Documentation ¶
Overview ¶
Package imgui contains all the functions to create an immediate mode graphical user interface based on Dear ImGui.
Setup ¶
Refer to the _examples directory, which contains ported examples of the C++ version, available to Go.
Conventions ¶
The exported functions and constants are named closely to that of the wrapped library. If a function has optional parameters, it will be available in two versions: A verbose one, which has all optional parameters listed, and a terse one, with only the mandatory parameters in its signature. The verbose variant will have the suffix V in its name. For example, there are
func Button(id string) bool
and
func ButtonV(id string, size Vec2) bool
The terse variant will list the default parameters it uses to call the verbose variant.
There are several types which are based on uintptr. These are references to the wrapped instances in C++. You will always get to such a reference via some function - you never "instantiate" such an instance on your own.
Index ¶
- Constants
- Variables
- func Begin(id string) bool
- func BeginChild(id string) bool
- func BeginChildV(id string, size Vec2, border bool, flags int) bool
- func BeginCombo(label, previewValue string) bool
- func BeginComboV(label, previewValue string, flags int) bool
- func BeginGroup()
- func BeginMainMenuBar() bool
- func BeginMenu(label string) bool
- func BeginMenuBar() bool
- func BeginMenuV(label string, enabled bool) bool
- func BeginPopupContextItem() bool
- func BeginPopupContextItemV(label string, mouseButton int) bool
- func BeginPopupModal(name string) bool
- func BeginPopupModalV(name string, open *bool, flags int) bool
- func BeginTooltip()
- func BeginV(id string, open *bool, flags int) bool
- func Button(id string) bool
- func ButtonV(id string, size Vec2) bool
- func Checkbox(id string, selected *bool) bool
- func CloseCurrentPopup()
- func Dummy(size Vec2)
- func End()
- func EndChild()
- func EndCombo()
- func EndFrame()
- func EndGroup()
- func EndMainMenuBar()
- func EndMenu()
- func EndMenuBar()
- func EndPopup()
- func EndTooltip()
- func Image(id TextureID, size Vec2)
- func ImageButton(id TextureID, size Vec2) bool
- func ImageButtonV(id TextureID, size Vec2, uv0, uv1 Vec2, framePadding int, bgCol Vec4, ...) bool
- func ImageV(id TextureID, size Vec2, uv0, uv1 Vec2, tintCol, borderCol Vec4)
- func IndexBufferLayout() (entrySize int)
- func IsItemHovered() bool
- func IsItemHoveredV(flags int) bool
- func LabelText(label, text string)
- func MenuItem(label string) bool
- func MenuItemV(label string, shortcut string, selected bool, enabled bool) bool
- func NewFrame()
- func OpenPopup(id string)
- func PopFont()
- func PopID()
- func PopItemWidth()
- func PopStyleColor()
- func PopStyleColorV(count int)
- func PopStyleVar()
- func PopStyleVarV(count int)
- func PopTextWrapPos()
- func PushFont(font Font)
- func PushID(id string)
- func PushItemWidth(width float32)
- func PushStyleColor(id StyleColorID, color Vec4)
- func PushStyleVarFloat(id StyleVarID, value float32)
- func PushStyleVarVec2(id StyleVarID, value Vec2)
- func PushTextWrapPos()
- func PushTextWrapPosV(wrapPosX float32)
- func Render()
- func SameLine()
- func SameLineV(posX float32, spacingW float32)
- func Selectable(label string) bool
- func SelectableV(label string, selected bool, flags int, size Vec2) bool
- func Separator()
- func SetAssertHandler(handler AssertHandler)
- func SetCursorPos(localPos Vec2)
- func SetNextTreeNodeOpen(open bool, cond Condition)
- func SetNextWindowBgAlpha(value float32)
- func SetNextWindowFocus()
- func SetNextWindowPos(pos Vec2)
- func SetNextWindowPosV(pos Vec2, cond Condition, pivot Vec2)
- func SetNextWindowSize(size Vec2)
- func SetNextWindowSizeV(size Vec2, cond Condition)
- func SetTooltip(text string)
- func ShowDemoWindow(open *bool)
- func ShowUserGuide()
- func SliderInt(label string, value *int32, min, max int32) bool
- func SliderIntV(label string, value *int32, min, max int32, format string) bool
- func Spacing()
- func Text(text string)
- func TextLineHeight() float32
- func TextLineHeightWithSpacing() float32
- func TreeNode(label string) bool
- func TreeNodeV(label string, flags int) bool
- func TreePop()
- func Version() string
- func VertexBufferLayout() (entrySize int, posOffset int, uvOffset int, colOffset int)
- type Alpha8Image
- type AssertHandler
- type Condition
- type Context
- type DrawCommand
- type DrawData
- type DrawList
- type Font
- type FontAtlas
- type IO
- func (io IO) AddInputCharacters(chars string)
- func (io IO) AddMouseWheelDelta(horizontal, vertical float32)
- func (io IO) Fonts() FontAtlas
- func (io IO) KeyAlt(leftAlt int, rigthAlt int)
- func (io IO) KeyCtrl(leftCtrl int, rigthCtrl int)
- func (io IO) KeyMap(imguiKey int, nativeKey int)
- func (io IO) KeyPress(key int)
- func (io IO) KeyRelease(key int)
- func (io IO) KeyShift(leftShift int, rigthShift int)
- func (io IO) KeySuper(leftSuper int, rigthSuper int)
- func (io IO) SetDeltaTime(value float32)
- func (io IO) SetDisplaySize(value Vec2)
- func (io IO) SetFontGlobalScale(value float32)
- func (io IO) SetMouseButtonDown(index int, down bool)
- func (io IO) SetMousePosition(value Vec2)
- func (io IO) WantCaptureKeyboard() bool
- func (io IO) WantCaptureMouse() bool
- func (io IO) WantTextInput() bool
- type Style
- type StyleColorID
- type StyleVarID
- type TextureID
- type Vec2
- type Vec4
Constants ¶
const ( // ComboFlagPopupAlignLeft aligns the popup toward the left by default. ComboFlagPopupAlignLeft = 1 << iota // ComboFlagHeightSmall has max ~4 items visible. // Tip: If you want your combo popup to be a specific size you can use SetNextWindowSizeConstraints() prior to calling BeginCombo(). ComboFlagHeightSmall // ComboFlagHeightRegular has max ~8 items visible (default). ComboFlagHeightRegular // ComboFlagHeightLarge has max ~20 items visible. ComboFlagHeightLarge // ComboFlagHeightLargest has as many fitting items as possible. ComboFlagHeightLargest // ComboFlagNoArrowButton displays on the preview box without the square arrow button. ComboFlagNoArrowButton // ComboFlagNoPreview displays only a square arrow button. ComboFlagNoPreview )
const ( // HoveredFlagsDefault Return true if directly over the item/window, not obstructed by another window, // not obstructed by an active popup or modal blocking inputs under them. HoveredFlagsDefault = 0 // HoveredFlagsChildWindows IsWindowHovered() only: Return true if any children of the window is hovered. HoveredFlagsChildWindows = 1 << 0 // HoveredFlagsRootWindow IsWindowHovered() only: Test from root window (top most parent of the current hierarchy). HoveredFlagsRootWindow = 1 << 1 // HoveredFlagsAnyWindow IsWindowHovered() only: Return true if any window is hovered. HoveredFlagsAnyWindow = 1 << 2 // HoveredFlagsAllowWhenBlockedByPopup Return true even if a popup window is normally blocking access to this item/window. HoveredFlagsAllowWhenBlockedByPopup = 1 << 3 // HoveredFlagsAllowWhenBlockedByActiveItem Return true even if an active item is blocking access to this item/window. // Useful for Drag and Drop patterns. HoveredFlagsAllowWhenBlockedByActiveItem = 1 << 5 // HoveredFlagsAllowWhenOverlapped Return true even if the position is overlapped by another window HoveredFlagsAllowWhenOverlapped = 1 << 6 )
const ( HoveredFlagsRectOnly = HoveredFlagsAllowWhenBlockedByPopup | HoveredFlagsAllowWhenBlockedByActiveItem | HoveredFlagsAllowWhenOverlapped HoveredFlagsRootAndChildWindows = HoveredFlagsRootWindow | HoveredFlagsChildWindows )
HoveredFlags combinations
const ( // TreeNodeFlagsSelected draws as selected. TreeNodeFlagsSelected = 1 << iota // TreeNodeFlagsFramed draws full colored frame (e.g. for CollapsingHeader). TreeNodeFlagsFramed // TreeNodeFlagsAllowItemOverlap hit testing to allow subsequent widgets to overlap this one. TreeNodeFlagsAllowItemOverlap // TreeNodeFlagsNoTreePushOnOpen doesn't do a TreePush() when open // (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack. TreeNodeFlagsNoTreePushOnOpen // TreeNodeFlagsNoAutoOpenOnLog doesn't automatically and temporarily open node when Logging is active // (by default logging will automatically open tree nodes). TreeNodeFlagsNoAutoOpenOnLog // TreeNodeFlagsDefaultOpen defaults node to be open. TreeNodeFlagsDefaultOpen // TreeNodeFlagsOpenOnDoubleClick needs double-click to open node. TreeNodeFlagsOpenOnDoubleClick // TreeNodeFlagsOpenOnArrow opens only when clicking on the arrow part. // If TreeNodeFlagsOpenOnDoubleClick is also set, single-click arrow or double-click all box to open. TreeNodeFlagsOpenOnArrow // TreeNodeFlagsLeaf allows no collapsing, no arrow (use as a convenience for leaf nodes). TreeNodeFlagsLeaf // TreeNodeFlagsBullet displays a bullet instead of arrow. TreeNodeFlagsBullet // TreeNodeFlagsFramePadding use FramePadding (even for an unframed text node) to // vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding(). TreeNodeFlagsFramePadding // from any of its child (items submitted between TreeNode and TreePop). TreeNodeFlagsNavLeftJumpsBackHere // TreeNodeFlagsCollapsingHeader combines TreeNodeFlagsFramed and TreeNodeFlagsNoAutoOpenOnLog. TreeNodeFlagsCollapsingHeader = TreeNodeFlagsFramed | TreeNodeFlagsNoAutoOpenOnLog )
const ( // WindowFlagsNoTitleBar disables the title-bar. WindowFlagsNoTitleBar = 1 << 0 // WindowFlagsNoResize disables user resizing with the lower-right grip. WindowFlagsNoResize = 1 << 1 // WindowFlagsNoMove disables user moving the window. WindowFlagsNoMove = 1 << 2 // WindowFlagsNoScrollbar disables scrollbars (window can still scroll with mouse or programatically). WindowFlagsNoScrollbar = 1 << 3 // WindowFlagsNoScrollWithMouse disables user vertically scrolling with mouse wheel. // On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set. WindowFlagsNoScrollWithMouse = 1 << 4 // WindowFlagsNoCollapse disables user collapsing window by double-clicking on it. WindowFlagsNoCollapse = 1 << 5 // WindowFlagsAlwaysAutoResize resizes every window to its content every frame. WindowFlagsAlwaysAutoResize = 1 << 6 // WindowFlagsNoSavedSettings prohibits load/save settings in .ini file. WindowFlagsNoSavedSettings = 1 << 8 // WindowFlagsNoInputs disables catching mouse or keyboard inputs, hovering test with pass through. WindowFlagsNoInputs = 1 << 9 // WindowFlagsMenuBar has a menu-bar. WindowFlagsMenuBar = 1 << 10 // WindowFlagsHorizontalScrollbar allows horizontal scrollbar to appear (off by default). // You may use SetNextWindowContentSize(Vec2(width,0.0f)); prior to calling Begin() to specify width. // Read code in imgui_demo in the "Horizontal Scrolling" section. WindowFlagsHorizontalScrollbar = 1 << 11 // WindowFlagsNoFocusOnAppearing disables taking focus when transitioning from hidden to visible state. WindowFlagsNoFocusOnAppearing = 1 << 12 // WindowFlagsNoBringToFrontOnFocus disables bringing window to front when taking focus. // (e.g. clicking on it or programatically giving it focus) WindowFlagsNoBringToFrontOnFocus = 1 << 13 // WindowFlagsAlwaysVerticalScrollbar shows always a vertical scrollbar (even if ContentSize.y < Size.y) WindowFlagsAlwaysVerticalScrollbar = 1 << 14 // WindowFlagsAlwaysHorizontalScrollbar shows always a horizontal scrollbar (even if ContentSize.x < Size.x). WindowFlagsAlwaysHorizontalScrollbar = 1 << 15 // WindowFlagsAlwaysUseWindowPadding ensures child windows without border uses style.WindowPadding. // (ignored by default for non-bordered child windows, because more convenient) WindowFlagsAlwaysUseWindowPadding = 1 << 16 // WindowFlagsResizeFromAnySide [BETA] enables resize from any corners and borders. // Your back-end needs to honor the different values of io.MouseCursor set by imgui. WindowFlagsResizeFromAnySide = 1 << 17 WindowFlagsNoNavInputs = 1 << 18 WindowFlagsNoNavFocus = 1 << 19 WindowFlagsNoNav = WindowFlagsNoNavInputs | WindowFlagsNoNavFocus )
const ( KeyTab = 0 KeyLeftArrow = 1 KeyRightArrow = 2 KeyUpArrow = 3 KeyDownArrow = 4 KeyPageUp = 5 KeyPageDown = 6 KeyHome = 7 KeyEnd = 8 KeyInsert = 9 KeyDelete = 10 KeyBackspace = 11 KeySpace = 12 KeyEnter = 13 KeyEscape = 14 KeyA = 15 // for text edit CTRL+A: select all KeyC = 16 // for text edit CTRL+C: copy KeyV = 17 // for text edit CTRL+V: paste KeyX = 18 // for text edit CTRL+X: cut KeyY = 19 // for text edit CTRL+Y: redo KeyZ = 20 // for text edit CTRL+Z: undo KeyCOUNT = 21 )
User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array
Variables ¶
var ErrContextDestroyed = errors.New("context is destroyed")
ErrContextDestroyed is returned when trying to use an already destroyed context.
var ErrNoContext = errors.New("no current context")
ErrNoContext is used when no context is current.
Functions ¶
func BeginChild ¶ added in v0.2.0
BeginChild calls BeginChildV(id, Vec2{0,0}, false, 0).
func BeginChildV ¶ added in v0.2.0
BeginChildV pushes a new child to the stack and starts appending to it.
func BeginCombo ¶ added in v0.2.0
BeginCombo calls BeginComboV(label, previewValue, 0).
func BeginComboV ¶ added in v0.2.0
BeginComboV creates a combo box with complete control over the content to the user. Call EndCombo() if this function returns true.
func BeginGroup ¶ added in v0.2.0
func BeginGroup()
BeginGroup locks horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
func BeginMainMenuBar ¶ added in v0.2.0
func BeginMainMenuBar() bool
BeginMainMenuBar creates and appends to a full screen menu-bar. If the return value is true, then EndMainMenuBar() must be called!
func BeginMenuBar ¶ added in v0.2.0
func BeginMenuBar() bool
BeginMenuBar appends to menu-bar of current window. This requires WindowFlagsMenuBar flag set on parent window. If the return value is true, then EndMenuBar() must be called!
func BeginMenuV ¶ added in v0.2.0
BeginMenuV creates a sub-menu entry. If the return value is true, then EndMenu() must be called!
func BeginPopupContextItem ¶ added in v0.5.0
func BeginPopupContextItem() bool
BeginPopupContextItem calls BeginPopupContextItemV("", 1)
func BeginPopupContextItemV ¶ added in v0.5.0
BeginPopupContextItemV returns true if the identified mouse button was pressed while hovering over the last item.
func BeginPopupModal ¶ added in v0.2.0
BeginPopupModal calls BeginPopupModalV(name, nil, 0)
func BeginPopupModalV ¶ added in v0.2.0
BeginPopupModalV creates modal dialog (regular window with title bar, block interactions behind the modal window, can't close the modal window by clicking outside).
func BeginTooltip ¶ added in v0.4.0
func BeginTooltip()
BeginTooltip begins/appends to a tooltip window. Used to create full-featured tooltip (with any kind of contents). Requires a call to EndTooltip().
func BeginV ¶ added in v0.2.0
BeginV pushes a new window to the stack and start appending to it. You may append multiple times to the same window during the same frame. If the open argument is provided, the window can be closed, in which case the value will be false after the call.
Returns false if the window is currently not visible. Regardless of the return value, End() must be called for each call to Begin().
func Checkbox ¶ added in v0.2.0
Checkbox creates a checkbox in the selected state. The return value indicates if the selected state has changed.
func CloseCurrentPopup ¶ added in v0.2.0
func CloseCurrentPopup()
CloseCurrentPopup closes the popup we have begin-ed into. Clicking on a MenuItem or Selectable automatically close the current popup.
func End ¶ added in v0.2.0
func End()
End closes the scope for the previously opened window. Every call to Begin() must be matched with a call to End().
func EndChild ¶ added in v0.2.0
func EndChild()
EndChild closes the scope for the previously opened child. Every call to BeginChild() must be matched with a call to EndChild().
func EndCombo ¶ added in v0.2.0
func EndCombo()
EndCombo must be called if BeginComboV() returned true.
func EndFrame ¶
func EndFrame()
EndFrame ends the ImGui frame. Automatically called by Render(), so most likely don't need to ever call that yourself directly. If you don't need to render you may call EndFrame() but you'll have wasted CPU already. If you don't need to render, better to not create any imgui windows instead!
func EndGroup ¶ added in v0.2.0
func EndGroup()
EndGroup must be called for each call to BeginGroup().
func EndMainMenuBar ¶ added in v0.2.0
func EndMainMenuBar()
EndMainMenuBar finishes a main menu bar. Only call EndMainMenuBar() if BeginMainMenuBar() returns true!
func EndMenu ¶ added in v0.2.0
func EndMenu()
EndMenu finishes a sub-menu entry. Only call EndMenu() if BeginMenu() returns true!
func EndMenuBar ¶ added in v0.2.0
func EndMenuBar()
EndMenuBar finishes a menu bar. Only call EndMenuBar() if BeginMenuBar() returns true!
func EndPopup ¶ added in v0.2.0
func EndPopup()
EndPopup finshes a popup. Only call EndPopup() if BeginPopupXXX() returns true!
func EndTooltip ¶ added in v0.4.0
func EndTooltip()
EndTooltip closes the previously started tooltip window.
func Image ¶ added in v0.3.0
Image calls ImageV(id, size, Vec2{0,0}, Vec2{1,1}, Vec4{1,1,1,1}, Vec4{0,0,0,0}).
func ImageButton ¶ added in v0.3.0
ImageButton calls ImageButtonV(id, size, Vec2{0,0}, Vec2{1,1}, -1, Vec4{0,0,0,0}, Vec4{1,1,1,1}).
func ImageButtonV ¶ added in v0.3.0
func ImageButtonV(id TextureID, size Vec2, uv0, uv1 Vec2, framePadding int, bgCol Vec4, tintCol Vec4) bool
ImageButtonV adds a button with an image, based on given texture ID. Refer to TextureID what this represents and how it is drawn. <0 framePadding uses default frame padding settings. 0 for no padding.
func ImageV ¶ added in v0.3.0
ImageV adds an image based on given texture ID. Refer to TextureID what this represents and how it is drawn.
func IndexBufferLayout ¶
func IndexBufferLayout() (entrySize int)
IndexBufferLayout returns the byte size necessary to select fields in an index buffer of DrawList.
func IsItemHovered ¶ added in v0.4.0
func IsItemHovered() bool
IsItemHovered calls IsItemHoveredV(HoveredFlagsDefault)
func IsItemHoveredV ¶ added in v0.4.0
IsItemHoveredV returns true if the last item is hovered. (and usable, aka not blocked by a popup, etc.). See HoveredFlags for more options.
func LabelText ¶ added in v0.3.0
func LabelText(label, text string)
LabelText adds text+label aligned the same way as value+label widgets.
func MenuItemV ¶ added in v0.2.0
MenuItemV adds a menu item with given label. Returns true if the item is selected. If selected is not nil, it will be toggled when true is returned. Shortcuts are displayed for convenience but not processed by ImGui at the moment.
func NewFrame ¶
func NewFrame()
NewFrame starts a new ImGui frame, you can submit any command from this point until Render()/EndFrame().
func OpenPopup ¶ added in v0.2.0
func OpenPopup(id string)
OpenPopup marks popup as open (don't call every frame!). Popups are closed when user click outside, or if CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. By default, Selectable()/MenuItem() are calling CloseCurrentPopup(). Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
func PopFont ¶ added in v0.3.0
func PopFont()
PopFont removes the previously pushed font from the stack.
func PopID ¶ added in v0.3.0
func PopID()
PopID removes the last pushed identifier from the ID stack.
func PopItemWidth ¶ added in v0.2.0
func PopItemWidth()
PopItemWidth must be called for each call to PushItemWidth().
func PopStyleColorV ¶ added in v0.2.0
func PopStyleColorV(count int)
PopStyleColorV reverts the given amount of style color changes.
func PopStyleVarV ¶ added in v0.2.0
func PopStyleVarV(count int)
PopStyleVarV reverts the given amount of style variable changes.
func PopTextWrapPos ¶ added in v0.2.0
func PopTextWrapPos()
PopTextWrapPos resets the last pushed position.
func PushFont ¶ added in v0.3.0
func PushFont(font Font)
PushFont adds the given font on the stack. Use DefaultFont to refer to the default font.
func PushID ¶ added in v0.3.0
func PushID(id string)
PushID pushes the given identifier into the ID stack. IDs are hash of the entire stack!
func PushItemWidth ¶ added in v0.2.0
func PushItemWidth(width float32)
PushItemWidth sets width of items for the common item+label case, in pixels. 0.0f = default to ~2/3 of windows width, >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side).
func PushStyleColor ¶ added in v0.2.0
func PushStyleColor(id StyleColorID, color Vec4)
PushStyleColor pushes the current style color for given ID on a stack and sets the given one. To revert to the previous color, call PopStyleColor().
func PushStyleVarFloat ¶ added in v0.2.0
func PushStyleVarFloat(id StyleVarID, value float32)
PushStyleVarFloat pushes a float value on the stack to temporarily modify a style variable.
func PushStyleVarVec2 ¶ added in v0.2.0
func PushStyleVarVec2(id StyleVarID, value Vec2)
PushStyleVarVec2 pushes a Vec2 value on the stack to temporarily modify a style variable.
func PushTextWrapPos ¶ added in v0.2.0
func PushTextWrapPos()
PushTextWrapPos calls PushTextWrapPosV(0.0).
func PushTextWrapPosV ¶ added in v0.2.0
func PushTextWrapPosV(wrapPosX float32)
PushTextWrapPosV defines word-wrapping for Text() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrapPosX' position in window local space. Requires a matching call to PopTextWrapPos().
func Render ¶
func Render()
Render ends the ImGui frame, finalize the draw data. After this method, call RenderedDrawData to retrieve the draw commands and execute them.
func SameLineV ¶ added in v0.2.0
SameLineV is between widgets or groups to layout them horizontally.
func Selectable ¶ added in v0.2.0
Selectable calls SelectableV(label, false, 0, Vec2{0, 0})
func SelectableV ¶ added in v0.2.0
SelectableV returns true if the user clicked it, so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height
func Separator ¶ added in v0.2.0
func Separator()
Separator is generally horizontal. Inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
func SetAssertHandler ¶ added in v0.3.0
func SetAssertHandler(handler AssertHandler)
SetAssertHandler registers a handler function for all future assertions. Setting nil will disable special handling. The default handler panics.
func SetCursorPos ¶ added in v0.5.0
func SetCursorPos(localPos Vec2)
SetCursorPos sets the cursor relative to the current window.
func SetNextTreeNodeOpen ¶ added in v0.4.0
SetNextTreeNodeOpen sets the open/collapsed state of the following tree node.
func SetNextWindowBgAlpha ¶ added in v0.3.0
func SetNextWindowBgAlpha(value float32)
SetNextWindowBgAlpha sets next window background color alpha. Helper to easily modify ImGuiCol_WindowBg/ChildBg/PopupBg.
func SetNextWindowFocus ¶ added in v0.2.0
func SetNextWindowFocus()
SetNextWindowFocus sets next window to be focused / front-most. Call before Begin().
func SetNextWindowPos ¶ added in v0.2.0
func SetNextWindowPos(pos Vec2)
SetNextWindowPos calls SetNextWindowPosV(pos, 0, Vec{0,0})
func SetNextWindowPosV ¶ added in v0.2.0
SetNextWindowPosV sets next window position. Call before Begin(). Use pivot=(0.5,0.5) to center on given point, etc.
func SetNextWindowSize ¶ added in v0.2.0
func SetNextWindowSize(size Vec2)
SetNextWindowSize calls SetNextWindowSizeV(size, 0)
func SetNextWindowSizeV ¶ added in v0.2.0
SetNextWindowSizeV sets next window size. Set axis to 0.0 to force an auto-fit on this axis. Call before Begin().
func SetTooltip ¶ added in v0.4.0
func SetTooltip(text string)
SetTooltip sets a text tooltip under the mouse-cursor, typically use with IsItemHovered(). Overrides any previous call to SetTooltip().
func ShowDemoWindow ¶
func ShowDemoWindow(open *bool)
ShowDemoWindow creates a demo/test window. Demonstrates most ImGui features. Call this to learn about the library! Try to make it always available in your application!
func ShowUserGuide ¶ added in v0.2.0
func ShowUserGuide()
ShowUserGuide adds basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls).
func SliderIntV ¶ added in v0.2.0
SliderIntV creates a slider for integers.
func Text ¶ added in v0.2.0
func Text(text string)
Text adds formatted text. See PushTextWrapPosV() or PushStyleColorV() for modifying the output. Without any modified style stack, the text is unformatted.
func TextLineHeight ¶ added in v0.2.0
func TextLineHeight() float32
TextLineHeight returns ~ FontSize.
func TextLineHeightWithSpacing ¶ added in v0.2.0
func TextLineHeightWithSpacing() float32
TextLineHeightWithSpacing returns ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text).
func TreeNodeV ¶ added in v0.4.0
TreeNodeV returns true if the tree branch is to be rendered. Call TreePop() in this case.
Types ¶
type Alpha8Image ¶
Alpha8Image represents a imgui backed 8-bit alpha value image.
type AssertHandler ¶ added in v0.3.0
AssertHandler is a handler for an assertion that happened in the native part of ImGui.
type Condition ¶ added in v0.2.0
type Condition int
Condition for SetWindow***(), SetNextWindow***(), SetNextTreeNode***() functions. Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ConditionAlways.
const ( // ConditionAlways sets the variable. ConditionAlways Condition = 1 << iota // ConditionOnce sets the variable once per runtime session (only the first call with succeed). ConditionOnce // ConditionFirstUseEver sets the variable if the object/window has no persistently saved data (no entry in .ini file). ConditionFirstUseEver // ConditionAppearing sets the variable if the object/window is appearing after being hidden/inactive (or the first time). ConditionAppearing )
type Context ¶
type Context struct {
// contains filtered or unexported fields
}
Context specifies a scope of ImGui.
All contexts share a same FontAtlas by default. If you want different font atlas, you can create them and overwrite the CurrentIO.Fonts of an ImGui context.
func CreateContext ¶
CreateContext produces a new internal state scope. Passing nil for the fontAtlas creates a default font.
func CurrentContext ¶
CurrentContext returns the currently active state scope. Returns ErrNoContext if no context is available.
func (*Context) Destroy ¶
func (context *Context) Destroy()
Destroy removes the internal state scope. Trying to destroy an already destroyed context does nothing.
func (Context) SetCurrent ¶
SetCurrent activates this context as the currently active state scope.
type DrawCommand ¶
type DrawCommand uintptr
DrawCommand describes one GPU call (or a callback).
func (DrawCommand) CallUserCallback ¶
func (cmd DrawCommand) CallUserCallback(list DrawList)
CallUserCallback calls the user callback instead of rendering the vertices. ClipRect and TextureID will be set normally.
func (DrawCommand) ClipRect ¶
func (cmd DrawCommand) ClipRect() (rect Vec4)
ClipRect defines the clipping rectangle (x1, y1, x2, y2).
func (DrawCommand) ElementCount ¶
func (cmd DrawCommand) ElementCount() int
ElementCount is the number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee DrawList's VertexBuffer, indices in IndexBuffer.
func (DrawCommand) HasUserCallback ¶
func (cmd DrawCommand) HasUserCallback() bool
HasUserCallback returns true if this handle command should be deferred.
func (DrawCommand) TextureID ¶
func (cmd DrawCommand) TextureID() TextureID
TextureID is the user-provided texture ID. Set by user in FontAtlas.SetTextureID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
type DrawData ¶
type DrawData uintptr
DrawData contains all draw data to render an ImGui frame.
func RenderedDrawData ¶
func RenderedDrawData() DrawData
RenderedDrawData returns the created draw commands, which are valid after Render() and until the next call to NewFrame(). This is what you have to render.
func (DrawData) CommandLists ¶
CommandLists is an array of DrawList to render. The DrawList are owned by the context and only pointed to from here.
func (DrawData) ScaleClipRects ¶
ScaleClipRects is a helper to scale the ClipRect field of each DrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
type DrawList ¶
type DrawList uintptr
DrawList is a draw-command list. This is the low-level list of polygons that ImGui functions are filling. At the end of the frame, all command lists are passed to your render function for rendering.
Each ImGui window contains its own DrawList. You can use GetWindowDrawList() to access the current window draw list and draw custom primitives.
You can interleave normal ImGui calls and adding primitives to the current draw list.
All positions are generally in pixel coordinates (top-left at (0,0), bottom-right at io.DisplaySize), however you are totally free to apply whatever transformation matrix to want to the data (if you apply such transformation you'll want to apply it to ClipRect as well)
Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui functions), if you use this API a lot consider coarse culling your drawn objects.
func (DrawList) Commands ¶
func (list DrawList) Commands() []DrawCommand
Commands returns the list of draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.
func (DrawList) IndexBuffer ¶
IndexBuffer returns the handle information of the whole index buffer. Returned are the handle pointer and the total byte size. The buffer is a packed array of index entries, each consisting of an integer offset. To determine the byte size, call IndexBufferLayout.
func (DrawList) VertexBuffer ¶
VertexBuffer returns the handle information of the whole vertex buffer. Returned are the handle pointer and the total byte size. The buffer is a packed array of vertex entries, each consisting of a 2D position vector, a 2D UV vector, and a 4-byte color value. To determine the byte size and offset values, call VertexBufferLayout.
type Font ¶ added in v0.3.0
type Font uintptr
Font describes one loaded font in an atlas.
const DefaultFont Font = 0
DefaultFont can be used to refer to the default font of the current font atlas without having the actual font reference.
type FontAtlas ¶
type FontAtlas uintptr
FontAtlas contains runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
func (FontAtlas) AddFontDefault ¶ added in v0.3.0
AddFontDefault adds the default font to the atlas. This is done by default if you do not call any of the AddFont* methods before retrieving the texture data.
func (FontAtlas) AddFontFromFileTTF ¶ added in v0.3.0
AddFontFromFileTTF attempts to load a font from given TTF file.
func (FontAtlas) SetTextureID ¶
SetTextureID sets user data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the DrawCommand.
func (FontAtlas) TextureDataAlpha8 ¶
func (atlas FontAtlas) TextureDataAlpha8() *Alpha8Image
TextureDataAlpha8 returns the image in 8-bit alpha values for the font atlas. The returned image is valid as long as the font atlas is.
type IO ¶
type IO struct {
// contains filtered or unexported fields
}
IO is where your app communicate with ImGui. Access via CurrentIO(). Read 'Programmer guide' section in imgui.cpp file for general usage.
func CurrentIO ¶
func CurrentIO() IO
CurrentIO returns access to the ImGui communication struct for the currently active context.
func (IO) AddInputCharacters ¶ added in v0.4.0
AddInputCharacters adds a new character into InputCharacters[].
func (IO) AddMouseWheelDelta ¶
AddMouseWheelDelta adds the given offsets to the current mouse wheel values. 1 vertical unit scrolls about 5 lines text. Most users don't have a mouse with an horizontal wheel, may not be provided by all back-ends.
func (IO) Fonts ¶
Fonts returns the font atlas to load and assemble one or more fonts into a single tightly packed texture.
func (IO) KeyMap ¶ added in v0.4.0
KeyMap maps a key into the KeysDown array which represents your "native" keyboard state
func (IO) KeyRelease ¶ added in v0.4.0
KeyRelease clear the KeysDown flag
func (IO) SetDeltaTime ¶
SetDeltaTime sets the time elapsed since last frame, in seconds.
func (IO) SetDisplaySize ¶
SetDisplaySize sets the size in pixels.
func (IO) SetFontGlobalScale ¶
SetFontGlobalScale sets the global scaling factor for all fonts.
func (IO) SetMouseButtonDown ¶
SetMouseButtonDown sets whether a specific mouse button is currently pressed. Mouse buttons: left, right, middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Other buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
func (IO) SetMousePosition ¶
SetMousePosition sets the mouse position, in pixels. Set to Vec2(-math.MaxFloat32,-mathMaxFloat32) if mouse is unavailable (on another screen, etc.)
func (IO) WantCaptureKeyboard ¶ added in v0.4.0
WantCaptureKeyboard returns true if imgui will use the keyboard inputs. Do not dispatch them to your main game/application (in both cases, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).
func (IO) WantCaptureMouse ¶ added in v0.3.0
WantCaptureMouse returns true if imgui will use the mouse inputs. Do not dispatch them to your main game/application in this case. In either case, always pass on mouse inputs to imgui. (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.)
func (IO) WantTextInput ¶ added in v0.4.0
WantTextInput is true, you may display an on-screen keyboard. This is set by ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
type Style ¶
type Style uintptr
Style describes the overall graphical representation of the user interface.
func CurrentStyle ¶
func CurrentStyle() Style
CurrentStyle returns the UI Style for the currently active context.
func (Style) ScaleAllSizes ¶
ScaleAllSizes applies a scaling factor to all sizes. To scale your entire UI (e.g. if you want your app to use High DPI or generally be DPI aware) you may use this helper function. Scaling the fonts is done separately and is up to you.
Important: This operation is lossy because all sizes are rounded to integer. If you need to change your scale multiples, call this over a freshly initialized style rather than scaling multiple times.
func (Style) SetColor ¶ added in v0.2.0
func (style Style) SetColor(id StyleColorID, value Vec4)
SetColor sets a color value of the UI style.
type StyleColorID ¶ added in v0.2.0
type StyleColorID int
StyleColorID identifies a color in the UI style.
const ( StyleColorText StyleColorID = iota StyleColorTextDisabled StyleColorWindowBg StyleColorChildBg StyleColorPopupBg StyleColorBorder StyleColorBorderShadow StyleColorFrameBg StyleColorFrameBgHovered StyleColorFrameBgActive StyleColorTitleBg StyleColorTitleBgActive StyleColorTitleBgCollapsed StyleColorMenuBarBg StyleColorScrollbarBg StyleColorScrollbarGrab StyleColorScrollbarGrabHovered StyleColorScrollbarGrabActive StyleColorCheckMark StyleColorSliderGrab StyleColorSliderGrabActive StyleColorButton StyleColorButtonHovered StyleColorButtonActive StyleColorHeader StyleColorHeaderHovered StyleColorHeaderActive StyleColorSeparator StyleColorSeparatorHovered StyleColorSeparatorActive StyleColorResizeGrip StyleColorResizeGripHovered StyleColorResizeGripActive StyleColorPlotLines StyleColorPlotLinesHovered StyleColorPlotHistogram StyleColorPlotHistogramHovered StyleColorTextSelectedBg StyleColorModalWindowDarkening StyleColorDragDropTarget )
StyleColor identifier
type StyleVarID ¶ added in v0.2.0
type StyleVarID int
StyleVarID identifies a style variable in the UI style.
const ( // StyleVarAlpha is a float StyleVarAlpha StyleVarID = iota // StyleVarWindowPadding is a Vec2 StyleVarWindowPadding // StyleVarWindowRounding is a float StyleVarWindowRounding // StyleVarWindowBorderSize is a float StyleVarWindowBorderSize // StyleVarWindowMinSize is a Vec2 StyleVarWindowMinSize // StyleVarWindowTitleAlign is a Vec2 StyleVarWindowTitleAlign // StyleVarChildRounding is a float StyleVarChildRounding // StyleVarChildBorderSize is a float StyleVarChildBorderSize // StyleVarPopupRounding is a float StyleVarPopupRounding // StyleVarPopupBorderSize is a float StyleVarPopupBorderSize // StyleVarFramePadding is a Vec2 StyleVarFramePadding // StyleVarFrameRounding is a float StyleVarFrameRounding // StyleVarFrameBorderSize is a float StyleVarFrameBorderSize // StyleVarItemSpacing is a Vec2 StyleVarItemSpacing // StyleVarItemInnerSpacing is a Vec2 StyleVarItemInnerSpacing // StyleVarIndentSpacing is a float StyleVarIndentSpacing // StyleVarScrollbarSize is a float StyleVarScrollbarSize // StyleVarScrollbarRounding is a float StyleVarScrollbarRounding // StyleVarGrabMinSize is a float StyleVarGrabMinSize // StyleVarGrabRounding is a float StyleVarGrabRounding // StyleVarButtonTextAlign is a Vec2 StyleVarButtonTextAlign )
type TextureID ¶
type TextureID uintptr
TextureID is a user data to identify a texture.
TextureID is a uintptr used to pass renderer-agnostic texture references around until it hits your render function. imgui knows nothing about what those bits represent, it just passes them around. It is up to you to decide what you want the value to carry!
It could be an identifier to your OpenGL texture (cast as uint32), a key to your custom engine material, etc. At the end of the chain, your renderer takes this value to cast it back into whatever it needs to select a current texture to render.
To display a custom image/texture within an imgui window, you may use functions such as imgui.Image(). imgui will generate the geometry and draw calls using the TextureID that you passed and which your renderer can use. It is your responsibility to get textures uploaded to your GPU.
Note: Internally, the value is based on a pointer type, so its size is dependent on your architecture. For the most part, this will be 64bits on current systems (in 2018). Beware: This value must never be a Go pointer, because the value escapes the runtime!