiKey_Pause
  when Raylib::KEY_KP_0 then ImGuiKey_Keypad0
  when Raylib::KEY_KP_1 then ImGuiKey_Keypad1
  when Raylib::KEY_KP_2 then ImGuiKey_Keypad2
  when Raylib::KEY_KP_3 then ImGuiKey_Keypad3
  when Raylib::KEY_KP_4 then ImGuiKey_Keypad4
  when Raylib::KEY_KP_5 then ImGuiKey_Keypad5
  when Raylib::KEY_KP_6 then ImGuiKey_Keypad6
  when Raylib::KEY_KP_7 then ImGuiKey_Keypad7
  when Raylib::KEY_KP_8 then ImGuiKey_Keypad8
  when Raylib::KEY_KP_9 then ImGuiKey_Keypad9
  when Raylib::KEY_KP_DECIMAL then ImGuiKey_KeypadDecimal
  when Raylib::KEY_KP_DIVIDE then ImGuiKey_KeypadDivide
  when Raylib::KEY_KP_MULTIPLY then ImGuiKey_KeypadMultiply
  when Raylib::KEY_KP_SUBTRACT then ImGuiKey_KeypadSubtract
  when Raylib::KEY_KP_ADD then ImGuiKey_KeypadAdd
  when Raylib::KEY_KP_ENTER then ImGuiKey_KeypadEnter
  when Raylib::KEY_KP_EQUAL then ImGuiKey_KeypadEqual
  when Raylib::KEY_LEFT_CONTROL then ImGuiKey_LeftCtrl
  when Raylib::KEY_LEFT_SHIFT then ImGuiKey_LeftShift
  when Raylib::KEY_LEFT_ALT then ImGuiKey_LeftAlt
  when Raylib::KEY_LEFT_SUPER then ImGuiKey_LeftSuper
  when Raylib::KEY_RIGHT_CONTROL then ImGuiKey_RightCtrl
  when Raylib::KEY_RIGHT_SHIFT then ImGuiKey_RightShift
  when Raylib::KEY_RIGHT_ALT then ImGuiKey_RightAlt
  when Raylib::KEY_RIGHT_SUPER then ImGuiKey_RightSuper
  when Raylib::KEY_MENU then ImGuiKey_Menu
  when Raylib::KEY_ZERO then ImGuiKey_0
  when Raylib::KEY_ONE then ImGuiKey_1
  when Raylib::KEY_TWO then ImGuiKey_2
  when Raylib::KEY_THREE then ImGuiKey_3
  when Raylib::KEY_FOUR then ImGuiKey_4
  when Raylib::KEY_FIVE then ImGuiKey_5
  when Raylib::KEY_SIX then ImGuiKey_6
  when Raylib::KEY_SEVEN then ImGuiKey_7
  when Raylib::KEY_EIGHT then ImGuiKey_8
  when Raylib::KEY_NINE then ImGuiKey_9
  when Raylib::KEY_A then ImGuiKey_A
  when Raylib::KEY_B then ImGuiKey_B
  when Raylib::KEY_C then ImGuiKey_C
  when Raylib::KEY_D then ImGuiKey_D
  when Raylib::KEY_E then ImGuiKey_E
  when Raylib::KEY_F then ImGuiKey_F
  when Raylib::KEY_G then ImGuiKey_G
  when Raylib::KEY_H then ImGuiKey_H
  when Raylib::KEY_I then ImGuiKey_I
  when Raylib::KEY_J then ImGuiKey_J
  when Raylib::KEY_K then ImGuiKey_K
  when Raylib::KEY_L then ImGuiKey_L
  when Raylib::KEY_M then ImGuiKey_M
  when Raylib::KEY_N then ImGuiKey_N
  when Raylib::KEY_O then ImGuiKey_O
  when Raylib::KEY_P then ImGuiKey_P
  when Raylib::KEY_Q then ImGuiKey_Q
  when Raylib::KEY_R then ImGuiKey_R
  when Raylib::KEY_S then ImGuiKey_S
  when Raylib::KEY_T then ImGuiKey_T
  when Raylib::KEY_U then ImGuiKey_U
  when Raylib::KEY_V then ImGuiKey_V
  when Raylib::KEY_W then ImGuiKey_W
  when Raylib::KEY_X then ImGuiKey_X
  when Raylib::KEY_Y then ImGuiKey_Y
  when Raylib::KEY_Z then ImGuiKey_Z
  when Raylib::KEY_F1 then ImGuiKey_F1
  when Raylib::KEY_F2 then ImGuiKey_F2
  when Raylib::KEY_F3 then ImGuiKey_F3
  when Raylib::KEY_F4 then ImGuiKey_F4
  when Raylib::KEY_F5 then ImGuiKey_F5
  when Raylib::KEY_F6 then ImGuiKey_F6
  when Raylib::KEY_F7 then ImGuiKey_F7
  when Raylib::KEY_F8 then ImGuiKey_F8
  when Raylib::KEY_F9 then ImGuiKey_F9
  when Raylib::KEY_F10 then ImGuiKey_F10
  when Raylib::KEY_F11 then ImGuiKey_F11
  when Raylib::KEY_F12 then ImGuiKey_F12
  else ImGuiKey_None
  end
end

.ImGui_ImplRaylib_UpdateKeyModifiersObject

INTERNAL


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# File 'lib/imgui_impl_raylib.rb', line 260

def self.ImGui_ImplRaylib_UpdateKeyModifiers()
  io = ImGuiIO.new(ImGui::GetIO())
  io.AddKeyEvent(ImGuiMod_Ctrl, Raylib.IsKeyDown(Raylib::KEY_RIGHT_CONTROL) || Raylib.IsKeyDown(Raylib::KEY_LEFT_CONTROL))
  io.AddKeyEvent(ImGuiMod_Shift, Raylib.IsKeyDown(Raylib::KEY_RIGHT_SHIFT) || Raylib.IsKeyDown(Raylib::KEY_LEFT_SHIFT))
  io.AddKeyEvent(ImGuiMod_Alt, Raylib.IsKeyDown(Raylib::KEY_RIGHT_ALT) || Raylib.IsKeyDown(Raylib::KEY_LEFT_ALT))
  io.AddKeyEvent(ImGuiMod_Super, Raylib.IsKeyDown(Raylib::KEY_RIGHT_SUPER) || Raylib.IsKeyDown(Raylib::KEY_LEFT_SUPER))
end

.ImGui_ImplSDL2_GetBackendDataObject

Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. FIXME: multi-context support is not well tested and probably dysfunctional in this backend. FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.

INTERNAL


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# File 'lib/imgui_impl_sdl2.rb', line 32

def self.ImGui_ImplSDL2_GetBackendData()
  if ImGui::GetCurrentContext() != nil
    @@g_BackendData[ImGui::GetCurrentContext().address]
  else
    nil
  end
end

.ImGui_ImplSDL2_GetClipboardText(user_data) ⇒ Object

INTERNAL


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# File 'lib/imgui_impl_sdl2.rb', line 46

def self.ImGui_ImplSDL2_GetClipboardText(user_data)
  bd = ImGui_ImplSDL2_GetBackendData()
  SDL.free(bd.clipboardTextData) if bd.clipboardTextData
  bd.clipboardTextData = SDL.GetClipboardText()
  return bd.clipboardTextData
end

.ImGui_ImplSDL2_KeyToImGuiKey(key) ⇒ Object

INTERNAL


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# File 'lib/imgui_impl_sdl2.rb', line 59

def self.ImGui_ImplSDL2_KeyToImGuiKey(key)
  case key
  when SDL::SDLK_TAB then ImGuiKey_Tab
  when SDL::SDLK_LEFT then ImGuiKey_LeftArrow
  when SDL::SDLK_RIGHT then ImGuiKey_RightArrow
  when SDL::SDLK_UP then ImGuiKey_UpArrow
  when SDL::SDLK_DOWN then ImGuiKey_DownArrow
  when SDL::SDLK_PAGEUP then ImGuiKey_PageUp
  when SDL::SDLK_PAGEDOWN then ImGuiKey_PageDown
  when SDL::SDLK_HOME then ImGuiKey_Home
  when SDL::SDLK_END then ImGuiKey_End
  when SDL::SDLK_INSERT then ImGuiKey_Insert
  when SDL::SDLK_DELETE then ImGuiKey_Delete
  when SDL::SDLK_BACKSPACE then ImGuiKey_Backspace
  when SDL::SDLK_SPACE then ImGuiKey_Space
  when SDL::SDLK_RETURN then ImGuiKey_Enter
  when SDL::SDLK_ESCAPE then ImGuiKey_Escape
  when SDL::SDLK_QUOTE then ImGuiKey_Apostrophe
  when SDL::SDLK_COMMA then ImGuiKey_Comma
  when SDL::SDLK_MINUS then ImGuiKey_Minus
  when SDL::SDLK_PERIOD then ImGuiKey_Period
  when SDL::SDLK_SLASH then ImGuiKey_Slash
  when SDL::SDLK_SEMICOLON then ImGuiKey_Semicolon
  when SDL::SDLK_EQUALS then ImGuiKey_Equal
  when SDL::SDLK_LEFTBRACKET then ImGuiKey_LeftBracket
  when SDL::SDLK_BACKSLASH then ImGuiKey_Backslash
  when SDL::SDLK_RIGHTBRACKET then ImGuiKey_RightBracket
  when SDL::SDLK_BACKQUOTE then ImGuiKey_GraveAccent
  when SDL::SDLK_CAPSLOCK then ImGuiKey_CapsLock
  when SDL::SDLK_SCROLLLOCK then ImGuiKey_ScrollLock
  when SDL::SDLK_NUMLOCKCLEAR then ImGuiKey_NumLock
  when SDL::SDLK_PRINTSCREEN then ImGuiKey_PrintScreen
  when SDL::SDLK_PAUSE then ImGuiKey_Pause
  when SDL::SDLK_KP_0 then ImGuiKey_Keypad0
  when SDL::SDLK_KP_1 then ImGuiKey_Keypad1
  when SDL::SDLK_KP_2 then ImGuiKey_Keypad2
  when SDL::SDLK_KP_3 then ImGuiKey_Keypad3
  when SDL::SDLK_KP_4 then ImGuiKey_Keypad4
  when SDL::SDLK_KP_5 then ImGuiKey_Keypad5
  when SDL::SDLK_KP_6 then ImGuiKey_Keypad6
  when SDL::SDLK_KP_7 then ImGuiKey_Keypad7
  when SDL::SDLK_KP_8 then ImGuiKey_Keypad8
  when SDL::SDLK_KP_9 then ImGuiKey_Keypad9
  when SDL::SDLK_KP_PERIOD then ImGuiKey_KeypadDecimal
  when SDL::SDLK_KP_DIVIDE then ImGuiKey_KeypadDivide
  when SDL::SDLK_KP_MULTIPLY then ImGuiKey_KeypadMultiply
  when SDL::SDLK_KP_MINUS then ImGuiKey_KeypadSubtract
  when SDL::SDLK_KP_PLUS then ImGuiKey_KeypadAdd
  when SDL::SDLK_KP_ENTER then ImGuiKey_KeypadEnter
  when SDL::SDLK_KP_EQUALS then ImGuiKey_KeypadEqual
  when SDL::SDLK_LCTRL then ImGuiKey_LeftCtrl
  when SDL::SDLK_LSHIFT then ImGuiKey_LeftShift
  when SDL::SDLK_LALT then ImGuiKey_LeftAlt
  when SDL::SDLK_LGUI then ImGuiKey_LeftSuper
  when SDL::SDLK_RCTRL then ImGuiKey_RightCtrl
  when SDL::SDLK_RSHIFT then ImGuiKey_RightShift
  when SDL::SDLK_RALT then ImGuiKey_RightAlt
  when SDL::SDLK_RGUI then ImGuiKey_RightSuper
  when SDL::SDLK_APPLICATION then ImGuiKey_Menu
  when SDL::SDLK_0 then ImGuiKey_0
  when SDL::SDLK_1 then ImGuiKey_1
  when SDL::SDLK_2 then ImGuiKey_2
  when SDL::SDLK_3 then ImGuiKey_3
  when SDL::SDLK_4 then ImGuiKey_4
  when SDL::SDLK_5 then ImGuiKey_5
  when SDL::SDLK_6 then ImGuiKey_6
  when SDL::SDLK_7 then ImGuiKey_7
  when SDL::SDLK_8 then ImGuiKey_8
  when SDL::SDLK_9 then ImGuiKey_9
  when SDL::SDLK_a then ImGuiKey_A
  when SDL::SDLK_b then ImGuiKey_B
  when SDL::SDLK_c then ImGuiKey_C
  when SDL::SDLK_d then ImGuiKey_D
  when SDL::SDLK_e then ImGuiKey_E
  when SDL::SDLK_f then ImGuiKey_F
  when SDL::SDLK_g then ImGuiKey_G
  when SDL::SDLK_h then ImGuiKey_H
  when SDL::SDLK_i then ImGuiKey_I
  when SDL::SDLK_j then ImGuiKey_J
  when SDL::SDLK_k then ImGuiKey_K
  when SDL::SDLK_l then ImGuiKey_L
  when SDL::SDLK_m then ImGuiKey_M
  when SDL::SDLK_n then ImGuiKey_N
  when SDL::SDLK_o then ImGuiKey_O
  when SDL::SDLK_p then ImGuiKey_P
  when SDL::SDLK_q then ImGuiKey_Q
  when SDL::SDLK_r then ImGuiKey_R
  when SDL::SDLK_s then ImGuiKey_S
  when SDL::SDLK_t then ImGuiKey_T
  when SDL::SDLK_u then ImGuiKey_U
  when SDL::SDLK_v then ImGuiKey_V
  when SDL::SDLK_w then ImGuiKey_W
  when SDL::SDLK_x then ImGuiKey_X
  when SDL::SDLK_y then ImGuiKey_Y
  when SDL::SDLK_z then ImGuiKey_Z
  when SDL::SDLK_F1 then ImGuiKey_F1
  when SDL::SDLK_F2 then ImGuiKey_F2
  when SDL::SDLK_F3 then ImGuiKey_F3
  when SDL::SDLK_F4 then ImGuiKey_F4
  when SDL::SDLK_F5 then ImGuiKey_F5
  when SDL::SDLK_F6 then ImGuiKey_F6
  when SDL::SDLK_F7 then ImGuiKey_F7
  when SDL::SDLK_F8 then ImGuiKey_F8
  when SDL::SDLK_F9 then ImGuiKey_F9
  when SDL::SDLK_F10 then ImGuiKey_F10
  when SDL::SDLK_F11 then ImGuiKey_F11
  when SDL::SDLK_F12 then ImGuiKey_F12
  else ImGuiKey_None
  end
end

.ImGui_ImplSDL2_SetClipboardText(user_data, text) ⇒ Object

INTERNAL


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# File 'lib/imgui_impl_sdl2.rb', line 54

def self.ImGui_ImplSDL2_SetClipboardText(user_data, text)
  SDL.SetClipboardText(text)
end

.ImGui_ImplSDL2_UpdateKeyModifiers(sdl_key_mods) ⇒ Object

INTERNAL


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# File 'lib/imgui_impl_sdl2.rb', line 171

def self.ImGui_ImplSDL2_UpdateKeyModifiers(sdl_key_mods)
  io = ImGuiIO.new(ImGui::GetIO())
  io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & SDL::KMOD_CTRL) != 0)
  io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & SDL::KMOD_SHIFT) != 0)
  io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & SDL::KMOD_ALT) != 0)
  io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & SDL::KMOD_GUI) != 0)
end

.ImGui_ImplSDLRenderer_GetBackendDataObject



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# File 'lib/imgui_impl_sdlrenderer.rb', line 14

def self.ImGui_ImplSDLRenderer_GetBackendData()
  if ImGui::GetCurrentContext() != nil
    io = ImGuiIO.new(ImGui::GetIO())
    instance = ImGui_ImplSDLRenderer_Data.new(io[:BackendRendererUserData])
    return instance
  else
    return nil
  end
end

.ImplGlfw_Init(window, install_callbacks, client_api) ⇒ Object

private



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# File 'lib/imgui_impl_glfw.rb', line 452

def self.ImplGlfw_Init(window, install_callbacks, client_api)
  # Setup backend capabilities flags
  bd = ImGui_ImplGlfw_Data.new
  @@g_BackendData[ImGui::GetCurrentContext().address] = bd

  io = ImGuiIO.new(ImGui::GetIO())
  io[:BackendPlatformName] = @@g_BackendPlatformName
  io[:BackendFlags] |= ImGuiBackendFlags_HasMouseCursors # We can honor GetMouseCursor() values (optional)
  io[:BackendFlags] |= ImGuiBackendFlags_HasSetMousePos  # We can honor io.WantSetMousePos requests (optional, rarely used)

  bd.window = window
  bd.time = 0.0

  # [TODO] Support ClipboardText & IME on Windows
  # io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
  # io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
  # io.ClipboardUserData = g_Window;
  # #if defined(_WIN32)
  # io.ImeWindowHandle = (void*)glfwGetWin32Window(g_Window);
  # #endif

  # GLFWerrorfun prev_error_callback = glfwSetErrorCallback(NULL);

  # Create mouse cursors
  # (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
  # GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting.
  # Missing cursors will return NULL and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
  bd.mouseCursors[ImGuiMouseCursor_Arrow] = GLFW.CreateStandardCursor(GLFW::ARROW_CURSOR)
  bd.mouseCursors[ImGuiMouseCursor_TextInput] = GLFW.CreateStandardCursor(GLFW::IBEAM_CURSOR)
  bd.mouseCursors[ImGuiMouseCursor_ResizeNS] = GLFW.CreateStandardCursor(GLFW::VRESIZE_CURSOR)
  bd.mouseCursors[ImGuiMouseCursor_ResizeEW] = GLFW.CreateStandardCursor(GLFW::HRESIZE_CURSOR)
  bd.mouseCursors[ImGuiMouseCursor_Hand] = GLFW.CreateStandardCursor(GLFW::HAND_CURSOR)

  # GLFW_HAS_NEW_CURSORS == false
  bd.mouseCursors[ImGuiMouseCursor_ResizeAll] = GLFW.CreateStandardCursor(GLFW::ARROW_CURSOR)
  bd.mouseCursors[ImGuiMouseCursor_ResizeNESW] = GLFW.CreateStandardCursor(GLFW::ARROW_CURSOR)
  bd.mouseCursors[ImGuiMouseCursor_ResizeNWSE] = GLFW.CreateStandardCursor(GLFW::ARROW_CURSOR)
  bd.mouseCursors[ImGuiMouseCursor_NotAllowed] = GLFW.CreateStandardCursor(GLFW::ARROW_CURSOR)

  # glfwSetErrorCallback(prev_error_callback)

  # Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
  ImGui_ImplGlfw_InstallCallbacks(window) if install_callbacks

  # @@g_PrevUserCallbackMousebutton = nil
  # @@g_PrevUserCallbackScroll = nil
  # @@g_PrevUserCallbackKey = nil
  # @@g_PrevUserCallbackChar = nil
  # if install_callbacks
  #   @@g_PrevUserCallbackCursorEnter = GLFW.SetCursorEnterCallback(window, @@ImGui_ImplGlfw_CursorEnterCallback)
  #   @@g_PrevUserCallbackMousebutton = GLFW.SetMouseButtonCallback(window, @@ImplGlfw_MouseButtonCallback)
  #   @@g_PrevUserCallbackScroll = GLFW.SetScrollCallback(window, @@ImplGlfw_ScrollCallback)
  #   @@g_PrevUserCallbackKey = GLFW.SetKeyCallback(window, @@ImplGlfw_KeyCallback)
  #   @@g_PrevUserCallbackChar = GLFW.SetCharCallback(window, @@ImplGlfw_CharCallback)
  # end

  return true
end

.ImplGlfw_InitForOpenGL(window, install_callbacks) ⇒ Object



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# File 'lib/imgui_impl_glfw.rb', line 356

def self.ImplGlfw_InitForOpenGL(window, install_callbacks)
  return ImplGlfw_Init(window, install_callbacks, :GlfwClientApi_OpenGL)
end

.ImplGlfw_NewFrameObject



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# File 'lib/imgui_impl_glfw.rb', line 412

def self.ImplGlfw_NewFrame()
  bd = ImGui_ImplGlfw_GetBackendData()
  io = ImGuiIO.new(ImGui::GetIO())
  # unless io[:Fonts].IsBuilt()
  #   puts "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame()."
  # end

  #  Setup display size (every frame to accommodate for window resizing)
  w = ' ' * 4
  h = ' ' * 4
  display_w = ' ' * 4
  display_h = ' ' * 4
  GLFW.GetWindowSize(bd.window, w, h)
  GLFW.GetFramebufferSize(bd.window, display_w, display_h)

  w = w.unpack1('L')
  h = h.unpack1('L')
  io[:DisplaySize][:x] = w
  io[:DisplaySize][:y] = h

  if w > 0 && h > 0
    io[:DisplayFramebufferScale][:x] = display_w.unpack1('L') / w
    io[:DisplayFramebufferScale][:y] = display_h.unpack1('L') / h
  end

  #  Setup time step
  current_time = GLFW.GetTime()
  io[:DeltaTime] = bd.time > 0.0 ? (current_time - bd.time).to_f : (1.0/60.0)
  bd.time = current_time

  ImplGlfw_UpdateMouseData()
  ImplGlfw_UpdateMouseCursor()

  # TODO update gamepads
  # Update game controllers (if enabled and available)
  # ImGui_ImplGlfw_UpdateGamepads();
end

.ImplGlfw_ShutdownObject



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# File 'lib/imgui_impl_glfw.rb', line 360

def self.ImplGlfw_Shutdown()
  bd = ImGui_ImplGlfw_GetBackendData()
  io = ImGuiIO.new(ImGui::GetIO())

  ImGui_ImplGlfw_RestoreCallbacks(bd.window) if bd.installedCallbacks

  ImGuiMouseCursor_COUNT.times do |cursor_n|
    GLFW.DestroyCursor(bd.mouseCursors[cursor_n])
    bd.mouseCursors[cursor_n] = nil
  end

  io[:BackendPlatformName] = nil
  io[:BackendPlatformUserData] = nil
  @@g_BackendData[ImGui::GetCurrentContext()] = nil
end

.ImplGlfw_UpdateMouseCursorObject



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# File 'lib/imgui_impl_glfw.rb', line 395

def self.ImplGlfw_UpdateMouseCursor()
  io = ImGuiIO.new(ImGui::GetIO())
  bd = ImGui_ImplGlfw_GetBackendData()
  return if ((io[:ConfigFlags] & ImGuiConfigFlags_NoMouseCursorChange) || GLFW.GetInputMode(bd.window, GLFW::CURSOR) == GLFW::CURSOR_DISABLED)

  imgui_cursor = ImGui::GetMouseCursor()
  if imgui_cursor == ImGuiMouseCursor_None || io[:MouseDrawCursor]
      # Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
      GLFW.SetInputMode(bd.window, GLFW::CURSOR, GLFW::CURSOR_HIDDEN)
  else
    # Show OS mouse cursor
    # FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
    GLFW.SetCursor(bd.window, bd.mouseCursors[imgui_cursor] ? bd.mouseCursors[imgui_cursor] : bd.mouseCursors[ImGuiMouseCursor_Arrow])
    GLFW.SetInputMode(bd.window, GLFW::CURSOR, GLFW::CURSOR_NORMAL)
  end
end

.ImplGlfw_UpdateMouseDataObject



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# File 'lib/imgui_impl_glfw.rb', line 376

def self.ImplGlfw_UpdateMouseData()
  bd = ImGui_ImplGlfw_GetBackendData()
  io = ImGuiIO.new(ImGui::GetIO())

  is_app_focused = GLFW.GetWindowAttrib(bd.window, GLFW::FOCUSED) != 0
  if is_app_focused
    # (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
    if io[:WantSetMousePos]
      GLFW.SetCursorPos(bd.window, io[:MousePos][:x].to_f, io[:MousePos][:y].to_f)
    elsif bd.mouseWindow != nil
      mouse_x = ' ' * 8
      mouse_y = ' ' * 8
      GLFW.GetCursorPos(bd.window, mouse_x, mouse_y)
      io[:MousePos][:x] = mouse_x.unpack1('d')
      io[:MousePos][:y] = mouse_y.unpack1('d')
    end
  end
end

.ImplOpenGL2_CreateDeviceObjectsObject



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# File 'lib/imgui_impl_opengl2.rb', line 204

def self.ImplOpenGL2_CreateDeviceObjects()
  return ImplOpenGL2_CreateFontsTexture()
end

.ImplOpenGL2_CreateFontsTextureObject



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# File 'lib/imgui_impl_opengl2.rb', line 165

def self.ImplOpenGL2_CreateFontsTexture()
  #  Build texture atlas
  io = ImGuiIO.new(ImGui::GetIO())
  pixels = FFI::MemoryPointer.new :pointer
  width = FFI::MemoryPointer.new :int
  height = FFI::MemoryPointer.new :int
  io[:Fonts].GetTexDataAsRGBA32(pixels, width, height, nil)   #  Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.

  #  Upload texture to graphics system
  last_texture = ' ' * 4
  @@g_FontTexture = ' ' * 4
  GL.GetIntegerv(GL::TEXTURE_BINDING_2D, last_texture)
  GL.GenTextures(1, @@g_FontTexture)
  GL.BindTexture(GL::TEXTURE_2D, @@g_FontTexture.unpack1('L'))
  GL.TexParameteri(GL::TEXTURE_2D, GL::TEXTURE_MIN_FILTER, GL::LINEAR)
  GL.TexParameteri(GL::TEXTURE_2D, GL::TEXTURE_MAG_FILTER, GL::LINEAR)
  GL.PixelStorei(GL::UNPACK_ROW_LENGTH, 0)
  # Ruby/FFI <-> Fiddle pointer exchange
  pixels_ptr = Fiddle::Pointer.new(pixels.read_pointer.address)
  GL.TexImage2D(GL::TEXTURE_2D, 0, GL::RGBA, width.read_uint, height.read_uint, 0, GL::RGBA, GL::UNSIGNED_BYTE, pixels_ptr)

  #  Store our identifier
  io[:Fonts][:TexID] = @@g_FontTexture.unpack1('L')

  #  Restore state
  GL.BindTexture(GL::TEXTURE_2D, last_texture.unpack1('L'))

  return true
end

.ImplOpenGL2_DestroyDeviceObjectsObject



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# File 'lib/imgui_impl_opengl2.rb', line 208

def self.ImplOpenGL2_DestroyDeviceObjects()
  ImplOpenGL2_DestroyFontsTexture()
end

.ImplOpenGL2_DestroyFontsTextureObject



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# File 'lib/imgui_impl_opengl2.rb', line 195

def self.ImplOpenGL2_DestroyFontsTexture()
  if @@g_FontTexture != 0
    GL.DeleteTextures(1, @@g_FontTexture)
    io = ImGuiIO.new(ImGui::GetIO())
    io[:Fonts][:TexID] = 0
    @@g_FontTexture = 0
  end
end

.ImplOpenGL2_InitObject



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# File 'lib/imgui_impl_opengl2.rb', line 11

def self.ImplOpenGL2_Init()
  io = ImGuiIO.new(ImGui::GetIO())
  io[:BackendRendererName] = @@g_BackendRendererName

  return true
end

.ImplOpenGL2_NewFrameObject



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# File 'lib/imgui_impl_opengl2.rb', line 22

def self.ImplOpenGL2_NewFrame()
  ImplOpenGL2_CreateDeviceObjects() if @@g_FontTexture == nil
end

.ImplOpenGL2_RenderDrawData(draw_data_raw) ⇒ Object



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# File 'lib/imgui_impl_opengl2.rb', line 26

def self.ImplOpenGL2_RenderDrawData(draw_data_raw)
  #  Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  draw_data = ImDrawData.new(draw_data_raw)
  fb_width = (draw_data[:DisplaySize][:x] * draw_data[:FramebufferScale][:x]).to_i
  fb_height = (draw_data[:DisplaySize][:y] * draw_data[:FramebufferScale][:y]).to_i

  return if fb_width == 0 || fb_height == 0

  #  Backup GL state
  last_texture = ' ' * 4
  GL.GetIntegerv(GL::TEXTURE_BINDING_2D, last_texture)
  last_polygon_mode = ' ' * 8
  GL.GetIntegerv(GL::POLYGON_MODE, last_polygon_mode)
  last_viewport = ' ' * 16
  GL.GetIntegerv(GL::VIEWPORT, last_viewport)
  last_scissor_box = ' ' * 16
  GL.GetIntegerv(GL::SCISSOR_BOX, last_scissor_box)
  GL.PushAttrib(GL::ENABLE_BIT | GL::COLOR_BUFFER_BIT | GL::TRANSFORM_BIT)
  last_shade_model = ' ' * 4
  GL.GetIntegerv(GL::SHADE_MODEL, last_shade_model)
  last_tex_env_mode = ' ' * 4
  GL.GetTexEnviv(GL::TEXTURE_ENV, GL::TEXTURE_ENV_MODE, last_tex_env_mode)

  #  Setup desired GL state
  ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height)

  #  Will project scissor/clipping rectangles into framebuffer space
  clip_off = draw_data[:DisplayPos]         #  (0,0) unless using multi-viewports
  clip_scale = draw_data[:FramebufferScale] #  (1,1) unless using retina display which are often (2,2)

  #  Render command lists
  draw_data[:CmdListsCount].times do |n|
    cmd_list = ImDrawList.new((draw_data[:CmdLists][:Data] + 8 * n).read_pointer) # 8 == const ImDrawList*
    vtx_buffer = ImDrawVert.new(cmd_list[:VtxBuffer][:Data]) # const ImDrawVert*
    idx_buffer = cmd_list[:IdxBuffer][:Data] # const ImDrawIdx*
    GL.VertexPointer(2, GL::FLOAT, ImDrawVert.size,  Fiddle::Pointer.new((cmd_list[:VtxBuffer][:Data] + vtx_buffer.offset_of(:pos))) )
    GL.TexCoordPointer(2, GL::FLOAT, ImDrawVert.size,  Fiddle::Pointer.new((cmd_list[:VtxBuffer][:Data] + vtx_buffer.offset_of(:uv))) )
    GL.ColorPointer(4, GL::UNSIGNED_BYTE, ImDrawVert.size,  Fiddle::Pointer.new((cmd_list[:VtxBuffer][:Data] + vtx_buffer.offset_of(:col))) )

    cmd_list[:CmdBuffer][:Size].times do |cmd_i|
      pcmd = ImDrawCmd.new(cmd_list[:CmdBuffer][:Data] + ImDrawCmd.size * cmd_i) # const ImDrawCmd*
      if pcmd[:UserCallback] != nil
        # [TODO] Handle user callback (Ref.: https://github.com/ffi/ffi/wiki/Callbacks )

        #  User callback, registered via ImDrawList::AddCallback()
        #  (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
        # if pcmd[:UserCallback] == :ImDrawCallback_ResetRenderState
            ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height)
        # else
        #   pcmd[:UserCallback](cmd_list, pcmd)
        # end
      else
        #  Project scissor/clipping rectangles into framebuffer space
        clip_rect = ImVec4.new
        clip_rect[:x] = (pcmd[:ClipRect][:x] - clip_off[:x]) * clip_scale[:x]
        clip_rect[:y] = (pcmd[:ClipRect][:y] - clip_off[:y]) * clip_scale[:y]
        clip_rect[:z] = (pcmd[:ClipRect][:z] - clip_off[:x]) * clip_scale[:x]
        clip_rect[:w] = (pcmd[:ClipRect][:w] - clip_off[:y]) * clip_scale[:y]

        if (clip_rect[:x] < fb_width && clip_rect[:y] < fb_height && clip_rect[:z] >= 0.0 && clip_rect[:w] >= 0.0)
          #  Apply scissor/clipping rectangle
          GL.Scissor(clip_rect[:x].to_i, (fb_height - clip_rect[:w]).to_i, (clip_rect[:z] - clip_rect[:x]).to_i, (clip_rect[:w] - clip_rect[:y]).to_i)

          #  Bind texture, Draw
          GL.BindTexture(GL::TEXTURE_2D, pcmd.GetTexID())
          GL.DrawElements(GL::TRIANGLES, pcmd[:ElemCount], GL::UNSIGNED_SHORT, Fiddle::Pointer.new(idx_buffer.address))
        end

      end
      idx_buffer += pcmd[:ElemCount] * 2 # 2 == ImDrawIdx(:ushort).size
    end
  end

  #  Restore modified GL state
  GL.DisableClientState(GL::COLOR_ARRAY)
  GL.DisableClientState(GL::TEXTURE_COORD_ARRAY)
  GL.DisableClientState(GL::VERTEX_ARRAY)
  GL.BindTexture(GL::TEXTURE_2D, last_texture.unpack1('L'))
  GL.MatrixMode(GL::MODELVIEW)
  GL.PopMatrix()
  GL.MatrixMode(GL::PROJECTION)
  GL.PopMatrix()
  GL.PopAttrib()
  last_polygon_mode = last_polygon_mode.unpack('L2')
  GL.PolygonMode(GL::FRONT, last_polygon_mode[0])
  GL.PolygonMode(GL::BACK, last_polygon_mode[1])
  last_viewport = last_viewport.unpack('L4')
  GL.Viewport(last_viewport[0], last_viewport[1], last_viewport[2], last_viewport[3])
  last_scissor_box = last_scissor_box.unpack('L4')
  GL.Scissor(last_scissor_box[0], last_scissor_box[1], last_scissor_box[2], last_scissor_box[3])
  GL.ShadeModel(last_shade_model.unpack1('L'))
  GL.TexEnvi(GL::TEXTURE_ENV, GL::TEXTURE_ENV_MODE, last_tex_env_mode.unpack1('L'))
end

.ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height) ⇒ Object

private



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# File 'lib/imgui_impl_opengl2.rb', line 122

def self.ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height)
  # Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
  GL.Enable(GL::BLEND)
  GL.BlendFunc(GL::SRC_ALPHA, GL::ONE_MINUS_SRC_ALPHA)
  # GL.BlendFuncSeparate(GL::SRC_ALPHA, GL::ONE_MINUS_SRC_ALPHA, GL::ONE, GL::ONE_MINUS_SRC_ALPHA) # In order to composite our output buffer we need to preserve alpha
  GL.Disable(GL::CULL_FACE)
  GL.Disable(GL::STENCIL_TEST)
  GL.Disable(GL::DEPTH_TEST)
  GL.Disable(GL::LIGHTING)
  GL.Disable(GL::COLOR_MATERIAL)
  GL.Enable(GL::SCISSOR_TEST)
  GL.EnableClientState(GL::VERTEX_ARRAY)
  GL.EnableClientState(GL::TEXTURE_COORD_ARRAY)
  GL.EnableClientState(GL::COLOR_ARRAY)
  GL.DisableClientState(GL::NORMAL_ARRAY)
  GL.Enable(GL::TEXTURE_2D)
  GL.PolygonMode(GL::FRONT_AND_BACK, GL::FILL)
  GL.ShadeModel(GL::SMOOTH)
  GL.TexEnvi(GL::TEXTURE_ENV, GL::TEXTURE_ENV_MODE, GL::MODULATE)

  #  If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
  #  you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below.
  #  (DO NOT MODIFY THIS FILE! Add the code in your calling function)
  #    GLint last_program;
  #    glGetIntegerv(GL::CURRENT_PROGRAM, &last_program);
  #    glUseProgram(0);
  #    ImGui_ImplOpenGL2_RenderDrawData(...);
  #    glUseProgram(last_program)
  #  There are potentially many more states you could need to clear/setup that we can't access from default headers.
  #  e.g. glBindBuffer(GL::ARRAY_BUFFER, 0), glDisable(GL::TEXTURE_CUBE_MAP).

  #  Setup viewport, orthographic projection matrix
  #  Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
  GL.Viewport(0, 0, fb_width, fb_height)
  GL.MatrixMode(GL::PROJECTION)
  GL.PushMatrix()
  GL.LoadIdentity()
  GL.Ortho(draw_data[:DisplayPos][:x], draw_data[:DisplayPos][:x] + draw_data[:DisplaySize][:x], draw_data[:DisplayPos][:y] + draw_data[:DisplaySize][:y], draw_data[:DisplayPos][:y], -1.0, +1.0)
  GL.MatrixMode(GL::MODELVIEW)
  GL.PushMatrix()
  GL.LoadIdentity()
end

.ImplOpenGL2_ShutdownObject



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# File 'lib/imgui_impl_opengl2.rb', line 18

def self.ImplOpenGL2_Shutdown()
  ImplOpenGL2_DestroyDeviceObjects()
end

.ImplOpenGL3_CreateDeviceObjectsObject



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# File 'lib/imgui_impl_opengl3.rb', line 309

def self.ImplOpenGL3_CreateDeviceObjects()
  # Backup GL state
  last_texture, last_array_buffer = ' ' * 4, ' ' * 4
  GL.GetIntegerv(GL::TEXTURE_BINDING_2D, last_texture)
  GL.GetIntegerv(GL::ARRAY_BUFFER_BINDING, last_array_buffer)
  last_texture = last_texture.unpack1('L')
  last_array_buffer = last_array_buffer.unpack1('L')

  last_vertex_array = ' ' * 4
  GL.GetIntegerv(GL::VERTEX_ARRAY_BINDING, last_vertex_array)
  last_vertex_array = last_vertex_array.unpack1('L')

  glsl_version = @@g_GlslVersionString.split[1].to_i # == scanf(@@g_GlslVersionString, "#version %d")

  vertex_shader_glsl_120 = <<-'SRC'
  uniform mat4 ProjMtx;
  attribute vec2 Position;
  attribute vec2 UV;
  attribute vec4 Color;
  varying vec2 Frag_UV;
  varying vec4 Frag_Color;
  void main()
  {
      Frag_UV = UV;
      Frag_Color = Color;
      gl_Position = ProjMtx * vec4(Position.xy,0,1);
  }
  SRC

  vertex_shader_glsl_130 = <<-'SRC'
  uniform mat4 ProjMtx;
  in vec2 Position;
  in vec2 UV;
  in vec4 Color;
  out vec2 Frag_UV;
  out vec4 Frag_Color;
  void main()
  {
      Frag_UV = UV;
      Frag_Color = Color;
      gl_Position = ProjMtx * vec4(Position.xy,0,1);
  }
  SRC

  vertex_shader_glsl_300_es = <<-'SRC'
  precision mediump float;
  layout (location = 0) in vec2 Position;
  layout (location = 1) in vec2 UV;
  layout (location = 2) in vec4 Color;
  uniform mat4 ProjMtx;
  out vec2 Frag_UV;
  out vec4 Frag_Color;
  void main()
  {
      Frag_UV = UV;
      Frag_Color = Color;
      gl_Position = ProjMtx * vec4(Position.xy,0,1);
  }
  SRC

  vertex_shader_glsl_410_core = <<-'SRC'
  layout (location = 0) in vec2 Position;
  layout (location = 1) in vec2 UV;
  layout (location = 2) in vec4 Color;
  uniform mat4 ProjMtx;
  out vec2 Frag_UV;
  out vec4 Frag_Color;
  void main()
  {
      Frag_UV = UV;
      Frag_Color = Color;
      gl_Position = ProjMtx * vec4(Position.xy,0,1);
  }
  SRC

  fragment_shader_glsl_120 = <<-'SRC'
  #ifdef GL::ES
      precision mediump float;
  #endif
  uniform sampler2D Texture;
  varying vec2 Frag_UV;
  varying vec4 Frag_Color;
  void main()
  {
      gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);
  }
  SRC

  fragment_shader_glsl_130 = <<-'SRC'
  uniform sampler2D Texture;
  in vec2 Frag_UV;
  in vec4 Frag_Color;
  out vec4 Out_Color;
  void main()
  {
      Out_Color = Frag_Color * texture(Texture, Frag_UV.st);
  }
  SRC

  fragment_shader_glsl_300_es = <<-'SRC'
  precision mediump float;
  uniform sampler2D Texture;
  in vec2 Frag_UV;
  in vec4 Frag_Color;
  layout (location = 0) out vec4 Out_Color;
  void main()
  {
      Out_Color = Frag_Color * texture(Texture, Frag_UV.st);
  }
  SRC

  fragment_shader_glsl_410_core = <<-'SRC'
  in vec2 Frag_UV;
  in vec4 Frag_Color;
  uniform sampler2D Texture;
  layout (location = 0) out vec4 Out_Color;
  void main()
  {
      Out_Color = Frag_Color * texture(Texture, Frag_UV.st);
  }
  SRC

  vertex_shader, fragment_shader = if glsl_version < 130
                                     [vertex_shader_glsl_120, fragment_shader_glsl_120]
                                   elsif glsl_version >= 410
                                     [vertex_shader_glsl_410_core, fragment_shader_glsl_410_core]
                                   elsif glsl_version == 300
                                     [vertex_shader_glsl_300_es, fragment_shader_glsl_300_es]
                                   else
                                     [vertex_shader_glsl_130, fragment_shader_glsl_130]
                                   end

  vertex_shader.prepend(@@g_GlslVersionString + "\n")
  vert_handle = GL.CreateShader(GL::VERTEX_SHADER)
  GL.ShaderSource(vert_handle, 1, [vertex_shader].pack('p'), nil)
  GL.CompileShader(vert_handle)
  PrintShaderCompileStatus(vert_handle)

  fragment_shader.prepend(@@g_GlslVersionString + "\n")
  frag_handle = GL.CreateShader(GL::FRAGMENT_SHADER)
  GL.ShaderSource(frag_handle, 1, [fragment_shader].pack('p'), [fragment_shader.size].pack('I'))
  GL.CompileShader(frag_handle)
  PrintShaderCompileStatus(frag_handle)

  @@g_ShaderHandle = GL.CreateProgram()
  GL.AttachShader(@@g_ShaderHandle, vert_handle)
  GL.AttachShader(@@g_ShaderHandle, frag_handle)
  GL.LinkProgram(@@g_ShaderHandle)
  PrintProgramLinkStatus(@@g_ShaderHandle)

  GL.DetachShader(@@g_ShaderHandle, vert_handle)
  GL.DetachShader(@@g_ShaderHandle, frag_handle)
  GL.DeleteShader(vert_handle)
  GL.DeleteShader(frag_handle)

  @@g_AttribLocationTex = GL.GetUniformLocation(@@g_ShaderHandle, "Texture")
  @@g_AttribLocationProjMtx = GL.GetUniformLocation(@@g_ShaderHandle, "ProjMtx")

  @@g_AttribLocationVtxPos = GL.GetAttribLocation(@@g_ShaderHandle, "Position")
  @@g_AttribLocationVtxUV = GL.GetAttribLocation(@@g_ShaderHandle, "UV")
  @@g_AttribLocationVtxColor = GL.GetAttribLocation(@@g_ShaderHandle, "Color")

  # Create buffers
  posBuf = ' ' * 4
  GL.GenBuffers(1, posBuf)
  GL.BindBuffer(GL::ARRAY_BUFFER, posBuf.unpack('L')[0])

  @@g_VboHandle, @@g_ElementsHandle = ' ' * 4, ' ' * 4
  GL.GenBuffers(1, @@g_VboHandle)
  GL.GenBuffers(1, @@g_ElementsHandle)
  @@g_VboHandle = @@g_VboHandle.unpack1('L')
  @@g_ElementsHandle = @@g_ElementsHandle.unpack1('L')

  ImplOpenGL3_CreateFontsTexture()

  # Restore modified GL state
  GL.BindTexture(GL::TEXTURE_2D, last_texture)
  GL.BindBuffer(GL::ARRAY_BUFFER, last_array_buffer)
  GL.BindVertexArray(last_vertex_array)

  return true
end

.ImplOpenGL3_CreateFontsTextureObject



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# File 'lib/imgui_impl_opengl3.rb', line 267

def self.ImplOpenGL3_CreateFontsTexture()
  #  Build texture atlas
  io = ImGuiIO.new(ImGui::GetIO())
  pixels = FFI::MemoryPointer.new :pointer
  width = FFI::MemoryPointer.new :int
  height = FFI::MemoryPointer.new :int
  io[:Fonts].GetTexDataAsRGBA32(pixels, width, height, nil)   #  Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.

  #  Upload texture to graphics system
  last_texture = ' ' * 4
  @@g_FontTexture = ' ' * 4
  GL.GetIntegerv(GL::TEXTURE_BINDING_2D, last_texture)
  GL.GenTextures(1, @@g_FontTexture)
  GL.BindTexture(GL::TEXTURE_2D, @@g_FontTexture.unpack1('L'))
  GL.TexParameteri(GL::TEXTURE_2D, GL::TEXTURE_MIN_FILTER, GL::LINEAR)
  GL.TexParameteri(GL::TEXTURE_2D, GL::TEXTURE_MAG_FILTER, GL::LINEAR)
  GL.PixelStorei(GL::UNPACK_ROW_LENGTH, 0)
  # Ruby/FFI <-> Fiddle pointer exchange
  # p pixels
  # p pixels.read_pointer
  # p pixels.read_pointer.address.to_s(16)
  pixels_ptr = Fiddle::Pointer.new(pixels.read_pointer.address)
  GL.TexImage2D(GL::TEXTURE_2D, 0, GL::RGBA, width.read_uint, height.read_uint, 0, GL::RGBA, GL::UNSIGNED_BYTE, pixels_ptr)

  #  Store our identifier
  io[:Fonts][:TexID] = @@g_FontTexture.unpack1('L')

  #  Restore state
  GL.BindTexture(GL::TEXTURE_2D, last_texture.unpack1('L'))

  return true
end

.ImplOpenGL3_DestroyDeviceObjectsObject



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# File 'lib/imgui_impl_opengl3.rb', line 492

def self.ImplOpenGL3_DestroyDeviceObjects()
  if @@g_VboHandle != 0
    GL.DeleteBuffers(1, [@@g_VboHandle].pack('L'))
    @@g_VboHandle = 0
  end
  if @@g_ElementsHandle != 0
    GL.DeleteBuffers(1, [@@g_ElementsHandle].pack('L'))
    @@g_ElementsHandle = 0
  end
  if @@g_ShaderHandle != 0
    GL.DeleteProgram(@@g_ShaderHandle)
    @@g_ShaderHandle = 0
  end

  ImplOpenGL3_DestroyFontsTexture()
end

.ImplOpenGL3_DestroyFontsTextureObject



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# File 'lib/imgui_impl_opengl3.rb', line 300

def self.ImplOpenGL3_DestroyFontsTexture()
  if @@g_FontTexture != 0
    GL.DeleteTextures(1, @@g_FontTexture)
    io = ImGuiIO.new(ImGui::GetIO())
    io[:Fonts][:TexID] = 0
    @@g_FontTexture = 0
  end
end

.ImplOpenGL3_Init(glsl_version = nil) ⇒ Object



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# File 'lib/imgui_impl_opengl3.rb', line 62

def self.ImplOpenGL3_Init(glsl_version = nil)
  major, minor = ' ' * 4, ' ' * 4
  GL.GetIntegerv(GL::MAJOR_VERSION, major)
  GL.GetIntegerv(GL::MINOR_VERSION, minor)
  major = major.unpack1('L')
  minor = minor.unpack1('L')
  @@g_GlVersion = major * 1000 + minor

  io = ImGuiIO.new(ImGui::GetIO())
  io[:BackendRendererName] = @@g_BackendRendererName
  io[:BackendFlags] |= ImGuiBackendFlags_RendererHasVtxOffset if @@g_GlVersion >= 3200

  # Ref.: Fix imgui_impl_opengl3 on MacOS
  #       https://github.com/ocornut/imgui/pull/3199
  if GL.get_platform() == :OPENGL_PLATFORM_MACOSX
    glsl_version = "#version 150" if glsl_version == nil
  else
    glsl_version = "#version 130" if glsl_version == nil
  end

  @@g_GlslVersionString = glsl_version.dup

  return true
end

.ImplOpenGL3_NewFrameObject



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# File 'lib/imgui_impl_opengl3.rb', line 91

def self.ImplOpenGL3_NewFrame()
  ImplOpenGL3_CreateDeviceObjects() if @@g_ShaderHandle == 0
end

.ImplOpenGL3_RenderDrawData(draw_data_raw) ⇒ Object



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# File 'lib/imgui_impl_opengl3.rb', line 95

def self.ImplOpenGL3_RenderDrawData(draw_data_raw)
  #  Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  draw_data = ImDrawData.new(draw_data_raw)
  fb_width = (draw_data[:DisplaySize][:x] * draw_data[:FramebufferScale][:x]).to_i
  fb_height = (draw_data[:DisplaySize][:y] * draw_data[:FramebufferScale][:y]).to_i

  return if fb_width == 0 || fb_height == 0

  #  Backup GL state
  last_active_texture = ' ' * 4;  GL.GetIntegerv(GL::ACTIVE_TEXTURE, last_active_texture)
  last_program = ' ' * 4;  GL.GetIntegerv(GL::CURRENT_PROGRAM, last_program)
  last_texture = ' ' * 4;  GL.GetIntegerv(GL::TEXTURE_BINDING_2D, last_texture)

  last_sampler = ' ' * 4;  GL.GetIntegerv(GL::SAMPLER_BINDING, last_sampler)
  last_array_buffer = ' ' * 4;  GL.GetIntegerv(GL::ARRAY_BUFFER_BINDING, last_array_buffer)
  last_vertex_array_object = ' ' * 4;  GL.GetIntegerv(GL::VERTEX_ARRAY_BINDING, last_vertex_array_object)

  last_polygon_mode = ' ' * 8;  GL.GetIntegerv(GL::POLYGON_MODE, last_polygon_mode)
  last_viewport = ' ' * 16;  GL.GetIntegerv(GL::VIEWPORT, last_viewport)
  last_scissor_box = ' ' * 16;  GL.GetIntegerv(GL::SCISSOR_BOX, last_scissor_box)

  last_blend_src_rgb = ' ' * 4;  GL.GetIntegerv(GL::BLEND_SRC_RGB, last_blend_src_rgb)
  last_blend_dst_rgb = ' ' * 4;  GL.GetIntegerv(GL::BLEND_DST_RGB, last_blend_dst_rgb)
  last_blend_src_alpha = ' ' * 4;  GL.GetIntegerv(GL::BLEND_SRC_ALPHA, last_blend_src_alpha)
  last_blend_dst_alpha = ' ' * 4;  GL.GetIntegerv(GL::BLEND_DST_ALPHA, last_blend_dst_alpha)
  last_blend_equation_rgb = ' ' * 4;  GL.GetIntegerv(GL::BLEND_EQUATION_RGB, last_blend_equation_rgb)
  last_blend_equation_alpha = ' ' * 4;  GL.GetIntegerv(GL::BLEND_EQUATION_ALPHA, last_blend_equation_alpha)

  last_enable_blend = GL.IsEnabled(GL::BLEND)
  last_enable_cull_face = GL.IsEnabled(GL::CULL_FACE)
  last_enable_depth_test = GL.IsEnabled(GL::DEPTH_TEST)
  last_enable_stencil_test = GL.IsEnabled(GL::STENCIL_TEST)
  last_enable_scissor_test = GL.IsEnabled(GL::SCISSOR_TEST)

  #  Setup desired GL state
  vertex_array_object = ' ' * 4
  GL.GenVertexArrays(1, vertex_array_object)
  vertex_array_object = vertex_array_object.unpack1('L')
  ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object)

  #  Will project scissor/clipping rectangles into framebuffer space
  clip_off = draw_data[:DisplayPos]         #  (0,0) unless using multi-viewports
  clip_scale = draw_data[:FramebufferScale] #  (1,1) unless using retina display which are often (2,2)

  #  Render command lists
  draw_data[:CmdListsCount].times do |n|

    cmd_list = ImDrawList.new((draw_data[:CmdLists][:Data] + 8 * n).read_pointer) # 8 == const ImDrawList*
    # vtx_buffer = ImDrawVert.new(cmd_list[:VtxBuffer][:Data]) # const ImDrawVert*
    # idx_buffer = cmd_list[:IdxBuffer][:Data] # const ImDrawIdx*

    # Upload vertex/index buffers
    GL.BufferData(GL::ARRAY_BUFFER, cmd_list[:VtxBuffer][:Size] * ImDrawVert.size, Fiddle::Pointer.new(cmd_list[:VtxBuffer][:Data]), GL::STREAM_DRAW)
    # 2 == ImDrawIdx(:ushort).size
    GL.BufferData(GL::ELEMENT_ARRAY_BUFFER, cmd_list[:IdxBuffer][:Size] * 2, Fiddle::Pointer.new(cmd_list[:IdxBuffer][:Data]), GL::STREAM_DRAW) # [TODO] Refer ImGui::ImDrawIdx

    cmd_list[:CmdBuffer][:Size].times do |cmd_i|
      pcmd = ImDrawCmd.new(cmd_list[:CmdBuffer][:Data] + ImDrawCmd.size * cmd_i) # const ImDrawCmd*
      if pcmd[:UserCallback] != nil
        # [TODO] Handle user callback (Ref.: https://github.com/ffi/ffi/wiki/Callbacks )

        #  User callback, registered via ImDrawList::AddCallback()
        #  (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
        # if pcmd[:UserCallback] == :ImDrawCallback_ResetRenderState
            ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object)
        # else
        #   pcmd[:UserCallback](cmd_list, pcmd)
        # end
      else
        #  Project scissor/clipping rectangles into framebuffer space
        clip_rect = ImVec4.new
        clip_rect[:x] = (pcmd[:ClipRect][:x] - clip_off[:x]) * clip_scale[:x]
        clip_rect[:y] = (pcmd[:ClipRect][:y] - clip_off[:y]) * clip_scale[:y]
        clip_rect[:z] = (pcmd[:ClipRect][:z] - clip_off[:x]) * clip_scale[:x]
        clip_rect[:w] = (pcmd[:ClipRect][:w] - clip_off[:y]) * clip_scale[:y]

        if (clip_rect[:x] < fb_width && clip_rect[:y] < fb_height && clip_rect[:z] >= 0.0 && clip_rect[:w] >= 0.0)
          #  Apply scissor/clipping rectangle
          GL.Scissor(clip_rect[:x].to_i, (fb_height - clip_rect[:w]).to_i, (clip_rect[:z] - clip_rect[:x]).to_i, (clip_rect[:w] - clip_rect[:y]).to_i)

          #  Bind texture, Draw
          GL.BindTexture(GL::TEXTURE_2D, pcmd.GetTexID())

          if @@g_GlVersion >= 3200
            # 2 == ImDrawIdx(:ushort).size
            GL.DrawElementsBaseVertex(GL::TRIANGLES, pcmd[:ElemCount], GL::UNSIGNED_SHORT, Fiddle::Pointer.new(pcmd[:IdxOffset] * 2), pcmd[:VtxOffset])
          else
            # 2 == ImDrawIdx(:ushort).size
            GL.DrawElements(GL::TRIANGLES, pcmd[:ElemCount], GL::UNSIGNED_SHORT, Fiddle::Pointer.new(pcmd[:IdxOffset] * 2))
          end
        end

      end
      # idx_buffer += pcmd[:ElemCount] * 2 # 2 == ImDrawIdx(:ushort).size
    end
  end

  # Destroy the temporary VAO
  GL.DeleteVertexArrays(1, [vertex_array_object].pack('L'))

  #  Restore modified GL state
  GL.UseProgram(last_program.unpack1('L'))
  GL.BindTexture(GL::TEXTURE_2D, last_texture.unpack1('L'))
  GL.BindSampler(0, last_sampler.unpack1('L'))
  GL.ActiveTexture(last_active_texture.unpack1('L'))
  GL.BindVertexArray(last_vertex_array_object.unpack1('L'))
  GL.BindBuffer(GL::ARRAY_BUFFER, last_array_buffer.unpack1('L'))
  GL.BlendEquationSeparate(last_blend_equation_rgb.unpack1('L'), last_blend_equation_alpha.unpack1('L'))

  if last_enable_blend then GL.Enable(GL::BLEND) else GL.Disable(GL::BLEND) end
  if last_enable_cull_face then GL.Enable(GL::CULL_FACE) else GL.Disable(GL::CULL_FACE) end
  if last_enable_depth_test then GL.Enable(GL::DEPTH_TEST) else GL.Disable(GL::DEPTH_TEST) end
  if last_enable_stencil_test then GL.Enable(GL::STENCIL_TEST) else GL.Disable(GL::STENCIL_TEST) end
  if last_enable_scissor_test then GL.Enable(GL::SCISSOR_TEST) else GL.Disable(GL::SCISSOR_TEST) end

  last_polygon_mode = last_polygon_mode.unpack('L2')
  GL.PolygonMode(GL::FRONT_AND_BACK, last_polygon_mode[0])
  last_viewport = last_viewport.unpack('L4')
  GL.Viewport(last_viewport[0], last_viewport[1], last_viewport[2], last_viewport[3])
  last_scissor_box = last_scissor_box.unpack('L4')
  GL.Scissor(last_scissor_box[0], last_scissor_box[1], last_scissor_box[2], last_scissor_box[3])

end

.ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object) ⇒ Object

private



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# File 'lib/imgui_impl_opengl3.rb', line 221

def self.ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object)
  # Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
  GL.Enable(GL::BLEND)
  GL.BlendEquation(GL::FUNC_ADD)
  GL.BlendFuncSeparate(GL::SRC_ALPHA, GL::ONE_MINUS_SRC_ALPHA, GL::ONE, GL::ONE_MINUS_SRC_ALPHA)
  GL.Disable(GL::CULL_FACE)
  GL.Disable(GL::DEPTH_TEST)
  GL.Disable(GL::STENCIL_TEST)
  GL.Enable(GL::SCISSOR_TEST)
  GL.PolygonMode(GL::FRONT_AND_BACK, GL::FILL) # GL::POLYGON_MODE

  # Setup viewport, orthographic projection matrix
  # Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
  GL.Viewport(0, 0, fb_width, fb_height)
  l = draw_data[:DisplayPos][:x]
  r = draw_data[:DisplayPos][:x] + draw_data[:DisplaySize][:x]
  t = draw_data[:DisplayPos][:y]
  b = draw_data[:DisplayPos][:y] + draw_data[:DisplaySize][:y]
  ortho_projection = [
      2.0/(r-l),   0.0,         0.0,   0.0,
      0.0,         2.0/(t-b),   0.0,   0.0,
      0.0,         0.0,        -1.0,   0.0,
      (r+l)/(l-r),  (t+b)/(b-t),  0.0,   1.0,
  ]
  GL.UseProgram(@@g_ShaderHandle)
  GL.Uniform1i(@@g_AttribLocationTex, 0)
  GL.UniformMatrix4fv(@@g_AttribLocationProjMtx, 1, GL::FALSE, ortho_projection.pack('F16'))
  # GL::SAMPLER_BINDING
  GL.BindSampler(0, 0) # We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.

  GL.BindVertexArray(vertex_array_object)

  # Bind vertex/index buffers and setup attributes for ImDrawVert
  GL.BindBuffer(GL::ARRAY_BUFFER, @@g_VboHandle)
  GL.BindBuffer(GL::ELEMENT_ARRAY_BUFFER, @@g_ElementsHandle)

  GL.EnableVertexAttribArray(@@g_AttribLocationVtxPos)
  GL.EnableVertexAttribArray(@@g_AttribLocationVtxUV)
  GL.EnableVertexAttribArray(@@g_AttribLocationVtxColor)

  GL.VertexAttribPointer(@@g_AttribLocationVtxPos,   2, GL::FLOAT,         GL::FALSE, ImDrawVert.size, ImDrawVert.offset_of(:pos))
  GL.VertexAttribPointer(@@g_AttribLocationVtxUV,    2, GL::FLOAT,         GL::FALSE, ImDrawVert.size, ImDrawVert.offset_of(:uv))
  GL.VertexAttribPointer(@@g_AttribLocationVtxColor, 4, GL::UNSIGNED_BYTE, GL::TRUE,  ImDrawVert.size, ImDrawVert.offset_of(:col))

end

.ImplOpenGL3_ShutdownObject



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# File 'lib/imgui_impl_opengl3.rb', line 87

def self.ImplOpenGL3_Shutdown()
  ImplOpenGL3_DestroyDeviceObjects()
end

.ImplRaylib_InitObject

TODO

Support ImplRaylib_UpdateGamepads



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# File 'lib/imgui_impl_raylib.rb', line 338

def self.ImplRaylib_Init()
  # Setup backend capabilities flags
  bd = ImGui_ImplRaylib_Data.new
  @@g_BackendData[ImGui::GetCurrentContext().address] = bd

  io = ImGuiIO.new(ImGui::GetIO())

  io[:BackendPlatformUserData] = nil
  io[:BackendPlatformName] = @@g_BackendPlatformName
  io[:BackendFlags] |= ImGuiBackendFlags_HasMouseCursors # We can honor GetMouseCursor() values (optional)
  io[:BackendFlags] |= ImGuiBackendFlags_HasSetMousePos  # We can honor io.WantSetMousePos requests (optional, rarely used)

  bd.time = 0.0

  return true
end

.ImplRaylib_NewFrameObject



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# File 'lib/imgui_impl_raylib.rb', line 362

def self.ImplRaylib_NewFrame()
  bd = ImGui_ImplRaylib_GetBackendData()
  io = ImGuiIO.new(ImGui::GetIO())

  #  Setup display size (every frame to accommodate for window resizing)
  io[:DisplaySize][:x] = Raylib.GetScreenWidth()
  io[:DisplaySize][:y] = Raylib.GetScreenHeight()

  # Setup time step
  current_time = Raylib.GetTime()

  io[:DeltaTime] = bd.time > 0 ? (current_time - bd.time).to_f : 1.0 / 60.0
  bd.time = current_time

  ImplRaylib_ProcessKeyboard()
  ImplRaylib_UpdateMouseData()
  ImplRaylib_UpdateMouseCursor()

  # [TODO] update gamepads
end

.ImplRaylib_ProcessKeyboardObject



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# File 'lib/imgui_impl_raylib.rb', line 268

def self.ImplRaylib_ProcessKeyboard()
  io = ImGuiIO.new(ImGui::GetIO())

  ImGui_ImplRaylib_UpdateKeyModifiers()

  KEY_IDS.each do |raylib_key|
    if Raylib.IsKeyPressed(raylib_key)
      key = ImGui_ImplRaylib_KeyToImGuiKey(raylib_key)
      io.AddKeyEvent(key, true)
    elsif Raylib.IsKeyReleased(raylib_key)
      key = ImGui_ImplRaylib_KeyToImGuiKey(raylib_key)
      io.AddKeyEvent(key, false)
    end
  end

  while (charPressed = Raylib.GetCharPressed()) != 0
    io.AddInputCharacter(charPressed)
  end

  return true
end

.ImplRaylib_RenderDrawData(draw_data_raw) ⇒ Object



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# File 'lib/imgui_impl_raylib.rb', line 390

def self.ImplRaylib_RenderDrawData(draw_data_raw)
  draw_data = ImDrawData.new(draw_data_raw)
  Raylib.rlDisableBackfaceCulling()

  clip_offset = draw_data[:DisplayPos]
  draw_data[:CmdListsCount].times do |n|
    cmd_list = ImDrawList.new((draw_data[:CmdLists][:Data] + FFI.type_size(:pointer) * n).read_pointer)
    vtx_buffer = cmd_list[:VtxBuffer][:Data] # const ImDrawVert*
    idx_buffer = cmd_list[:IdxBuffer][:Data] # const ImDrawIdx*

    cmd_list[:CmdBuffer][:Size].times do |cmd_i|
      pcmd = ImDrawCmd.new(cmd_list[:CmdBuffer][:Data] + ImDrawCmd.size * cmd_i) # const ImDrawCmd*
      if pcmd[:UserCallback] != nil
        # [TODO] Handle user callback (Ref.: https://github.com/ffi/ffi/wiki/Callbacks )
      else
        rect_min_x = (pcmd[:ClipRect][:x] - clip_offset[:x])
        rect_min_y = (pcmd[:ClipRect][:y] - clip_offset[:y])
        rect_max_x = (pcmd[:ClipRect][:z] - clip_offset[:x])
        rect_max_y = (pcmd[:ClipRect][:w] - clip_offset[:y])

        rect_w = rect_max_x - rect_min_x
        rect_h = rect_max_y - rect_min_y

        Raylib.BeginScissorMode(rect_min_x, rect_min_y, rect_w, rect_h)

        # Render triangles
        indices = idx_buffer + FFI.type_size(:ImDrawIdx) * pcmd[:IdxOffset]
        vertices = vtx_buffer + ImDrawVert.size * pcmd[:VtxOffset]
        0.step(pcmd[:ElemCount] - 3, 3) do |i|
          Raylib.rlPushMatrix()
            Raylib.rlBegin(Raylib::RL_TRIANGLES)
            # Raylib.rlSetTexture(pcmd[:TextureId].read_uint32)
            Raylib.rlSetTexture(pcmd[:TextureId])

              index = indices.get_array_of_uint16(i * FFI::type_size(:ImDrawIdx), 3)

              base_offset = ImDrawVert.size * index[0]
              xy = vertices + (base_offset + ImDrawVert.offset_of(:pos))
              uv = vertices + (base_offset + ImDrawVert.offset_of(:uv))
              color = vertices + (base_offset + ImDrawVert.offset_of(:col))
              set_vertex(xy.read_array_of_float(2), uv.read_array_of_float(2), color.read_array_of_uint8(4))

              base_offset = ImDrawVert.size * index[2]
              xy = vertices + (base_offset + ImDrawVert.offset_of(:pos))
              uv = vertices + (base_offset + ImDrawVert.offset_of(:uv))
              color = vertices + (base_offset + ImDrawVert.offset_of(:col))
              set_vertex(xy.read_array_of_float(2), uv.read_array_of_float(2), color.read_array_of_uint8(4))

              base_offset = ImDrawVert.size * index[1]
              xy = vertices + (base_offset + ImDrawVert.offset_of(:pos))
              uv = vertices + (base_offset + ImDrawVert.offset_of(:uv))
              color = vertices + (base_offset + ImDrawVert.offset_of(:col))
              set_vertex(xy.read_array_of_float(2), uv.read_array_of_float(2), color.read_array_of_uint8(4))

              Raylib.rlSetTexture(0)
            Raylib.rlEnd()
          Raylib.rlPopMatrix()
        end
        Raylib.EndScissorMode()
      end
    end
  end
  Raylib.rlEnableBackfaceCulling()
end

.ImplRaylib_ShutdownObject



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# File 'lib/imgui_impl_raylib.rb', line 355

def self.ImplRaylib_Shutdown()
  io = ImGuiIO.new(ImGui::GetIO())
  io[:BackendPlatformName] = nil
  io[:BackendPlatformUserData] = nil
  @@g_BackendData[ImGui::GetCurrentContext()] = nil
end

.ImplRaylib_UpdateMouseCursorObject

INTERNAL


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# File 'lib/imgui_impl_raylib.rb', line 323

def self.ImplRaylib_UpdateMouseCursor()
  io = ImGuiIO.new(ImGui::GetIO())
  return if (io[:ConfigFlags] & ImGuiConfigFlags_NoMouseCursorChange)

  if io[:MouseDrawCursor] || ImGui::GetMouseCursor() == ImGuiMouseCursor_None
    Raylib.HideCursor() # Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
  else
    Raylib.ShowCursor() # Show OS mouse cursor
  end
end

.ImplRaylib_UpdateMouseDataObject

INTERNAL


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# File 'lib/imgui_impl_raylib.rb', line 291

def self.ImplRaylib_UpdateMouseData()
  bd = ImGui_ImplRaylib_GetBackendData()
  io = ImGuiIO.new(ImGui::GetIO())

  # Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
  if io[:WantSetMousePos]
    Raylib.SetMousePosition(io[:MousePos][:x].to_i, io[:MousePos][:y].to_i)
  end

  wheel_move = Raylib.GetMouseWheelMove()
  wheel_y = if wheel_move > 0
              1.0
            elsif wheel_move < 0
              -1.0
            else
              0.0
            end
  io.AddMouseWheelEvent(0, wheel_y) # [TODO] Get wheel tilt from Raylib

  [Raylib::MOUSE_BUTTON_LEFT, Raylib::MOUSE_BUTTON_RIGHT, Raylib::MOUSE_BUTTON_MIDDLE].each_with_index do |button, mouse_button|
    pressed = Raylib.IsMouseButtonPressed(button)
    released = Raylib.IsMouseButtonReleased(button)
    if pressed || released
      io.AddMouseButtonEvent(mouse_button, pressed)
    end
  end

  mouse_pos = Raylib.GetMousePosition()
  io.AddMousePosEvent(mouse_pos[:x].to_f, mouse_pos[:y].to_f)
end

.ImplSDL2_Init(window, renderer) ⇒ Object



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# File 'lib/imgui_impl_sdl2.rb', line 237

def self.ImplSDL2_Init(window, renderer)

  # Check and store if we are on a SDL backend that supports global mouse position
  # ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
  mouse_can_use_global_state = false
  sdl_backend = SDL.GetCurrentVideoDriver().read_string
  global_mouse_whitelist = ["windows", "cocoa", "x11", "DIVE", "VMAN"]
  global_mouse_whitelist.each do |platform|
    mouse_can_use_global_state = true if sdl_backend == platform
  end

  # Setup backend capabilities flags
  bd = ImGui_ImplSDL2_Data.new
  @@g_BackendData[ImGui::GetCurrentContext().address] = bd

  io = ImGuiIO.new(ImGui::GetIO())
  io[:BackendPlatformName] = @@g_BackendPlatformName
  io[:BackendFlags] |= ImGuiBackendFlags_HasMouseCursors # We can honor GetMouseCursor() values (optional)
  io[:BackendFlags] |= ImGuiBackendFlags_HasSetMousePos  # We can honor io.WantSetMousePos requests (optional, rarely used)

  bd.window = window
  bd.renderer = renderer
  bd.mouseCanUseGlobalState = mouse_can_use_global_state

  # [TODO] Support ClipboardText : pass callbacks as Proc or something
  # io[:SetClipboardTextFn] = ImGui_ImplSDL2_SetClipboardText
  # io[:GetClipboardTextFn] = ImGui_ImplSDL2_GetClipboardText
  io[:ClipboardUserData] = nil

  # Load mouse cursors
  bd.mouseCursors[ImGuiMouseCursor_Arrow]      = SDL.CreateSystemCursor(SDL::SYSTEM_CURSOR_ARROW)
  bd.mouseCursors[ImGuiMouseCursor_TextInput]  = SDL.CreateSystemCursor(SDL::SYSTEM_CURSOR_IBEAM)
  bd.mouseCursors[ImGuiMouseCursor_ResizeAll]  = SDL.CreateSystemCursor(SDL::SYSTEM_CURSOR_SIZEALL)
  bd.mouseCursors[ImGuiMouseCursor_ResizeNS]   = SDL.CreateSystemCursor(SDL::SYSTEM_CURSOR_SIZENS)
  bd.mouseCursors[ImGuiMouseCursor_ResizeEW]   = SDL.CreateSystemCursor(SDL::SYSTEM_CURSOR_SIZEWE)
  bd.mouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL.CreateSystemCursor(SDL::SYSTEM_CURSOR_SIZENESW)
  bd.mouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL.CreateSystemCursor(SDL::SYSTEM_CURSOR_SIZENWSE)
  bd.mouseCursors[ImGuiMouseCursor_Hand]       = SDL.CreateSystemCursor(SDL::SYSTEM_CURSOR_HAND)
  bd.mouseCursors[ImGuiMouseCursor_NotAllowed] = SDL.CreateSystemCursor(SDL::SYSTEM_CURSOR_NO)

  # Set platform dependent data in viewport
  case RbConfig::CONFIG['host_os']
  when /mswin|msys|mingw|cygwin/
    info = SDL::SysWMinfo_win.new
    SDL.GetVersion(info[:version])
    if SDL.GetWindowWMInfo(window, info) == SDL::TRUE
      viewport = ImGuiViewport.new(ImGui::GetMainViewport())
      viewport[:PlatformHandleRaw] = info[:info][:win][:window]
    end
  end

  # Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event.
  # Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.
  # (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application.
  # It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
  # you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED)
  if defined?(SDL::HINT_MOUSE_FOCUS_CLICKTHROUGH)
    SDL.SetHint(SDL::HINT_MOUSE_FOCUS_CLICKTHROUGH, "1")
  end

  return true
end

.ImplSDL2_NewFrameObject

TODO

Support ImplSDL2_UpdateGamepads



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# File 'lib/imgui_impl_sdl2.rb', line 364

def self.ImplSDL2_NewFrame()
  bd = ImGui_ImplSDL2_GetBackendData()
  io = ImGuiIO.new(ImGui::GetIO())

  #  Setup display size (every frame to accommodate for window resizing)
  w = ' ' * 4
  h = ' ' * 4
  display_w = ' ' * 4
  display_h = ' ' * 4
  SDL.GetWindowSize(bd.window, w, h)
  w = w.unpack1('L')
  h = h.unpack1('L')

  if (SDL.GetWindowFlags(bd.window) & SDL::WINDOW_MINIMIZED) != 0
    w = h = 0
  end
  if bd.renderer != nil
    SDL.GetRendererOutputSize(bd.renderer, display_w, display_h)
  else
    SDL.GL_GetDrawableSize(bd.window, display_w, display_h)
  end
  display_w = display_w.unpack1('L')
  display_h = display_h.unpack1('L')

  io[:DisplaySize] = ImVec2.create(w.to_f, h.to_f)

  if w > 0 && h > 0
    io[:DisplayFramebufferScale][:x] = display_w.to_f / w
    io[:DisplayFramebufferScale][:y] = display_h.to_f / h
  end

  # Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
  frequency = SDL.GetPerformanceFrequency()
  current_time = SDL.GetPerformanceCounter()

  io[:DeltaTime] = bd.time > 0 ? ((current_time - bd.time).to_f / frequency) : (1.0/60.0)
  bd.time = current_time

  ImplSDL2_UpdateMouseData()
  ImplSDL2_UpdateMouseCursor()

  # [TODO] update gamepads
  # ImGui_ImplSDL2_UpdateGamepads()
end

.ImplSDL2_ProcessEvent(event) ⇒ Object

You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.

  • When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.

  • When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.

Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.



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# File 'lib/imgui_impl_sdl2.rb', line 184

def self.ImplSDL2_ProcessEvent(event)
  io = ImGuiIO.new(ImGui::GetIO())
  bd = ImGui_ImplSDL2_GetBackendData()

  case event[:type]

  when SDL::MOUSEMOTION
    io.AddMousePosEvent(event[:motion][:x].to_f, event[:motion][:y].to_f)
    return true

  when SDL::MOUSEWHEEL
    wheel_x = (event[:wheel][:x] > 0) ? 1.0 : (event[:wheel][:x] < 0) ? -1.0 : 0.0
    wheel_y = (event[:wheel][:y] > 0) ? 1.0 : (event[:wheel][:y] < 0) ? -1.0 : 0.0
    io.AddMouseWheelEvent(wheel_x, wheel_y)
    return true

  when SDL::MOUSEBUTTONDOWN, SDL::MOUSEBUTTONUP
    mouse_button = -1
    mouse_button = 0 if event[:button][:button] == SDL::BUTTON_LEFT
    mouse_button = 1 if event[:button][:button] == SDL::BUTTON_RIGHT
    mouse_button = 2 if event[:button][:button] == SDL::BUTTON_MIDDLE
    if mouse_button != -1
      io.AddMouseButtonEvent(mouse_button, event[:type] == SDL::MOUSEBUTTONDOWN)
      bd.mouseButtonsDown = (event[:type] == SDL::MOUSEBUTTONDOWN) ? (bd.mouseButtonsDown | (1 << mouse_button)) : (bd.mouseButtonsDown & ~(1 << mouse_button))
      return true
    end

  when SDL::TEXTINPUT
    io.AddInputCharactersUTF8(event[:text][:text])
    return true

  when SDL::KEYDOWN, SDL::KEYUP
    ImGui_ImplSDL2_UpdateKeyModifiers(event[:key][:keysym][:mod])
    key = ImGui_ImplSDL2_KeyToImGuiKey(event[:key][:keysym][:sym])
    io.AddKeyEvent(key, (event[:type] == SDL::KEYDOWN))
    io.SetKeyEventNativeData(key, event[:key][:keysym][:sym], event[:key][:keysym][:scancode], event[:key][:keysym][:scancode]) # To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
    return true

  when SDL::WINDOWEVENT
    io.AddMousePosEvent(-Float::MAX, -Float::MAX) if event[:window][:event] == SDL::WINDOWEVENT_LEAVE

    if event[:window][:event] == SDL::WINDOWEVENT_FOCUS_GAINED
      io.AddFocusEvent(true)
    elsif event[:window][:event] == SDL::WINDOWEVENT_FOCUS_LOST
      io.AddFocusEvent(false)
    end
    return true

  end

  return false
end

.ImplSDL2_ShutdownObject



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# File 'lib/imgui_impl_sdl2.rb', line 300

def self.ImplSDL2_Shutdown()
  io = ImGuiIO.new(ImGui::GetIO())
  bd = ImGui_ImplSDL2_GetBackendData()

  SDL.free(bd.clipboardTextData) if bd.clipboardTextData

  ImGuiMouseCursor_COUNT.times do |cursor_n|
    SDL.FreeCursor(bd.mouseCursors[cursor_n])
    bd.mouseCursors[cursor_n] = nil
  end

  io[:BackendPlatformName] = nil
  io[:BackendPlatformUserData] = nil
  @@g_BackendData[ImGui::GetCurrentContext()] = nil
end

.ImplSDL2_UpdateMouseCursorObject

INTERNAL


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# File 'lib/imgui_impl_sdl2.rb', line 344

def self.ImplSDL2_UpdateMouseCursor()
  io = ImGuiIO.new(ImGui::GetIO())
  return if (io[:ConfigFlags] & ImGuiConfigFlags_NoMouseCursorChange)
  bd = ImGui_ImplSDL2_GetBackendData()

  imgui_cursor = ImGui::GetMouseCursor()
  if io[:MouseDrawCursor] || imgui_cursor == ImGuiMouseCursor_None
    # Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
    SDL.ShowCursor(SDL::FALSE)
  else
    # Show OS mouse cursor
    SDL.SetCursor(bd.mouseCursors[imgui_cursor] ? bd.mouseCursors[imgui_cursor] : bd.mouseCursors[ImGuiMouseCursor_Arrow])
    SDL.ShowCursor(SDL::TRUE)
  end
end

.ImplSDL2_UpdateMouseDataObject

INTERNAL


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# File 'lib/imgui_impl_sdl2.rb', line 317

def self.ImplSDL2_UpdateMouseData()
  bd = ImGui_ImplSDL2_GetBackendData()
  io = ImGuiIO.new(ImGui::GetIO())

  SDL.CaptureMouse(bd.mouseButtonsDown != 0 ? SDL::TRUE : SDL::FALSE)
  focused_window = SDL.GetKeyboardFocus()
  is_app_focused = (bd.window == focused_window)
  if is_app_focused
    # (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
    if io[:WantSetMousePos]
      SDL.WarpMouseInWindow(bd.window, io[:MousePos][:x].to_i, io[:MousePos][:y].to_i)
    end

    # (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured)
    if bd.mouseCanUseGlobalState && bd.mouseButtonsDown == 0
      wx = FFI::MemoryPointer.new(:int)
      wy = FFI::MemoryPointer.new(:int)
      mx = FFI::MemoryPointer.new(:int)
      my = FFI::MemoryPointer.new(:int)
      SDL.GetGlobalMouseState(mx, my)
      SDL.GetWindowPosition(bd.window, wx, wy)
      io.AddMousePosEvent(mx.read(:int).to_f - wx.read(:int).to_f, my.read(:int).to_f - wy.read(:int).to_f)
    end
  end
end

.ImplSDLRenderer_CreateDeviceObjectsObject



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# File 'lib/imgui_impl_sdlrenderer.rb', line 192

def self.ImplSDLRenderer_CreateDeviceObjects()
  return ImGui::ImplSDLRenderer_CreateFontsTexture()
end

.ImplSDLRenderer_CreateFontsTextureObject

Called by Init/NewFrame/Shutdown



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# File 'lib/imgui_impl_sdlrenderer.rb', line 156

def self.ImplSDLRenderer_CreateFontsTexture()
  io = ImGuiIO.new(ImGui::GetIO())
  bd = ImGui_ImplSDLRenderer_GetBackendData()

  # Build texture atlas
  pixels = FFI::MemoryPointer.new :pointer
  width = FFI::MemoryPointer.new :int
  height = FFI::MemoryPointer.new :int
  io[:Fonts].GetTexDataAsRGBA32(pixels, width, height, nil)   #  Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.

  # Upload texture to graphics system
  bd[:FontTexture] = SDL.CreateTexture(bd[:SDLRenderer], SDL::PIXELFORMAT_ABGR8888, SDL::TEXTUREACCESS_STATIC, width.read_int, height.read_int)
  if bd[:FontTexture] == nil
    SDL.Log("error creating texture")
    return false
  end

  SDL.UpdateTexture(bd[:FontTexture], nil, pixels.read_pointer, 4 * width.read_int)
  SDL.SetTextureBlendMode(bd[:FontTexture], SDL::BLENDMODE_BLEND)

  # Store our identifier
  io[:Fonts].SetTexID(bd[:FontTexture])

  return true
end

.ImplSDLRenderer_DestroyDeviceObjectsObject



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# File 'lib/imgui_impl_sdlrenderer.rb', line 196

def self.ImplSDLRenderer_DestroyDeviceObjects()
  ImGui::ImplSDLRenderer_DestroyFontsTexture()
end

.ImplSDLRenderer_DestroyFontsTextureObject



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# File 'lib/imgui_impl_sdlrenderer.rb', line 182

def self.ImplSDLRenderer_DestroyFontsTexture()
  io = ImGuiIO.new(ImGui::GetIO())
  bd = ImGui_ImplSDLRenderer_GetBackendData()
  if bd[:FontTexture] != nil
    io[:Fonts].SetTexID(nil)
    SDL.DestroyTexture(bd[:FontTexture])
    bd[:FontTexture] = nil
  end
end

.ImplSDLRenderer_Init(renderer) ⇒ Object



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# File 'lib/imgui_impl_sdlrenderer.rb', line 27

def self.ImplSDLRenderer_Init(renderer)
  io = ImGuiIO.new(ImGui::GetIO())

  # Setup backend capabilities flags

  io[:BackendRendererName] = @@g_BackendRendererName

  @@g_BackendRendererUserData = ImGui_ImplSDLRenderer_Data.new
  @@g_BackendRendererUserData[:SDLRenderer] = renderer
  @@g_BackendRendererUserData[:FontTexture] = nil
  io[:BackendRendererUserData] = @@g_BackendRendererUserData

  io[:BackendFlags] |= ImGuiBackendFlags_RendererHasVtxOffset # We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.

  return true
end

.ImplSDLRenderer_NewFrameObject



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# File 'lib/imgui_impl_sdlrenderer.rb', line 62

def self.ImplSDLRenderer_NewFrame()
  bd = ImGui_ImplSDLRenderer_GetBackendData()
  ImGui::ImplSDLRenderer_CreateDeviceObjects() if bd[:FontTexture] == nil
end

.ImplSDLRenderer_RenderDrawData(draw_data_raw) ⇒ Object



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# File 'lib/imgui_impl_sdlrenderer.rb', line 67

def self.ImplSDLRenderer_RenderDrawData(draw_data_raw)
  draw_data = ImDrawData.new(draw_data_raw)
  bd = ImGui_ImplSDLRenderer_GetBackendData()

  # If there's a scale factor set by the user, use that instead
  # If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
  # to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
  rsx = FFI::MemoryPointer.new :float
  rsy = FFI::MemoryPointer.new :float
  SDL.RenderGetScale(bd[:SDLRenderer], rsx, rsy)
  render_scale = ImVec2.create(0, 0)
  render_scale[:x] = (rsx.read_float() == 1.0) ? draw_data[:FramebufferScale][:x] : 1.0
  render_scale[:y] = (rsy.read_float() == 1.0) ? draw_data[:FramebufferScale][:y] : 1.0

  # Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  fb_width = (draw_data[:DisplaySize][:x] * render_scale[:x]).to_i
  fb_height = (draw_data[:DisplaySize][:y] * render_scale[:y]).to_i
  return if fb_width == 0 || fb_height == 0

  # Backup SDL_Renderer state that will be modified to restore it afterwards
  oldViewport = SDL::Rect.new
  oldClipEnabled = FFI::MemoryPointer.new :bool
  oldClipRect = SDL::Rect.new

  oldClipEnabled = (SDL.RenderIsClipEnabled(bd[:SDLRenderer]) == SDL::TRUE)
  SDL.RenderGetViewport(bd[:SDLRenderer], oldViewport)
  SDL.RenderGetClipRect(bd[:SDLRenderer], oldClipRect)

  # Will project scissor/clipping rectangles into framebuffer space
  clip_off = draw_data[:DisplayPos] # (0,0) unless using multi-viewports
  clip_scale = render_scale

  # Render command lists
  ImplSDLRenderer_SetupRenderState()
  draw_data[:CmdListsCount].times do |n|
    cmd_list = ImDrawList.new((draw_data[:CmdLists][:Data] + FFI.type_size(:pointer) * n).read_pointer)
    vtx_buffer = cmd_list[:VtxBuffer][:Data] # const ImDrawVert*
    idx_buffer = cmd_list[:IdxBuffer][:Data] # const ImDrawIdx*

    cmd_list[:CmdBuffer][:Size].times do |cmd_i|
      pcmd = ImDrawCmd.new(cmd_list[:CmdBuffer][:Data] + ImDrawCmd.size * cmd_i) # const ImDrawCmd*
      if pcmd[:UserCallback] != nil
        # [TODO] Handle user callback (Ref.: https://github.com/ffi/ffi/wiki/Callbacks )

        #  User callback, registered via ImDrawList::AddCallback()
        #  (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
        # if pcmd[:UserCallback] == :ImDrawCallback_ResetRenderState
          ImGui_ImplSDLRenderer_SetupRenderState()
        # else
        #   pcmd[:UserCallback](cmd_list, pcmd)
        # end
      else
        clip_min = ImVec2.create((pcmd[:ClipRect][:x] - clip_off[:x]) * clip_scale[:x], (pcmd[:ClipRect][:y] - clip_off[:y]) * clip_scale[:y])
        clip_max = ImVec2.create((pcmd[:ClipRect][:z] - clip_off[:x]) * clip_scale[:x], (pcmd[:ClipRect][:w] - clip_off[:y]) * clip_scale[:y])

        clip_min[:x] = 0.0 if clip_min[:x] < 0.0
        clip_min[:y] = 0.0 if clip_min[:y] < 0.0
        clip_max[:x] = fb_width.to_f if clip_max[:x] > fb_width
        clip_max[:y] = fb_height.to_f if clip_max[:y] > fb_height
        next if (clip_max[:x] <= clip_min[:x] || clip_max[:y] <= clip_min[:y])

        r = SDL::Rect.new
        r[:x] = clip_min[:x].to_i
        r[:y] = clip_min[:y].to_i
        r[:w] = (clip_max[:x] - clip_min[:x]).to_i
        r[:h] = (clip_max[:y] - clip_min[:y]).to_i

        SDL.RenderSetClipRect(bd[:SDLRenderer], r.to_ptr)

        xy = vtx_buffer + (pcmd[:VtxOffset] + ImDrawVert.offset_of(:pos))
        uv = vtx_buffer + (pcmd[:VtxOffset] + ImDrawVert.offset_of(:uv))
        color = vtx_buffer + (pcmd[:VtxOffset] + ImDrawVert.offset_of(:col))

        SDL.RenderGeometryRaw(bd[:SDLRenderer], pcmd[:TextureId],
                              xy, ImDrawVert.size,
                              color, ImDrawVert.size,
                              uv, ImDrawVert.size,
                              cmd_list[:VtxBuffer][:Size] - pcmd[:VtxOffset],
                              idx_buffer + FFI.type_size(:ImDrawIdx) * pcmd[:IdxOffset], pcmd[:ElemCount], FFI.type_size(:ImDrawIdx)) # FFI.type_size(:ImDrawIdx) == FFI::Type::UINT16.size

        # Restore modified SDL_Renderer state
        SDL.RenderSetViewport(bd[:SDLRenderer], oldViewport)
        SDL.RenderSetClipRect(bd[:SDLRenderer], oldClipEnabled ? oldClipRect : nil)
      end
    end
  end
end

.ImplSDLRenderer_SetupRenderStateObject

Internal


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# File 'lib/imgui_impl_sdlrenderer.rb', line 53

def self.ImplSDLRenderer_SetupRenderState()
  bd = ImGui_ImplSDLRenderer_GetBackendData()

  # Clear out any viewports and cliprect set by the user
  # FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
  SDL.RenderSetViewport(bd[:SDLRenderer], nil)
  SDL.RenderSetClipRect(bd[:SDLRenderer], nil)
end

.ImplSDLRenderer_ShutdownObject



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# File 'lib/imgui_impl_sdlrenderer.rb', line 44

def self.ImplSDLRenderer_Shutdown()
  ImplSDLRenderer_DestroyDeviceObjects()
  io = ImGuiIO.new(ImGui::GetIO())
  io[:BackendRendererName] = nil
  io[:BackendRendererUserData] = nil
  @@g_BackendRendererUserData = nil
end

.import_internal_symbols(output_error = false) ⇒ Object



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# File 'lib/imgui_internal.rb', line 13

def self.import_internal_symbols(output_error = false)

  symbols = [
    :igFocusWindow,
    :igGetCurrentWindow,
  ]

  args = {
    :igFocusWindow => [:pointer],
    :igGetCurrentWindow => [],
  }

  retvals = {
    :igFocusWindow => :void,
    :igGetCurrentWindow => :pointer,
  }

  symbols.each do |sym|
    begin
      attach_function sym, args[sym], retvals[sym]
    rescue FFI::NotFoundError
      $stderr.puts("[Warning] Failed to import #{sym}.\n") if output_error
    end
  end

  @@imgui_import_internal_done = true
end

.import_symbols(output_error = false) ⇒ Object



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# File 'lib/imgui.rb', line 2871

def self.import_symbols(output_error = false)
callback :ImDrawCallback, [ImDrawList, ImDrawCmd], :void 
callback :ImGuiInputTextCallback, [ImGuiInputTextCallbackData], :int 
callback :ImGuiSizeCallback, [ImGuiSizeCallbackData], :void 

entries = [
  [:ImDrawCmd_GetTexID, [:pointer], :uint64],
  [:ImDrawCmd_ImDrawCmd, [], :pointer],
  [:ImDrawCmd_destroy, [:pointer], :void],
  [:ImDrawData_AddDrawList, [:pointer, :pointer], :void],
  [:ImDrawData_Clear, [:pointer], :void],
  [:ImDrawData_DeIndexAllBuffers, [:pointer], :void],
  [:ImDrawData_ImDrawData, [], :pointer],
  [:ImDrawData_ScaleClipRects, [:pointer, ImVec2.by_value], :void],
  [:ImDrawData_destroy, [:pointer], :void],
  [:ImDrawListSplitter_Clear, [:pointer], :void],
  [:ImDrawListSplitter_ClearFreeMemory, [:pointer], :void],
  [:ImDrawListSplitter_ImDrawListSplitter, [], :pointer],
  [:ImDrawListSplitter_Merge, [:pointer, :pointer], :void],
  [:ImDrawListSplitter_SetCurrentChannel, [:pointer, :pointer, :int], :void],
  [:ImDrawListSplitter_Split, [:pointer, :pointer, :int], :void],
  [:ImDrawListSplitter_destroy, [:pointer], :void],
  [:ImDrawList_AddBezierCubic, [:pointer, ImVec2.by_value, ImVec2.by_value, ImVec2.by_value, ImVec2.by_value, :uint, :float, :int], :void],
  [:ImDrawList_AddBezierQuadratic, [:pointer, ImVec2.by_value, ImVec2.by_value, ImVec2.by_value, :uint, :float, :int], :void],
  [:ImDrawList_AddCallback, [:pointer, :ImDrawCallback, :pointer, :size_t], :void],
  [:ImDrawList_AddCircle, [:pointer, ImVec2.by_value, :float, :uint, :int, :float], :void],
  [:ImDrawList_AddCircleFilled, [:pointer, ImVec2.by_value, :float, :uint, :int], :void],
  [:ImDrawList_AddConcavePolyFilled, [:pointer, :pointer, :int, :uint], :void],
  [:ImDrawList_AddConvexPolyFilled, [:pointer, :pointer, :int, :uint], :void],
  [:ImDrawList_AddDrawCmd, [:pointer], :void],
  [:ImDrawList_AddEllipse, [:pointer, ImVec2.by_value, ImVec2.by_value, :uint, :float, :int, :float], :void],
  [:ImDrawList_AddEllipseFilled, [:pointer, ImVec2.by_value, ImVec2.by_value, :uint, :float, :int], :void],
  [:ImDrawList_AddImage, [:pointer, :uint64, ImVec2.by_value, ImVec2.by_value, ImVec2.by_value, ImVec2.by_value, :uint], :void],
  [:ImDrawList_AddImageQuad, [:pointer, :uint64, ImVec2.by_value, ImVec2.by_value, ImVec2.by_value, ImVec2.by_value, ImVec2.by_value, ImVec2.by_value, ImVec2.by_value, ImVec2.by_value, :uint], :void],
  [:ImDrawList_AddImageRounded, [:pointer, :uint64, ImVec2.by_value, ImVec2.by_value, ImVec2.by_value, ImVec2.by_value, :uint, :float, :int], :void],
  [:ImDrawList_AddLine, [:pointer, ImVec2.by_value, ImVec2.by_value, :uint, :float], :void],
  [:ImDrawList_AddNgon, [:pointer, ImVec2.by_value, :float, :uint, :int, :float], :void],
  [:ImDrawList_AddNgonFilled, [:pointer, ImVec2.by_value, :float, :uint, :int], :void],
  [:ImDrawList_AddPolyline, [:pointer, :pointer, :int, :uint, :int, :float], :void],
  [:ImDrawList_AddQuad, [:pointer, ImVec2.by_value, ImVec2.by_value, ImVec2.by_value, ImVec2.by_value, :uint, :float], :void],
  [:ImDrawList_AddQuadFilled, [:pointer, ImVec2.by_value, ImVec2.by_value, ImVec2.by_value, ImVec2.by_value, :uint], :void],
  [:ImDrawList_AddRect, [:pointer, ImVec2.by_value, ImVec2.by_value, :uint, :float, :int, :float], :void],
  [:ImDrawList_AddRectFilled, [:pointer, ImVec2.by_value, ImVec2.by_value, :uint, :float, :int], :void],
  [:ImDrawList_AddRectFilledMultiColor, [:pointer, ImVec2.by_value, ImVec2.by_value, :uint, :uint, :uint, :uint], :void],
  [:ImDrawList_AddText_Vec2, [:pointer, ImVec2.by_value, :uint, :pointer, :pointer], :void],
  [:ImDrawList_AddText_FontPtr, [:pointer, :pointer, :float, ImVec2.by_value, :uint, :pointer, :pointer, :float, :pointer], :void],
  [:ImDrawList_AddTriangle, [:pointer, ImVec2.by_value, ImVec2.by_value, ImVec2.by_value, :uint, :float], :void],
  [:ImDrawList_AddTriangleFilled, [:pointer, ImVec2.by_value, ImVec2.by_value, ImVec2.by_value, :uint], :void],
  [:ImDrawList_ChannelsMerge, [:pointer], :void],
  [:ImDrawList_ChannelsSetCurrent, [:pointer, :int], :void],
  [:ImDrawList_ChannelsSplit, [:pointer, :int], :void],
  [:ImDrawList_CloneOutput, [:pointer], :pointer],
  [:ImDrawList_GetClipRectMax, [:pointer, :pointer], :void],
  [:ImDrawList_GetClipRectMin, [:pointer, :pointer], :void],
  [:ImDrawList_ImDrawList, [:pointer], :pointer],
  [:ImDrawList_PathArcTo, [:pointer, ImVec2.by_value, :float, :float, :float, :int], :void],
  [:ImDrawList_PathArcToFast, [:pointer, ImVec2.by_value, :float, :int, :int], :void],
  [:ImDrawList_PathBezierCubicCurveTo, [:pointer, ImVec2.by_value, ImVec2.by_value, ImVec2.by_value, :int], :void],
  [:ImDrawList_PathBezierQuadraticCurveTo, [:pointer, ImVec2.by_value, ImVec2.by_value, :int], :void],
  [:ImDrawList_PathClear, [:pointer], :void],
  [:ImDrawList_PathEllipticalArcTo, [:pointer, ImVec2.by_value, ImVec2.by_value, :float, :float, :float, :int], :void],
  [:ImDrawList_PathFillConcave, [:pointer, :uint], :void],
  [:ImDrawList_PathFillConvex, [:pointer, :uint], :void],
  [:ImDrawList_PathLineTo, [:pointer, ImVec2.by_value], :void],
  [:ImDrawList_PathLineToMergeDuplicate, [:pointer, ImVec2.by_value], :void],
  [:ImDrawList_PathRect, [:pointer, ImVec2.by_value, ImVec2.by_value, :float, :int], :void],
  [:ImDrawList_PathStroke, [:pointer, :uint, :int, :float], :void],
  [:ImDrawList_PopClipRect, [:pointer], :void],
  [:ImDrawList_PopTextureID, [:pointer], :void],
  [:ImDrawList_PrimQuadUV, [:pointer, ImVec2.by_value, ImVec2.by_value, ImVec2.by_value, ImVec2.by_value, ImVec2.by_value, ImVec2.by_value, ImVec2.by_value, ImVec2.by_value, :uint], :void],
  [:ImDrawList_PrimRect, [:pointer, ImVec2.by_value, ImVec2.by_value, :uint], :void],
  [:ImDrawList_PrimRectUV, [:pointer, ImVec2.by_value, ImVec2.by_value, ImVec2.by_value, ImVec2.by_value, :uint], :void],
  [:ImDrawList_PrimReserve, [:pointer, :int, :int], :void],
  [:ImDrawList_PrimUnreserve, [:pointer, :int, :int], :void],
  [:ImDrawList_PrimVtx, [:pointer, ImVec2.by_value, ImVec2.by_value, :uint], :void],
  [:ImDrawList_PrimWriteIdx, [:pointer, :ushort], :void],
  [:ImDrawList_PrimWriteVtx, [:pointer, ImVec2.by_value, ImVec2.by_value, :uint], :void],
  [:ImDrawList_PushClipRect, [:pointer, ImVec2.by_value, ImVec2.by_value, :bool], :void],
  [:ImDrawList_PushClipRectFullScreen, [:pointer], :void],
  [:ImDrawList_PushTextureID, [:pointer, :uint64], :void],
  [:ImDrawList__CalcCircleAutoSegmentCount, [:pointer, :float], :int],
  [:ImDrawList__ClearFreeMemory, [:pointer], :void],
  [:ImDrawList__OnChangedClipRect, [:pointer], :void],
  [:ImDrawList__OnChangedTextureID, [:pointer], :void],
  [:ImDrawList__OnChangedVtxOffset, [:pointer], :void],
  [:ImDrawList__PathArcToFastEx, [:pointer, ImVec2.by_value, :float, :int, :int, :int], :void],
  [:ImDrawList__PathArcToN, [:pointer, ImVec2.by_value, :float, :float, :float, :int], :void],
  [:ImDrawList__PopUnusedDrawCmd, [:pointer], :void],
  [:ImDrawList__ResetForNewFrame, [:pointer], :void],
  [:ImDrawList__SetTextureID, [:pointer, :uint64], :void],
  [:ImDrawList__TryMergeDrawCmds, [:pointer], :void],
  [:ImDrawList_destroy, [:pointer], :void],
  [:ImFontAtlasCustomRect_ImFontAtlasCustomRect, [], :pointer],
  [:ImFontAtlasCustomRect_IsPacked, [:pointer], :bool],
  [:ImFontAtlasCustomRect_destroy, [:pointer], :void],
  [:ImFontAtlas_AddCustomRectFontGlyph, [:pointer, :pointer, :ushort, :int, :int, :float, ImVec2.by_value], :int],
  [:ImFontAtlas_AddCustomRectRegular, [:pointer, :int, :int], :int],
  [:ImFontAtlas_AddFont, [:pointer, :pointer], :pointer],
  [:ImFontAtlas_AddFontDefault, [:pointer, :pointer], :pointer],
  [:ImFontAtlas_AddFontFromFileTTF, [:pointer, :pointer, :float, :pointer, :pointer], :pointer],
  [:ImFontAtlas_AddFontFromMemoryCompressedBase85TTF, [:pointer, :pointer, :float, :pointer, :pointer], :pointer],
  [:ImFontAtlas_AddFontFromMemoryCompressedTTF, [:pointer, :pointer, :int, :float, :pointer, :pointer], :pointer],
  [:ImFontAtlas_AddFontFromMemoryTTF, [:pointer, :pointer, :int, :float, :pointer, :pointer], :pointer],
  [:ImFontAtlas_Build, [:pointer], :bool],
  [:ImFontAtlas_CalcCustomRectUV, [:pointer, :pointer, :pointer, :pointer], :void],
  [:ImFontAtlas_Clear, [:pointer], :void],
  [:ImFontAtlas_ClearFonts, [:pointer], :void],
  [:ImFontAtlas_ClearInputData, [:pointer], :void],
  [:ImFontAtlas_ClearTexData, [:pointer], :void],
  [:ImFontAtlas_GetCustomRectByIndex, [:pointer, :int], :pointer],
  [:ImFontAtlas_GetGlyphRangesChineseFull, [:pointer], :pointer],
  [:ImFontAtlas_GetGlyphRangesChineseSimplifiedCommon, [:pointer], :pointer],
  [:ImFontAtlas_GetGlyphRangesCyrillic, [:pointer], :pointer],
  [:ImFontAtlas_GetGlyphRangesDefault, [:pointer], :pointer],
  [:ImFontAtlas_GetGlyphRangesGreek, [:pointer], :pointer],
  [:ImFontAtlas_GetGlyphRangesJapanese, [:pointer], :pointer],
  [:ImFontAtlas_GetGlyphRangesKorean, [:pointer], :pointer],
  [:ImFontAtlas_GetGlyphRangesThai, [:pointer], :pointer],
  [:ImFontAtlas_GetGlyphRangesVietnamese, [:pointer], :pointer],
  [:ImFontAtlas_GetMouseCursorTexData, [:pointer, :int, :pointer, :pointer, :pointer, :pointer], :bool],
  [:ImFontAtlas_GetTexDataAsAlpha8, [:pointer, :pointer, :pointer, :pointer, :pointer], :void],
  [:ImFontAtlas_GetTexDataAsRGBA32, [:pointer, :pointer, :pointer, :pointer, :pointer], :void],
  [:ImFontAtlas_ImFontAtlas, [], :pointer],
  [:ImFontAtlas_IsBuilt, [:pointer], :bool],
  [:ImFontAtlas_SetTexID, [:pointer, :uint64], :void],
  [:ImFontAtlas_destroy, [:pointer], :void],
  [:ImFontConfig_ImFontConfig, [], :pointer],
  [:ImFontConfig_destroy, [:pointer], :void],
  [:ImFontGlyphRangesBuilder_AddChar, [:pointer, :ushort], :void],
  [:ImFontGlyphRangesBuilder_AddRanges, [:pointer, :pointer], :void],
  [:ImFontGlyphRangesBuilder_AddText, [:pointer, :pointer, :pointer], :void],
  [:ImFontGlyphRangesBuilder_BuildRanges, [:pointer, :pointer], :void],
  [:ImFontGlyphRangesBuilder_Clear, [:pointer], :void],
  [:ImFontGlyphRangesBuilder_GetBit, [:pointer, :size_t], :bool],
  [:ImFontGlyphRangesBuilder_ImFontGlyphRangesBuilder, [], :pointer],
  [:ImFontGlyphRangesBuilder_SetBit, [:pointer, :size_t], :void],
  [:ImFontGlyphRangesBuilder_destroy, [:pointer], :void],
  [:ImFont_AddGlyph, [:pointer, :pointer, :ushort, :float, :float, :float, :float, :float, :float, :float, :float, :float], :void],
  [:ImFont_AddRemapChar, [:pointer, :ushort, :ushort, :bool], :void],
  [:ImFont_BuildLookupTable, [:pointer], :void],
  [:ImFont_CalcTextSizeA, [:pointer, :pointer, :float, :float, :float, :pointer, :pointer, :pointer], :void],
  [:ImFont_CalcWordWrapPositionA, [:pointer, :float, :pointer, :pointer, :float], :pointer],
  [:ImFont_ClearOutputData, [:pointer], :void],
  [:ImFont_FindGlyph, [:pointer, :ushort], :pointer],
  [:ImFont_FindGlyphNoFallback, [:pointer, :ushort], :pointer],
  [:ImFont_GetCharAdvance, [:pointer, :ushort], :float],
  [:ImFont_GetDebugName, [:pointer], :pointer],
  [:ImFont_GrowIndex, [:pointer, :int], :void],
  [:ImFont_ImFont, [], :pointer],
  [:ImFont_IsGlyphRangeUnused, [:pointer, :uint, :uint], :bool],
  [:ImFont_IsLoaded, [:pointer], :bool],
  [:ImFont_RenderChar, [:pointer, :pointer, :float, ImVec2.by_value, :uint, :ushort], :void],
  [:ImFont_RenderText, [:pointer, :pointer, :float, ImVec2.by_value, :uint, ImVec4.by_value, :pointer, :pointer, :float, :bool], :void],
  [:ImFont_SetGlyphVisible, [:pointer, :ushort, :bool], :void],
  [:ImFont_destroy, [:pointer], :void],
  [:ImGuiFreeType_GetBuilderForFreeType, [], :pointer],
  [:ImGuiFreeType_SetAllocatorFunctions, [:pointer, :pointer, :pointer], :void],
  [:ImGuiIO_AddFocusEvent, [:pointer, :bool], :void],
  [:ImGuiIO_AddInputCharacter, [:pointer, :uint], :void],
  [:ImGuiIO_AddInputCharacterUTF16, [:pointer, :ushort], :void],
  [:ImGuiIO_AddInputCharactersUTF8, [:pointer, :pointer], :void],
  [:ImGuiIO_AddKeyAnalogEvent, [:pointer, :int, :bool, :float], :void],
  [:ImGuiIO_AddKeyEvent, [:pointer, :int, :bool], :void],
  [:ImGuiIO_AddMouseButtonEvent, [:pointer, :int, :bool], :void],
  [:ImGuiIO_AddMousePosEvent, [:pointer, :float, :float], :void],
  [:ImGuiIO_AddMouseSourceEvent, [:pointer, :int], :void],
  [:ImGuiIO_AddMouseViewportEvent, [:pointer, :uint], :void],
  [:ImGuiIO_AddMouseWheelEvent, [:pointer, :float, :float], :void],
  [:ImGuiIO_ClearEventsQueue, [:pointer], :void],
  [:ImGuiIO_ClearInputKeys, [:pointer], :void],
  [:ImGuiIO_ClearInputMouse, [:pointer], :void],
  [:ImGuiIO_ImGuiIO, [], :pointer],
  [:ImGuiIO_SetAppAcceptingEvents, [:pointer, :bool], :void],
  [:ImGuiIO_SetKeyEventNativeData, [:pointer, :int, :int, :int, :int], :void],
  [:ImGuiIO_destroy, [:pointer], :void],
  [:ImGuiInputTextCallbackData_ClearSelection, [:pointer], :void],
  [:ImGuiInputTextCallbackData_DeleteChars, [:pointer, :int, :int], :void],
  [:ImGuiInputTextCallbackData_HasSelection, [:pointer], :bool],
  [:ImGuiInputTextCallbackData_ImGuiInputTextCallbackData, [], :pointer],
  [:ImGuiInputTextCallbackData_InsertChars, [:pointer, :int, :pointer, :pointer], :void],
  [:ImGuiInputTextCallbackData_SelectAll, [:pointer], :void],
  [:ImGuiInputTextCallbackData_destroy, [:pointer], :void],
  [:ImGuiListClipper_Begin, [:pointer, :int, :float], :void],
  [:ImGuiListClipper_End, [:pointer], :void],
  [:ImGuiListClipper_ImGuiListClipper, [], :pointer],
  [:ImGuiListClipper_IncludeItemByIndex, [:pointer, :int], :void],
  [:ImGuiListClipper_IncludeItemsByIndex, [:pointer, :int, :int], :void],
  [:ImGuiListClipper_SeekCursorForItem, [:pointer, :int], :void],
  [:ImGuiListClipper_Step, [:pointer], :bool],
  [:ImGuiListClipper_destroy, [:pointer], :void],
  [:ImGuiOnceUponAFrame_ImGuiOnceUponAFrame, [], :pointer],
  [:ImGuiOnceUponAFrame_destroy, [:pointer], :void],
  [:ImGuiPayload_Clear, [:pointer], :void],
  [:ImGuiPayload_ImGuiPayload, [], :pointer],
  [:ImGuiPayload_IsDataType, [:pointer, :pointer], :bool],
  [:ImGuiPayload_IsDelivery, [:pointer], :bool],
  [:ImGuiPayload_IsPreview, [:pointer], :bool],
  [:ImGuiPayload_destroy, [:pointer], :void],
  [:ImGuiPlatformIO_ImGuiPlatformIO, [], :pointer],
  [:ImGuiPlatformIO_destroy, [:pointer], :void],
  [:ImGuiPlatformImeData_ImGuiPlatformImeData, [], :pointer],
  [:ImGuiPlatformImeData_destroy, [:pointer], :void],
  [:ImGuiPlatformMonitor_ImGuiPlatformMonitor, [], :pointer],
  [:ImGuiPlatformMonitor_destroy, [:pointer], :void],
  [:ImGuiSelectionBasicStorage_ApplyRequests, [:pointer, :pointer], :void],
  [:ImGuiSelectionBasicStorage_Clear, [:pointer], :void],
  [:ImGuiSelectionBasicStorage_Contains, [:pointer, :uint], :bool],
  [:ImGuiSelectionBasicStorage_GetNextSelectedItem, [:pointer, :pointer, :pointer], :bool],
  [:ImGuiSelectionBasicStorage_GetStorageIdFromIndex, [:pointer, :int], :uint],
  [:ImGuiSelectionBasicStorage_ImGuiSelectionBasicStorage, [], :pointer],
  [:ImGuiSelectionBasicStorage_SetItemSelected, [:pointer, :uint, :bool], :void],
  [:ImGuiSelectionBasicStorage_Swap, [:pointer, :pointer], :void],
  [:ImGuiSelectionBasicStorage_destroy, [:pointer], :void],
  [:ImGuiSelectionExternalStorage_ApplyRequests, [:pointer, :pointer], :void],
  [:ImGuiSelectionExternalStorage_ImGuiSelectionExternalStorage, [], :pointer],
  [:ImGuiSelectionExternalStorage_destroy, [:pointer], :void],
  [:ImGuiStoragePair_ImGuiStoragePair_Int, [:uint, :int], :pointer],
  [:ImGuiStoragePair_ImGuiStoragePair_Float, [:uint, :float], :pointer],
  [:ImGuiStoragePair_ImGuiStoragePair_Ptr, [:uint, :pointer], :pointer],
  [:ImGuiStoragePair_destroy, [:pointer], :void],
  [:ImGuiStorage_BuildSortByKey, [:pointer], :void],
  [:ImGuiStorage_Clear, [:pointer], :void],
  [:ImGuiStorage_GetBool, [:pointer, :uint, :bool], :bool],
  [:ImGuiStorage_GetBoolRef, [:pointer, :uint, :bool], :pointer],
  [:ImGuiStorage_GetFloat, [:pointer, :uint, :float], :float],
  [:ImGuiStorage_GetFloatRef, [:pointer, :uint, :float], :pointer],
  [:ImGuiStorage_GetInt, [:pointer, :uint, :int], :int],
  [:ImGuiStorage_GetIntRef, [:pointer, :uint, :int], :pointer],
  [:ImGuiStorage_GetVoidPtr, [:pointer, :uint], :pointer],
  [:ImGuiStorage_GetVoidPtrRef, [:pointer, :uint, :pointer], :pointer],
  [:ImGuiStorage_SetAllInt, [:pointer, :int], :void],
  [:ImGuiStorage_SetBool, [:pointer, :uint, :bool], :void],
  [:ImGuiStorage_SetFloat, [:pointer, :uint, :float], :void],
  [:ImGuiStorage_SetInt, [:pointer, :uint, :int], :void],
  [:ImGuiStorage_SetVoidPtr, [:pointer, :uint, :pointer], :void],
  [:ImGuiStyle_ImGuiStyle, [], :pointer],
  [:ImGuiStyle_ScaleAllSizes, [:pointer, :float], :void],
  [:ImGuiStyle_destroy, [:pointer], :void],
  [:ImGuiTableColumnSortSpecs_ImGuiTableColumnSortSpecs, [], :pointer],
  [:ImGuiTableColumnSortSpecs_destroy, [:pointer], :void],
  [:ImGuiTableSortSpecs_ImGuiTableSortSpecs, [], :pointer],
  [:ImGuiTableSortSpecs_destroy, [:pointer], :void],
  [:ImGuiTextBuffer_ImGuiTextBuffer, [], :pointer],
  [:ImGuiTextBuffer_append, [:pointer, :pointer, :pointer], :void],
  [:ImGuiTextBuffer_appendf, [:pointer, :pointer, :varargs], :void],
  [:ImGuiTextBuffer_begin, [:pointer], :pointer],
  [:ImGuiTextBuffer_c_str, [:pointer], :pointer],
  [:ImGuiTextBuffer_clear, [:pointer], :void],
  [:ImGuiTextBuffer_destroy, [:pointer], :void],
  [:ImGuiTextBuffer_empty, [:pointer], :bool],
  [:ImGuiTextBuffer_end, [:pointer], :pointer],
  [:ImGuiTextBuffer_reserve, [:pointer, :int], :void],
  [:ImGuiTextBuffer_size, [:pointer], :int],
  [:ImGuiTextFilter_Build, [:pointer], :void],
  [:ImGuiTextFilter_Clear, [:pointer], :void],
  [:ImGuiTextFilter_Draw, [:pointer, :pointer, :float], :bool],
  [:ImGuiTextFilter_ImGuiTextFilter, [:pointer], :pointer],
  [:ImGuiTextFilter_IsActive, [:pointer], :bool],
  [:ImGuiTextFilter_PassFilter, [:pointer, :pointer, :pointer], :bool],
  [:ImGuiTextFilter_destroy, [:pointer], :void],
  [:ImGuiTextRange_ImGuiTextRange_Nil, [], :pointer],
  [:ImGuiTextRange_ImGuiTextRange_Str, [:pointer, :pointer], :pointer],
  [:ImGuiTextRange_destroy, [:pointer], :void],
  [:ImGuiTextRange_empty, [:pointer], :bool],
  [:ImGuiTextRange_split, [:pointer, :char, :pointer], :void],
  [:ImGuiViewport_GetCenter, [:pointer, :pointer], :void],
  [:ImGuiViewport_GetWorkCenter, [:pointer, :pointer], :void],
  [:ImGuiViewport_ImGuiViewport, [], :pointer],
  [:ImGuiViewport_destroy, [:pointer], :void],
  [:ImGuiWindowClass_ImGuiWindowClass, [], :pointer],
  [:ImGuiWindowClass_destroy, [:pointer], :void],
  [:igAcceptDragDropPayload, [:pointer, :int], :pointer],
  [:igAlignTextToFramePadding, [], :void],
  [:igArrowButton, [:pointer, :int], :bool],
  [:igBegin, [:pointer, :pointer, :int], :bool],
  [:igBeginChild_Str, [:pointer, ImVec2.by_value, :int, :int], :bool],
  [:igBeginChild_ID, [:uint, ImVec2.by_value, :int, :int], :bool],
  [:igBeginCombo, [:pointer, :pointer, :int], :bool],
  [:igBeginDisabled, [:bool], :void],
  [:igBeginDragDropSource, [:int], :bool],
  [:igBeginDragDropTarget, [], :bool],
  [:igBeginGroup, [], :void],
  [:igBeginItemTooltip, [], :bool],
  [:igBeginListBox, [:pointer, ImVec2.by_value], :bool],
  [:igBeginMainMenuBar, [], :bool],
  [:igBeginMenu, [:pointer, :bool], :bool],
  [:igBeginMenuBar, [], :bool],
  [:igBeginMultiSelect, [:int, :int, :int], :pointer],
  [:igBeginPopup, [:pointer, :int], :bool],
  [:igBeginPopupContextItem, [:pointer, :int], :bool],
  [:igBeginPopupContextVoid, [:pointer, :int], :bool],
  [:igBeginPopupContextWindow, [:pointer, :int], :bool],
  [:igBeginPopupModal, [:pointer, :pointer, :int], :bool],
  [:igBeginTabBar, [:pointer, :int], :bool],
  [:igBeginTabItem, [:pointer, :pointer, :int], :bool],
  [:igBeginTable, [:pointer, :int, :int, ImVec2.by_value, :float], :bool],
  [:igBeginTooltip, [], :bool],
  [:igBullet, [], :void],
  [:igBulletText, [:pointer, :varargs], :void],
  [:igButton, [:pointer, ImVec2.by_value], :bool],
  [:igCalcItemWidth, [], :float],
  [:igCalcTextSize, [:pointer, :pointer, :pointer, :bool, :float], :void],
  [:igCheckbox, [:pointer, :pointer], :bool],
  [:igCheckboxFlags_IntPtr, [:pointer, :pointer, :int], :bool],
  [:igCheckboxFlags_UintPtr, [:pointer, :pointer, :uint], :bool],
  [:igCloseCurrentPopup, [], :void],
  [:igCollapsingHeader_TreeNodeFlags, [:pointer, :int], :bool],
  [:igCollapsingHeader_BoolPtr, [:pointer, :pointer, :int], :bool],
  [:igColorButton, [:pointer, ImVec4.by_value, :int, ImVec2.by_value], :bool],
  [:igColorConvertFloat4ToU32, [ImVec4.by_value], :uint],
  [:igColorConvertHSVtoRGB, [:float, :float, :float, :pointer, :pointer, :pointer], :void],
  [:igColorConvertRGBtoHSV, [:float, :float, :float, :pointer, :pointer, :pointer], :void],
  [:igColorConvertU32ToFloat4, [:pointer, :uint], :void],
  [:igColorEdit3, [:pointer, :pointer, :int], :bool],
  [:igColorEdit4, [:pointer, :pointer, :int], :bool],
  [:igColorPicker3, [:pointer, :pointer, :int], :bool],
  [:igColorPicker4, [:pointer, :pointer, :int, :pointer], :bool],
  [:igColumns, [:int, :pointer, :bool], :void],
  [:igCombo_Str_arr, [:pointer, :pointer, :pointer, :int, :int], :bool],
  [:igCombo_Str, [:pointer, :pointer, :pointer, :int], :bool],
  [:igCombo_FnStrPtr, [:pointer, :pointer, :pointer, :pointer, :int, :int], :bool],
  [:igCreateContext, [:pointer], :pointer],
  [:igDebugCheckVersionAndDataLayout, [:pointer, :size_t, :size_t, :size_t, :size_t, :size_t, :size_t], :bool],
  [:igDebugFlashStyleColor, [:int], :void],
  [:igDebugLog, [:pointer, :varargs], :void],
  [:igDebugStartItemPicker, [], :void],
  [:igDebugTextEncoding, [:pointer], :void],
  [:igDestroyContext, [:pointer], :void],
  [:igDestroyPlatformWindows, [], :void],
  [:igDockSpace, [:uint, ImVec2.by_value, :int, :pointer], :uint],
  [:igDockSpaceOverViewport, [:uint, :pointer, :int, :pointer], :uint],
  [:igDragFloat, [:pointer, :pointer, :float, :float, :float, :pointer, :int], :bool],
  [:igDragFloat2, [:pointer, :pointer, :float, :float, :float, :pointer, :int], :bool],
  [:igDragFloat3, [:pointer, :pointer, :float, :float, :float, :pointer, :int], :bool],
  [:igDragFloat4, [:pointer, :pointer, :float, :float, :float, :pointer, :int], :bool],
  [:igDragFloatRange2, [:pointer, :pointer, :pointer, :float, :float, :float, :pointer, :pointer, :int], :bool],
  [:igDragInt, [:pointer, :pointer, :float, :int, :int, :pointer, :int], :bool],
  [:igDragInt2, [:pointer, :pointer, :float, :int, :int, :pointer, :int], :bool],
  [:igDragInt3, [:pointer, :pointer, :float, :int, :int, :pointer, :int], :bool],
  [:igDragInt4, [:pointer, :pointer, :float, :int, :int, :pointer, :int], :bool],
  [:igDragIntRange2, [:pointer, :pointer, :pointer, :float, :int, :int, :pointer, :pointer, :int], :bool],
  [:igDragScalar, [:pointer, :int, :pointer, :float, :pointer, :pointer, :pointer, :int], :bool],
  [:igDragScalarN, [:pointer, :int, :pointer, :int, :float, :pointer, :pointer, :pointer, :int], :bool],
  [:igDummy, [ImVec2.by_value], :void],
  [:igEnd, [], :void],
  [:igEndChild, [], :void],
  [:igEndCombo, [], :void],
  [:igEndDisabled, [], :void],
  [:igEndDragDropSource, [], :void],
  [:igEndDragDropTarget, [], :void],
  [:igEndFrame, [], :void],
  [:igEndGroup, [], :void],
  [:igEndListBox, [], :void],
  [:igEndMainMenuBar, [], :void],
  [:igEndMenu, [], :void],
  [:igEndMenuBar, [], :void],
  [:igEndMultiSelect, [], :pointer],
  [:igEndPopup, [], :void],
  [:igEndTabBar, [], :void],
  [:igEndTabItem, [], :void],
  [:igEndTable, [], :void],
  [:igEndTooltip, [], :void],
  [:igFindViewportByID, [:uint], :pointer],
  [:igFindViewportByPlatformHandle, [:pointer], :pointer],
  [:igGetAllocatorFunctions, [:pointer, :pointer, :pointer], :void],
  [:igGetBackgroundDrawList, [:pointer], :pointer],
  [:igGetClipboardText, [], :pointer],
  [:igGetColorU32_Col, [:int, :float], :uint],
  [:igGetColorU32_Vec4, [ImVec4.by_value], :uint],
  [:igGetColorU32_U32, [:uint, :float], :uint],
  [:igGetColumnIndex, [], :int],
  [:igGetColumnOffset, [:int], :float],
  [:igGetColumnWidth, [:int], :float],
  [:igGetColumnsCount, [], :int],
  [:igGetContentRegionAvail, [:pointer], :void],
  [:igGetCurrentContext, [], :pointer],
  [:igGetCursorPos, [:pointer], :void],
  [:igGetCursorPosX, [], :float],
  [:igGetCursorPosY, [], :float],
  [:igGetCursorScreenPos, [:pointer], :void],
  [:igGetCursorStartPos, [:pointer], :void],
  [:igGetDragDropPayload, [], :pointer],
  [:igGetDrawData, [], :pointer],
  [:igGetDrawListSharedData, [], :pointer],
  [:igGetFont, [], :pointer],
  [:igGetFontSize, [], :float],
  [:igGetFontTexUvWhitePixel, [:pointer], :void],
  [:igGetForegroundDrawList, [:pointer], :pointer],
  [:igGetFrameCount, [], :int],
  [:igGetFrameHeight, [], :float],
  [:igGetFrameHeightWithSpacing, [], :float],
  [:igGetID_Str, [:pointer], :uint],
  [:igGetID_StrStr, [:pointer, :pointer], :uint],
  [:igGetID_Ptr, [:pointer], :uint],
  [:igGetID_Int, [:int], :uint],
  [:igGetIO, [], :pointer],
  [:igGetItemID, [], :uint],
  [:igGetItemRectMax, [:pointer], :void],
  [:igGetItemRectMin, [:pointer], :void],
  [:igGetItemRectSize, [:pointer], :void],
  [:igGetKeyName, [:int], :pointer],
  [:igGetKeyPressedAmount, [:int, :float, :float], :int],
  [:igGetMainViewport, [], :pointer],
  [:igGetMouseClickedCount, [:int], :int],
  [:igGetMouseCursor, [], :int],
  [:igGetMouseDragDelta, [:pointer, :int, :float], :void],
  [:igGetMousePos, [:pointer], :void],
  [:igGetMousePosOnOpeningCurrentPopup, [:pointer], :void],
  [:igGetPlatformIO, [], :pointer],
  [:igGetScrollMaxX, [], :float],
  [:igGetScrollMaxY, [], :float],
  [:igGetScrollX, [], :float],
  [:igGetScrollY, [], :float],
  [:igGetStateStorage, [], :pointer],
  [:igGetStyle, [], :pointer],
  [:igGetStyleColorName, [:int], :pointer],
  [:igGetStyleColorVec4, [:int], :pointer],
  [:igGetTextLineHeight, [], :float],
  [:igGetTextLineHeightWithSpacing, [], :float],
  [:igGetTime, [], :double],
  [:igGetTreeNodeToLabelSpacing, [], :float],
  [:igGetVersion, [], :pointer],
  [:igGetWindowDockID, [], :uint],
  [:igGetWindowDpiScale, [], :float],
  [:igGetWindowDrawList, [], :pointer],
  [:igGetWindowHeight, [], :float],
  [:igGetWindowPos, [:pointer], :void],
  [:igGetWindowSize, [:pointer], :void],
  [:igGetWindowViewport, [], :pointer],
  [:igGetWindowWidth, [], :float],
  [:igImage, [:uint64, ImVec2.by_value, ImVec2.by_value, ImVec2.by_value, ImVec4.by_value, ImVec4.by_value], :void],
  [:igImageButton, [:pointer, :uint64, ImVec2.by_value, ImVec2.by_value, ImVec2.by_value, ImVec4.by_value, ImVec4.by_value], :bool],
  [:igIndent, [:float], :void],
  [:igInputDouble, [:pointer, :pointer, :double, :double, :pointer, :int], :bool],
  [:igInputFloat, [:pointer, :pointer, :float, :float, :pointer, :int], :bool],
  [:igInputFloat2, [:pointer, :pointer, :pointer, :int], :bool],
  [:igInputFloat3, [:pointer, :pointer, :pointer, :int], :bool],
  [:igInputFloat4, [:pointer, :pointer, :pointer, :int], :bool],
  [:igInputInt, [:pointer, :pointer, :int, :int, :int], :bool],
  [:igInputInt2, [:pointer, :pointer, :int], :bool],
  [:igInputInt3, [:pointer, :pointer, :int], :bool],
  [:igInputInt4, [:pointer, :pointer, :int], :bool],
  [:igInputScalar, [:pointer, :int, :pointer, :pointer, :pointer, :pointer, :int], :bool],
  [:igInputScalarN, [:pointer, :int, :pointer, :int, :pointer, :pointer, :pointer, :int], :bool],
  [:igInputText, [:pointer, :pointer, :size_t, :int, :ImGuiInputTextCallback, :pointer], :bool],
  [:igInputTextMultiline, [:pointer, :pointer, :size_t, ImVec2.by_value, :int, :ImGuiInputTextCallback, :pointer], :bool],
  [:igInputTextWithHint, [:pointer, :pointer, :pointer, :size_t, :int, :ImGuiInputTextCallback, :pointer], :bool],
  [:igInvisibleButton, [:pointer, ImVec2.by_value, :int], :bool],
  [:igIsAnyItemActive, [], :bool],
  [:igIsAnyItemFocused, [], :bool],
  [:igIsAnyItemHovered, [], :bool],
  [:igIsAnyMouseDown, [], :bool],
  [:igIsItemActivated, [], :bool],
  [:igIsItemActive, [], :bool],
  [:igIsItemClicked, [:int], :bool],
  [:igIsItemDeactivated, [], :bool],
  [:igIsItemDeactivatedAfterEdit, [], :bool],
  [:igIsItemEdited, [], :bool],
  [:igIsItemFocused, [], :bool],
  [:igIsItemHovered, [:int], :bool],
  [:igIsItemToggledOpen, [], :bool],
  [:igIsItemToggledSelection, [], :bool],
  [:igIsItemVisible, [], :bool],
  [:igIsKeyChordPressed, [:int], :bool],
  [:igIsKeyDown, [:int], :bool],
  [:igIsKeyPressed, [:int, :bool], :bool],
  [:igIsKeyReleased, [:int], :bool],
  [:igIsMouseClicked, [:int, :bool], :bool],
  [:igIsMouseDoubleClicked, [:int], :bool],
  [:igIsMouseDown, [:int], :bool],
  [:igIsMouseDragging, [:int, :float], :bool],
  [:igIsMouseHoveringRect, [ImVec2.by_value, ImVec2.by_value, :bool], :bool],
  [:igIsMousePosValid, [:pointer], :bool],
  [:igIsMouseReleased, [:int], :bool],
  [:igIsPopupOpen, [:pointer, :int], :bool],
  [:igIsRectVisible_Nil, [ImVec2.by_value], :bool],
  [:igIsRectVisible_Vec2, [ImVec2.by_value, ImVec2.by_value], :bool],
  [:igIsWindowAppearing, [], :bool],
  [:igIsWindowCollapsed, [], :bool],
  [:igIsWindowDocked, [], :bool],
  [:igIsWindowFocused, [:int], :bool],
  [:igIsWindowHovered, [:int], :bool],
  [:igLabelText, [:pointer, :pointer, :varargs], :void],
  [:igListBox_Str_arr, [:pointer, :pointer, :pointer, :int, :int], :bool],
  [:igListBox_FnStrPtr, [:pointer, :pointer, :pointer, :pointer, :int, :int], :bool],
  [:igLoadIniSettingsFromDisk, [:pointer], :void],
  [:igLoadIniSettingsFromMemory, [:pointer, :size_t], :void],
  [:igLogButtons, [], :void],
  [:igLogFinish, [], :void],
  [:igLogText, [:pointer, :varargs], :void],
  [:igLogToClipboard, [:int], :void],
  [:igLogToFile, [:int, :pointer], :void],
  [:igLogToTTY, [:int], :void],
  [:igMemAlloc, [:size_t], :pointer],
  [:igMemFree, [:pointer], :void],
  [:igMenuItem_Bool, [:pointer, :pointer, :bool, :bool], :bool],
  [:igMenuItem_BoolPtr, [:pointer, :pointer, :pointer, :bool], :bool],
  [:igNewFrame, [], :void],
  [:igNewLine, [], :void],
  [:igNextColumn, [], :void],
  [:igOpenPopup_Str, [:pointer, :int], :void],
  [:igOpenPopup_ID, [:uint, :int], :void],
  [:igOpenPopupOnItemClick, [:pointer, :int], :void],
  [:igPlotHistogram_FloatPtr, [:pointer, :pointer, :int, :int, :pointer, :float, :float, ImVec2.by_value, :int], :void],
  [:igPlotHistogram_FnFloatPtr, [:pointer, :pointer, :pointer, :int, :int, :pointer, :float, :float, ImVec2.by_value], :void],
  [:igPlotLines_FloatPtr, [:pointer, :pointer, :int, :int, :pointer, :float, :float, ImVec2.by_value, :int], :void],
  [:igPlotLines_FnFloatPtr, [:pointer, :pointer, :pointer, :int, :int, :pointer, :float, :float, ImVec2.by_value], :void],
  [:igPopClipRect, [], :void],
  [:igPopFont, [], :void],
  [:igPopID, [], :void],
  [:igPopItemFlag, [], :void],
  [:igPopItemWidth, [], :void],
  [:igPopStyleColor, [:int], :void],
  [:igPopStyleVar, [:int], :void],
  [:igPopTextWrapPos, [], :void],
  [:igProgressBar, [:float, ImVec2.by_value, :pointer], :void],
  [:igPushClipRect, [ImVec2.by_value, ImVec2.by_value, :bool], :void],
  [:igPushFont, [:pointer], :void],
  [:igPushID_Str, [:pointer], :void],
  [:igPushID_StrStr, [:pointer, :pointer], :void],
  [:igPushID_Ptr, [:pointer], :void],
  [:igPushID_Int, [:int], :void],
  [:igPushItemFlag, [:int, :bool], :void],
  [:igPushItemWidth, [:float], :void],
  [:igPushStyleColor_U32, [:int, :uint], :void],
  [:igPushStyleColor_Vec4, [:int, ImVec4.by_value], :void],
  [:igPushStyleVar_Float, [:int, :float], :void],
  [:igPushStyleVar_Vec2, [:int, ImVec2.by_value], :void],
  [:igPushStyleVarX, [:int, :float], :void],
  [:igPushStyleVarY, [:int, :float], :void],
  [:igPushTextWrapPos, [:float], :void],
  [:igRadioButton_Bool, [:pointer, :bool], :bool],
  [:igRadioButton_IntPtr, [:pointer, :pointer, :int], :bool],
  [:igRender, [], :void],
  [:igRenderPlatformWindowsDefault, [:pointer, :pointer], :void],
  [:igResetMouseDragDelta, [:int], :void],
  [:igSameLine, [:float, :float], :void],
  [:igSaveIniSettingsToDisk, [:pointer], :void],
  [:igSaveIniSettingsToMemory, [:pointer], :pointer],
  [:igSelectable_Bool, [:pointer, :bool, :int, ImVec2.by_value], :bool],
  [:igSelectable_BoolPtr, [:pointer, :pointer, :int, ImVec2.by_value], :bool],
  [:igSeparator, [], :void],
  [:igSeparatorText, [:pointer], :void],
  [:igSetAllocatorFunctions, [:pointer, :pointer, :pointer], :void],
  [:igSetClipboardText, [:pointer], :void],
  [:igSetColorEditOptions, [:int], :void],
  [:igSetColumnOffset, [:int, :float], :void],
  [:igSetColumnWidth, [:int, :float], :void],
  [:igSetCurrentContext, [:pointer], :void],
  [:igSetCursorPos, [ImVec2.by_value], :void],
  [:igSetCursorPosX, [:float], :void],
  [:igSetCursorPosY, [:float], :void],
  [:igSetCursorScreenPos, [ImVec2.by_value], :void],
  [:igSetDragDropPayload, [:pointer, :pointer, :size_t, :int], :bool],
  [:igSetItemDefaultFocus, [], :void],
  [:igSetItemKeyOwner, [:int], :void],
  [:igSetItemTooltip, [:pointer, :varargs], :void],
  [:igSetKeyboardFocusHere, [:int], :void],
  [:igSetMouseCursor, [:int], :void],
  [:igSetNavCursorVisible, [:bool], :void],
  [:igSetNextFrameWantCaptureKeyboard, [:bool], :void],
  [:igSetNextFrameWantCaptureMouse, [:bool], :void],
  [:igSetNextItemAllowOverlap, [], :void],
  [:igSetNextItemOpen, [:bool, :int], :void],
  [:igSetNextItemSelectionUserData, [:int64], :void],
  [:igSetNextItemShortcut, [:int, :int], :void],
  [:igSetNextItemStorageID, [:uint], :void],
  [:igSetNextItemWidth, [:float], :void],
  [:igSetNextWindowBgAlpha, [:float], :void],
  [:igSetNextWindowClass, [:pointer], :void],
  [:igSetNextWindowCollapsed, [:bool, :int], :void],
  [:igSetNextWindowContentSize, [ImVec2.by_value], :void],
  [:igSetNextWindowDockID, [:uint, :int], :void],
  [:igSetNextWindowFocus, [], :void],
  [:igSetNextWindowPos, [ImVec2.by_value, :int, ImVec2.by_value], :void],
  [:igSetNextWindowScroll, [ImVec2.by_value], :void],
  [:igSetNextWindowSize, [ImVec2.by_value, :int], :void],
  [:igSetNextWindowSizeConstraints, [ImVec2.by_value, ImVec2.by_value, :ImGuiSizeCallback, :pointer], :void],
  [:igSetNextWindowViewport, [:uint], :void],
  [:igSetScrollFromPosX, [:float, :float], :void],
  [:igSetScrollFromPosY, [:float, :float], :void],
  [:igSetScrollHereX, [:float], :void],
  [:igSetScrollHereY, [:float], :void],
  [:igSetScrollX, [:float], :void],
  [:igSetScrollY, [:float], :void],
  [:igSetStateStorage, [:pointer], :void],
  [:igSetTabItemClosed, [:pointer], :void],
  [:igSetTooltip, [:pointer, :varargs], :void],
  [:igSetWindowCollapsed_Bool, [:bool, :int], :void],
  [:igSetWindowCollapsed_Str, [:pointer, :bool, :int], :void],
  [:igSetWindowFocus_Nil, [], :void],
  [:igSetWindowFocus_Str, [:pointer], :void],
  [:igSetWindowFontScale, [:float], :void],
  [:igSetWindowPos_Vec2, [ImVec2.by_value, :int], :void],
  [:igSetWindowPos_Str, [:pointer, ImVec2.by_value, :int], :void],
  [:igSetWindowSize_Vec2, [ImVec2.by_value, :int], :void],
  [:igSetWindowSize_Str, [:pointer, ImVec2.by_value, :int], :void],
  [:igShortcut, [:int, :int], :bool],
  [:igShowAboutWindow, [:pointer], :void],
  [:igShowDebugLogWindow, [:pointer], :void],
  [:igShowDemoWindow, [:pointer], :void],
  [:igShowFontSelector, [:pointer], :void],
  [:igShowIDStackToolWindow, [:pointer], :void],
  [:igShowMetricsWindow, [:pointer], :void],
  [:igShowStyleEditor, [:pointer], :void],
  [:igShowStyleSelector, [:pointer], :bool],
  [:igShowUserGuide, [], :void],
  [:igSliderAngle, [:pointer, :pointer, :float, :float, :pointer, :int], :bool],
  [:igSliderFloat, [:pointer, :pointer, :float, :float, :pointer, :int], :bool],
  [:igSliderFloat2, [:pointer, :pointer, :float, :float, :pointer, :int], :bool],
  [:igSliderFloat3, [:pointer, :pointer, :float, :float, :pointer, :int], :bool],
  [:igSliderFloat4, [:pointer, :pointer, :float, :float, :pointer, :int], :bool],
  [:igSliderInt, [:pointer, :pointer, :int, :int, :pointer, :int], :bool],
  [:igSliderInt2, [:pointer, :pointer, :int, :int, :pointer, :int], :bool],
  [:igSliderInt3, [:pointer, :pointer, :int, :int, :pointer, :int], :bool],
  [:igSliderInt4, [:pointer, :pointer, :int, :int, :pointer, :int], :bool],
  [:igSliderScalar, [:pointer, :int, :pointer, :pointer, :pointer, :pointer, :int], :bool],
  [:igSliderScalarN, [:pointer, :int, :pointer, :int, :pointer, :pointer, :pointer, :int], :bool],
  [:igSmallButton, [:pointer], :bool],
  [:igSpacing, [], :void],
  [:igStyleColorsClassic, [:pointer], :void],
  [:igStyleColorsDark, [:pointer], :void],
  [:igStyleColorsLight, [:pointer], :void],
  [:igTabItemButton, [:pointer, :int], :bool],
  [:igTableAngledHeadersRow, [], :void],
  [:igTableGetColumnCount, [], :int],
  [:igTableGetColumnFlags, [:int], :int],
  [:igTableGetColumnIndex, [], :int],
  [:igTableGetColumnName, [:int], :pointer],
  [:igTableGetHoveredColumn, [], :int],
  [:igTableGetRowIndex, [], :int],
  [:igTableGetSortSpecs, [], :pointer],
  [:igTableHeader, [:pointer], :void],
  [:igTableHeadersRow, [], :void],
  [:igTableNextColumn, [], :bool],
  [:igTableNextRow, [:int, :float], :void],
  [:igTableSetBgColor, [:int, :uint, :int], :void],
  [:igTableSetColumnEnabled, [:int, :bool], :void],
  [:igTableSetColumnIndex, [:int], :bool],
  [:igTableSetupColumn, [:pointer, :int, :float, :uint], :void],
  [:igTableSetupScrollFreeze, [:int, :int], :void],
  [:igText, [:pointer, :varargs], :void],
  [:igTextColored, [ImVec4.by_value, :pointer, :varargs], :void],
  [:igTextDisabled, [:pointer, :varargs], :void],
  [:igTextLink, [:pointer], :bool],
  [:igTextLinkOpenURL, [:pointer, :pointer], :void],
  [:igTextUnformatted, [:pointer, :pointer], :void],
  [:igTextWrapped, [:pointer, :varargs], :void],
  [:igTreeNode_Str, [:pointer], :bool],
  [:igTreeNode_StrStr, [:pointer, :pointer, :varargs], :bool],
  [:igTreeNode_Ptr, [:pointer, :pointer, :varargs], :bool],
  [:igTreeNodeEx_Str, [:pointer, :int], :bool],
  [:igTreeNodeEx_StrStr, [:pointer, :int, :pointer, :varargs], :bool],
  [:igTreeNodeEx_Ptr, [:pointer, :int, :pointer, :varargs], :bool],
  [:igTreePop, [], :void],
  [:igTreePush_Str, [:pointer], :void],
  [:igTreePush_Ptr, [:pointer], :void],
  [:igUnindent, [:float], :void],
  [:igUpdatePlatformWindows, [], :void],
  [:igVSliderFloat, [:pointer, ImVec2.by_value, :pointer, :float, :float, :pointer, :int], :bool],
  [:igVSliderInt, [:pointer, ImVec2.by_value, :pointer, :int, :int, :pointer, :int], :bool],
  [:igVSliderScalar, [:pointer, ImVec2.by_value, :int, :pointer, :pointer, :pointer, :pointer, :int], :bool],
  [:igValue_Bool, [:pointer, :bool], :void],
  [:igValue_Int, [:pointer, :int], :void],
  [:igValue_Uint, [:pointer, :uint], :void],
  [:igValue_Float, [:pointer, :float, :pointer], :void],
]

entries.each do |entry|
  attach_function entry[0], entry[1], entry[2]
rescue FFI::NotFoundError => e
  warn "[Warning] Failed to import #{entry[0]} (#{e})."
end

attach_function :ImVector_ImWchar_create, :ImVector_ImWchar_create, [], :pointer
attach_function :ImVector_ImWchar_destroy, :ImVector_ImWchar_destroy, [:pointer], :void
attach_function :ImVector_ImWchar_Init, :ImVector_ImWchar_destroy, [:pointer], :void
attach_function :ImVector_ImWchar_UnInit, :ImVector_ImWchar_destroy, [:pointer], :void

@@imgui_import_done = true  end

.Indent(indent_w = 0.0) ⇒ Object

arg: indent_w(float) ret: void



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# File 'lib/imgui.rb', line 4661

def self.Indent(indent_w = 0.0)  # Implied indent_w = 0.0f
  igIndent(indent_w)
end

.InputDouble(label, v, step = 0.0, step_fast = 0.0, format = "%.6f", flags = 0) ⇒ Object

arg: label(const char*), v(double*), step(double), step_fast(double), format(const char*), flags(ImGuiInputTextFlags) ret: bool



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# File 'lib/imgui.rb', line 4667

def self.InputDouble(label, v, step = 0.0, step_fast = 0.0, format = "%.6f", flags = 0)  # Implied step = 0.0, step_fast = 0.0, format = "%.6f", flags = 0
  igInputDouble(label, v, step, step_fast, format, flags)
end

.InputFloat(label, v, step = 0.0, step_fast = 0.0, format = "%.3f", flags = 0) ⇒ Object

arg: label(const char*), v(float*), step(float), step_fast(float), format(const char*), flags(ImGuiInputTextFlags) ret: bool



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# File 'lib/imgui.rb', line 4673

def self.InputFloat(label, v, step = 0.0, step_fast = 0.0, format = "%.3f", flags = 0)  # Implied step = 0.0f, step_fast = 0.0f, format = "%.3f", flags = 0
  igInputFloat(label, v, step, step_fast, format, flags)
end

.InputFloat2(label, v, format = "%.3f", flags = 0) ⇒ Object

arg: label(const char*), v(float), format(const char*), flags(ImGuiInputTextFlags) ret: bool



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# File 'lib/imgui.rb', line 4679

def self.InputFloat2(label, v, format = "%.3f", flags = 0)  # Implied format = "%.3f", flags = 0
  igInputFloat2(label, v, format, flags)
end

.InputFloat3(label, v, format = "%.3f", flags = 0) ⇒ Object

arg: label(const char*), v(float), format(const char*), flags(ImGuiInputTextFlags) ret: bool



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# File 'lib/imgui.rb', line 4685

def self.InputFloat3(label, v, format = "%.3f", flags = 0)  # Implied format = "%.3f", flags = 0
  igInputFloat3(label, v, format, flags)
end

.InputFloat4(label, v, format = "%.3f", flags = 0) ⇒ Object

arg: label(const char*), v(float), format(const char*), flags(ImGuiInputTextFlags) ret: bool



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# File 'lib/imgui.rb', line 4691

def self.InputFloat4(label, v, format = "%.3f", flags = 0)  # Implied format = "%.3f", flags = 0
  igInputFloat4(label, v, format, flags)
end

.InputInt(label, v, step = 1, step_fast = 100, flags = 0) ⇒ Object

arg: label(const char*), v(int*), step(int), step_fast(int), flags(ImGuiInputTextFlags) ret: bool



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# File 'lib/imgui.rb', line 4697

def self.InputInt(label, v, step = 1, step_fast = 100, flags = 0)  # Implied step = 1, step_fast = 100, flags = 0
  igInputInt(label, v, step, step_fast, flags)
end

.InputInt2(label, v, flags = 0) ⇒ Object

arg: label(const char*), v(int), flags(ImGuiInputTextFlags) ret: bool



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# File 'lib/imgui.rb', line 4703

def self.InputInt2(label, v, flags = 0)
  igInputInt2(label, v, flags)
end

.InputInt3(label, v, flags = 0) ⇒ Object

arg: label(const char*), v(int), flags(ImGuiInputTextFlags) ret: bool



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# File 'lib/imgui.rb', line 4709

def self.InputInt3(label, v, flags = 0)
  igInputInt3(label, v, flags)
end

.InputInt4(label, v, flags = 0) ⇒ Object

arg: label(const char*), v(int), flags(ImGuiInputTextFlags) ret: bool



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# File 'lib/imgui.rb', line 4715

def self.InputInt4(label, v, flags = 0)
  igInputInt4(label, v, flags)
end

.InputScalar(label, data_type, p_data, p_step = nil, p_step_fast = nil, format = nil, flags = 0) ⇒ Object

arg: label(const char*), data_type(ImGuiDataType), p_data(void*), p_step(const void*), p_step_fast(const void*), format(const char*), flags(ImGuiInputTextFlags) ret: bool



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# File 'lib/imgui.rb', line 4721

def self.InputScalar(label, data_type, p_data, p_step = nil, p_step_fast = nil, format = nil, flags = 0)  # Implied p_step = NULL, p_step_fast = NULL, format = NULL, flags = 0
  igInputScalar(label, data_type, p_data, p_step, p_step_fast, format, flags)
end

.InputScalarN(label, data_type, p_data, components, p_step = nil, p_step_fast = nil, format = nil, flags = 0) ⇒ Object

arg: label(const char*), data_type(ImGuiDataType), p_data(void*), components(int), p_step(const void*), p_step_fast(const void*), format(const char*), flags(ImGuiInputTextFlags) ret: bool



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# File 'lib/imgui.rb', line 4727

def self.InputScalarN(label, data_type, p_data, components, p_step = nil, p_step_fast = nil, format = nil, flags = 0)  # Implied p_step = NULL, p_step_fast = NULL, format = NULL, flags = 0
  igInputScalarN(label, data_type, p_data, components, p_step, p_step_fast, format, flags)
end

.InputText(label, buf, buf_size, flags = 0, callback = nil, user_data = nil) ⇒ Object

arg: label(const char*), buf(char*), buf_size(size_t), flags(ImGuiInputTextFlags), callback(ImGuiInputTextCallback), user_data(void*) ret: bool

Widgets: Input with Keyboard

  • If you want to use InputText() with std::string or any custom dynamic string type, see misc/cpp/imgui_stdlib.h and comments in imgui_demo.cpp.

  • Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.



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# File 'lib/imgui.rb', line 4737

def self.InputText(label, buf, buf_size, flags = 0, callback = nil, user_data = nil)  # Implied callback = NULL, user_data = NULL
  igInputText(label, buf, buf_size, flags, callback, user_data)
end

.InputTextMultiline(label, buf, buf_size, size = ImVec2.create(0,0), flags = 0, callback = nil, user_data = nil) ⇒ Object

arg: label(const char*), buf(char*), buf_size(size_t), size(ImVec2), flags(ImGuiInputTextFlags), callback(ImGuiInputTextCallback), user_data(void*) ret: bool



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# File 'lib/imgui.rb', line 4743

def self.InputTextMultiline(label, buf, buf_size, size = ImVec2.create(0,0), flags = 0, callback = nil, user_data = nil)  # Implied size = ImVec2(0, 0), flags = 0, callback = NULL, user_data = NULL
  igInputTextMultiline(label, buf, buf_size, size, flags, callback, user_data)
end

.InputTextWithHint(label, hint, buf, buf_size, flags = 0, callback = nil, user_data = nil) ⇒ Object

arg: label(const char*), hint(const char*), buf(char*), buf_size(size_t), flags(ImGuiInputTextFlags), callback(ImGuiInputTextCallback), user_data(void*) ret: bool



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# File 'lib/imgui.rb', line 4749

def self.InputTextWithHint(label, hint, buf, buf_size, flags = 0, callback = nil, user_data = nil)  # Implied callback = NULL, user_data = NULL
  igInputTextWithHint(label, hint, buf, buf_size, flags, callback, user_data)
end

.InvisibleButton(str_id, size, flags = 0) ⇒ Object

arg: str_id(const char*), size(ImVec2), flags(ImGuiButtonFlags) ret: bool



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# File 'lib/imgui.rb', line 4755

def self.InvisibleButton(str_id, size, flags = 0)  # flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
  igInvisibleButton(str_id, size, flags)
end

.IsAnyItemActiveObject

ret: bool



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# File 'lib/imgui.rb', line 4760

def self.IsAnyItemActive()  # is any item active?
  igIsAnyItemActive()
end

.IsAnyItemFocusedObject

ret: bool



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# File 'lib/imgui.rb', line 4765

def self.IsAnyItemFocused()  # is any item focused?
  igIsAnyItemFocused()
end

.IsAnyItemHoveredObject

ret: bool



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# File 'lib/imgui.rb', line 4770

def self.IsAnyItemHovered()  # is any item hovered?
  igIsAnyItemHovered()
end

.IsAnyMouseDownObject

ret: bool



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# File 'lib/imgui.rb', line 4775

def self.IsAnyMouseDown()  # [WILL OBSOLETE] is any mouse button held? This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid.
  igIsAnyMouseDown()
end

.IsItemActivatedObject

ret: bool



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# File 'lib/imgui.rb', line 4780

def self.IsItemActivated()  # was the last item just made active (item was previously inactive).
  igIsItemActivated()
end

.IsItemActiveObject

ret: bool



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# File 'lib/imgui.rb', line 4785

def self.IsItemActive()  # is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false)
  igIsItemActive()
end

.IsItemClicked(mouse_button = 0) ⇒ Object

arg: mouse_button(ImGuiMouseButton) ret: bool



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# File 'lib/imgui.rb', line 4791

def self.IsItemClicked(mouse_button = 0)  # Implied mouse_button = 0
  igIsItemClicked(mouse_button)
end

.IsItemDeactivatedObject

ret: bool



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# File 'lib/imgui.rb', line 4796

def self.IsItemDeactivated()  # was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that require continuous editing.
  igIsItemDeactivated()
end

.IsItemDeactivatedAfterEditObject

ret: bool



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# File 'lib/imgui.rb', line 4801

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

.IsItemEditedObject

ret: bool



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# File 'lib/imgui.rb', line 4806

def self.IsItemEdited()  # did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets.
  igIsItemEdited()
end

.IsItemFocusedObject

ret: bool



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# File 'lib/imgui.rb', line 4811

def self.IsItemFocused()  # is the last item focused for keyboard/gamepad navigation?
  igIsItemFocused()
end

.IsItemHovered(flags = 0) ⇒ Object

arg: flags(ImGuiHoveredFlags) ret: bool

Item/Widgets Utilities and Query Functions

  • Most of the functions are referring to the previous Item that has been submitted.

  • See Demo Window under “Widgets->Querying Status” for an interactive visualization of most of those functions.



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# File 'lib/imgui.rb', line 4821

def self.IsItemHovered(flags = 0)  # is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options.
  igIsItemHovered(flags)
end

.IsItemToggledOpenObject

ret: bool



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# File 'lib/imgui.rb', line 4826

def self.IsItemToggledOpen()  # was the last item open state toggled? set by TreeNode().
  igIsItemToggledOpen()
end

.IsItemToggledSelectionObject

ret: bool



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# File 'lib/imgui.rb', line 4831

def self.IsItemToggledSelection()  # Was the last item selection state toggled? Useful if you need the per-item information _before_ reaching EndMultiSelect(). We only returns toggle _event_ in order to handle clipping correctly.
  igIsItemToggledSelection()
end

.IsItemVisibleObject

ret: bool



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# File 'lib/imgui.rb', line 4836

def self.IsItemVisible()  # is the last item visible? (items may be out of sight because of clipping/scrolling)
  igIsItemVisible()
end

.IsKeyChordPressed(key_chord) ⇒ Object

arg: key_chord(ImGuiKeyChord) ret: bool



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# File 'lib/imgui.rb', line 4842

def self.IsKeyChordPressed(key_chord)  # was key chord (mods + key) pressed, e.g. you can pass 'ImGuiMod_Ctrl | ImGuiKey_S' as a key-chord. This doesn't do any routing or focus check, please consider using Shortcut() function instead.
  igIsKeyChordPressed(key_chord)
end

.IsKeyDown(key) ⇒ Object

arg: key(ImGuiKey) ret: bool

Inputs Utilities: Keyboard/Mouse/Gamepad

  • the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp…).

  • (legacy: before v1.87, we used ImGuiKey to carry native/user indices as defined by each backends. This was obsoleted in 1.87 (2022-02) and completely removed in 1.91.5 (2024-11). See github.com/ocornut/imgui/issues/4921)

  • (legacy: any use of ImGuiKey will assert when key < 512 to detect passing legacy native/user indices)



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# File 'lib/imgui.rb', line 4853

def self.IsKeyDown(key)  # is key being held.
  igIsKeyDown(key)
end

.IsKeyPressed(key, repeat = true) ⇒ Object

arg: key(ImGuiKey), repeat(bool) ret: bool



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# File 'lib/imgui.rb', line 4859

def self.IsKeyPressed(key, repeat = true)  # Implied repeat = true
  igIsKeyPressed(key, repeat)
end

.IsKeyReleased(key) ⇒ Object

arg: key(ImGuiKey) ret: bool



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# File 'lib/imgui.rb', line 4865

def self.IsKeyReleased(key)  # was key released (went from Down to !Down)?
  igIsKeyReleased(key)
end

.IsMouseClicked(button, repeat = false) ⇒ Object

arg: button(ImGuiMouseButton), repeat(bool) ret: bool



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# File 'lib/imgui.rb', line 4871

def self.IsMouseClicked(button, repeat = false)  # Implied repeat = false
  igIsMouseClicked(button, repeat)
end

.IsMouseDoubleClicked(button) ⇒ Object

arg: button(ImGuiMouseButton) ret: bool



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# File 'lib/imgui.rb', line 4877

def self.IsMouseDoubleClicked(button)  # did mouse button double-clicked? Same as GetMouseClickedCount() == 2. (note that a double-click will also report IsMouseClicked() == true)
  igIsMouseDoubleClicked(button)
end

.IsMouseDown(button) ⇒ Object

arg: button(ImGuiMouseButton) ret: bool

Inputs Utilities: Mouse

  • To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.

  • You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.

  • Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see ‘lock_threshold’ and ‘io.MouseDraggingThreshold’)



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# File 'lib/imgui.rb', line 4888

def self.IsMouseDown(button)  # is mouse button held?
  igIsMouseDown(button)
end

.IsMouseDragging(button, lock_threshold = -1.0)) ⇒ Object

arg: button(ImGuiMouseButton), lock_threshold(float) ret: bool



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# File 'lib/imgui.rb', line 4894

def self.IsMouseDragging(button, lock_threshold = -1.0)  # is mouse dragging? (uses io.MouseDraggingThreshold if lock_threshold < 0.0f)
  igIsMouseDragging(button, lock_threshold)
end

.IsMouseHoveringRect(r_min, r_max, clip = true) ⇒ Object

arg: r_min(ImVec2), r_max(ImVec2), clip(bool) ret: bool



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# File 'lib/imgui.rb', line 4900

def self.IsMouseHoveringRect(r_min, r_max, clip = true)  # Implied clip = true
  igIsMouseHoveringRect(r_min, r_max, clip)
end

.IsMousePosValid(mouse_pos = nil) ⇒ Object

arg: mouse_pos(const ImVec2*) ret: bool



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# File 'lib/imgui.rb', line 4906

def self.IsMousePosValid(mouse_pos = nil)  # by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available
  igIsMousePosValid(mouse_pos)
end

.IsMouseReleased(button) ⇒ Object

arg: button(ImGuiMouseButton) ret: bool



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# File 'lib/imgui.rb', line 4912

def self.IsMouseReleased(button)  # did mouse button released? (went from Down to !Down)
  igIsMouseReleased(button)
end

.IsPopupOpen(str_id, flags = 0) ⇒ Object

arg: str_id(const char*), flags(ImGuiPopupFlags) ret: bool

Popups: query functions

- IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack.
- IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack.
- IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open.


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# File 'lib/imgui.rb', line 4923

def self.IsPopupOpen(str_id, flags = 0)  # return true if the popup is open.
  igIsPopupOpen(str_id, flags)
end

.IsRectVisible(*arg) ⇒ Object

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



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# File 'lib/imgui.rb', line 6224

def self.IsRectVisible(*arg)  # test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.
  # arg: 0:size(ImVec2)
  # ret: bool
  return igIsRectVisible_Nil(arg[0]) if arg.length == 1 && (arg[0].kind_of?(ImVec2))
  # arg: 0:rect_min(ImVec2), 1:rect_max(ImVec2)
  # ret: bool
  return igIsRectVisible_Vec2(arg[0], arg[1]) if arg.length == 2 && (arg[0].kind_of?(ImVec2) && arg[1].kind_of?(ImVec2))
  $stderr.puts("[Warning] IsRectVisible : No matching functions found (#{arg})")
end

.IsRectVisible_Nil(size) ⇒ Object

arg: size(ImVec2) ret: bool



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# File 'lib/imgui.rb', line 4929

def self.IsRectVisible_Nil(size)
  igIsRectVisible_Nil(size)
end

.IsRectVisible_Vec2(rect_min, rect_max) ⇒ Object

arg: rect_min(ImVec2), rect_max(ImVec2) ret: bool



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# File 'lib/imgui.rb', line 4935

def self.IsRectVisible_Vec2(rect_min, rect_max)
  igIsRectVisible_Vec2(rect_min, rect_max)
end

.IsWindowAppearingObject

ret: bool

Windows Utilities

  • ‘current window’ = the window we are appending into while inside a Begin()/End() block. ‘next window’ = next window we will Begin() into.



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# File 'lib/imgui.rb', line 4943

def self.IsWindowAppearing()
  igIsWindowAppearing()
end

.IsWindowCollapsedObject

ret: bool



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# File 'lib/imgui.rb', line 4948

def self.IsWindowCollapsed()
  igIsWindowCollapsed()
end

.IsWindowDockedObject

ret: bool



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# File 'lib/imgui.rb', line 4953

def self.IsWindowDocked()  # is current window docked into another window?
  igIsWindowDocked()
end

.IsWindowFocused(flags = 0) ⇒ Object

arg: flags(ImGuiFocusedFlags) ret: bool



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# File 'lib/imgui.rb', line 4959

def self.IsWindowFocused(flags = 0)  # is current window focused? or its root/child, depending on flags. see flags for options.
  igIsWindowFocused(flags)
end

.IsWindowHovered(flags = 0) ⇒ Object

arg: flags(ImGuiHoveredFlags) ret: bool



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# File 'lib/imgui.rb', line 4965

def self.IsWindowHovered(flags = 0)  # is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options. IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details.
  igIsWindowHovered(flags)
end

.LabelText(label, fmt, *varargs) ⇒ Object

arg: label(const char*), fmt(const char*), …(…) ret: void



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# File 'lib/imgui.rb', line 4971

def self.LabelText(label, fmt, *varargs)  # display text+label aligned the same way as value+label widgets
  igLabelText(label, fmt, *varargs)
end

.ListBox(*arg) ⇒ Object



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# File 'lib/imgui.rb', line 6234

def self.ListBox(*arg)
  # arg: 0:label(const char*), 1:current_item(int*), 2:items(const char* const[]), 3:items_count(int), 4:height_in_items(int)
  # ret: bool
  return igListBox_Str_arr(arg[0], arg[1], arg[2], arg[3], arg[4]) if arg.length == 5 && (arg[0].kind_of?(String) && arg[1].kind_of?(FFI::Pointer) && arg[2].kind_of?(FFI::Pointer) && arg[3].kind_of?(Integer) && arg[4].kind_of?(Integer))
  # arg: 0:label(const char*), 1:current_item(int*), 2:getter(const char*(*)(void* user_data,int idx)), 3:user_data(void*), 4:items_count(int), 5:height_in_items(int)
  # ret: bool
  return igListBox_FnStrPtr(arg[0], arg[1], arg[2], arg[3], arg[4], arg[5]) if arg.length == 6 && (arg[0].kind_of?(String) && arg[1].kind_of?(FFI::Pointer) && arg[2].kind_of?(String) && arg[3].kind_of?(FFI::Pointer) && arg[4].kind_of?(Integer) && arg[5].kind_of?(Integer))
  $stderr.puts("[Warning] ListBox : No matching functions found (#{arg})")
end

.ListBox_FnStrPtr(label, current_item, getter, user_data, items_count, height_in_items = -1)) ⇒ Object

arg: label(const char*), current_item(int*), getter(const char*(*)(void* user_data,int idx)), user_data(void*), items_count(int), height_in_items(int) ret: bool



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# File 'lib/imgui.rb', line 4983

def self.ListBox_FnStrPtr(label, current_item, getter, user_data, items_count, height_in_items = -1)
  igListBox_FnStrPtr(label, current_item, getter, user_data, items_count, height_in_items)
end

.ListBox_Str_arr(label, current_item, items, items_count, height_in_items = -1)) ⇒ Object

arg: label(const char*), current_item(int*), items(const char* const[]), items_count(int), height_in_items(int) ret: bool



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# File 'lib/imgui.rb', line 4977

def self.ListBox_Str_arr(label, current_item, items, items_count, height_in_items = -1)
  igListBox_Str_arr(label, current_item, items, items_count, height_in_items)
end

.load_lib(libpath = './imgui.dylib', output_error = false) ⇒ Object



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# File 'lib/imgui.rb', line 2865

def self.load_lib(libpath = './imgui.dylib', output_error = false)
  ffi_lib_flags :now, :global
  ffi_lib libpath
  import_symbols(output_error) unless @@imgui_import_done
end

.LoadIniSettingsFromDisk(ini_filename) ⇒ Object

arg: ini_filename(const char*) ret: void

Settings/.Ini Utilities

  • The disk functions are automatically called if io.IniFilename != NULL (default is “imgui.ini”).

  • Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.

  • Important: default value “imgui.ini” is relative to current working dir! Most apps will want to lock this to an absolute path (e.g. same path as executables).



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# File 'lib/imgui.rb', line 4994

def self.LoadIniSettingsFromDisk(ini_filename)  # call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
  igLoadIniSettingsFromDisk(ini_filename)
end

.LoadIniSettingsFromMemory(ini_data, ini_size = 0) ⇒ Object

arg: ini_data(const char*), ini_size(size_t) ret: void



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# File 'lib/imgui.rb', line 5000

def self.LoadIniSettingsFromMemory(ini_data, ini_size = 0)  # call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source.
  igLoadIniSettingsFromMemory(ini_data, ini_size)
end

.LogButtonsObject

ret: void



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# File 'lib/imgui.rb', line 5005

def self.LogButtons()  # helper to display buttons for logging to tty/file/clipboard
  igLogButtons()
end

.LogFinishObject

ret: void



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# File 'lib/imgui.rb', line 5010

def self.LogFinish()  # stop logging (close file, etc.)
  igLogFinish()
end

.LogText(fmt, *varargs) ⇒ Object

arg: fmt(const char*), …(…) ret: void



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# File 'lib/imgui.rb', line 5016

def self.LogText(fmt, *varargs)  # pass text data straight to log (without being displayed)
  igLogText(fmt, *varargs)
end

.LogToClipboard(auto_open_depth = -1)) ⇒ Object

arg: auto_open_depth(int) ret: void



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# File 'lib/imgui.rb', line 5022

def self.LogToClipboard(auto_open_depth = -1)  # start logging to OS clipboard
  igLogToClipboard(auto_open_depth)
end

.LogToFile(auto_open_depth = -1,, filename = nil) ⇒ Object

arg: auto_open_depth(int), filename(const char*) ret: void



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# File 'lib/imgui.rb', line 5028

def self.LogToFile(auto_open_depth = -1, filename = nil)  # start logging to file
  igLogToFile(auto_open_depth, filename)
end

.LogToTTY(auto_open_depth = -1)) ⇒ Object

arg: auto_open_depth(int) ret: void

Logging/Capture

  • All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.



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# File 'lib/imgui.rb', line 5037

def self.LogToTTY(auto_open_depth = -1)  # start logging to tty (stdout)
  igLogToTTY(auto_open_depth)
end

.MemAlloc(size) ⇒ Object

arg: size(size_t) ret: pointer



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# File 'lib/imgui.rb', line 5043

def self.MemAlloc(size)
  igMemAlloc(size)
end

.MemFree(ptr) ⇒ Object

arg: ptr(void*) ret: void



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# File 'lib/imgui.rb', line 5049

def self.MemFree(ptr)
  igMemFree(ptr)
end

Implied shortcut = NULL, selected = false, enabled = true



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# File 'lib/imgui.rb', line 6244

def self.MenuItem(*arg)  # Implied shortcut = NULL, selected = false, enabled = true
  # arg: 0:label(const char*), 1:shortcut(const char*), 2:selected(bool), 3:enabled(bool)
  # ret: bool
  return igMenuItem_Bool(arg[0], arg[1], arg[2], arg[3]) if arg.length == 4 && (arg[0].kind_of?(String) && arg[1].kind_of?(String) && (arg[2].is_a?(TrueClass) || arg[2].is_a?(FalseClass)) && (arg[3].is_a?(TrueClass) || arg[3].is_a?(FalseClass)))
  # arg: 0:label(const char*), 1:shortcut(const char*), 2:p_selected(bool*), 3:enabled(bool)
  # ret: bool
  return igMenuItem_BoolPtr(arg[0], arg[1], arg[2], arg[3]) if arg.length == 4 && (arg[0].kind_of?(String) && arg[1].kind_of?(String) && arg[2].kind_of?(FFI::Pointer) && (arg[3].is_a?(TrueClass) || arg[3].is_a?(FalseClass)))
  $stderr.puts("[Warning] MenuItem : No matching functions found (#{arg})")
end

arg: label(const char*), shortcut(const char*), selected(bool), enabled(bool) ret: bool



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# File 'lib/imgui.rb', line 5055

def self.MenuItem_Bool(label, shortcut = nil, selected = false, enabled = true)
  igMenuItem_Bool(label, shortcut, selected, enabled)
end

arg: label(const char*), shortcut(const char*), p_selected(bool*), enabled(bool) ret: bool



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# File 'lib/imgui.rb', line 5061

def self.MenuItem_BoolPtr(label, shortcut, p_selected, enabled = true)
  igMenuItem_BoolPtr(label, shortcut, p_selected, enabled)
end

.NewFrameObject

ret: void



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# File 'lib/imgui.rb', line 5066

def self.NewFrame()  # start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame().
  igNewFrame()
end

.NewLineObject

ret: void



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# File 'lib/imgui.rb', line 5071

def self.NewLine()  # undo a SameLine() or force a new line when in a horizontal-layout context.
  igNewLine()
end

.NextColumnObject

ret: void



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# File 'lib/imgui.rb', line 5076

def self.NextColumn()  # next column, defaults to current row or next row if the current row is finished
  igNextColumn()
end

.OpenPopup(*arg) ⇒ Object

Popups: open/close functions

- OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options.
- If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
- CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually.
- CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options).
- Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup().
- Use IsWindowAppearing() after BeginPopup() to tell if a window just opened.
- IMPORTANT: Notice that for OpenPopupOnItemClick() we exceptionally default flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter


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# File 'lib/imgui.rb', line 6263

def self.OpenPopup(*arg)  # call to mark popup as open (don't call every frame!).
  # arg: 0:str_id(const char*), 1:popup_flags(ImGuiPopupFlags)
  # ret: void
  return igOpenPopup_Str(arg[0], arg[1]) if arg.length == 2 && (arg[0].kind_of?(String) && arg[1].kind_of?(Integer))
  # arg: 0:id(ImGuiID), 1:popup_flags(ImGuiPopupFlags)
  # ret: void
  return igOpenPopup_ID(arg[0], arg[1]) if arg.length == 2 && (arg[0].kind_of?(Integer) && arg[1].kind_of?(Integer))
  $stderr.puts("[Warning] OpenPopup : No matching functions found (#{arg})")
end

.OpenPopup_ID(id, popup_flags = 0) ⇒ Object

arg: id(ImGuiID), popup_flags(ImGuiPopupFlags) ret: void



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# File 'lib/imgui.rb', line 5088

def self.OpenPopup_ID(id, popup_flags = 0)
  igOpenPopup_ID(id, popup_flags)
end

.OpenPopup_Str(str_id, popup_flags = 0) ⇒ Object

arg: str_id(const char*), popup_flags(ImGuiPopupFlags) ret: void



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# File 'lib/imgui.rb', line 5082

def self.OpenPopup_Str(str_id, popup_flags = 0)
  igOpenPopup_Str(str_id, popup_flags)
end

.OpenPopupOnItemClick(str_id = nil, popup_flags = 1) ⇒ Object

arg: str_id(const char*), popup_flags(ImGuiPopupFlags) ret: void



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# File 'lib/imgui.rb', line 5094

def self.OpenPopupOnItemClick(str_id = nil, popup_flags = 1)  # helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors)
  igOpenPopupOnItemClick(str_id, popup_flags)
end

.PlotHistogram(*arg) ⇒ Object

Implied values_offset = 0, overlay_text = NULL, scale_min = FLT_MAX, scale_max = FLT_MAX, graph_size = ImVec2(0, 0), stride = sizeof(float)



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# File 'lib/imgui.rb', line 6273

def self.PlotHistogram(*arg)  # Implied values_offset = 0, overlay_text = NULL, scale_min = FLT_MAX, scale_max = FLT_MAX, graph_size = ImVec2(0, 0), stride = sizeof(float)
  # arg: 0:label(const char*), 1:values(const float*), 2:values_count(int), 3:values_offset(int), 4:overlay_text(const char*), 5:scale_min(float), 6:scale_max(float), 7:graph_size(ImVec2), 8:stride(int)
  # ret: void
  return igPlotHistogram_FloatPtr(arg[0], arg[1], arg[2], arg[3], arg[4], arg[5], arg[6], arg[7], arg[8]) if arg.length == 9 && (arg[0].kind_of?(String) && arg[1].kind_of?(FFI::Pointer) && arg[2].kind_of?(Integer) && arg[3].kind_of?(Integer) && arg[4].kind_of?(String) && arg[5].kind_of?(Float) && arg[6].kind_of?(Float) && arg[7].kind_of?(ImVec2) && arg[8].kind_of?(Integer))
  # arg: 0:label(const char*), 1:values_getter(float(*)(void* data,int idx)), 2:data(void*), 3:values_count(int), 4:values_offset(int), 5:overlay_text(const char*), 6:scale_min(float), 7:scale_max(float), 8:graph_size(ImVec2)
  # ret: void
  return igPlotHistogram_FnFloatPtr(arg[0], arg[1], arg[2], arg[3], arg[4], arg[5], arg[6], arg[7], arg[8]) if arg.length == 9 && (arg[0].kind_of?(String) && arg[1].kind_of?(FFI::Pointer) && arg[2].kind_of?(FFI::Pointer) && arg[3].kind_of?(Integer) && arg[4].kind_of?(Integer) && arg[5].kind_of?(String) && arg[6].kind_of?(Float) && arg[7].kind_of?(Float) && arg[8].kind_of?(ImVec2))
  $stderr.puts("[Warning] PlotHistogram : No matching functions found (#{arg})")
end

.PlotHistogram_FloatPtr(label, values, values_count, values_offset = 0, overlay_text = nil, scale_min = Float::MAX, scale_max = Float::MAX, graph_size = ImVec2.create(0,0), stride = FFI::TYPE_FLOAT32.size) ⇒ Object

arg: label(const char*), values(const float*), values_count(int), values_offset(int), overlay_text(const char*), scale_min(float), scale_max(float), graph_size(ImVec2), stride(int) ret: void



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# File 'lib/imgui.rb', line 5100

def self.PlotHistogram_FloatPtr(label, values, values_count, values_offset = 0, overlay_text = nil, scale_min = Float::MAX, scale_max = Float::MAX, graph_size = ImVec2.create(0,0), stride = FFI::TYPE_FLOAT32.size)
  igPlotHistogram_FloatPtr(label, values, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size, stride)
end

.PlotHistogram_FnFloatPtr(label, values_getter, data, values_count, values_offset = 0, overlay_text = nil, scale_min = Float::MAX, scale_max = Float::MAX, graph_size = ImVec2.create(0,0)) ⇒ Object

arg: label(const char*), values_getter(float(*)(void* data,int idx)), data(void*), values_count(int), values_offset(int), overlay_text(const char*), scale_min(float), scale_max(float), graph_size(ImVec2) ret: void



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# File 'lib/imgui.rb', line 5106

def self.PlotHistogram_FnFloatPtr(label, values_getter, data, values_count, values_offset = 0, overlay_text = nil, scale_min = Float::MAX, scale_max = Float::MAX, graph_size = ImVec2.create(0,0))
  igPlotHistogram_FnFloatPtr(label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size)
end

.PlotLines(*arg) ⇒ Object

Widgets: Data Plotting



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# File 'lib/imgui.rb', line 6286

def self.PlotLines(*arg)  # Implied values_offset = 0, overlay_text = NULL, scale_min = FLT_MAX, scale_max = FLT_MAX, graph_size = ImVec2(0, 0), stride = sizeof(float)
  # arg: 0:label(const char*), 1:values(const float*), 2:values_count(int), 3:values_offset(int), 4:overlay_text(const char*), 5:scale_min(float), 6:scale_max(float), 7:graph_size(ImVec2), 8:stride(int)
  # ret: void
  return igPlotLines_FloatPtr(arg[0], arg[1], arg[2], arg[3], arg[4], arg[5], arg[6], arg[7], arg[8]) if arg.length == 9 && (arg[0].kind_of?(String) && arg[1].kind_of?(FFI::Pointer) && arg[2].kind_of?(Integer) && arg[3].kind_of?(Integer) && arg[4].kind_of?(String) && arg[5].kind_of?(Float) && arg[6].kind_of?(Float) && arg[7].kind_of?(ImVec2) && arg[8].kind_of?(Integer))
  # arg: 0:label(const char*), 1:values_getter(float(*)(void* data,int idx)), 2:data(void*), 3:values_count(int), 4:values_offset(int), 5:overlay_text(const char*), 6:scale_min(float), 7:scale_max(float), 8:graph_size(ImVec2)
  # ret: void
  return igPlotLines_FnFloatPtr(arg[0], arg[1], arg[2], arg[3], arg[4], arg[5], arg[6], arg[7], arg[8]) if arg.length == 9 && (arg[0].kind_of?(String) && arg[1].kind_of?(FFI::Pointer) && arg[2].kind_of?(FFI::Pointer) && arg[3].kind_of?(Integer) && arg[4].kind_of?(Integer) && arg[5].kind_of?(String) && arg[6].kind_of?(Float) && arg[7].kind_of?(Float) && arg[8].kind_of?(ImVec2))
  $stderr.puts("[Warning] PlotLines : No matching functions found (#{arg})")
end

.PlotLines_FloatPtr(label, values, values_count, values_offset = 0, overlay_text = nil, scale_min = Float::MAX, scale_max = Float::MAX, graph_size = ImVec2.create(0,0), stride = FFI::TYPE_FLOAT32.size) ⇒ Object

arg: label(const char*), values(const float*), values_count(int), values_offset(int), overlay_text(const char*), scale_min(float), scale_max(float), graph_size(ImVec2), stride(int) ret: void



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# File 'lib/imgui.rb', line 5112

def self.PlotLines_FloatPtr(label, values, values_count, values_offset = 0, overlay_text = nil, scale_min = Float::MAX, scale_max = Float::MAX, graph_size = ImVec2.create(0,0), stride = FFI::TYPE_FLOAT32.size)
  igPlotLines_FloatPtr(label, values, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size, stride)
end

.PlotLines_FnFloatPtr(label, values_getter, data, values_count, values_offset = 0, overlay_text = nil, scale_min = Float::MAX, scale_max = Float::MAX, graph_size = ImVec2.create(0,0)) ⇒ Object

arg: label(const char*), values_getter(float(*)(void* data,int idx)), data(void*), values_count(int), values_offset(int), overlay_text(const char*), scale_min(float), scale_max(float), graph_size(ImVec2) ret: void



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# File 'lib/imgui.rb', line 5118

def self.PlotLines_FnFloatPtr(label, values_getter, data, values_count, values_offset = 0, overlay_text = nil, scale_min = Float::MAX, scale_max = Float::MAX, graph_size = ImVec2.create(0,0))
  igPlotLines_FnFloatPtr(label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size)
end

.PopClipRectObject

ret: void



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# File 'lib/imgui.rb', line 5123

def self.PopClipRect()
  igPopClipRect()
end

.PopFontObject

ret: void



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# File 'lib/imgui.rb', line 5128

def self.PopFont()
  igPopFont()
end

.PopIDObject

ret: void



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# File 'lib/imgui.rb', line 5133

def self.PopID()  # pop from the ID stack.
  igPopID()
end

.PopItemFlagObject

ret: void



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# File 'lib/imgui.rb', line 5138

def self.PopItemFlag()
  igPopItemFlag()
end

.PopItemWidthObject

ret: void



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# File 'lib/imgui.rb', line 5143

def self.PopItemWidth()
  igPopItemWidth()
end

.PopStyleColor(count = 1) ⇒ Object

arg: count(int) ret: void



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# File 'lib/imgui.rb', line 5149

def self.PopStyleColor(count = 1)  # Implied count = 1
  igPopStyleColor(count)
end

.PopStyleVar(count = 1) ⇒ Object

arg: count(int) ret: void



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# File 'lib/imgui.rb', line 5155

def self.PopStyleVar(count = 1)  # Implied count = 1
  igPopStyleVar(count)
end

.PopTextWrapPosObject

ret: void



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# File 'lib/imgui.rb', line 5160

def self.PopTextWrapPos()
  igPopTextWrapPos()
end

.PrintProgramLinkStatus(handle) ⇒ Object



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# File 'lib/imgui_impl_opengl3.rb', line 44

def self.PrintProgramLinkStatus(handle)
  rvalue = ' ' * 4
  GL.GetProgramiv(handle, GL::LINK_STATUS, rvalue)
  rvalue = rvalue.unpack1('L')
  if rvalue == GL::FALSE
    $stderr.puts "Error in linking program"
    log_length = ' ' * 4
    GL.GetProgramiv(handle, GL::INFO_LOG_LENGTH, log_length)
    log_length = log_length.unpack1('L')
    if log_length > 0
      buf = ' ' * log_length
      GL.GetProgramInfoLog(handle, log_length, nil, buf)
      $stderr.puts(buf)
      exit()
    end
  end
end

.PrintShaderCompileStatus(handle) ⇒ Object



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# File 'lib/imgui_impl_opengl3.rb', line 26

def self.PrintShaderCompileStatus(handle)
  rvalue = ' ' * 4
  GL.GetShaderiv(handle, GL::COMPILE_STATUS, rvalue)
  rvalue = rvalue.unpack1('L')
  if rvalue == GL::FALSE
    $stderr.puts "Error in compiling shader"
    log_length = ' ' * 4
    GL.GetShaderiv(handle, GL::INFO_LOG_LENGTH, log_length)
    log_length = log_length.unpack1('L')
    if log_length > 0
      buf = ' ' * log_length
      GL.GetShaderInfoLog(handle, log_length, nil, buf)
      $stderr.puts(buf)
      exit()
    end
  end
end

.ProgressBar(fraction, size_arg = ImVec2.create(-FLT_MIN,0), overlay = nil) ⇒ Object

arg: fraction(float), size_arg(ImVec2), overlay(const char*) ret: void



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# File 'lib/imgui.rb', line 5166

def self.ProgressBar(fraction, size_arg = ImVec2.create(-FLT_MIN,0), overlay = nil)
  igProgressBar(fraction, size_arg, overlay)
end

.PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect) ⇒ Object

arg: clip_rect_min(ImVec2), clip_rect_max(ImVec2), intersect_with_current_clip_rect(bool) ret: void

Clipping

  • Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only.



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# File 'lib/imgui.rb', line 5175

def self.PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect)
  igPushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect)
end

.PushFont(font) ⇒ Object

arg: font(ImFont*) ret: void

Parameters stacks (shared)



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# File 'lib/imgui.rb', line 5183

def self.PushFont(font)  # use NULL as a shortcut to push default font
  igPushFont(font)
end

.PushID(*arg) ⇒ Object

ID stack/scopes Read the FAQ (docs/FAQ.md or dearimgui.com/faq) for more details about how ID are handled in dear imgui.

  • Those questions are answered and impacted by understanding of the ID stack system:

    • “Q: Why is my widget not reacting when I click on it?”

    • “Q: How can I have widgets with an empty label?”

    • “Q: How can I have multiple widgets with the same label?”

  • Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.

  • You can also use the “Label##foobar” syntax within widget label to distinguish them from each others.

  • In this header file we use the “label”/“name” terminology to denote a string that will be displayed + used as an ID, whereas “str_id” denote a string that is only used as an ID and not normally displayed.



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# File 'lib/imgui.rb', line 6308

def self.PushID(*arg)  # push string into the ID stack (will hash string).
  # arg: 0:str_id(const char*)
  # ret: void
  return igPushID_Str(arg[0]) if arg.length == 1 && (arg[0].kind_of?(String))
  # arg: 0:str_id_begin(const char*), 1:str_id_end(const char*)
  # ret: void
  return igPushID_StrStr(arg[0], arg[1]) if arg.length == 2 && (arg[0].kind_of?(String) && arg[1].kind_of?(String))
  # arg: 0:ptr_id(const void*)
  # ret: void
  return igPushID_Ptr(arg[0]) if arg.length == 1 && (arg[0].kind_of?(FFI::Pointer))
  # arg: 0:int_id(int)
  # ret: void
  return igPushID_Int(arg[0]) if arg.length == 1 && (arg[0].kind_of?(Integer))
  $stderr.puts("[Warning] PushID : No matching functions found (#{arg})")
end

.PushID_Int(int_id) ⇒ Object

arg: int_id(int) ret: void



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# File 'lib/imgui.rb', line 5207

def self.PushID_Int(int_id)
  igPushID_Int(int_id)
end

.PushID_Ptr(ptr_id) ⇒ Object

arg: ptr_id(const void*) ret: void



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# File 'lib/imgui.rb', line 5201

def self.PushID_Ptr(ptr_id)
  igPushID_Ptr(ptr_id)
end

.PushID_Str(str_id) ⇒ Object

arg: str_id(const char*) ret: void



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# File 'lib/imgui.rb', line 5189

def self.PushID_Str(str_id)
  igPushID_Str(str_id)
end

.PushID_StrStr(str_id_begin, str_id_end) ⇒ Object

arg: str_id_begin(const char*), str_id_end(const char*) ret: void



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# File 'lib/imgui.rb', line 5195

def self.PushID_StrStr(str_id_begin, str_id_end)
  igPushID_StrStr(str_id_begin, str_id_end)
end

.PushItemFlag(option, enabled) ⇒ Object

arg: option(ImGuiItemFlags), enabled(bool) ret: void



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# File 'lib/imgui.rb', line 5213

def self.PushItemFlag(option, enabled)  # modify specified shared item flag, e.g. PushItemFlag(ImGuiItemFlags_NoTabStop, true)
  igPushItemFlag(option, enabled)
end

.PushItemWidth(item_width) ⇒ Object

arg: item_width(float) ret: void

Parameters stacks (current window)



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# File 'lib/imgui.rb', line 5221

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

.PushStyleColor(*arg) ⇒ Object

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



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# File 'lib/imgui.rb', line 6324

def self.PushStyleColor(*arg)  # modify a style color. always use this if you modify the style after NewFrame().
  # arg: 0:idx(ImGuiCol), 1:col(ImU32)
  # ret: void
  return igPushStyleColor_U32(arg[0], arg[1]) if arg.length == 2 && (arg[0].kind_of?(Integer) && arg[1].kind_of?(Integer))
  # arg: 0:idx(ImGuiCol), 1:col(ImVec4)
  # ret: void
  return igPushStyleColor_Vec4(arg[0], arg[1]) if arg.length == 2 && (arg[0].kind_of?(Integer) && arg[1].kind_of?(ImVec4))
  $stderr.puts("[Warning] PushStyleColor : No matching functions found (#{arg})")
end

.PushStyleColor_U32(idx, col) ⇒ Object

arg: idx(ImGuiCol), col(ImU32) ret: void



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# File 'lib/imgui.rb', line 5227

def self.PushStyleColor_U32(idx, col)
  igPushStyleColor_U32(idx, col)
end

.PushStyleColor_Vec4(idx, col) ⇒ Object

arg: idx(ImGuiCol), col(ImVec4) ret: void



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# File 'lib/imgui.rb', line 5233

def self.PushStyleColor_Vec4(idx, col)
  igPushStyleColor_Vec4(idx, col)
end

.PushStyleVar(*arg) ⇒ Object

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



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# File 'lib/imgui.rb', line 6334

def self.PushStyleVar(*arg)  # modify a style float variable. always use this if you modify the style after NewFrame()!
  # arg: 0:idx(ImGuiStyleVar), 1:val(float)
  # ret: void
  return igPushStyleVar_Float(arg[0], arg[1]) if arg.length == 2 && (arg[0].kind_of?(Integer) && arg[1].kind_of?(Float))
  # arg: 0:idx(ImGuiStyleVar), 1:val(ImVec2)
  # ret: void
  return igPushStyleVar_Vec2(arg[0], arg[1]) if arg.length == 2 && (arg[0].kind_of?(Integer) && arg[1].kind_of?(ImVec2))
  $stderr.puts("[Warning] PushStyleVar : No matching functions found (#{arg})")
end

.PushStyleVar_Float(idx, val) ⇒ Object

arg: idx(ImGuiStyleVar), val(float) ret: void



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# File 'lib/imgui.rb', line 5239

def self.PushStyleVar_Float(idx, val)
  igPushStyleVar_Float(idx, val)
end

.PushStyleVar_Vec2(idx, val) ⇒ Object

arg: idx(ImGuiStyleVar), val(ImVec2) ret: void



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# File 'lib/imgui.rb', line 5245

def self.PushStyleVar_Vec2(idx, val)
  igPushStyleVar_Vec2(idx, val)
end

.PushStyleVarX(idx, val_x) ⇒ Object

arg: idx(ImGuiStyleVar), val_x(float) ret: void



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# File 'lib/imgui.rb', line 5251

def self.PushStyleVarX(idx, val_x)  # modify X component of a style ImVec2 variable. "
  igPushStyleVarX(idx, val_x)
end

.PushStyleVarY(idx, val_y) ⇒ Object

arg: idx(ImGuiStyleVar), val_y(float) ret: void



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# File 'lib/imgui.rb', line 5257

def self.PushStyleVarY(idx, val_y)  # modify Y component of a style ImVec2 variable. "
  igPushStyleVarY(idx, val_y)
end

.PushTextWrapPos(wrap_local_pos_x = 0.0) ⇒ Object

arg: wrap_local_pos_x(float) ret: void



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# File 'lib/imgui.rb', line 5263

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

.RadioButton(*arg) ⇒ Object

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



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# File 'lib/imgui.rb', line 6344

def self.RadioButton(*arg)  # use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }
  # arg: 0:label(const char*), 1:active(bool)
  # ret: bool
  return igRadioButton_Bool(arg[0], arg[1]) if arg.length == 2 && (arg[0].kind_of?(String) && (arg[1].is_a?(TrueClass) || arg[1].is_a?(FalseClass)))
  # arg: 0:label(const char*), 1:v(int*), 2:v_button(int)
  # ret: bool
  return igRadioButton_IntPtr(arg[0], arg[1], arg[2]) if arg.length == 3 && (arg[0].kind_of?(String) && arg[1].kind_of?(FFI::Pointer) && arg[2].kind_of?(Integer))
  $stderr.puts("[Warning] RadioButton : No matching functions found (#{arg})")
end

.RadioButton_Bool(label, active) ⇒ Object

arg: label(const char*), active(bool) ret: bool



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# File 'lib/imgui.rb', line 5269

def self.RadioButton_Bool(label, active)
  igRadioButton_Bool(label, active)
end

.RadioButton_IntPtr(label, v, v_button) ⇒ Object

arg: label(const char*), v(int*), v_button(int) ret: bool



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# File 'lib/imgui.rb', line 5275

def self.RadioButton_IntPtr(label, v, v_button)
  igRadioButton_IntPtr(label, v, v_button)
end

.RenderObject

ret: void



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# File 'lib/imgui.rb', line 5280

def self.Render()  # ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData().
  igRender()
end

.RenderPlatformWindowsDefault(platform_render_arg = nil, renderer_render_arg = nil) ⇒ Object

arg: platform_render_arg(void*), renderer_render_arg(void*) ret: void



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# File 'lib/imgui.rb', line 5286

def self.RenderPlatformWindowsDefault(platform_render_arg = nil, renderer_render_arg = nil)  # Implied platform_render_arg = NULL, renderer_render_arg = NULL
  igRenderPlatformWindowsDefault(platform_render_arg, renderer_render_arg)
end

.ResetMouseDragDelta(button = 0) ⇒ Object

arg: button(ImGuiMouseButton) ret: void



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# File 'lib/imgui.rb', line 5292

def self.ResetMouseDragDelta(button = 0)  # Implied button = 0
  igResetMouseDragDelta(button)
end

.SameLine(offset_from_start_x = 0.0, spacing = -1.0)) ⇒ Object

arg: offset_from_start_x(float), spacing(float) ret: void



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# File 'lib/imgui.rb', line 5298

def self.SameLine(offset_from_start_x = 0.0, spacing = -1.0)  # Implied offset_from_start_x = 0.0f, spacing = -1.0f
  igSameLine(offset_from_start_x, spacing)
end

.SaveIniSettingsToDisk(ini_filename) ⇒ Object

arg: ini_filename(const char*) ret: void



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# File 'lib/imgui.rb', line 5304

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

.SaveIniSettingsToMemory(out_ini_size = nil) ⇒ Object

arg: out_ini_size(size_t*) ret: pointer



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# File 'lib/imgui.rb', line 5310

def self.SaveIniSettingsToMemory(out_ini_size = nil)  # return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings.
  igSaveIniSettingsToMemory(out_ini_size)
end

.Selectable(*arg) ⇒ Object

Widgets: Selectables

  • A selectable highlights when hovered, and can display another color when selected.

  • Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous.



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# File 'lib/imgui.rb', line 6358

def self.Selectable(*arg)  # Implied selected = false, flags = 0, size = ImVec2(0, 0)
  # arg: 0:label(const char*), 1:selected(bool), 2:flags(ImGuiSelectableFlags), 3:size(ImVec2)
  # ret: bool
  return igSelectable_Bool(arg[0], arg[1], arg[2], arg[3]) if arg.length == 4 && (arg[0].kind_of?(String) && (arg[1].is_a?(TrueClass) || arg[1].is_a?(FalseClass)) && arg[2].kind_of?(Integer) && arg[3].kind_of?(ImVec2))
  # arg: 0:label(const char*), 1:p_selected(bool*), 2:flags(ImGuiSelectableFlags), 3:size(ImVec2)
  # ret: bool
  return igSelectable_BoolPtr(arg[0], arg[1], arg[2], arg[3]) if arg.length == 4 && (arg[0].kind_of?(String) && arg[1].kind_of?(FFI::Pointer) && arg[2].kind_of?(Integer) && arg[3].kind_of?(ImVec2))
  $stderr.puts("[Warning] Selectable : No matching functions found (#{arg})")
end

.Selectable_Bool(label, selected = false, flags = 0, size = ImVec2.create(0,0)) ⇒ Object

arg: label(const char*), selected(bool), flags(ImGuiSelectableFlags), size(ImVec2) ret: bool



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# File 'lib/imgui.rb', line 5316

def self.Selectable_Bool(label, selected = false, flags = 0, size = ImVec2.create(0,0))
  igSelectable_Bool(label, selected, flags, size)
end

.Selectable_BoolPtr(label, p_selected, flags = 0, size = ImVec2.create(0,0)) ⇒ Object

arg: label(const char*), p_selected(bool*), flags(ImGuiSelectableFlags), size(ImVec2) ret: bool



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# File 'lib/imgui.rb', line 5322

def self.Selectable_BoolPtr(label, p_selected, flags = 0, size = ImVec2.create(0,0))
  igSelectable_BoolPtr(label, p_selected, flags, size)
end

.SeparatorObject

ret: void

Other layout functions



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# File 'lib/imgui.rb', line 5329

def self.Separator()  # separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
  igSeparator()
end

.SeparatorText(label) ⇒ Object

arg: label(const char*) ret: void



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# File 'lib/imgui.rb', line 5335

def self.SeparatorText(label)  # currently: formatted text with an horizontal line
  igSeparatorText(label)
end

.set_vertex(xy, uv, color) ⇒ Object

INTERNAL


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# File 'lib/imgui_impl_raylib.rb', line 384

def self.set_vertex(xy, uv, color)
  Raylib.rlColor4ub(color[0], color[1], color[2], color[3])
  Raylib.rlTexCoord2f(uv[0], uv[1])
  Raylib.rlVertex2f(xy[0], xy[1])
end

.SetAllocatorFunctions(alloc_func, free_func, user_data = nil) ⇒ Object

arg: alloc_func(ImGuiMemAllocFunc), free_func(ImGuiMemFreeFunc), user_data(void*) ret: void

Memory Allocators

  • Those functions are not reliant on the current context.

  • DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() for each static/DLL boundary you are calling from. Read “Context and Memory Allocators” section of imgui.cpp for more details.



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# File 'lib/imgui.rb', line 5346

def self.SetAllocatorFunctions(alloc_func, free_func, user_data = nil)
  igSetAllocatorFunctions(alloc_func, free_func, user_data)
end

.SetClipboardText(text) ⇒ Object

arg: text(const char*) ret: void



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# File 'lib/imgui.rb', line 5352

def self.SetClipboardText(text)
  igSetClipboardText(text)
end

.SetColorEditOptions(flags) ⇒ Object

arg: flags(ImGuiColorEditFlags) ret: void



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# File 'lib/imgui.rb', line 5358

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

.SetColumnOffset(column_index, offset_x) ⇒ Object

arg: column_index(int), offset_x(float) ret: void



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# File 'lib/imgui.rb', line 5364

def self.SetColumnOffset(column_index, offset_x)  # set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column
  igSetColumnOffset(column_index, offset_x)
end

.SetColumnWidth(column_index, width) ⇒ Object

arg: column_index(int), width(float) ret: void



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# File 'lib/imgui.rb', line 5370

def self.SetColumnWidth(column_index, width)  # set column width (in pixels). pass -1 to use current column
  igSetColumnWidth(column_index, width)
end

.SetCurrentContext(ctx) ⇒ Object

arg: ctx(ImGuiContext*) ret: void



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# File 'lib/imgui.rb', line 5376

def self.SetCurrentContext(ctx)
  igSetCurrentContext(ctx)
end

.SetCursorPos(local_pos) ⇒ Object

arg: local_pos(ImVec2) ret: void



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# File 'lib/imgui.rb', line 5382

def self.SetCursorPos(local_pos)  # [window-local] "
  igSetCursorPos(local_pos)
end

.SetCursorPosX(local_x) ⇒ Object

arg: local_x(float) ret: void



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# File 'lib/imgui.rb', line 5388

def self.SetCursorPosX(local_x)  # [window-local] "
  igSetCursorPosX(local_x)
end

.SetCursorPosY(local_y) ⇒ Object

arg: local_y(float) ret: void



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# File 'lib/imgui.rb', line 5394

def self.SetCursorPosY(local_y)  # [window-local] "
  igSetCursorPosY(local_y)
end

.SetCursorScreenPos(pos) ⇒ Object

arg: pos(ImVec2) ret: void



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# File 'lib/imgui.rb', line 5400

def self.SetCursorScreenPos(pos)  # cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND.
  igSetCursorScreenPos(pos)
end

.SetDragDropPayload(type, data, sz, cond = 0) ⇒ Object

arg: type(const char*), data(const void*), sz(size_t), cond(ImGuiCond) ret: bool



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# File 'lib/imgui.rb', line 5406

def self.SetDragDropPayload(type, data, sz, cond = 0)  # type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. Return true when payload has been accepted.
  igSetDragDropPayload(type, data, sz, cond)
end

.SetItemDefaultFocusObject

ret: void

Focus, Activation



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# File 'lib/imgui.rb', line 5413

def self.SetItemDefaultFocus()  # make last item the default focused item of of a newly appearing window.
  igSetItemDefaultFocus()
end

.SetItemKeyOwner(key) ⇒ Object

arg: key(ImGuiKey) ret: void

Inputs Utilities: Key/Input Ownership [BETA]

  • One common use case would be to allow your items to disable standard inputs behaviors such as Tab or Alt key handling, Mouse Wheel scrolling, etc. e.g. Button(…); SetItemKeyOwner(ImGuiKey_MouseWheelY); to make hovering/activating a button disable wheel for scrolling.

  • Reminder ImGuiKey enum include access to mouse buttons and gamepad, so key ownership can apply to them.

  • Many related features are still in imgui_internal.h. For instance, most IsKeyXXX()/IsMouseXXX() functions have an owner-id-aware version.



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# File 'lib/imgui.rb', line 5426

def self.SetItemKeyOwner(key)  # Set key owner to last item ID if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'.
  igSetItemKeyOwner(key)
end

.SetItemTooltip(fmt, *varargs) ⇒ Object

arg: fmt(const char*), …(…) ret: void



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# File 'lib/imgui.rb', line 5432

def self.SetItemTooltip(fmt, *varargs)  # set a text-only tooltip if preceding item was hovered. override any previous call to SetTooltip().
  igSetItemTooltip(fmt, *varargs)
end

.SetKeyboardFocusHere(offset = 0) ⇒ Object

arg: offset(int) ret: void



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# File 'lib/imgui.rb', line 5438

def self.SetKeyboardFocusHere(offset = 0)  # Implied offset = 0
  igSetKeyboardFocusHere(offset)
end

.SetMouseCursor(cursor_type) ⇒ Object

arg: cursor_type(ImGuiMouseCursor) ret: void



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# File 'lib/imgui.rb', line 5444

def self.SetMouseCursor(cursor_type)  # set desired mouse cursor shape
  igSetMouseCursor(cursor_type)
end

.SetNavCursorVisible(visible) ⇒ Object

arg: visible(bool) ret: void

Keyboard/Gamepad Navigation



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# File 'lib/imgui.rb', line 5452

def self.SetNavCursorVisible(visible)  # alter visibility of keyboard/gamepad cursor. by default: show when using an arrow key, hide when clicking with mouse.
  igSetNavCursorVisible(visible)
end

.SetNextFrameWantCaptureKeyboard(want_capture_keyboard) ⇒ Object

arg: want_capture_keyboard(bool) ret: void



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# File 'lib/imgui.rb', line 5458

def self.SetNextFrameWantCaptureKeyboard(want_capture_keyboard)  # Override io.WantCaptureKeyboard flag next frame (said flag is left for your application to handle, typically when true it instructs your app to ignore inputs). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard"; after the next NewFrame() call.
  igSetNextFrameWantCaptureKeyboard(want_capture_keyboard)
end

.SetNextFrameWantCaptureMouse(want_capture_mouse) ⇒ Object

arg: want_capture_mouse(bool) ret: void



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# File 'lib/imgui.rb', line 5464

def self.SetNextFrameWantCaptureMouse(want_capture_mouse)  # Override io.WantCaptureMouse flag next frame (said flag is left for your application to handle, typical when true it instucts your app to ignore inputs). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse;" after the next NewFrame() call.
  igSetNextFrameWantCaptureMouse(want_capture_mouse)
end

.SetNextItemAllowOverlapObject

ret: void

Overlapping mode



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# File 'lib/imgui.rb', line 5471

def self.SetNextItemAllowOverlap()  # allow next item to be overlapped by a subsequent item. Useful with invisible buttons, selectable, treenode covering an area where subsequent items may need to be added. Note that both Selectable() and TreeNode() have dedicated flags doing this.
  igSetNextItemAllowOverlap()
end

.SetNextItemOpen(is_open, cond = 0) ⇒ Object

arg: is_open(bool), cond(ImGuiCond) ret: void



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# File 'lib/imgui.rb', line 5477

def self.SetNextItemOpen(is_open, cond = 0)  # set next TreeNode/CollapsingHeader open state.
  igSetNextItemOpen(is_open, cond)
end

.SetNextItemSelectionUserData(selection_user_data) ⇒ Object

arg: selection_user_data(ImGuiSelectionUserData) ret: void



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# File 'lib/imgui.rb', line 5483

def self.SetNextItemSelectionUserData(selection_user_data)
  igSetNextItemSelectionUserData(selection_user_data)
end

.SetNextItemShortcut(key_chord, flags = 0) ⇒ Object

arg: key_chord(ImGuiKeyChord), flags(ImGuiInputFlags) ret: void



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# File 'lib/imgui.rb', line 5489

def self.SetNextItemShortcut(key_chord, flags = 0)
  igSetNextItemShortcut(key_chord, flags)
end

.SetNextItemStorageID(storage_id) ⇒ Object

arg: storage_id(ImGuiID) ret: void



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# File 'lib/imgui.rb', line 5495

def self.SetNextItemStorageID(storage_id)  # set id to use for open/close storage (default to same as item id).
  igSetNextItemStorageID(storage_id)
end

.SetNextItemWidth(item_width) ⇒ Object

arg: item_width(float) ret: void



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# File 'lib/imgui.rb', line 5501

def self.SetNextItemWidth(item_width)  # set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side)
  igSetNextItemWidth(item_width)
end

.SetNextWindowBgAlpha(alpha) ⇒ Object

arg: alpha(float) ret: void



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# File 'lib/imgui.rb', line 5507

def self.SetNextWindowBgAlpha(alpha)  # set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground.
  igSetNextWindowBgAlpha(alpha)
end

.SetNextWindowClass(window_class) ⇒ Object

arg: window_class(const ImGuiWindowClass*) ret: void



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# File 'lib/imgui.rb', line 5513

def self.SetNextWindowClass(window_class)  # set next window class (control docking compatibility + provide hints to platform backend via custom viewport flags and platform parent/child relationship)
  igSetNextWindowClass(window_class)
end

.SetNextWindowCollapsed(collapsed, cond = 0) ⇒ Object

arg: collapsed(bool), cond(ImGuiCond) ret: void



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# File 'lib/imgui.rb', line 5519

def self.SetNextWindowCollapsed(collapsed, cond = 0)  # set next window collapsed state. call before Begin()
  igSetNextWindowCollapsed(collapsed, cond)
end

.SetNextWindowContentSize(size) ⇒ Object

arg: size(ImVec2) ret: void



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# File 'lib/imgui.rb', line 5525

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

.SetNextWindowDockID(dock_id, cond = 0) ⇒ Object

arg: dock_id(ImGuiID), cond(ImGuiCond) ret: void



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# File 'lib/imgui.rb', line 5531

def self.SetNextWindowDockID(dock_id, cond = 0)  # set next window dock id
  igSetNextWindowDockID(dock_id, cond)
end

.SetNextWindowFocusObject

ret: void



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# File 'lib/imgui.rb', line 5536

def self.SetNextWindowFocus()  # set next window to be focused / top-most. call before Begin()
  igSetNextWindowFocus()
end

.SetNextWindowPos(pos, cond = 0, pivot = ImVec2.create(0,0)) ⇒ Object

arg: pos(ImVec2), cond(ImGuiCond), pivot(ImVec2) ret: void

Window manipulation

  • Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).



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# File 'lib/imgui.rb', line 5545

def self.SetNextWindowPos(pos, cond = 0, pivot = ImVec2.create(0,0))  # Implied pivot = ImVec2(0, 0)
  igSetNextWindowPos(pos, cond, pivot)
end

.SetNextWindowScroll(scroll) ⇒ Object

arg: scroll(ImVec2) ret: void



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# File 'lib/imgui.rb', line 5551

def self.SetNextWindowScroll(scroll)  # set next window scrolling value (use < 0.0f to not affect a given axis).
  igSetNextWindowScroll(scroll)
end

.SetNextWindowSize(size, cond = 0) ⇒ Object

arg: size(ImVec2), cond(ImGuiCond) ret: void



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# File 'lib/imgui.rb', line 5557

def self.SetNextWindowSize(size, cond = 0)  # set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()
  igSetNextWindowSize(size, cond)
end

.SetNextWindowSizeConstraints(size_min, size_max, custom_callback = nil, custom_callback_data = nil) ⇒ Object

arg: size_min(ImVec2), size_max(ImVec2), custom_callback(ImGuiSizeCallback), custom_callback_data(void*) ret: void



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# File 'lib/imgui.rb', line 5563

def self.SetNextWindowSizeConstraints(size_min, size_max, custom_callback = nil, custom_callback_data = nil)  # set next window size limits. use 0.0f or FLT_MAX if you don't want limits. Use -1 for both min and max of same axis to preserve current size (which itself is a constraint). Use callback to apply non-trivial programmatic constraints.
  igSetNextWindowSizeConstraints(size_min, size_max, custom_callback, custom_callback_data)
end

.SetNextWindowViewport(viewport_id) ⇒ Object

arg: viewport_id(ImGuiID) ret: void



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# File 'lib/imgui.rb', line 5569

def self.SetNextWindowViewport(viewport_id)  # set next window viewport
  igSetNextWindowViewport(viewport_id)
end

.SetScrollFromPosX(local_x, center_x_ratio = 0.5) ⇒ Object

arg: local_x(float), center_x_ratio(float) ret: void



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# File 'lib/imgui.rb', line 5575

def self.SetScrollFromPosX(local_x, center_x_ratio = 0.5)  # adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
  igSetScrollFromPosX(local_x, center_x_ratio)
end

.SetScrollFromPosY(local_y, center_y_ratio = 0.5) ⇒ Object

arg: local_y(float), center_y_ratio(float) ret: void



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# File 'lib/imgui.rb', line 5581

def self.SetScrollFromPosY(local_y, center_y_ratio = 0.5)  # adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
  igSetScrollFromPosY(local_y, center_y_ratio)
end

.SetScrollHereX(center_x_ratio = 0.5) ⇒ Object

arg: center_x_ratio(float) ret: void



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# File 'lib/imgui.rb', line 5587

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

.SetScrollHereY(center_y_ratio = 0.5) ⇒ Object

arg: center_y_ratio(float) ret: void



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# File 'lib/imgui.rb', line 5593

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

.SetScrollX(scroll_x) ⇒ Object

arg: scroll_x(float) ret: void



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# File 'lib/imgui.rb', line 5599

def self.SetScrollX(scroll_x)  # set scrolling amount [0 .. GetScrollMaxX()]
  igSetScrollX(scroll_x)
end

.SetScrollY(scroll_y) ⇒ Object

arg: scroll_y(float) ret: void



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# File 'lib/imgui.rb', line 5605

def self.SetScrollY(scroll_y)  # set scrolling amount [0 .. GetScrollMaxY()]
  igSetScrollY(scroll_y)
end

.SetStateStorage(storage) ⇒ Object

arg: storage(ImGuiStorage*) ret: void



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# File 'lib/imgui.rb', line 5611

def self.SetStateStorage(storage)  # replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
  igSetStateStorage(storage)
end

.SetTabItemClosed(tab_or_docked_window_label) ⇒ Object

arg: tab_or_docked_window_label(const char*) ret: void



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# File 'lib/imgui.rb', line 5617

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

.SetTooltip(fmt, *varargs) ⇒ Object

arg: fmt(const char*), …(…) ret: void



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# File 'lib/imgui.rb', line 5623

def self.SetTooltip(fmt, *varargs)  # set a text-only tooltip. Often used after a ImGui::IsItemHovered() check. Override any previous call to SetTooltip().
  igSetTooltip(fmt, *varargs)
end

.SetWindowCollapsed(*arg) ⇒ Object

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



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# File 'lib/imgui.rb', line 6368

def self.SetWindowCollapsed(*arg)  # (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
  # arg: 0:collapsed(bool), 1:cond(ImGuiCond)
  # ret: void
  return igSetWindowCollapsed_Bool(arg[0], arg[1]) if arg.length == 2 && ((arg[0].is_a?(TrueClass) || arg[0].is_a?(FalseClass)) && arg[1].kind_of?(Integer))
  # arg: 0:name(const char*), 1:collapsed(bool), 2:cond(ImGuiCond)
  # ret: void
  return igSetWindowCollapsed_Str(arg[0], arg[1], arg[2]) if arg.length == 3 && (arg[0].kind_of?(String) && (arg[1].is_a?(TrueClass) || arg[1].is_a?(FalseClass)) && arg[2].kind_of?(Integer))
  $stderr.puts("[Warning] SetWindowCollapsed : No matching functions found (#{arg})")
end

.SetWindowCollapsed_Bool(collapsed, cond = 0) ⇒ Object

arg: collapsed(bool), cond(ImGuiCond) ret: void



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# File 'lib/imgui.rb', line 5629

def self.SetWindowCollapsed_Bool(collapsed, cond = 0)
  igSetWindowCollapsed_Bool(collapsed, cond)
end

.SetWindowCollapsed_Str(name, collapsed, cond = 0) ⇒ Object

arg: name(const char*), collapsed(bool), cond(ImGuiCond) ret: void



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# File 'lib/imgui.rb', line 5635

def self.SetWindowCollapsed_Str(name, collapsed, cond = 0)
  igSetWindowCollapsed_Str(name, collapsed, cond)
end

.SetWindowFocus(*arg) ⇒ Object

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



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# File 'lib/imgui.rb', line 6378

def self.SetWindowFocus(*arg)  # (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().
  # arg: 
  # ret: void
  return igSetWindowFocus_Nil() if arg.length == 0 && ()
  # arg: 0:name(const char*)
  # ret: void
  return igSetWindowFocus_Str(arg[0]) if arg.length == 1 && (arg[0].kind_of?(String))
  $stderr.puts("[Warning] SetWindowFocus : No matching functions found (#{arg})")
end

.SetWindowFocus_NilObject

ret: void



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# File 'lib/imgui.rb', line 5640

def self.SetWindowFocus_Nil()
  igSetWindowFocus_Nil()
end

.SetWindowFocus_Str(name) ⇒ Object

arg: name(const char*) ret: void



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# File 'lib/imgui.rb', line 5646

def self.SetWindowFocus_Str(name)
  igSetWindowFocus_Str(name)
end

.SetWindowFontScale(scale) ⇒ Object

arg: scale(float) ret: void



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# File 'lib/imgui.rb', line 5652

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

.SetWindowPos(*arg) ⇒ Object

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



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# File 'lib/imgui.rb', line 6388

def self.SetWindowPos(*arg)  # (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects.
  # arg: 0:pos(ImVec2), 1:cond(ImGuiCond)
  # ret: void
  return igSetWindowPos_Vec2(arg[0], arg[1]) if arg.length == 2 && (arg[0].kind_of?(ImVec2) && arg[1].kind_of?(Integer))
  # arg: 0:name(const char*), 1:pos(ImVec2), 2:cond(ImGuiCond)
  # ret: void
  return igSetWindowPos_Str(arg[0], arg[1], arg[2]) if arg.length == 3 && (arg[0].kind_of?(String) && arg[1].kind_of?(ImVec2) && arg[2].kind_of?(Integer))
  $stderr.puts("[Warning] SetWindowPos : No matching functions found (#{arg})")
end

.SetWindowPos_Str(name, pos, cond = 0) ⇒ Object

arg: name(const char*), pos(ImVec2), cond(ImGuiCond) ret: void



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# File 'lib/imgui.rb', line 5664

def self.SetWindowPos_Str(name, pos, cond = 0)
  igSetWindowPos_Str(name, pos, cond)
end

.SetWindowPos_Vec2(pos, cond = 0) ⇒ Object

arg: pos(ImVec2), cond(ImGuiCond) ret: void



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# File 'lib/imgui.rb', line 5658

def self.SetWindowPos_Vec2(pos, cond = 0)
  igSetWindowPos_Vec2(pos, cond)
end

.SetWindowSize(*arg) ⇒ Object

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



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# File 'lib/imgui.rb', line 6398

def self.SetWindowSize(*arg)  # (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.
  # arg: 0:size(ImVec2), 1:cond(ImGuiCond)
  # ret: void
  return igSetWindowSize_Vec2(arg[0], arg[1]) if arg.length == 2 && (arg[0].kind_of?(ImVec2) && arg[1].kind_of?(Integer))
  # arg: 0:name(const char*), 1:size(ImVec2), 2:cond(ImGuiCond)
  # ret: void
  return igSetWindowSize_Str(arg[0], arg[1], arg[2]) if arg.length == 3 && (arg[0].kind_of?(String) && arg[1].kind_of?(ImVec2) && arg[2].kind_of?(Integer))
  $stderr.puts("[Warning] SetWindowSize : No matching functions found (#{arg})")
end

.SetWindowSize_Str(name, size, cond = 0) ⇒ Object

arg: name(const char*), size(ImVec2), cond(ImGuiCond) ret: void



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# File 'lib/imgui.rb', line 5676

def self.SetWindowSize_Str(name, size, cond = 0)
  igSetWindowSize_Str(name, size, cond)
end

.SetWindowSize_Vec2(size, cond = 0) ⇒ Object

arg: size(ImVec2), cond(ImGuiCond) ret: void



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# File 'lib/imgui.rb', line 5670

def self.SetWindowSize_Vec2(size, cond = 0)
  igSetWindowSize_Vec2(size, cond)
end

.Shortcut(key_chord, flags = 0) ⇒ Object

arg: key_chord(ImGuiKeyChord), flags(ImGuiInputFlags) ret: bool

Inputs Utilities: Shortcut Testing & Routing [BETA]

  • ImGuiKeyChord = a ImGuiKey + optional ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super.

    ImGuiKey_C                          // Accepted by functions taking ImGuiKey or ImGuiKeyChord arguments)
    ImGuiMod_Ctrl | ImGuiKey_C          // Accepted by functions taking ImGuiKeyChord arguments)
    

    only ImGuiMod_XXX values are legal to combine with an ImGuiKey. You CANNOT combine two ImGuiKey values.

  • The general idea is that several callers may register interest in a shortcut, and only one owner gets it.

    Parent   -> call Shortcut(Ctrl+S)    // When Parent is focused, Parent gets the shortcut.
      Child1 -> call Shortcut(Ctrl+S)    // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts)
      Child2 -> no call                  // When Child2 is focused, Parent gets the shortcut.
    

    The whole system is order independent, so if Child1 makes its calls before Parent, results will be identical. This is an important property as it facilitate working with foreign code or larger codebase.

  • To understand the difference:

    • IsKeyChordPressed() compares mods and call IsKeyPressed() -> function has no side-effect.

    • Shortcut() submits a route, routes are resolved, if it currently can be routed it calls IsKeyChordPressed() -> function has (desirable) side-effects as it can prevents another call from getting the route.

  • Visualize registered routes in ‘Metrics/Debugger->Inputs’.



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# File 'lib/imgui.rb', line 5698

def self.Shortcut(key_chord, flags = 0)
  igShortcut(key_chord, flags)
end

.ShowAboutWindow(p_open = nil) ⇒ Object

arg: p_open(bool*) ret: void



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# File 'lib/imgui.rb', line 5704

def self.ShowAboutWindow(p_open = nil)  # create About window. display Dear ImGui version, credits and build/system information.
  igShowAboutWindow(p_open)
end

.ShowDebugLogWindow(p_open = nil) ⇒ Object

arg: p_open(bool*) ret: void



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# File 'lib/imgui.rb', line 5710

def self.ShowDebugLogWindow(p_open = nil)  # create Debug Log window. display a simplified log of important dear imgui events.
  igShowDebugLogWindow(p_open)
end

.ShowDemoWindow(p_open = nil) ⇒ Object

arg: p_open(bool*) ret: void

Demo, Debug, Information



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# File 'lib/imgui.rb', line 5718

def self.ShowDemoWindow(p_open = nil)  # create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
  igShowDemoWindow(p_open)
end

.ShowFontSelector(label) ⇒ Object

arg: label(const char*) ret: void



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# File 'lib/imgui.rb', line 5724

def self.ShowFontSelector(label)  # add font selector block (not a window), essentially a combo listing the loaded fonts.
  igShowFontSelector(label)
end

.ShowIDStackToolWindow(p_open = nil) ⇒ Object

arg: p_open(bool*) ret: void



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# File 'lib/imgui.rb', line 5730

def self.ShowIDStackToolWindow(p_open = nil)  # Implied p_open = NULL
  igShowIDStackToolWindow(p_open)
end

.ShowMetricsWindow(p_open = nil) ⇒ Object

arg: p_open(bool*) ret: void



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# File 'lib/imgui.rb', line 5736

def self.ShowMetricsWindow(p_open = nil)  # create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc.
  igShowMetricsWindow(p_open)
end

.ShowStyleEditor(ref = nil) ⇒ Object

arg: ref(ImGuiStyle*) ret: void



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# File 'lib/imgui.rb', line 5742

def self.ShowStyleEditor(ref = nil)  # add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
  igShowStyleEditor(ref)
end

.ShowStyleSelector(label) ⇒ Object

arg: label(const char*) ret: bool



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# File 'lib/imgui.rb', line 5748

def self.ShowStyleSelector(label)  # add style selector block (not a window), essentially a combo listing the default styles.
  igShowStyleSelector(label)
end

.ShowUserGuideObject

ret: void



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# File 'lib/imgui.rb', line 5753

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

.SliderAngle(label, v_rad, v_degrees_min = -360.0,, v_degrees_max = +360.0, format = "%.0f deg", flags = 0) ⇒ Object

arg: label(const char*), v_rad(float*), v_degrees_min(float), v_degrees_max(float), format(const char*), flags(ImGuiSliderFlags) ret: bool



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# File 'lib/imgui.rb', line 5759

def self.SliderAngle(label, v_rad, v_degrees_min = -360.0, v_degrees_max = +360.0, format = "%.0f deg", flags = 0)  # Implied v_degrees_min = -360.0f, v_degrees_max = +360.0f, format = "%.0f deg", flags = 0
  igSliderAngle(label, v_rad, v_degrees_min, v_degrees_max, format, flags)
end

.SliderFloat(label, v, v_min, v_max, format = "%.3f", flags = 0) ⇒ Object

arg: label(const char*), v(float*), v_min(float), v_max(float), format(const char*), flags(ImGuiSliderFlags) ret: bool

Widgets: Regular Sliders

  • CTRL+Click on any slider to turn them into an input box. Manually input values aren’t clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.

  • Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. “%.3f” -> 1.234; “%5.2f secs” -> 01.23 secs; “Biscuit: %.0f” -> Biscuit: 1; etc.

  • Format string may also be set to NULL or use the default format (“%f” or “%d”).

  • Legacy: Pre-1.78 there are SliderXXX() function signatures that take a final ‘float power=1.0f’ argument instead of the ‘ImGuiSliderFlags flags=0’ argument. If you get a warning converting a float to ImGuiSliderFlags, read github.com/ocornut/imgui/issues/3361



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# File 'lib/imgui.rb', line 5772

def self.SliderFloat(label, v, v_min, v_max, format = "%.3f", flags = 0)  # Implied format = "%.3f", flags = 0
  igSliderFloat(label, v, v_min, v_max, format, flags)
end

.SliderFloat2(label, v, v_min, v_max, format = "%.3f", flags = 0) ⇒ Object

arg: label(const char*), v(float), v_min(float), v_max(float), format(const char*), flags(ImGuiSliderFlags) ret: bool



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# File 'lib/imgui.rb', line 5778

def self.SliderFloat2(label, v, v_min, v_max, format = "%.3f", flags = 0)  # Implied format = "%.3f", flags = 0
  igSliderFloat2(label, v, v_min, v_max, format, flags)
end

.SliderFloat3(label, v, v_min, v_max, format = "%.3f", flags = 0) ⇒ Object

arg: label(const char*), v(float), v_min(float), v_max(float), format(const char*), flags(ImGuiSliderFlags) ret: bool



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# File 'lib/imgui.rb', line 5784

def self.SliderFloat3(label, v, v_min, v_max, format = "%.3f", flags = 0)  # Implied format = "%.3f", flags = 0
  igSliderFloat3(label, v, v_min, v_max, format, flags)
end

.SliderFloat4(label, v, v_min, v_max, format = "%.3f", flags = 0) ⇒ Object

arg: label(const char*), v(float), v_min(float), v_max(float), format(const char*), flags(ImGuiSliderFlags) ret: bool



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# File 'lib/imgui.rb', line 5790

def self.SliderFloat4(label, v, v_min, v_max, format = "%.3f", flags = 0)  # Implied format = "%.3f", flags = 0
  igSliderFloat4(label, v, v_min, v_max, format, flags)
end

.SliderInt(label, v, v_min, v_max, format = "%d", flags = 0) ⇒ Object

arg: label(const char*), v(int*), v_min(int), v_max(int), format(const char*), flags(ImGuiSliderFlags) ret: bool



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# File 'lib/imgui.rb', line 5796

def self.SliderInt(label, v, v_min, v_max, format = "%d", flags = 0)  # Implied format = "%d", flags = 0
  igSliderInt(label, v, v_min, v_max, format, flags)
end

.SliderInt2(label, v, v_min, v_max, format = "%d", flags = 0) ⇒ Object

arg: label(const char*), v(int), v_min(int), v_max(int), format(const char*), flags(ImGuiSliderFlags) ret: bool



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# File 'lib/imgui.rb', line 5802

def self.SliderInt2(label, v, v_min, v_max, format = "%d", flags = 0)  # Implied format = "%d", flags = 0
  igSliderInt2(label, v, v_min, v_max, format, flags)
end

.SliderInt3(label, v, v_min, v_max, format = "%d", flags = 0) ⇒ Object

arg: label(const char*), v(int), v_min(int), v_max(int), format(const char*), flags(ImGuiSliderFlags) ret: bool



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# File 'lib/imgui.rb', line 5808

def self.SliderInt3(label, v, v_min, v_max, format = "%d", flags = 0)  # Implied format = "%d", flags = 0
  igSliderInt3(label, v, v_min, v_max, format, flags)
end

.SliderInt4(label, v, v_min, v_max, format = "%d", flags = 0) ⇒ Object

arg: label(const char*), v(int), v_min(int), v_max(int), format(const char*), flags(ImGuiSliderFlags) ret: bool



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# File 'lib/imgui.rb', line 5814

def self.SliderInt4(label, v, v_min, v_max, format = "%d", flags = 0)  # Implied format = "%d", flags = 0
  igSliderInt4(label, v, v_min, v_max, format, flags)
end

.SliderScalar(label, data_type, p_data, p_min, p_max, format = nil, flags = 0) ⇒ Object

arg: label(const char*), data_type(ImGuiDataType), p_data(void*), p_min(const void*), p_max(const void*), format(const char*), flags(ImGuiSliderFlags) ret: bool



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# File 'lib/imgui.rb', line 5820

def self.SliderScalar(label, data_type, p_data, p_min, p_max, format = nil, flags = 0)  # Implied format = NULL, flags = 0
  igSliderScalar(label, data_type, p_data, p_min, p_max, format, flags)
end

.SliderScalarN(label, data_type, p_data, components, p_min, p_max, format = nil, flags = 0) ⇒ Object

arg: label(const char*), data_type(ImGuiDataType), p_data(void*), components(int), p_min(const void*), p_max(const void*), format(const char*), flags(ImGuiSliderFlags) ret: bool



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# File 'lib/imgui.rb', line 5826

def self.SliderScalarN(label, data_type, p_data, components, p_min, p_max, format = nil, flags = 0)  # Implied format = NULL, flags = 0
  igSliderScalarN(label, data_type, p_data, components, p_min, p_max, format, flags)
end

.SmallButton(label) ⇒ Object

arg: label(const char*) ret: bool



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# File 'lib/imgui.rb', line 5832

def self.SmallButton(label)  # button with (FramePadding.y == 0) to easily embed within text
  igSmallButton(label)
end

.SpacingObject

ret: void



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# File 'lib/imgui.rb', line 5837

def self.Spacing()  # add vertical spacing.
  igSpacing()
end

.StyleColorsClassic(dst = nil) ⇒ Object

arg: dst(ImGuiStyle*) ret: void



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# File 'lib/imgui.rb', line 5843

def self.StyleColorsClassic(dst = nil)  # classic imgui style
  igStyleColorsClassic(dst)
end

.StyleColorsDark(dst = nil) ⇒ Object

arg: dst(ImGuiStyle*) ret: void

Styles



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# File 'lib/imgui.rb', line 5851

def self.StyleColorsDark(dst = nil)  # new, recommended style (default)
  igStyleColorsDark(dst)
end

.StyleColorsLight(dst = nil) ⇒ Object

arg: dst(ImGuiStyle*) ret: void



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# File 'lib/imgui.rb', line 5857

def self.StyleColorsLight(dst = nil)  # best used with borders and a custom, thicker font
  igStyleColorsLight(dst)
end

.TabItemButton(label, flags = 0) ⇒ Object

arg: label(const char*), flags(ImGuiTabItemFlags) ret: bool



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# File 'lib/imgui.rb', line 5863

def self.TabItemButton(label, flags = 0)  # create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar.
  igTabItemButton(label, flags)
end

.TableAngledHeadersRowObject

ret: void



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# File 'lib/imgui.rb', line 5868

def self.TableAngledHeadersRow()  # submit a row with angled headers for every column with the ImGuiTableColumnFlags_AngledHeader flag. MUST BE FIRST ROW.
  igTableAngledHeadersRow()
end

.TableGetColumnCountObject

ret: int



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# File 'lib/imgui.rb', line 5873

def self.TableGetColumnCount()  # return number of columns (value passed to BeginTable)
  igTableGetColumnCount()
end

.TableGetColumnFlags(column_n = -1)) ⇒ Object

arg: column_n(int) ret: int



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# File 'lib/imgui.rb', line 5879

def self.TableGetColumnFlags(column_n = -1)  # return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column.
  igTableGetColumnFlags(column_n)
end

.TableGetColumnIndexObject

ret: int



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# File 'lib/imgui.rb', line 5884

def self.TableGetColumnIndex()  # return current column index.
  igTableGetColumnIndex()
end

.TableGetColumnName(column_n = -1)) ⇒ Object

arg: column_n(int) ret: pointer



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# File 'lib/imgui.rb', line 5890

def self.TableGetColumnName(column_n = -1)  # return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column.
  igTableGetColumnName(column_n)
end

.TableGetHoveredColumnObject

ret: int



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# File 'lib/imgui.rb', line 5895

def self.TableGetHoveredColumn()  # return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered. Can also use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead.
  igTableGetHoveredColumn()
end

.TableGetRowIndexObject

ret: int



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# File 'lib/imgui.rb', line 5900

def self.TableGetRowIndex()  # return current row index.
  igTableGetRowIndex()
end

.TableGetSortSpecsObject

ret: pointer

Tables: Sorting & Miscellaneous functions

  • Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting. When ‘sort_specs->SpecsDirty == true’ you should sort your data. It will be true when sorting specs have changed since last call, or the first time. Make sure to set ‘SpecsDirty = false’ after sorting, else you may wastefully sort your data every frame!

  • Functions args ‘int column_n’ treat the default value of -1 as the same as passing the current column index.



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# File 'lib/imgui.rb', line 5912

def self.TableGetSortSpecs()  # get latest sort specs for the table (NULL if not sorting).  Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable().
  igTableGetSortSpecs()
end

.TableHeader(label) ⇒ Object

arg: label(const char*) ret: void



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# File 'lib/imgui.rb', line 5918

def self.TableHeader(label)  # submit one header cell manually (rarely used)
  igTableHeader(label)
end

.TableHeadersRowObject

ret: void



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# File 'lib/imgui.rb', line 5923

def self.TableHeadersRow()  # submit a row with headers cells based on data provided to TableSetupColumn() + submit context menu
  igTableHeadersRow()
end

.TableNextColumnObject

ret: bool



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# File 'lib/imgui.rb', line 5928

def self.TableNextColumn()  # append into the next column (or first column of next row if currently in last column). Return true when column is visible.
  igTableNextColumn()
end

.TableNextRow(row_flags = 0, min_row_height = 0.0) ⇒ Object

arg: row_flags(ImGuiTableRowFlags), min_row_height(float) ret: void



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# File 'lib/imgui.rb', line 5934

def self.TableNextRow(row_flags = 0, min_row_height = 0.0)  # Implied row_flags = 0, min_row_height = 0.0f
  igTableNextRow(row_flags, min_row_height)
end

.TableSetBgColor(target, color, column_n = -1)) ⇒ Object

arg: target(ImGuiTableBgTarget), color(ImU32), column_n(int) ret: void



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# File 'lib/imgui.rb', line 5940

def self.TableSetBgColor(target, color, column_n = -1)  # change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details.
  igTableSetBgColor(target, color, column_n)
end

.TableSetColumnEnabled(column_n, v) ⇒ Object

arg: column_n(int), v(bool) ret: void



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# File 'lib/imgui.rb', line 5946

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

.TableSetColumnIndex(column_n) ⇒ Object

arg: column_n(int) ret: bool



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# File 'lib/imgui.rb', line 5952

def self.TableSetColumnIndex(column_n)  # append into the specified column. Return true when column is visible.
  igTableSetColumnIndex(column_n)
end

.TableSetupColumn(label, flags = 0, init_width_or_weight = 0.0, user_id = 0) ⇒ Object

arg: label(const char*), flags(ImGuiTableColumnFlags), init_width_or_weight(float), user_id(ImGuiID) ret: void

Tables: Headers & Columns declaration

  • Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc.

  • Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column. Headers are required to perform: reordering, sorting, and opening the context menu. The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody.

  • You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in some advanced use cases (e.g. adding custom widgets in header row).

  • Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled.



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# File 'lib/imgui.rb', line 5967

def self.TableSetupColumn(label, flags = 0, init_width_or_weight = 0.0, user_id = 0)  # Implied init_width_or_weight = 0.0f, user_id = 0
  igTableSetupColumn(label, flags, init_width_or_weight, user_id)
end

.TableSetupScrollFreeze(cols, rows) ⇒ Object

arg: cols(int), rows(int) ret: void



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# File 'lib/imgui.rb', line 5973

def self.TableSetupScrollFreeze(cols, rows)  # lock columns/rows so they stay visible when scrolled.
  igTableSetupScrollFreeze(cols, rows)
end

.Text(fmt, *varargs) ⇒ Object

arg: fmt(const char*), …(…) ret: void



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# File 'lib/imgui.rb', line 5979

def self.Text(fmt, *varargs)  # formatted text
  igText(fmt, *varargs)
end

.TextColored(col, fmt, *varargs) ⇒ Object

arg: col(ImVec4), fmt(const char*), …(…) ret: void



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# File 'lib/imgui.rb', line 5985

def self.TextColored(col, fmt, *varargs)  # shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
  igTextColored(col, fmt, *varargs)
end

.TextDisabled(fmt, *varargs) ⇒ Object

arg: fmt(const char*), …(…) ret: void



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# File 'lib/imgui.rb', line 5991

def self.TextDisabled(fmt, *varargs)  # shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
  igTextDisabled(fmt, *varargs)
end

arg: label(const char*) ret: bool



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# File 'lib/imgui.rb', line 5997

def self.TextLink(label)  # hyperlink text button, return true when clicked
  igTextLink(label)
end

.TextLinkOpenURL(label, url = nil) ⇒ Object

arg: label(const char*), url(const char*) ret: void



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# File 'lib/imgui.rb', line 6003

def self.TextLinkOpenURL(label, url = nil)  # Implied url = NULL
  igTextLinkOpenURL(label, url)
end

.TextUnformatted(text, text_end = nil) ⇒ Object

arg: text(const char*), text_end(const char*) ret: void

Widgets: Text



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# File 'lib/imgui.rb', line 6011

def self.TextUnformatted(text, text_end = nil)  # Implied text_end = NULL
  igTextUnformatted(text, text_end)
end

.TextWrapped(fmt, *varargs) ⇒ Object

arg: fmt(const char*), …(…) ret: void



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# File 'lib/imgui.rb', line 6017

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

.TreeNode(*arg) ⇒ Object

Widgets: Trees

  • TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents.



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# File 'lib/imgui.rb', line 6411

def self.TreeNode(*arg)
  # arg: 0:label(const char*)
  # ret: bool
  return igTreeNode_Str(arg[0]) if arg.length == 1 && (arg[0].kind_of?(String))
  # arg: 0:str_id(const char*), 1:fmt(const char*), 2:...(...)
  # ret: bool
  return igTreeNode_StrStr(arg[0], arg[1], arg[2..]) if arg.length >= 2 && (arg[0].kind_of?(String) && arg[1].kind_of?(String))
  # arg: 0:ptr_id(const void*), 1:fmt(const char*), 2:...(...)
  # ret: bool
  return igTreeNode_Ptr(arg[0], arg[1], arg[2..]) if arg.length >= 2 && (arg[0].kind_of?(FFI::Pointer) && arg[1].kind_of?(String))
  $stderr.puts("[Warning] TreeNode : No matching functions found (#{arg})")
end

.TreeNode_Ptr(ptr_id, fmt, *varargs) ⇒ Object

arg: ptr_id(const void*), fmt(const char*), …(…) ret: bool



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# File 'lib/imgui.rb', line 6035

def self.TreeNode_Ptr(ptr_id, fmt, *varargs)
  igTreeNode_Ptr(ptr_id, fmt, *varargs)
end

.TreeNode_Str(label) ⇒ Object

arg: label(const char*) ret: bool



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# File 'lib/imgui.rb', line 6023

def self.TreeNode_Str(label)
  igTreeNode_Str(label)
end

.TreeNode_StrStr(str_id, fmt, *varargs) ⇒ Object

arg: str_id(const char*), fmt(const char*), …(…) ret: bool



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# File 'lib/imgui.rb', line 6029

def self.TreeNode_StrStr(str_id, fmt, *varargs)
  igTreeNode_StrStr(str_id, fmt, *varargs)
end

.TreeNodeEx(*arg) ⇒ Object



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# File 'lib/imgui.rb', line 6424

def self.TreeNodeEx(*arg)
  # arg: 0:label(const char*), 1:flags(ImGuiTreeNodeFlags)
  # ret: bool
  return igTreeNodeEx_Str(arg[0], arg[1]) if arg.length == 2 && (arg[0].kind_of?(String) && arg[1].kind_of?(Integer))
  # arg: 0:str_id(const char*), 1:flags(ImGuiTreeNodeFlags), 2:fmt(const char*), 3:...(...)
  # ret: bool
  return igTreeNodeEx_StrStr(arg[0], arg[1], arg[2], arg[3..]) if arg.length >= 3 && (arg[0].kind_of?(String) && arg[1].kind_of?(Integer) && arg[2].kind_of?(String))
  # arg: 0:ptr_id(const void*), 1:flags(ImGuiTreeNodeFlags), 2:fmt(const char*), 3:...(...)
  # ret: bool
  return igTreeNodeEx_Ptr(arg[0], arg[1], arg[2], arg[3..]) if arg.length >= 3 && (arg[0].kind_of?(FFI::Pointer) && arg[1].kind_of?(Integer) && arg[2].kind_of?(String))
  $stderr.puts("[Warning] TreeNodeEx : No matching functions found (#{arg})")
end

.TreeNodeEx_Ptr(ptr_id, flags, fmt, *varargs) ⇒ Object

arg: ptr_id(const void*), flags(ImGuiTreeNodeFlags), fmt(const char*), …(…) ret: bool



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# File 'lib/imgui.rb', line 6053

def self.TreeNodeEx_Ptr(ptr_id, flags, fmt, *varargs)
  igTreeNodeEx_Ptr(ptr_id, flags, fmt, *varargs)
end

.TreeNodeEx_Str(label, flags = 0) ⇒ Object

arg: label(const char*), flags(ImGuiTreeNodeFlags) ret: bool



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# File 'lib/imgui.rb', line 6041

def self.TreeNodeEx_Str(label, flags = 0)
  igTreeNodeEx_Str(label, flags)
end

.TreeNodeEx_StrStr(str_id, flags, fmt, *varargs) ⇒ Object

arg: str_id(const char*), flags(ImGuiTreeNodeFlags), fmt(const char*), …(…) ret: bool



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# File 'lib/imgui.rb', line 6047

def self.TreeNodeEx_StrStr(str_id, flags, fmt, *varargs)
  igTreeNodeEx_StrStr(str_id, flags, fmt, *varargs)
end

.TreePopObject

ret: void



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# File 'lib/imgui.rb', line 6058

def self.TreePop()  # ~ Unindent()+PopID()
  igTreePop()
end

.TreePush(*arg) ⇒ Object

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



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# File 'lib/imgui.rb', line 6437

def self.TreePush(*arg)  # ~ Indent()+PushID(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired.
  # arg: 0:str_id(const char*)
  # ret: void
  return igTreePush_Str(arg[0]) if arg.length == 1 && (arg[0].kind_of?(String))
  # arg: 0:ptr_id(const void*)
  # ret: void
  return igTreePush_Ptr(arg[0]) if arg.length == 1 && (arg[0].kind_of?(FFI::Pointer))
  $stderr.puts("[Warning] TreePush : No matching functions found (#{arg})")
end

.TreePush_Ptr(ptr_id) ⇒ Object

arg: ptr_id(const void*) ret: void



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# File 'lib/imgui.rb', line 6070

def self.TreePush_Ptr(ptr_id)
  igTreePush_Ptr(ptr_id)
end

.TreePush_Str(str_id) ⇒ Object

arg: str_id(const char*) ret: void



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# File 'lib/imgui.rb', line 6064

def self.TreePush_Str(str_id)
  igTreePush_Str(str_id)
end

.Unindent(indent_w = 0.0) ⇒ Object

arg: indent_w(float) ret: void



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# File 'lib/imgui.rb', line 6076

def self.Unindent(indent_w = 0.0)  # Implied indent_w = 0.0f
  igUnindent(indent_w)
end

.UpdatePlatformWindowsObject

ret: void

(Optional) Platform/OS interface for multi-viewport support Read comments around the ImGuiPlatformIO structure for more details. Note: You may use GetWindowViewport() to get the current viewport of the current window.



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# File 'lib/imgui.rb', line 6085

def self.UpdatePlatformWindows()  # call in main loop. will call CreateWindow/ResizeWindow/etc. platform functions for each secondary viewport, and DestroyWindow for each inactive viewport.
  igUpdatePlatformWindows()
end

.Value(*arg) ⇒ Object



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# File 'lib/imgui.rb', line 6447

def self.Value(*arg)
  # arg: 0:prefix(const char*), 1:b(bool)
  # ret: void
  return igValue_Bool(arg[0], arg[1]) if arg.length == 2 && (arg[0].kind_of?(String) && (arg[1].is_a?(TrueClass) || arg[1].is_a?(FalseClass)))
  # arg: 0:prefix(const char*), 1:v(int)
  # ret: void
  return igValue_Int(arg[0], arg[1]) if arg.length == 2 && (arg[0].kind_of?(String) && arg[1].kind_of?(Integer))
  # arg: 0:prefix(const char*), 1:v(unsigned int)
  # ret: void
  return igValue_Uint(arg[0], arg[1]) if arg.length == 2 && (arg[0].kind_of?(String) && arg[1].kind_of?(Integer))
  # arg: 0:prefix(const char*), 1:v(float), 2:float_format(const char*)
  # ret: void
  return igValue_Float(arg[0], arg[1], arg[2]) if arg.length == 3 && (arg[0].kind_of?(String) && arg[1].kind_of?(Float) && arg[2].kind_of?(String))
  $stderr.puts("[Warning] Value : No matching functions found (#{arg})")
end

.Value_Bool(prefix, b) ⇒ Object

arg: prefix(const char*), b(bool) ret: void



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# File 'lib/imgui.rb', line 6109

def self.Value_Bool(prefix, b)
  igValue_Bool(prefix, b)
end

.Value_Float(prefix, v, float_format = nil) ⇒ Object

arg: prefix(const char*), v(float), float_format(const char*) ret: void



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# File 'lib/imgui.rb', line 6127

def self.Value_Float(prefix, v, float_format = nil)
  igValue_Float(prefix, v, float_format)
end

.Value_Int(prefix, v) ⇒ Object

arg: prefix(const char*), v(int) ret: void



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# File 'lib/imgui.rb', line 6115

def self.Value_Int(prefix, v)
  igValue_Int(prefix, v)
end

.Value_Uint(prefix, v) ⇒ Object

arg: prefix(const char*), v(unsigned int) ret: void



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# File 'lib/imgui.rb', line 6121

def self.Value_Uint(prefix, v)
  igValue_Uint(prefix, v)
end

.VSliderFloat(label, size, v, v_min, v_max, format = "%.3f", flags = 0) ⇒ Object

arg: label(const char*), size(ImVec2), v(float*), v_min(float), v_max(float), format(const char*), flags(ImGuiSliderFlags) ret: bool



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# File 'lib/imgui.rb', line 6091

def self.VSliderFloat(label, size, v, v_min, v_max, format = "%.3f", flags = 0)  # Implied format = "%.3f", flags = 0
  igVSliderFloat(label, size, v, v_min, v_max, format, flags)
end

.VSliderInt(label, size, v, v_min, v_max, format = "%d", flags = 0) ⇒ Object

arg: label(const char*), size(ImVec2), v(int*), v_min(int), v_max(int), format(const char*), flags(ImGuiSliderFlags) ret: bool



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# File 'lib/imgui.rb', line 6097

def self.VSliderInt(label, size, v, v_min, v_max, format = "%d", flags = 0)  # Implied format = "%d", flags = 0
  igVSliderInt(label, size, v, v_min, v_max, format, flags)
end

.VSliderScalar(label, size, data_type, p_data, p_min, p_max, format = nil, flags = 0) ⇒ Object

arg: label(const char*), size(ImVec2), data_type(ImGuiDataType), p_data(void*), p_min(const void*), p_max(const void*), format(const char*), flags(ImGuiSliderFlags) ret: bool



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# File 'lib/imgui.rb', line 6103

def self.VSliderScalar(label, size, data_type, p_data, p_min, p_max, format = nil, flags = 0)  # Implied format = NULL, flags = 0
  igVSliderScalar(label, size, data_type, p_data, p_min, p_max, format, flags)
end