imgui

package
v0.0.0-...-144e09d Latest Latest
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Published: Dec 9, 2024 License: MIT Imports: 7 Imported by: 0

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Index

Constants

View Source
const (
	ImGuiWindowFlags_None                      = ImGuiWindowFlags(0)
	ImGuiWindowFlags_NoTitleBar                = ImGuiWindowFlags(1 << 0)
	ImGuiWindowFlags_NoResize                  = ImGuiWindowFlags(1 << 1)
	ImGuiWindowFlags_NoMove                    = ImGuiWindowFlags(1 << 2)
	ImGuiWindowFlags_NoScrollbar               = ImGuiWindowFlags(1 << 3)
	ImGuiWindowFlags_NoScrollWithMouse         = ImGuiWindowFlags(1 << 4)
	ImGuiWindowFlags_NoCollapse                = ImGuiWindowFlags(1 << 5)
	ImGuiWindowFlags_AlwaysAutoResize          = ImGuiWindowFlags(1 << 6)
	ImGuiWindowFlags_NoBackground              = ImGuiWindowFlags(1 << 7)
	ImGuiWindowFlags_NoSavedSettings           = ImGuiWindowFlags(1 << 8)
	ImGuiWindowFlags_NoMouseInputs             = ImGuiWindowFlags(1 << 9)
	ImGuiWindowFlags_MenuBar                   = ImGuiWindowFlags(1 << 10)
	ImGuiWindowFlags_HorizontalScrollbar       = ImGuiWindowFlags(1 << 11)
	ImGuiWindowFlags_NoFocusOnAppearing        = ImGuiWindowFlags(1 << 12)
	ImGuiWindowFlags_NoBringToFrontOnFocus     = ImGuiWindowFlags(1 << 13)
	ImGuiWindowFlags_AlwaysVerticalScrollbar   = ImGuiWindowFlags(1 << 14)
	ImGuiWindowFlags_AlwaysHorizontalScrollbar = ImGuiWindowFlags(1 << 15)
	ImGuiWindowFlags_NoNavInputs               = ImGuiWindowFlags(1 << 16)
	ImGuiWindowFlags_NoNavFocus                = ImGuiWindowFlags(1 << 17)
	ImGuiWindowFlags_UnsavedDocument           = ImGuiWindowFlags(1 << 18)
	ImGuiWindowFlags_NoDocking                 = ImGuiWindowFlags(1 << 19)
	ImGuiWindowFlags_NoNav                     = ImGuiWindowFlags(ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus)
	ImGuiWindowFlags_NoDecoration              = ImGuiWindowFlags(ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse)
	ImGuiWindowFlags_NoInputs                  = ImGuiWindowFlags(ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus)
	ImGuiWindowFlags_ChildWindow               = ImGuiWindowFlags(1 << 24)
	ImGuiWindowFlags_Tooltip                   = ImGuiWindowFlags(1 << 25)
	ImGuiWindowFlags_Popup                     = ImGuiWindowFlags(1 << 26)
	ImGuiWindowFlags_Modal                     = ImGuiWindowFlags(1 << 27)
	ImGuiWindowFlags_ChildMenu                 = ImGuiWindowFlags(1 << 28)
	ImGuiWindowFlags_DockNodeHost              = ImGuiWindowFlags(1 << 29)
	ImGuiWindowFlags_AlwaysUseWindowPadding    = ImGuiWindowFlags(1 << 30)
	ImGuiWindowFlags_NavFlattened              = ImGuiWindowFlags(1 << 31)
)
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const (
	ImGuiChildFlags_None                   = ImGuiChildFlags(0)
	ImGuiChildFlags_Borders                = ImGuiChildFlags(1 << 0)
	ImGuiChildFlags_AlwaysUseWindowPadding = ImGuiChildFlags(1 << 1)
	ImGuiChildFlags_ResizeX                = ImGuiChildFlags(1 << 2)
	ImGuiChildFlags_ResizeY                = ImGuiChildFlags(1 << 3)
	ImGuiChildFlags_AutoResizeX            = ImGuiChildFlags(1 << 4)
	ImGuiChildFlags_AutoResizeY            = ImGuiChildFlags(1 << 5)
	ImGuiChildFlags_AlwaysAutoResize       = ImGuiChildFlags(1 << 6)
	ImGuiChildFlags_FrameStyle             = ImGuiChildFlags(1 << 7)
	ImGuiChildFlags_NavFlattened           = ImGuiChildFlags(1 << 8)
	ImGuiChildFlags_Border                 = ImGuiChildFlags(ImGuiChildFlags_Borders)
)
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const (
	ImGuiItemFlags_None              = ImGuiItemFlags(0)
	ImGuiItemFlags_NoTabStop         = ImGuiItemFlags(1 << 0)
	ImGuiItemFlags_NoNav             = ImGuiItemFlags(1 << 1)
	ImGuiItemFlags_NoNavDefaultFocus = ImGuiItemFlags(1 << 2)
	ImGuiItemFlags_ButtonRepeat      = ImGuiItemFlags(1 << 3)
	ImGuiItemFlags_AutoClosePopups   = ImGuiItemFlags(1 << 4)
	ImGuiItemFlags_AllowDuplicateId  = ImGuiItemFlags(1 << 5)
)
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const (
	ImGuiInputTextFlags_None                = ImGuiInputTextFlags(0)
	ImGuiInputTextFlags_CharsDecimal        = ImGuiInputTextFlags(1 << 0)
	ImGuiInputTextFlags_CharsHexadecimal    = ImGuiInputTextFlags(1 << 1)
	ImGuiInputTextFlags_CharsScientific     = ImGuiInputTextFlags(1 << 2)
	ImGuiInputTextFlags_CharsUppercase      = ImGuiInputTextFlags(1 << 3)
	ImGuiInputTextFlags_CharsNoBlank        = ImGuiInputTextFlags(1 << 4)
	ImGuiInputTextFlags_AllowTabInput       = ImGuiInputTextFlags(1 << 5)
	ImGuiInputTextFlags_EnterReturnsTrue    = ImGuiInputTextFlags(1 << 6)
	ImGuiInputTextFlags_EscapeClearsAll     = ImGuiInputTextFlags(1 << 7)
	ImGuiInputTextFlags_CtrlEnterForNewLine = ImGuiInputTextFlags(1 << 8)
	ImGuiInputTextFlags_ReadOnly            = ImGuiInputTextFlags(1 << 9)
	ImGuiInputTextFlags_Password            = ImGuiInputTextFlags(1 << 10)
	ImGuiInputTextFlags_AlwaysOverwrite     = ImGuiInputTextFlags(1 << 11)
	ImGuiInputTextFlags_AutoSelectAll       = ImGuiInputTextFlags(1 << 12)
	ImGuiInputTextFlags_ParseEmptyRefVal    = ImGuiInputTextFlags(1 << 13)
	ImGuiInputTextFlags_DisplayEmptyRefVal  = ImGuiInputTextFlags(1 << 14)
	ImGuiInputTextFlags_NoHorizontalScroll  = ImGuiInputTextFlags(1 << 15)
	ImGuiInputTextFlags_NoUndoRedo          = ImGuiInputTextFlags(1 << 16)
	ImGuiInputTextFlags_CallbackCompletion  = ImGuiInputTextFlags(1 << 17)
	ImGuiInputTextFlags_CallbackHistory     = ImGuiInputTextFlags(1 << 18)
	ImGuiInputTextFlags_CallbackAlways      = ImGuiInputTextFlags(1 << 19)
	ImGuiInputTextFlags_CallbackCharFilter  = ImGuiInputTextFlags(1 << 20)
	ImGuiInputTextFlags_CallbackResize      = ImGuiInputTextFlags(1 << 21)
	ImGuiInputTextFlags_CallbackEdit        = ImGuiInputTextFlags(1 << 22)
)
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const (
	ImGuiTreeNodeFlags_None                 = ImGuiTreeNodeFlags(0)
	ImGuiTreeNodeFlags_Selected             = ImGuiTreeNodeFlags(1 << 0)
	ImGuiTreeNodeFlags_Framed               = ImGuiTreeNodeFlags(1 << 1)
	ImGuiTreeNodeFlags_AllowOverlap         = ImGuiTreeNodeFlags(1 << 2)
	ImGuiTreeNodeFlags_NoTreePushOnOpen     = ImGuiTreeNodeFlags(1 << 3)
	ImGuiTreeNodeFlags_NoAutoOpenOnLog      = ImGuiTreeNodeFlags(1 << 4)
	ImGuiTreeNodeFlags_DefaultOpen          = ImGuiTreeNodeFlags(1 << 5)
	ImGuiTreeNodeFlags_OpenOnDoubleClick    = ImGuiTreeNodeFlags(1 << 6)
	ImGuiTreeNodeFlags_OpenOnArrow          = ImGuiTreeNodeFlags(1 << 7)
	ImGuiTreeNodeFlags_Leaf                 = ImGuiTreeNodeFlags(1 << 8)
	ImGuiTreeNodeFlags_Bullet               = ImGuiTreeNodeFlags(1 << 9)
	ImGuiTreeNodeFlags_FramePadding         = ImGuiTreeNodeFlags(1 << 10)
	ImGuiTreeNodeFlags_SpanAvailWidth       = ImGuiTreeNodeFlags(1 << 11)
	ImGuiTreeNodeFlags_SpanFullWidth        = ImGuiTreeNodeFlags(1 << 12)
	ImGuiTreeNodeFlags_SpanTextWidth        = ImGuiTreeNodeFlags(1 << 13)
	ImGuiTreeNodeFlags_SpanAllColumns       = ImGuiTreeNodeFlags(1 << 14)
	ImGuiTreeNodeFlags_NavLeftJumpsBackHere = ImGuiTreeNodeFlags(1 << 15)
	ImGuiTreeNodeFlags_CollapsingHeader     = ImGuiTreeNodeFlags(ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog)
	ImGuiTreeNodeFlags_AllowItemOverlap     = ImGuiTreeNodeFlags(ImGuiTreeNodeFlags_AllowOverlap)
)
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const (
	ImGuiPopupFlags_None                    = ImGuiPopupFlags(0)
	ImGuiPopupFlags_MouseButtonLeft         = ImGuiPopupFlags(0)
	ImGuiPopupFlags_MouseButtonRight        = ImGuiPopupFlags(1)
	ImGuiPopupFlags_MouseButtonMiddle       = ImGuiPopupFlags(2)
	ImGuiPopupFlags_MouseButtonMask_        = ImGuiPopupFlags(0x1F)
	ImGuiPopupFlags_MouseButtonDefault_     = ImGuiPopupFlags(1)
	ImGuiPopupFlags_NoReopen                = ImGuiPopupFlags(1 << 5)
	ImGuiPopupFlags_NoOpenOverExistingPopup = ImGuiPopupFlags(1 << 7)
	ImGuiPopupFlags_NoOpenOverItems         = ImGuiPopupFlags(1 << 8)
	ImGuiPopupFlags_AnyPopupId              = ImGuiPopupFlags(1 << 10)
	ImGuiPopupFlags_AnyPopupLevel           = ImGuiPopupFlags(1 << 11)
	ImGuiPopupFlags_AnyPopup                = ImGuiPopupFlags(ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel)
)
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const (
	ImGuiSelectableFlags_None              = ImGuiSelectableFlags(0)
	ImGuiSelectableFlags_NoAutoClosePopups = ImGuiSelectableFlags(1 << 0)
	ImGuiSelectableFlags_SpanAllColumns    = ImGuiSelectableFlags(1 << 1)
	ImGuiSelectableFlags_AllowDoubleClick  = ImGuiSelectableFlags(1 << 2)
	ImGuiSelectableFlags_Disabled          = ImGuiSelectableFlags(1 << 3)
	ImGuiSelectableFlags_AllowOverlap      = ImGuiSelectableFlags(1 << 4)
	ImGuiSelectableFlags_Highlight         = ImGuiSelectableFlags(1 << 5)
	ImGuiSelectableFlags_DontClosePopups   = ImGuiSelectableFlags(ImGuiSelectableFlags_NoAutoClosePopups)
	ImGuiSelectableFlags_AllowItemOverlap  = ImGuiSelectableFlags(ImGuiSelectableFlags_AllowOverlap)
)
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const (
	ImGuiComboFlags_None            = ImGuiComboFlags(0)
	ImGuiComboFlags_PopupAlignLeft  = ImGuiComboFlags(1 << 0)
	ImGuiComboFlags_HeightSmall     = ImGuiComboFlags(1 << 1)
	ImGuiComboFlags_HeightRegular   = ImGuiComboFlags(1 << 2)
	ImGuiComboFlags_HeightLarge     = ImGuiComboFlags(1 << 3)
	ImGuiComboFlags_HeightLargest   = ImGuiComboFlags(1 << 4)
	ImGuiComboFlags_NoArrowButton   = ImGuiComboFlags(1 << 5)
	ImGuiComboFlags_NoPreview       = ImGuiComboFlags(1 << 6)
	ImGuiComboFlags_WidthFitPreview = ImGuiComboFlags(1 << 7)
	ImGuiComboFlags_HeightMask_     = ImGuiComboFlags(ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest)
)
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const (
	ImGuiTabBarFlags_None                         = ImGuiTabBarFlags(0)
	ImGuiTabBarFlags_Reorderable                  = ImGuiTabBarFlags(1 << 0)
	ImGuiTabBarFlags_AutoSelectNewTabs            = ImGuiTabBarFlags(1 << 1)
	ImGuiTabBarFlags_TabListPopupButton           = ImGuiTabBarFlags(1 << 2)
	ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = ImGuiTabBarFlags(1 << 3)
	ImGuiTabBarFlags_NoTabListScrollingButtons    = ImGuiTabBarFlags(1 << 4)
	ImGuiTabBarFlags_NoTooltip                    = ImGuiTabBarFlags(1 << 5)
	ImGuiTabBarFlags_DrawSelectedOverline         = ImGuiTabBarFlags(1 << 6)
	ImGuiTabBarFlags_FittingPolicyResizeDown      = ImGuiTabBarFlags(1 << 7)
	ImGuiTabBarFlags_FittingPolicyScroll          = ImGuiTabBarFlags(1 << 8)
	ImGuiTabBarFlags_FittingPolicyMask_           = ImGuiTabBarFlags(ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll)
	ImGuiTabBarFlags_FittingPolicyDefault_        = ImGuiTabBarFlags(ImGuiTabBarFlags_FittingPolicyResizeDown)
)
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const (
	ImGuiTabItemFlags_None                         = ImGuiTabItemFlags(0)
	ImGuiTabItemFlags_UnsavedDocument              = ImGuiTabItemFlags(1 << 0)
	ImGuiTabItemFlags_SetSelected                  = ImGuiTabItemFlags(1 << 1)
	ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = ImGuiTabItemFlags(1 << 2)
	ImGuiTabItemFlags_NoPushId                     = ImGuiTabItemFlags(1 << 3)
	ImGuiTabItemFlags_NoTooltip                    = ImGuiTabItemFlags(1 << 4)
	ImGuiTabItemFlags_NoReorder                    = ImGuiTabItemFlags(1 << 5)
	ImGuiTabItemFlags_Leading                      = ImGuiTabItemFlags(1 << 6)
	ImGuiTabItemFlags_Trailing                     = ImGuiTabItemFlags(1 << 7)
	ImGuiTabItemFlags_NoAssumedClosure             = ImGuiTabItemFlags(1 << 8)
)
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const (
	ImGuiFocusedFlags_None                = ImGuiFocusedFlags(0)
	ImGuiFocusedFlags_ChildWindows        = ImGuiFocusedFlags(1 << 0)
	ImGuiFocusedFlags_RootWindow          = ImGuiFocusedFlags(1 << 1)
	ImGuiFocusedFlags_AnyWindow           = ImGuiFocusedFlags(1 << 2)
	ImGuiFocusedFlags_NoPopupHierarchy    = ImGuiFocusedFlags(1 << 3)
	ImGuiFocusedFlags_DockHierarchy       = ImGuiFocusedFlags(1 << 4)
	ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows)
)
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const (
	ImGuiHoveredFlags_None                         = ImGuiHoveredFlags(0)
	ImGuiHoveredFlags_ChildWindows                 = ImGuiHoveredFlags(1 << 0)
	ImGuiHoveredFlags_RootWindow                   = ImGuiHoveredFlags(1 << 1)
	ImGuiHoveredFlags_AnyWindow                    = ImGuiHoveredFlags(1 << 2)
	ImGuiHoveredFlags_NoPopupHierarchy             = ImGuiHoveredFlags(1 << 3)
	ImGuiHoveredFlags_DockHierarchy                = ImGuiHoveredFlags(1 << 4)
	ImGuiHoveredFlags_AllowWhenBlockedByPopup      = ImGuiHoveredFlags(1 << 5)
	ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = ImGuiHoveredFlags(1 << 7)
	ImGuiHoveredFlags_AllowWhenOverlappedByItem    = ImGuiHoveredFlags(1 << 8)
	ImGuiHoveredFlags_AllowWhenOverlappedByWindow  = ImGuiHoveredFlags(1 << 9)
	ImGuiHoveredFlags_AllowWhenDisabled            = ImGuiHoveredFlags(1 << 10)
	ImGuiHoveredFlags_NoNavOverride                = ImGuiHoveredFlags(1 << 11)
	ImGuiHoveredFlags_AllowWhenOverlapped          = ImGuiHoveredFlags(ImGuiHoveredFlags_AllowWhenOverlappedByItem | ImGuiHoveredFlags_AllowWhenOverlappedByWindow)
	ImGuiHoveredFlags_RectOnly                     = ImGuiHoveredFlags(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped)
	ImGuiHoveredFlags_RootAndChildWindows          = ImGuiHoveredFlags(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows)
	ImGuiHoveredFlags_ForTooltip                   = ImGuiHoveredFlags(1 << 12)
	ImGuiHoveredFlags_Stationary                   = ImGuiHoveredFlags(1 << 13)
	ImGuiHoveredFlags_DelayNone                    = ImGuiHoveredFlags(1 << 14)
	ImGuiHoveredFlags_DelayShort                   = ImGuiHoveredFlags(1 << 15)
	ImGuiHoveredFlags_DelayNormal                  = ImGuiHoveredFlags(1 << 16)
	ImGuiHoveredFlags_NoSharedDelay                = ImGuiHoveredFlags(1 << 17)
)
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const (
	ImGuiDockNodeFlags_None                     = ImGuiDockNodeFlags(0)
	ImGuiDockNodeFlags_KeepAliveOnly            = ImGuiDockNodeFlags(1 << 0)
	ImGuiDockNodeFlags_NoDockingOverCentralNode = ImGuiDockNodeFlags(1 << 2)
	ImGuiDockNodeFlags_PassthruCentralNode      = ImGuiDockNodeFlags(1 << 3)
	ImGuiDockNodeFlags_NoDockingSplit           = ImGuiDockNodeFlags(1 << 4)
	ImGuiDockNodeFlags_NoResize                 = ImGuiDockNodeFlags(1 << 5)
	ImGuiDockNodeFlags_AutoHideTabBar           = ImGuiDockNodeFlags(1 << 6)
	ImGuiDockNodeFlags_NoUndocking              = ImGuiDockNodeFlags(1 << 7)
	ImGuiDockNodeFlags_NoSplit                  = ImGuiDockNodeFlags(ImGuiDockNodeFlags_NoDockingSplit)
	ImGuiDockNodeFlags_NoDockingInCentralNode   = ImGuiDockNodeFlags(ImGuiDockNodeFlags_NoDockingOverCentralNode)
)
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const (
	ImGuiDragDropFlags_None                     = ImGuiDragDropFlags(0)
	ImGuiDragDropFlags_SourceNoPreviewTooltip   = ImGuiDragDropFlags(1 << 0)
	ImGuiDragDropFlags_SourceNoDisableHover     = ImGuiDragDropFlags(1 << 1)
	ImGuiDragDropFlags_SourceNoHoldToOpenOthers = ImGuiDragDropFlags(1 << 2)
	ImGuiDragDropFlags_SourceAllowNullID        = ImGuiDragDropFlags(1 << 3)
	ImGuiDragDropFlags_SourceExtern             = ImGuiDragDropFlags(1 << 4)
	ImGuiDragDropFlags_PayloadAutoExpire        = ImGuiDragDropFlags(1 << 5)
	ImGuiDragDropFlags_PayloadNoCrossContext    = ImGuiDragDropFlags(1 << 6)
	ImGuiDragDropFlags_PayloadNoCrossProcess    = ImGuiDragDropFlags(1 << 7)
	ImGuiDragDropFlags_AcceptBeforeDelivery     = ImGuiDragDropFlags(1 << 10)
	ImGuiDragDropFlags_AcceptNoDrawDefaultRect  = ImGuiDragDropFlags(1 << 11)
	ImGuiDragDropFlags_AcceptNoPreviewTooltip   = ImGuiDragDropFlags(1 << 12)
	ImGuiDragDropFlags_AcceptPeekOnly           = ImGuiDragDropFlags(ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect)
	ImGuiDragDropFlags_SourceAutoExpirePayload  = ImGuiDragDropFlags(ImGuiDragDropFlags_PayloadAutoExpire)
)
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const (
	ImGuiDataType_S8     = iota
	ImGuiDataType_U8     = iota
	ImGuiDataType_S16    = iota
	ImGuiDataType_U16    = iota
	ImGuiDataType_S32    = iota
	ImGuiDataType_U32    = iota
	ImGuiDataType_S64    = iota
	ImGuiDataType_U64    = iota
	ImGuiDataType_Float  = iota
	ImGuiDataType_Double = iota
	ImGuiDataType_Bool   = iota
	ImGuiDataType_COUNT  = iota
)
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const (
	ImGuiDir_None  = ImGuiDir(-1)
	ImGuiDir_Left  = ImGuiDir(0)
	ImGuiDir_Right = ImGuiDir(1)
	ImGuiDir_Up    = ImGuiDir(2)
	ImGuiDir_Down  = ImGuiDir(3)
	ImGuiDir_COUNT = iota
)
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const (
	ImGuiSortDirection_None       = ImGuiSortDirection(0)
	ImGuiSortDirection_Ascending  = ImGuiSortDirection(1)
	ImGuiSortDirection_Descending = ImGuiSortDirection(2)
)
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const (
	ImGuiKey_None                = ImGuiKey(0)
	ImGuiKey_Tab                 = ImGuiKey(512)
	ImGuiKey_LeftArrow           = iota
	ImGuiKey_RightArrow          = iota
	ImGuiKey_UpArrow             = iota
	ImGuiKey_DownArrow           = iota
	ImGuiKey_PageUp              = iota
	ImGuiKey_PageDown            = iota
	ImGuiKey_Home                = iota
	ImGuiKey_End                 = iota
	ImGuiKey_Insert              = iota
	ImGuiKey_Delete              = iota
	ImGuiKey_Backspace           = iota
	ImGuiKey_Space               = iota
	ImGuiKey_Enter               = iota
	ImGuiKey_Escape              = iota
	ImGuiKey_LeftCtrl            = iota
	ImGuiKey_LeftShift           = iota
	ImGuiKey_LeftAlt             = iota
	ImGuiKey_LeftSuper           = iota
	ImGuiKey_RightCtrl           = iota
	ImGuiKey_RightShift          = iota
	ImGuiKey_RightAlt            = iota
	ImGuiKey_RightSuper          = iota
	ImGuiKey_Menu                = iota
	ImGuiKey_0                   = iota
	ImGuiKey_1                   = iota
	ImGuiKey_2                   = iota
	ImGuiKey_3                   = iota
	ImGuiKey_4                   = iota
	ImGuiKey_5                   = iota
	ImGuiKey_6                   = iota
	ImGuiKey_7                   = iota
	ImGuiKey_8                   = iota
	ImGuiKey_9                   = iota
	ImGuiKey_A                   = iota
	ImGuiKey_B                   = iota
	ImGuiKey_C                   = iota
	ImGuiKey_D                   = iota
	ImGuiKey_E                   = iota
	ImGuiKey_F                   = iota
	ImGuiKey_G                   = iota
	ImGuiKey_H                   = iota
	ImGuiKey_I                   = iota
	ImGuiKey_J                   = iota
	ImGuiKey_K                   = iota
	ImGuiKey_L                   = iota
	ImGuiKey_M                   = iota
	ImGuiKey_N                   = iota
	ImGuiKey_O                   = iota
	ImGuiKey_P                   = iota
	ImGuiKey_Q                   = iota
	ImGuiKey_R                   = iota
	ImGuiKey_S                   = iota
	ImGuiKey_T                   = iota
	ImGuiKey_U                   = iota
	ImGuiKey_V                   = iota
	ImGuiKey_W                   = iota
	ImGuiKey_X                   = iota
	ImGuiKey_Y                   = iota
	ImGuiKey_Z                   = iota
	ImGuiKey_F1                  = iota
	ImGuiKey_F2                  = iota
	ImGuiKey_F3                  = iota
	ImGuiKey_F4                  = iota
	ImGuiKey_F5                  = iota
	ImGuiKey_F6                  = iota
	ImGuiKey_F7                  = iota
	ImGuiKey_F8                  = iota
	ImGuiKey_F9                  = iota
	ImGuiKey_F10                 = iota
	ImGuiKey_F11                 = iota
	ImGuiKey_F12                 = iota
	ImGuiKey_F13                 = iota
	ImGuiKey_F14                 = iota
	ImGuiKey_F15                 = iota
	ImGuiKey_F16                 = iota
	ImGuiKey_F17                 = iota
	ImGuiKey_F18                 = iota
	ImGuiKey_F19                 = iota
	ImGuiKey_F20                 = iota
	ImGuiKey_F21                 = iota
	ImGuiKey_F22                 = iota
	ImGuiKey_F23                 = iota
	ImGuiKey_F24                 = iota
	ImGuiKey_Apostrophe          = iota
	ImGuiKey_Comma               = iota
	ImGuiKey_Minus               = iota
	ImGuiKey_Period              = iota
	ImGuiKey_Slash               = iota
	ImGuiKey_Semicolon           = iota
	ImGuiKey_Equal               = iota
	ImGuiKey_LeftBracket         = iota
	ImGuiKey_Backslash           = iota
	ImGuiKey_RightBracket        = iota
	ImGuiKey_GraveAccent         = iota
	ImGuiKey_CapsLock            = iota
	ImGuiKey_ScrollLock          = iota
	ImGuiKey_NumLock             = iota
	ImGuiKey_PrintScreen         = iota
	ImGuiKey_Pause               = iota
	ImGuiKey_Keypad0             = iota
	ImGuiKey_Keypad1             = iota
	ImGuiKey_Keypad2             = iota
	ImGuiKey_Keypad3             = iota
	ImGuiKey_Keypad4             = iota
	ImGuiKey_Keypad5             = iota
	ImGuiKey_Keypad6             = iota
	ImGuiKey_Keypad7             = iota
	ImGuiKey_Keypad8             = iota
	ImGuiKey_Keypad9             = iota
	ImGuiKey_KeypadDecimal       = iota
	ImGuiKey_KeypadDivide        = iota
	ImGuiKey_KeypadMultiply      = iota
	ImGuiKey_KeypadSubtract      = iota
	ImGuiKey_KeypadAdd           = iota
	ImGuiKey_KeypadEnter         = iota
	ImGuiKey_KeypadEqual         = iota
	ImGuiKey_AppBack             = iota
	ImGuiKey_AppForward          = iota
	ImGuiKey_GamepadStart        = iota
	ImGuiKey_GamepadBack         = iota
	ImGuiKey_GamepadFaceLeft     = iota
	ImGuiKey_GamepadFaceRight    = iota
	ImGuiKey_GamepadFaceUp       = iota
	ImGuiKey_GamepadFaceDown     = iota
	ImGuiKey_GamepadDpadLeft     = iota
	ImGuiKey_GamepadDpadRight    = iota
	ImGuiKey_GamepadDpadUp       = iota
	ImGuiKey_GamepadDpadDown     = iota
	ImGuiKey_GamepadL1           = iota
	ImGuiKey_GamepadR1           = iota
	ImGuiKey_GamepadL2           = iota
	ImGuiKey_GamepadR2           = iota
	ImGuiKey_GamepadL3           = iota
	ImGuiKey_GamepadR3           = iota
	ImGuiKey_GamepadLStickLeft   = iota
	ImGuiKey_GamepadLStickRight  = iota
	ImGuiKey_GamepadLStickUp     = iota
	ImGuiKey_GamepadLStickDown   = iota
	ImGuiKey_GamepadRStickLeft   = iota
	ImGuiKey_GamepadRStickRight  = iota
	ImGuiKey_GamepadRStickUp     = iota
	ImGuiKey_GamepadRStickDown   = iota
	ImGuiKey_MouseLeft           = iota
	ImGuiKey_MouseRight          = iota
	ImGuiKey_MouseMiddle         = iota
	ImGuiKey_MouseX1             = iota
	ImGuiKey_MouseX2             = iota
	ImGuiKey_MouseWheelX         = iota
	ImGuiKey_MouseWheelY         = iota
	ImGuiKey_ReservedForModCtrl  = iota
	ImGuiKey_ReservedForModShift = iota
	ImGuiKey_ReservedForModAlt   = iota
	ImGuiKey_ReservedForModSuper = iota
	ImGuiKey_COUNT               = iota
	ImGuiMod_None                = ImGuiKey(0)
	ImGuiMod_Ctrl                = ImGuiKey(1 << 12)
	ImGuiMod_Shift               = ImGuiKey(1 << 13)
	ImGuiMod_Alt                 = ImGuiKey(1 << 14)
	ImGuiMod_Super               = ImGuiKey(1 << 15)
	ImGuiMod_Mask_               = ImGuiKey(0xF000)
	ImGuiKey_NamedKey_BEGIN      = ImGuiKey(512)
	ImGuiKey_NamedKey_END        = ImGuiKey(ImGuiKey_COUNT)
	ImGuiKey_NamedKey_COUNT      = ImGuiKey(ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN)
	ImGuiKey_KeysData_SIZE       = ImGuiKey(ImGuiKey_COUNT)
	ImGuiKey_KeysData_OFFSET     = ImGuiKey(0)
	ImGuiMod_Shortcut            = ImGuiKey(ImGuiMod_Ctrl)
	ImGuiKey_ModCtrl             = ImGuiKey(ImGuiMod_Ctrl)
	ImGuiKey_ModShift            = ImGuiKey(ImGuiMod_Shift)
	ImGuiKey_ModAlt              = ImGuiKey(ImGuiMod_Alt)
	ImGuiKey_ModSuper            = ImGuiKey(ImGuiMod_Super)
)
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const (
	ImGuiInputFlags_None                 = ImGuiInputFlags(0)
	ImGuiInputFlags_Repeat               = ImGuiInputFlags(1 << 0)
	ImGuiInputFlags_RouteActive          = ImGuiInputFlags(1 << 10)
	ImGuiInputFlags_RouteFocused         = ImGuiInputFlags(1 << 11)
	ImGuiInputFlags_RouteGlobal          = ImGuiInputFlags(1 << 12)
	ImGuiInputFlags_RouteAlways          = ImGuiInputFlags(1 << 13)
	ImGuiInputFlags_RouteOverFocused     = ImGuiInputFlags(1 << 14)
	ImGuiInputFlags_RouteOverActive      = ImGuiInputFlags(1 << 15)
	ImGuiInputFlags_RouteUnlessBgFocused = ImGuiInputFlags(1 << 16)
	ImGuiInputFlags_RouteFromRootWindow  = ImGuiInputFlags(1 << 17)
	ImGuiInputFlags_Tooltip              = ImGuiInputFlags(1 << 18)
)
View Source
const (
	ImGuiNavInput_Activate    = iota
	ImGuiNavInput_Cancel      = iota
	ImGuiNavInput_Input       = iota
	ImGuiNavInput_Menu        = iota
	ImGuiNavInput_DpadLeft    = iota
	ImGuiNavInput_DpadRight   = iota
	ImGuiNavInput_DpadUp      = iota
	ImGuiNavInput_DpadDown    = iota
	ImGuiNavInput_LStickLeft  = iota
	ImGuiNavInput_LStickRight = iota
	ImGuiNavInput_LStickUp    = iota
	ImGuiNavInput_LStickDown  = iota
	ImGuiNavInput_FocusPrev   = iota
	ImGuiNavInput_FocusNext   = iota
	ImGuiNavInput_TweakSlow   = iota
	ImGuiNavInput_TweakFast   = iota
	ImGuiNavInput_COUNT       = iota
)
View Source
const (
	ImGuiConfigFlags_None                    = ImGuiConfigFlags(0)
	ImGuiConfigFlags_NavEnableKeyboard       = ImGuiConfigFlags(1 << 0)
	ImGuiConfigFlags_NavEnableGamepad        = ImGuiConfigFlags(1 << 1)
	ImGuiConfigFlags_NavEnableSetMousePos    = ImGuiConfigFlags(1 << 2)
	ImGuiConfigFlags_NavNoCaptureKeyboard    = ImGuiConfigFlags(1 << 3)
	ImGuiConfigFlags_NoMouse                 = ImGuiConfigFlags(1 << 4)
	ImGuiConfigFlags_NoMouseCursorChange     = ImGuiConfigFlags(1 << 5)
	ImGuiConfigFlags_NoKeyboard              = ImGuiConfigFlags(1 << 6)
	ImGuiConfigFlags_DockingEnable           = ImGuiConfigFlags(1 << 7)
	ImGuiConfigFlags_ViewportsEnable         = ImGuiConfigFlags(1 << 10)
	ImGuiConfigFlags_DpiEnableScaleViewports = ImGuiConfigFlags(1 << 14)
	ImGuiConfigFlags_DpiEnableScaleFonts     = ImGuiConfigFlags(1 << 15)
	ImGuiConfigFlags_IsSRGB                  = ImGuiConfigFlags(1 << 20)
	ImGuiConfigFlags_IsTouchScreen           = ImGuiConfigFlags(1 << 21)
)
View Source
const (
	ImGuiBackendFlags_None                    = ImGuiBackendFlags(0)
	ImGuiBackendFlags_HasGamepad              = ImGuiBackendFlags(1 << 0)
	ImGuiBackendFlags_HasMouseCursors         = ImGuiBackendFlags(1 << 1)
	ImGuiBackendFlags_HasSetMousePos          = ImGuiBackendFlags(1 << 2)
	ImGuiBackendFlags_RendererHasVtxOffset    = ImGuiBackendFlags(1 << 3)
	ImGuiBackendFlags_PlatformHasViewports    = ImGuiBackendFlags(1 << 10)
	ImGuiBackendFlags_HasMouseHoveredViewport = ImGuiBackendFlags(1 << 11)
	ImGuiBackendFlags_RendererHasViewports    = ImGuiBackendFlags(1 << 12)
)
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const (
	ImGuiCol_Text                      = iota
	ImGuiCol_TextDisabled              = iota
	ImGuiCol_WindowBg                  = iota
	ImGuiCol_ChildBg                   = iota
	ImGuiCol_PopupBg                   = iota
	ImGuiCol_Border                    = iota
	ImGuiCol_BorderShadow              = iota
	ImGuiCol_FrameBg                   = iota
	ImGuiCol_FrameBgHovered            = iota
	ImGuiCol_FrameBgActive             = iota
	ImGuiCol_TitleBg                   = iota
	ImGuiCol_TitleBgActive             = iota
	ImGuiCol_TitleBgCollapsed          = iota
	ImGuiCol_MenuBarBg                 = iota
	ImGuiCol_ScrollbarBg               = iota
	ImGuiCol_ScrollbarGrab             = iota
	ImGuiCol_ScrollbarGrabHovered      = iota
	ImGuiCol_ScrollbarGrabActive       = iota
	ImGuiCol_CheckMark                 = iota
	ImGuiCol_SliderGrab                = iota
	ImGuiCol_SliderGrabActive          = iota
	ImGuiCol_Button                    = iota
	ImGuiCol_ButtonHovered             = iota
	ImGuiCol_ButtonActive              = iota
	ImGuiCol_Header                    = iota
	ImGuiCol_HeaderHovered             = iota
	ImGuiCol_HeaderActive              = iota
	ImGuiCol_Separator                 = iota
	ImGuiCol_SeparatorHovered          = iota
	ImGuiCol_SeparatorActive           = iota
	ImGuiCol_ResizeGrip                = iota
	ImGuiCol_ResizeGripHovered         = iota
	ImGuiCol_ResizeGripActive          = iota
	ImGuiCol_TabHovered                = iota
	ImGuiCol_Tab                       = iota
	ImGuiCol_TabSelected               = iota
	ImGuiCol_TabSelectedOverline       = iota
	ImGuiCol_TabDimmed                 = iota
	ImGuiCol_TabDimmedSelected         = iota
	ImGuiCol_TabDimmedSelectedOverline = iota
	ImGuiCol_DockingPreview            = iota
	ImGuiCol_DockingEmptyBg            = iota
	ImGuiCol_PlotLines                 = iota
	ImGuiCol_PlotLinesHovered          = iota
	ImGuiCol_PlotHistogram             = iota
	ImGuiCol_PlotHistogramHovered      = iota
	ImGuiCol_TableHeaderBg             = iota
	ImGuiCol_TableBorderStrong         = iota
	ImGuiCol_TableBorderLight          = iota
	ImGuiCol_TableRowBg                = iota
	ImGuiCol_TableRowBgAlt             = iota
	ImGuiCol_TextLink                  = iota
	ImGuiCol_TextSelectedBg            = iota
	ImGuiCol_DragDropTarget            = iota
	ImGuiCol_NavHighlight              = iota
	ImGuiCol_NavWindowingHighlight     = iota
	ImGuiCol_NavWindowingDimBg         = iota
	ImGuiCol_ModalWindowDimBg          = iota
	ImGuiCol_COUNT                     = iota
	ImGuiCol_TabActive                 = ImGuiCol(ImGuiCol_TabSelected)
	ImGuiCol_TabUnfocused              = ImGuiCol(ImGuiCol_TabDimmed)
	ImGuiCol_TabUnfocusedActive        = ImGuiCol(ImGuiCol_TabDimmedSelected)
)
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const (
	ImGuiStyleVar_Alpha                       = iota
	ImGuiStyleVar_DisabledAlpha               = iota
	ImGuiStyleVar_WindowPadding               = iota
	ImGuiStyleVar_WindowRounding              = iota
	ImGuiStyleVar_WindowBorderSize            = iota
	ImGuiStyleVar_WindowMinSize               = iota
	ImGuiStyleVar_WindowTitleAlign            = iota
	ImGuiStyleVar_ChildRounding               = iota
	ImGuiStyleVar_ChildBorderSize             = iota
	ImGuiStyleVar_PopupRounding               = iota
	ImGuiStyleVar_PopupBorderSize             = iota
	ImGuiStyleVar_FramePadding                = iota
	ImGuiStyleVar_FrameRounding               = iota
	ImGuiStyleVar_FrameBorderSize             = iota
	ImGuiStyleVar_ItemSpacing                 = iota
	ImGuiStyleVar_ItemInnerSpacing            = iota
	ImGuiStyleVar_IndentSpacing               = iota
	ImGuiStyleVar_CellPadding                 = iota
	ImGuiStyleVar_ScrollbarSize               = iota
	ImGuiStyleVar_ScrollbarRounding           = iota
	ImGuiStyleVar_GrabMinSize                 = iota
	ImGuiStyleVar_GrabRounding                = iota
	ImGuiStyleVar_TabRounding                 = iota
	ImGuiStyleVar_TabBorderSize               = iota
	ImGuiStyleVar_TabBarBorderSize            = iota
	ImGuiStyleVar_TabBarOverlineSize          = iota
	ImGuiStyleVar_TableAngledHeadersAngle     = iota
	ImGuiStyleVar_TableAngledHeadersTextAlign = iota
	ImGuiStyleVar_ButtonTextAlign             = iota
	ImGuiStyleVar_SelectableTextAlign         = iota
	ImGuiStyleVar_SeparatorTextBorderSize     = iota
	ImGuiStyleVar_SeparatorTextAlign          = iota
	ImGuiStyleVar_SeparatorTextPadding        = iota
	ImGuiStyleVar_DockingSeparatorSize        = iota
	ImGuiStyleVar_COUNT                       = iota
)
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const (
	ImGuiButtonFlags_None              = ImGuiButtonFlags(0)
	ImGuiButtonFlags_MouseButtonLeft   = ImGuiButtonFlags(1 << 0)
	ImGuiButtonFlags_MouseButtonRight  = ImGuiButtonFlags(1 << 1)
	ImGuiButtonFlags_MouseButtonMiddle = ImGuiButtonFlags(1 << 2)
	ImGuiButtonFlags_MouseButtonMask_  = ImGuiButtonFlags(ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle)
)
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const (
	ImGuiColorEditFlags_None             = ImGuiColorEditFlags(0)
	ImGuiColorEditFlags_NoAlpha          = ImGuiColorEditFlags(1 << 1)
	ImGuiColorEditFlags_NoPicker         = ImGuiColorEditFlags(1 << 2)
	ImGuiColorEditFlags_NoOptions        = ImGuiColorEditFlags(1 << 3)
	ImGuiColorEditFlags_NoSmallPreview   = ImGuiColorEditFlags(1 << 4)
	ImGuiColorEditFlags_NoInputs         = ImGuiColorEditFlags(1 << 5)
	ImGuiColorEditFlags_NoTooltip        = ImGuiColorEditFlags(1 << 6)
	ImGuiColorEditFlags_NoLabel          = ImGuiColorEditFlags(1 << 7)
	ImGuiColorEditFlags_NoSidePreview    = ImGuiColorEditFlags(1 << 8)
	ImGuiColorEditFlags_NoDragDrop       = ImGuiColorEditFlags(1 << 9)
	ImGuiColorEditFlags_NoBorder         = ImGuiColorEditFlags(1 << 10)
	ImGuiColorEditFlags_AlphaBar         = ImGuiColorEditFlags(1 << 16)
	ImGuiColorEditFlags_AlphaPreview     = ImGuiColorEditFlags(1 << 17)
	ImGuiColorEditFlags_AlphaPreviewHalf = ImGuiColorEditFlags(1 << 18)
	ImGuiColorEditFlags_HDR              = ImGuiColorEditFlags(1 << 19)
	ImGuiColorEditFlags_DisplayRGB       = ImGuiColorEditFlags(1 << 20)
	ImGuiColorEditFlags_DisplayHSV       = ImGuiColorEditFlags(1 << 21)
	ImGuiColorEditFlags_DisplayHex       = ImGuiColorEditFlags(1 << 22)
	ImGuiColorEditFlags_Uint8            = ImGuiColorEditFlags(1 << 23)
	ImGuiColorEditFlags_Float            = ImGuiColorEditFlags(1 << 24)
	ImGuiColorEditFlags_PickerHueBar     = ImGuiColorEditFlags(1 << 25)
	ImGuiColorEditFlags_PickerHueWheel   = ImGuiColorEditFlags(1 << 26)
	ImGuiColorEditFlags_InputRGB         = ImGuiColorEditFlags(1 << 27)
	ImGuiColorEditFlags_InputHSV         = ImGuiColorEditFlags(1 << 28)
	ImGuiColorEditFlags_DefaultOptions_  = ImGuiColorEditFlags(ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar)
	ImGuiColorEditFlags_DisplayMask_     = ImGuiColorEditFlags(ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex)
	ImGuiColorEditFlags_DataTypeMask_    = ImGuiColorEditFlags(ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float)
	ImGuiColorEditFlags_PickerMask_      = ImGuiColorEditFlags(ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar)
	ImGuiColorEditFlags_InputMask_       = ImGuiColorEditFlags(ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV)
)
View Source
const (
	ImGuiSliderFlags_None            = ImGuiSliderFlags(0)
	ImGuiSliderFlags_AlwaysClamp     = ImGuiSliderFlags(1 << 4)
	ImGuiSliderFlags_Logarithmic     = ImGuiSliderFlags(1 << 5)
	ImGuiSliderFlags_NoRoundToFormat = ImGuiSliderFlags(1 << 6)
	ImGuiSliderFlags_NoInput         = ImGuiSliderFlags(1 << 7)
	ImGuiSliderFlags_WrapAround      = ImGuiSliderFlags(1 << 8)
	ImGuiSliderFlags_InvalidMask_    = ImGuiSliderFlags(0x7000000F)
)
View Source
const (
	ImGuiMouseButton_Left   = ImGuiMouseButton(0)
	ImGuiMouseButton_Right  = ImGuiMouseButton(1)
	ImGuiMouseButton_Middle = ImGuiMouseButton(2)
	ImGuiMouseButton_COUNT  = ImGuiMouseButton(5)
)
View Source
const (
	ImGuiMouseCursor_None       = ImGuiMouseCursor(-1)
	ImGuiMouseCursor_Arrow      = ImGuiMouseCursor(0)
	ImGuiMouseCursor_TextInput  = iota
	ImGuiMouseCursor_ResizeAll  = iota
	ImGuiMouseCursor_ResizeNS   = iota
	ImGuiMouseCursor_ResizeEW   = iota
	ImGuiMouseCursor_ResizeNESW = iota
	ImGuiMouseCursor_ResizeNWSE = iota
	ImGuiMouseCursor_Hand       = iota
	ImGuiMouseCursor_NotAllowed = iota
	ImGuiMouseCursor_COUNT      = iota
)
View Source
const (
	ImGuiMouseSource_Mouse       = ImGuiMouseSource(0)
	ImGuiMouseSource_TouchScreen = iota
	ImGuiMouseSource_Pen         = iota
	ImGuiMouseSource_COUNT       = iota
)
View Source
const (
	ImGuiCond_None         = ImGuiCond(0)
	ImGuiCond_Always       = ImGuiCond(1 << 0)
	ImGuiCond_Once         = ImGuiCond(1 << 1)
	ImGuiCond_FirstUseEver = ImGuiCond(1 << 2)
	ImGuiCond_Appearing    = ImGuiCond(1 << 3)
)
View Source
const (
	ImGuiTableFlags_None                       = ImGuiTableFlags(0)
	ImGuiTableFlags_Resizable                  = ImGuiTableFlags(1 << 0)
	ImGuiTableFlags_Reorderable                = ImGuiTableFlags(1 << 1)
	ImGuiTableFlags_Hideable                   = ImGuiTableFlags(1 << 2)
	ImGuiTableFlags_Sortable                   = ImGuiTableFlags(1 << 3)
	ImGuiTableFlags_NoSavedSettings            = ImGuiTableFlags(1 << 4)
	ImGuiTableFlags_ContextMenuInBody          = ImGuiTableFlags(1 << 5)
	ImGuiTableFlags_RowBg                      = ImGuiTableFlags(1 << 6)
	ImGuiTableFlags_BordersInnerH              = ImGuiTableFlags(1 << 7)
	ImGuiTableFlags_BordersOuterH              = ImGuiTableFlags(1 << 8)
	ImGuiTableFlags_BordersInnerV              = ImGuiTableFlags(1 << 9)
	ImGuiTableFlags_BordersOuterV              = ImGuiTableFlags(1 << 10)
	ImGuiTableFlags_BordersH                   = ImGuiTableFlags(ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH)
	ImGuiTableFlags_BordersV                   = ImGuiTableFlags(ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV)
	ImGuiTableFlags_BordersInner               = ImGuiTableFlags(ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH)
	ImGuiTableFlags_BordersOuter               = ImGuiTableFlags(ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH)
	ImGuiTableFlags_Borders                    = ImGuiTableFlags(ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter)
	ImGuiTableFlags_NoBordersInBody            = ImGuiTableFlags(1 << 11)
	ImGuiTableFlags_NoBordersInBodyUntilResize = ImGuiTableFlags(1 << 12)
	ImGuiTableFlags_SizingFixedFit             = ImGuiTableFlags(1 << 13)
	ImGuiTableFlags_SizingFixedSame            = ImGuiTableFlags(2 << 13)
	ImGuiTableFlags_SizingStretchProp          = ImGuiTableFlags(3 << 13)
	ImGuiTableFlags_SizingStretchSame          = ImGuiTableFlags(4 << 13)
	ImGuiTableFlags_NoHostExtendX              = ImGuiTableFlags(1 << 16)
	ImGuiTableFlags_NoHostExtendY              = ImGuiTableFlags(1 << 17)
	ImGuiTableFlags_NoKeepColumnsVisible       = ImGuiTableFlags(1 << 18)
	ImGuiTableFlags_PreciseWidths              = ImGuiTableFlags(1 << 19)
	ImGuiTableFlags_NoClip                     = ImGuiTableFlags(1 << 20)
	ImGuiTableFlags_PadOuterX                  = ImGuiTableFlags(1 << 21)
	ImGuiTableFlags_NoPadOuterX                = ImGuiTableFlags(1 << 22)
	ImGuiTableFlags_NoPadInnerX                = ImGuiTableFlags(1 << 23)
	ImGuiTableFlags_ScrollX                    = ImGuiTableFlags(1 << 24)
	ImGuiTableFlags_ScrollY                    = ImGuiTableFlags(1 << 25)
	ImGuiTableFlags_SortMulti                  = ImGuiTableFlags(1 << 26)
	ImGuiTableFlags_SortTristate               = ImGuiTableFlags(1 << 27)
	ImGuiTableFlags_HighlightHoveredColumn     = ImGuiTableFlags(1 << 28)
	ImGuiTableFlags_SizingMask_                = ImGuiTableFlags(ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame)
)
View Source
const (
	ImGuiTableColumnFlags_None                 = ImGuiTableColumnFlags(0)
	ImGuiTableColumnFlags_Disabled             = ImGuiTableColumnFlags(1 << 0)
	ImGuiTableColumnFlags_DefaultHide          = ImGuiTableColumnFlags(1 << 1)
	ImGuiTableColumnFlags_DefaultSort          = ImGuiTableColumnFlags(1 << 2)
	ImGuiTableColumnFlags_WidthStretch         = ImGuiTableColumnFlags(1 << 3)
	ImGuiTableColumnFlags_WidthFixed           = ImGuiTableColumnFlags(1 << 4)
	ImGuiTableColumnFlags_NoResize             = ImGuiTableColumnFlags(1 << 5)
	ImGuiTableColumnFlags_NoReorder            = ImGuiTableColumnFlags(1 << 6)
	ImGuiTableColumnFlags_NoHide               = ImGuiTableColumnFlags(1 << 7)
	ImGuiTableColumnFlags_NoClip               = ImGuiTableColumnFlags(1 << 8)
	ImGuiTableColumnFlags_NoSort               = ImGuiTableColumnFlags(1 << 9)
	ImGuiTableColumnFlags_NoSortAscending      = ImGuiTableColumnFlags(1 << 10)
	ImGuiTableColumnFlags_NoSortDescending     = ImGuiTableColumnFlags(1 << 11)
	ImGuiTableColumnFlags_NoHeaderLabel        = ImGuiTableColumnFlags(1 << 12)
	ImGuiTableColumnFlags_NoHeaderWidth        = ImGuiTableColumnFlags(1 << 13)
	ImGuiTableColumnFlags_PreferSortAscending  = ImGuiTableColumnFlags(1 << 14)
	ImGuiTableColumnFlags_PreferSortDescending = ImGuiTableColumnFlags(1 << 15)
	ImGuiTableColumnFlags_IndentEnable         = ImGuiTableColumnFlags(1 << 16)
	ImGuiTableColumnFlags_IndentDisable        = ImGuiTableColumnFlags(1 << 17)
	ImGuiTableColumnFlags_AngledHeader         = ImGuiTableColumnFlags(1 << 18)
	ImGuiTableColumnFlags_IsEnabled            = ImGuiTableColumnFlags(1 << 24)
	ImGuiTableColumnFlags_IsVisible            = ImGuiTableColumnFlags(1 << 25)
	ImGuiTableColumnFlags_IsSorted             = ImGuiTableColumnFlags(1 << 26)
	ImGuiTableColumnFlags_IsHovered            = ImGuiTableColumnFlags(1 << 27)
	ImGuiTableColumnFlags_WidthMask_           = ImGuiTableColumnFlags(ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed)
	ImGuiTableColumnFlags_IndentMask_          = ImGuiTableColumnFlags(ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable)
	ImGuiTableColumnFlags_StatusMask_          = ImGuiTableColumnFlags(ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered)
	ImGuiTableColumnFlags_NoDirectResize_      = ImGuiTableColumnFlags(1 << 30)
)
View Source
const (
	ImGuiTableRowFlags_None    = ImGuiTableRowFlags(0)
	ImGuiTableRowFlags_Headers = ImGuiTableRowFlags(1 << 0)
)
View Source
const (
	ImGuiTableBgTarget_None   = ImGuiTableBgTarget(0)
	ImGuiTableBgTarget_RowBg0 = ImGuiTableBgTarget(1)
	ImGuiTableBgTarget_RowBg1 = ImGuiTableBgTarget(2)
	ImGuiTableBgTarget_CellBg = ImGuiTableBgTarget(3)
)
View Source
const (
	ImGuiMultiSelectFlags_None                  = ImGuiMultiSelectFlags(0)
	ImGuiMultiSelectFlags_SingleSelect          = ImGuiMultiSelectFlags(1 << 0)
	ImGuiMultiSelectFlags_NoSelectAll           = ImGuiMultiSelectFlags(1 << 1)
	ImGuiMultiSelectFlags_NoRangeSelect         = ImGuiMultiSelectFlags(1 << 2)
	ImGuiMultiSelectFlags_NoAutoSelect          = ImGuiMultiSelectFlags(1 << 3)
	ImGuiMultiSelectFlags_NoAutoClear           = ImGuiMultiSelectFlags(1 << 4)
	ImGuiMultiSelectFlags_NoAutoClearOnReselect = ImGuiMultiSelectFlags(1 << 5)
	ImGuiMultiSelectFlags_BoxSelect1d           = ImGuiMultiSelectFlags(1 << 6)
	ImGuiMultiSelectFlags_BoxSelect2d           = ImGuiMultiSelectFlags(1 << 7)
	ImGuiMultiSelectFlags_BoxSelectNoScroll     = ImGuiMultiSelectFlags(1 << 8)
	ImGuiMultiSelectFlags_ClearOnEscape         = ImGuiMultiSelectFlags(1 << 9)
	ImGuiMultiSelectFlags_ClearOnClickVoid      = ImGuiMultiSelectFlags(1 << 10)
	ImGuiMultiSelectFlags_ScopeWindow           = ImGuiMultiSelectFlags(1 << 11)
	ImGuiMultiSelectFlags_ScopeRect             = ImGuiMultiSelectFlags(1 << 12)
	ImGuiMultiSelectFlags_SelectOnClick         = ImGuiMultiSelectFlags(1 << 13)
	ImGuiMultiSelectFlags_SelectOnClickRelease  = ImGuiMultiSelectFlags(1 << 14)
	ImGuiMultiSelectFlags_NavWrapX              = ImGuiMultiSelectFlags(1 << 16)
)
View Source
const (
	ImGuiSelectionRequestType_None     = ImGuiSelectionRequestType(0)
	ImGuiSelectionRequestType_SetAll   = iota
	ImGuiSelectionRequestType_SetRange = iota
)
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const (
	ImDrawFlags_None                    = ImDrawFlags(0)
	ImDrawFlags_Closed                  = ImDrawFlags(1 << 0)
	ImDrawFlags_RoundCornersTopLeft     = ImDrawFlags(1 << 4)
	ImDrawFlags_RoundCornersTopRight    = ImDrawFlags(1 << 5)
	ImDrawFlags_RoundCornersBottomLeft  = ImDrawFlags(1 << 6)
	ImDrawFlags_RoundCornersBottomRight = ImDrawFlags(1 << 7)
	ImDrawFlags_RoundCornersNone        = ImDrawFlags(1 << 8)
	ImDrawFlags_RoundCornersTop         = ImDrawFlags(ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight)
	ImDrawFlags_RoundCornersBottom      = ImDrawFlags(ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight)
	ImDrawFlags_RoundCornersLeft        = ImDrawFlags(ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft)
	ImDrawFlags_RoundCornersRight       = ImDrawFlags(ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight)
	ImDrawFlags_RoundCornersAll         = ImDrawFlags(ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight)
	ImDrawFlags_RoundCornersDefault_    = ImDrawFlags(ImDrawFlags_RoundCornersAll)
	ImDrawFlags_RoundCornersMask_       = ImDrawFlags(ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone)
)
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const (
	ImDrawListFlags_None                   = ImDrawListFlags(0)
	ImDrawListFlags_AntiAliasedLines       = ImDrawListFlags(1 << 0)
	ImDrawListFlags_AntiAliasedLinesUseTex = ImDrawListFlags(1 << 1)
	ImDrawListFlags_AntiAliasedFill        = ImDrawListFlags(1 << 2)
	ImDrawListFlags_AllowVtxOffset         = ImDrawListFlags(1 << 3)
)
View Source
const (
	ImFontAtlasFlags_None               = ImFontAtlasFlags(0)
	ImFontAtlasFlags_NoPowerOfTwoHeight = ImFontAtlasFlags(1 << 0)
	ImFontAtlasFlags_NoMouseCursors     = ImFontAtlasFlags(1 << 1)
	ImFontAtlasFlags_NoBakedLines       = ImFontAtlasFlags(1 << 2)
)
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const (
	ImGuiViewportFlags_None                = ImGuiViewportFlags(0)
	ImGuiViewportFlags_IsPlatformWindow    = ImGuiViewportFlags(1 << 0)
	ImGuiViewportFlags_IsPlatformMonitor   = ImGuiViewportFlags(1 << 1)
	ImGuiViewportFlags_OwnedByApp          = ImGuiViewportFlags(1 << 2)
	ImGuiViewportFlags_NoDecoration        = ImGuiViewportFlags(1 << 3)
	ImGuiViewportFlags_NoTaskBarIcon       = ImGuiViewportFlags(1 << 4)
	ImGuiViewportFlags_NoFocusOnAppearing  = ImGuiViewportFlags(1 << 5)
	ImGuiViewportFlags_NoFocusOnClick      = ImGuiViewportFlags(1 << 6)
	ImGuiViewportFlags_NoInputs            = ImGuiViewportFlags(1 << 7)
	ImGuiViewportFlags_NoRendererClear     = ImGuiViewportFlags(1 << 8)
	ImGuiViewportFlags_NoAutoMerge         = ImGuiViewportFlags(1 << 9)
	ImGuiViewportFlags_TopMost             = ImGuiViewportFlags(1 << 10)
	ImGuiViewportFlags_CanHostOtherWindows = ImGuiViewportFlags(1 << 11)
	ImGuiViewportFlags_IsMinimized         = ImGuiViewportFlags(1 << 12)
	ImGuiViewportFlags_IsFocused           = ImGuiViewportFlags(1 << 13)
)
View Source
const ImguiUsesBGRAColorFormat = true

Variables

View Source
var ConfiguredFonts = make([]*ConfiguredFont, 0, 16)

Functions

func AlignTextToFramePadding

func AlignTextToFramePadding()

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) foreign code:

ImGui::AlignTextToFramePadding()

func ArrowButton

func ArrowButton(str_id string, dir ImGuiDir) (r bool)

ArrowButton square button with an arrow shape foreign code:

auto r = ImGui::ArrowButton(str_id, ImGuiDir(dir))

func Begin

func Begin(name string) (r bool)

func BeginChild

func BeginChild(str_id string) (r bool)

func BeginChildID

func BeginChildID(id ImGuiID) (r bool)

func BeginChildV

func BeginChildV(str_id string, size ImVec2, child_flags ImGuiChildFlags, window_flags ImGuiWindowFlags) (r bool)

func BeginChildVID

func BeginChildVID(id ImGuiID, size ImVec2, child_flags ImGuiChildFlags, window_flags ImGuiWindowFlags) (r bool)

func BeginCombo

func BeginCombo(label string, preview_value string) (r bool)

func BeginComboV

func BeginComboV(label string, preview_value string, flags ImGuiComboFlags) (r bool)

func BeginCoolBar

func BeginCoolBar(label string) (r bool)

func BeginCoolBarV

func BeginCoolBarV(label string, flags ImCoolBarFlags, cfg ImCoolBarConfigForeignPtr, windowFlags ImGuiWindowFlags) (r bool)

func BeginCustomWidget

func BeginCustomWidget() (visible bool, currentWindowDrawList ImDrawListPtr, pos ImVec2, availableRegion ImVec2, keyboardNavActive bool, seed ImGuiID)

func BeginDisabled

func BeginDisabled()

func BeginDisabledV

func BeginDisabledV(disabled bool)

func BeginDragDropSource

func BeginDragDropSource() (r bool)

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

auto r = ImGui::BeginDragDropSource()

func BeginDragDropSourceV

func BeginDragDropSourceV(flags ImGuiDragDropFlags) (r bool)

BeginDragDropSourceV call after submitting an item which may be dragged. when this return true, you can call SetDragDropPayload() + EndDragDropSource() * flags ImGuiDragDropFlags = 0 foreign code:

auto r = ImGui::BeginDragDropSource(flags)

func BeginDragDropTarget

func BeginDragDropTarget() (r bool)

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

auto r = ImGui::BeginDragDropTarget()

func BeginGroup

func BeginGroup()

BeginGroup lock horizontal starting position foreign code:

ImGui::BeginGroup()

func BeginItemTooltip

func BeginItemTooltip() (r bool)

BeginItemTooltip begin/append a tooltip window if preceding item was hovered. foreign code:

auto r = ImGui::BeginItemTooltip()

func BeginListBox

func BeginListBox(label string) (r bool)

BeginListBox open a framed scrolling region foreign code:

auto r = ImGui::BeginListBox(label)

func BeginListBoxV

func BeginListBoxV(label string, size ImVec2) (r bool)

BeginListBoxV open a framed scrolling region * size const ImVec2 & = ImVec2(0, 0) foreign code:

auto r = ImGui::BeginListBox(label, size)

func BeginMainMenuBar

func BeginMainMenuBar() (r bool)

BeginMainMenuBar create and append to a full screen menu-bar. foreign code:

auto r = ImGui::BeginMainMenuBar()

func BeginMenu

func BeginMenu(label string) (r bool)

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

auto r = ImGui::BeginMenu(label)

func BeginMenuBar

func BeginMenuBar() (r bool)

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

auto r = ImGui::BeginMenuBar()

func BeginMenuV

func BeginMenuV(label string, enabled bool) (r bool)

BeginMenuV create a sub-menu entry. only call EndMenu() if this returns true! * enabled bool = true foreign code:

auto r = ImGui::BeginMenu(label, enabled)

func BeginPieMenu

func BeginPieMenu(name string) (r bool)

func BeginPieMenuV

func BeginPieMenuV(name string, bEnabled bool) (r bool)

func BeginPiePopup

func BeginPiePopup(name string) (r bool)

func BeginPiePopupV

func BeginPiePopupV(name string, iMouseButton int) (r bool)

func BeginPopup

func BeginPopup(str_id string) (r bool)

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

auto r = ImGui::BeginPopup(str_id)

func BeginPopupContextItem

func BeginPopupContextItem() (r bool)

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

auto r = ImGui::BeginPopupContextItem()

func BeginPopupContextItemV

func BeginPopupContextItemV(str_id string, popup_flags ImGuiPopupFlags) (r bool)

BeginPopupContextItemV open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp! * str_id const char * = NULL * popup_flags ImGuiPopupFlags = 1 foreign code:

auto r = ImGui::BeginPopupContextItem(str_id, popup_flags)

func BeginPopupContextVoid

func BeginPopupContextVoid() (r bool)

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

auto r = ImGui::BeginPopupContextVoid()

func BeginPopupContextVoidV

func BeginPopupContextVoidV(str_id string, popup_flags ImGuiPopupFlags) (r bool)

BeginPopupContextVoidV open+begin popup when clicked in void (where there are no windows). * str_id const char * = NULL * popup_flags ImGuiPopupFlags = 1 foreign code:

auto r = ImGui::BeginPopupContextVoid(str_id, popup_flags)

func BeginPopupContextWindow

func BeginPopupContextWindow() (r bool)

BeginPopupContextWindow open+begin popup when clicked on current window. foreign code:

auto r = ImGui::BeginPopupContextWindow()

func BeginPopupContextWindowV

func BeginPopupContextWindowV(str_id string, popup_flags ImGuiPopupFlags) (r bool)

BeginPopupContextWindowV open+begin popup when clicked on current window. * str_id const char * = NULL * popup_flags ImGuiPopupFlags = 1 foreign code:

auto r = ImGui::BeginPopupContextWindow(str_id, popup_flags)

func BeginPopupModal

func BeginPopupModal(name string) (r bool)

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

auto r = ImGui::BeginPopupModal(name)

func BeginPopupModalV

func BeginPopupModalV(name string, flags ImGuiWindowFlags) (r bool, p_open bool)

BeginPopupModalV return true if the modal is open, and you can start outputting to it. * p_open bool * = NULL * flags ImGuiWindowFlags = 0 foreign code:

p_open = true; /* see issue #5 */
auto r = ImGui::BeginPopupModal(name, &p_open, flags)

func BeginPopupV

func BeginPopupV(str_id string, flags ImGuiWindowFlags) (r bool)

BeginPopupV return true if the popup is open, and you can start outputting to it. * flags ImGuiWindowFlags = 0 foreign code:

auto r = ImGui::BeginPopup(str_id, flags)

func BeginTabBar

func BeginTabBar(str_id string) (r bool)

BeginTabBar create and append into a TabBar foreign code:

auto r = ImGui::BeginTabBar(str_id)

func BeginTabBarV

func BeginTabBarV(str_id string, flags ImGuiTabBarFlags) (r bool)

BeginTabBarV create and append into a TabBar * flags ImGuiTabBarFlags = 0 foreign code:

auto r = ImGui::BeginTabBar(str_id, flags)

func BeginTabItem

func BeginTabItem(label string) (r bool)

BeginTabItem create a Tab. Returns true if the Tab is selected. foreign code:

auto r = ImGui::BeginTabItem(label)

func BeginTabItemV

func BeginTabItemV(label string, flags ImGuiTabItemFlags) (r bool, p_open bool)

BeginTabItemV create a Tab. Returns true if the Tab is selected. * p_open bool * = NULL * flags ImGuiTabItemFlags = 0 foreign code:

p_open = true; /* see issue #5 */
auto r = ImGui::BeginTabItem(label, &p_open, flags)

func BeginTable

func BeginTable(str_id string, columns int) (r bool)

func BeginTableV

func BeginTableV(str_id string, columns int, flags ImGuiTableFlags, outer_size ImVec2, inner_width float32) (r bool)

func BeginTooltip

func BeginTooltip() (r bool)

BeginTooltip begin/append a tooltip window. foreign code:

auto r = ImGui::BeginTooltip()

func BeginV

func BeginV(name string, flags ImGuiWindowFlags) (r bool, p_open bool)

func BringCurrentWindowToDisplayFront

func BringCurrentWindowToDisplayFront()

func Bullet

func Bullet()

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

ImGui::Bullet()

func BulletText

func BulletText(text string)

BulletText foreign code:

ImGui::BulletText("%.*s",(int)getStringLength(text),text)

func Button

func Button(label string) (r bool)

Button button foreign code:

auto r = ImGui::Button(label)

func ButtonV

func ButtonV(label string, size ImVec2) (r bool)

ButtonV button * size const ImVec2 & = ImVec2(0, 0) foreign code:

auto r = ImGui::Button(label, size)

func CalcItemWidth

func CalcItemWidth() (r float32)

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

auto r = ImGui::CalcItemWidth()

func CloseCurrentPopup

func CloseCurrentPopup()

CloseCurrentPopup manually close the popup we have begin-ed into. foreign code:

ImGui::CloseCurrentPopup()

func CollapsingHeader

func CollapsingHeader(label string) (r bool)

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

auto r = ImGui::CollapsingHeader(label)

func CollapsingHeaderV

func CollapsingHeaderV(label string, flags ImGuiTreeNodeFlags) (r bool)

CollapsingHeaderV if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop(). * flags ImGuiTreeNodeFlags = 0 foreign code:

auto r = ImGui::CollapsingHeader(label, flags)

func Color32U8

func Color32U8(r uint8, g uint8, b uint8, a uint8) (c uint32)

func ColorButton

func ColorButton(desc_id string, col ImVec4) (r bool)

ColorButton display a color square/button, hover for details, return true when pressed. foreign code:

auto r = ImGui::ColorButton(desc_id, col)

func ColorButtonV

func ColorButtonV(desc_id string, col ImVec4, flags ImGuiColorEditFlags, size ImVec2) (r bool)

ColorButtonV display a color square/button, hover for details, return true when pressed. * flags ImGuiColorEditFlags = 0 * size const ImVec2 & = ImVec2(0, 0) foreign code:

auto r = ImGui::ColorButton(desc_id, col, flags, size)

func ColorConvertFloat4ToU32

func ColorConvertFloat4ToU32(in ImVec4) (r uint32)

func ColorEdit3

func ColorEdit3(label string, colP [3]float32, flags ImGuiColorEditFlags) (col [3]float32, changed bool)

func ColorU32

func ColorU32(rgba uint32) (c uint32)

func ColoredButtonV

func ColoredButtonV(label string, size ImVec2, text_color uint32, bg_color1 uint32, bg_color2 uint32) (r bool)

func Columns

func Columns()

func ColumnsV

func ColumnsV(count int, id string, borders bool)

func CoolBarButtons

func CoolBarButtons(fontPtr ImFontPtr, labels []string, tooltips []string) (clickedIndex int, hoveredIndex int)

func CoolBarItem

func CoolBarItem() (r bool)

func CoolBarItemProperties

func CoolBarItemProperties() (width float32, scale float32)

func DebugCheckVersionAndDataLayout

func DebugCheckVersionAndDataLayout(version_str string, sz_io Size_t, sz_style Size_t, sz_vec2 Size_t, sz_vec4 Size_t, sz_drawvert Size_t, sz_drawidx Size_t) (r bool)

DebugCheckVersionAndDataLayout This is called by IMGUI_CHECKVERSION() macro. foreign code:

auto r = ImGui::DebugCheckVersionAndDataLayout(version_str, sz_io, sz_style, sz_vec2, sz_vec4, sz_drawvert, sz_drawidx)

func DebugFlashStyleColor

func DebugFlashStyleColor(idx ImGuiCol)

func DebugStartItemPicker

func DebugStartItemPicker()

func DebugTextEncoding

func DebugTextEncoding(text string)

func DestroyContext

func DestroyContext()

DestroyContext NULL = destroy current context foreign code:

ImGui::DestroyContext()

func DestroyImCoolBarConfig

func DestroyImCoolBarConfig(cfg ImCoolBarConfigForeignPtr)

func DestroyPlatformWindows

func DestroyPlatformWindows()

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(). foreign code:

ImGui::DestroyPlatformWindows()

func DragFloat

func DragFloat(label string, vP float32) (v float32, r bool)

func DragFloat2

func DragFloat2(label string, vP [2]float32) (v [2]float32, r bool)

func DragFloat2V

func DragFloat2V(label string, vP [2]float32, v_speed float32, v_min float32, v_max float32, format string, flags ImGuiSliderFlags) (v [2]float32, r bool)

func DragFloat3

func DragFloat3(label string, vP [3]float32) (v [2]float32, r bool)

func DragFloat32

func DragFloat32(label string, vP float32) (v float32, r bool)

func DragFloat32N

func DragFloat32N(label string, vP []float32) (v []float32, r bool)

func DragFloat32NV

func DragFloat32NV(label string, vP []float32, v_speed float32, v_min float32, v_max float32, format string, flags ImGuiSliderFlags) (v []float32, r bool)

func DragFloat32V

func DragFloat32V(label string, vP float32, v_speed float32, p_min float32, p_max float32, format string, flags ImGuiSliderFlags) (v float32, r bool)

func DragFloat3V

func DragFloat3V(label string, vP [3]float32, v_speed float32, v_min float32, v_max float32, format string, flags ImGuiSliderFlags) (v [4]float32, r bool)

func DragFloat4

func DragFloat4(label string, vP [4]float32) (v [4]float32, r bool)

func DragFloat4V

func DragFloat4V(label string, vP [4]float32, v_speed float32, v_min float32, v_max float32, format string, flags ImGuiSliderFlags) (v [4]float32, r bool)

func DragFloat64

func DragFloat64(label string, vP float64) (v float64, r bool)

func DragFloat64N

func DragFloat64N(label string, vP []float64) (v []float64, r bool)

func DragFloat64NV

func DragFloat64NV(label string, vP []float64, v_speed float32, v_min float64, v_max float64, format string, flags ImGuiSliderFlags) (v []float64, r bool)

func DragFloat64V

func DragFloat64V(label string, vP float64, v_speed float32, p_min float64, p_max float64, format string, flags ImGuiSliderFlags) (v float64, r bool)

func DragFloatV

func DragFloatV(label string, vP float32, v_speed float32, v_min float32, v_max float32, format string, flags ImGuiSliderFlags) (v float32, r bool)

func DragInt

func DragInt(label string, vP int) (v int, r bool)

func DragInt16

func DragInt16(label string, vP int16) (v int16, r bool)

func DragInt16N

func DragInt16N(label string, vP []int16) (v []int16, r bool)

func DragInt16NV

func DragInt16NV(label string, vP []int16, v_speed float32, v_min int16, v_max int16, format string, flags ImGuiSliderFlags) (v []int16, r bool)

func DragInt16V

func DragInt16V(label string, vP int16, v_speed float32, p_min int16, p_max int16, format string, flags ImGuiSliderFlags) (v int16, r bool)

func DragInt2

func DragInt2(label string, vP [2]int) (v [2]int, r bool)

func DragInt2V

func DragInt2V(label string, vP [2]int, v_speed float32, v_min int, v_max int, format string, flags ImGuiSliderFlags) (v [2]int, r bool)

func DragInt3

func DragInt3(label string, vP [3]int) (v [2]int, r bool)

func DragInt32

func DragInt32(label string, vP int32) (v int32, r bool)

func DragInt32N

func DragInt32N(label string, vP []int32) (v []int32, r bool)

func DragInt32NV

func DragInt32NV(label string, vP []int32, v_speed float32, v_min int32, v_max int32, format string, flags ImGuiSliderFlags) (v []int32, r bool)

func DragInt32V

func DragInt32V(label string, vP int32, v_speed float32, p_min int32, p_max int32, format string, flags ImGuiSliderFlags) (v int32, r bool)

func DragInt3V

func DragInt3V(label string, vP [3]int, v_speed float32, v_min int, v_max int, format string, flags ImGuiSliderFlags) (v [4]int, r bool)

func DragInt4

func DragInt4(label string, vP [4]int) (v [4]int, r bool)

func DragInt4V

func DragInt4V(label string, vP [4]int, v_speed float32, v_min int, v_max int, format string, flags ImGuiSliderFlags) (v [4]int, r bool)

func DragInt8

func DragInt8(label string, vP int8) (v int8, r bool)

func DragInt8N

func DragInt8N(label string, vP []int8) (v []int8, r bool)

func DragInt8NV

func DragInt8NV(label string, vP []int8, v_speed float32, v_min int8, v_max int8, format string, flags ImGuiSliderFlags) (v []int8, r bool)

func DragInt8V

func DragInt8V(label string, vP int8, v_speed float32, p_min int8, p_max int8, format string, flags ImGuiSliderFlags) (v int8, r bool)

func DragIntN

func DragIntN(label string, vP []int) (v []int, r bool)

func DragIntNV

func DragIntNV(label string, vP []int, v_speed float32, v_min int, v_max int, format string, flags ImGuiSliderFlags) (v []int, r bool)

func DragIntV

func DragIntV(label string, vP int, v_speed float32, p_min int, p_max int, format string, flags ImGuiSliderFlags) (v int, r bool)

func DragUInt

func DragUInt(label string, vP uint) (v uint, r bool)

func DragUInt16

func DragUInt16(label string, vP uint16) (v uint16, r bool)

func DragUInt16N

func DragUInt16N(label string, vP []uint16) (v []uint16, r bool)

func DragUInt16NV

func DragUInt16NV(label string, vP []uint16, v_speed float32, v_min uint16, v_max uint16, format string, flags ImGuiSliderFlags) (v []uint16, r bool)

func DragUInt16V

func DragUInt16V(label string, vP uint16, v_speed float32, p_min uint16, p_max uint16, format string, flags ImGuiSliderFlags) (v uint16, r bool)

func DragUInt32

func DragUInt32(label string, vP uint32) (v uint32, r bool)

func DragUInt32N

func DragUInt32N(label string, vP []uint32) (v []uint32, r bool)

func DragUInt32NV

func DragUInt32NV(label string, vP []uint32, v_speed float32, v_min uint32, v_max uint32, format string, flags ImGuiSliderFlags) (v []uint32, r bool)

func DragUInt32V

func DragUInt32V(label string, vP uint32, v_speed float32, p_min uint32, p_max uint32, format string, flags ImGuiSliderFlags) (v uint32, r bool)

func DragUInt8

func DragUInt8(label string, vP uint8) (v uint8, r bool)

func DragUInt8N

func DragUInt8N(label string, vP []uint8) (v []uint8, r bool)

func DragUInt8NV

func DragUInt8NV(label string, vP []uint8, v_speed float32, v_min uint8, v_max uint8, format string, flags ImGuiSliderFlags) (v []uint8, r bool)

func DragUInt8V

func DragUInt8V(label string, vP uint8, v_speed float32, p_min uint8, p_max uint8, format string, flags ImGuiSliderFlags) (v uint8, r bool)

func DragUIntN

func DragUIntN(label string, vP []uint) (v []uint, r bool)

func DragUIntNV

func DragUIntNV(label string, vP []uint, v_speed float32, v_min uint, v_max uint, format string, flags ImGuiSliderFlags) (v []uint, r bool)

func DragUIntV

func DragUIntV(label string, vP uint, v_speed float32, p_min uint, p_max uint, format string, flags ImGuiSliderFlags) (v uint, r bool)

func DrawSerializedImZeroFB

func DrawSerializedImZeroFB(ptr ImDrawListPtr, buf []byte)

func Dummy

func Dummy(size ImVec2)

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

ImGui::Dummy(size)

func End

func End()

func EndChild

func EndChild()

func EndCombo

func EndCombo()

EndCombo only call EndCombo() if BeginCombo() returns true! foreign code:

ImGui::EndCombo()

func EndCoolBar

func EndCoolBar()

func EndDisabled

func EndDisabled()

func EndDragDropSource

func EndDragDropSource()

EndDragDropSource only call EndDragDropSource() if BeginDragDropSource() returns true! foreign code:

ImGui::EndDragDropSource()

func EndDragDropTarget

func EndDragDropTarget()

EndDragDropTarget only call EndDragDropTarget() if BeginDragDropTarget() returns true! foreign code:

ImGui::EndDragDropTarget()

func EndFrame

func EndFrame()

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! foreign code:

ImGui::EndFrame()

func EndGroup

func EndGroup()

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.) foreign code:

ImGui::EndGroup()

func EndListBox

func EndListBox()

EndListBox only call EndListBox() if BeginListBox() returned true! foreign code:

ImGui::EndListBox()

func EndMainMenuBar

func EndMainMenuBar()

EndMainMenuBar only call EndMainMenuBar() if BeginMainMenuBar() returns true! foreign code:

ImGui::EndMainMenuBar()

func EndMenu

func EndMenu()

EndMenu only call EndMenu() if BeginMenu() returns true! foreign code:

ImGui::EndMenu()

func EndMenuBar

func EndMenuBar()

EndMenuBar only call EndMenuBar() if BeginMenuBar() returns true! foreign code:

ImGui::EndMenuBar()

func EndPieMenu

func EndPieMenu()

func EndPiePopup

func EndPiePopup()

func EndPopup

func EndPopup()

EndPopup only call EndPopup() if BeginPopupXXX() returns true! foreign code:

ImGui::EndPopup()

func EndTabBar

func EndTabBar()

EndTabBar only call EndTabBar() if BeginTabBar() returns true! foreign code:

ImGui::EndTabBar()

func EndTabItem

func EndTabItem()

EndTabItem only call EndTabItem() if BeginTabItem() returns true! foreign code:

ImGui::EndTabItem()

func EndTable

func EndTable()

EndTable only call EndTable() if BeginTable() returns true! foreign code:

ImGui::EndTable()

func EndTooltip

func EndTooltip()

EndTooltip only call EndTooltip() if BeginTooltip()/BeginItemTooltip() returns true! foreign code:

ImGui::EndTooltip()

func Errors

func Errors() []error

func GetClipboardText

func GetClipboardText() (r string)

func GetColorU32

func GetColorU32(col uint32) (r uint32)

GetColorU32 retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList foreign code:

auto r = ImGui::GetColorU32(col)

func GetColorU32ImGuiCol

func GetColorU32ImGuiCol(idx ImGuiCol) (r uint32)

GetColorU32 retrieve given style color with style alpha applied and optional extra alpha multiplier, packed as a 32-bit value suitable for ImDrawList foreign code:

auto r = ImGui::GetColorU32(idx)

func GetColorU32ImGuiColV

func GetColorU32ImGuiColV(idx ImGuiCol, alpha_mul float32) (r uint32)

GetColorU32V retrieve given style color with style alpha applied and optional extra alpha multiplier, packed as a 32-bit value suitable for ImDrawList * alpha_mul float = 1.0f foreign code:

auto r = ImGui::GetColorU32(idx, alpha_mul)

func GetColorU32ImVec4

func GetColorU32ImVec4(col ImVec4) (r uint32)

GetColorU32 retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList foreign code:

auto r = ImGui::GetColorU32(col)

func GetColorU32V

func GetColorU32V(col uint32, alpha_mul float32) (r uint32)

GetColorU32V retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList * alpha_mul float = 1.0f foreign code:

auto r = ImGui::GetColorU32(col, alpha_mul)

func GetColumnIndex

func GetColumnIndex() (r int)

GetColumnIndex get current column index foreign code:

auto r = ImGui::GetColumnIndex()

func GetColumnOffset

func GetColumnOffset() (r float32)

GetColumnOffset 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 foreign code:

auto r = ImGui::GetColumnOffset()

func GetColumnOffsetV

func GetColumnOffsetV(column_index int) (r float32)

GetColumnOffsetV 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 * column_index int = -1 foreign code:

auto r = ImGui::GetColumnOffset(column_index)

func GetColumnWidth

func GetColumnWidth() (r float32)

GetColumnWidth get column width (in pixels). pass -1 to use current column foreign code:

auto r = ImGui::GetColumnWidth()

func GetColumnWidthV

func GetColumnWidthV(column_index int) (r float32)

GetColumnWidthV get column width (in pixels). pass -1 to use current column * column_index int = -1 foreign code:

auto r = ImGui::GetColumnWidth(column_index)

func GetColumnsCount

func GetColumnsCount() (r int)

func GetCursorPosX

func GetCursorPosX() (r float32)

GetCursorPosX [window-local] " foreign code:

auto r = ImGui::GetCursorPosX()

func GetCursorPosY

func GetCursorPosY() (r float32)

GetCursorPosY [window-local] " foreign code:

auto r = ImGui::GetCursorPosY()

func GetFontSize

func GetFontSize() (r float32)

GetFontSize get current font size (= height in pixels) of current font with current scale applied foreign code:

auto r = ImGui::GetFontSize()

func GetFrameCount

func GetFrameCount() (r int)

GetFrameCount get global imgui frame count. incremented by 1 every frame. foreign code:

auto r = ImGui::GetFrameCount()

func GetFrameHeight

func GetFrameHeight() (r float32)

GetFrameHeight ~ FontSize + style.FramePadding.y * 2 foreign code:

auto r = ImGui::GetFrameHeight()

func GetFrameHeightWithSpacing

func GetFrameHeightWithSpacing() (r float32)

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

auto r = ImGui::GetFrameHeightWithSpacing()

func GetIoDeltaTime

func GetIoDeltaTime() (dt float32)

func GetKeyName

func GetKeyName(key ImGuiKey) (r string)

GetKeyName [DEBUG] returns English name of the key. Those names a provided for debugging purpose and are not meant to be saved persistently not compared. foreign code:

auto r = ImGui::GetKeyName(ImGuiKey(key))

func GetKeyPressedAmount

func GetKeyPressedAmount(key ImGuiKey, repeat_delay float32, rate float32) (r int)

GetKeyPressedAmount 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 foreign code:

auto r = ImGui::GetKeyPressedAmount(ImGuiKey(key), repeat_delay, rate)

func GetMouseClickedCount

func GetMouseClickedCount(button ImGuiMouseButton) (r int)

GetMouseClickedCount return the number of successive mouse-clicks at the time where a click happen (otherwise 0). foreign code:

auto r = ImGui::GetMouseClickedCount(button)

func GetScrollMaxX

func GetScrollMaxX() (r float32)

GetScrollMaxX get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x foreign code:

auto r = ImGui::GetScrollMaxX()

func GetScrollMaxY

func GetScrollMaxY() (r float32)

GetScrollMaxY get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y foreign code:

auto r = ImGui::GetScrollMaxY()

func GetScrollX

func GetScrollX() (r float32)

GetScrollX get scrolling amount [0 .. GetScrollMaxX()] foreign code:

auto r = ImGui::GetScrollX()

func GetScrollY

func GetScrollY() (r float32)

GetScrollY get scrolling amount [0 .. GetScrollMaxY()] foreign code:

auto r = ImGui::GetScrollY()

func GetStyleColorName

func GetStyleColorName(idx ImGuiCol) (r string)

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

auto r = ImGui::GetStyleColorName(idx)

func GetTextLineHeight

func GetTextLineHeight() (r float32)

GetTextLineHeight ~ FontSize foreign code:

auto r = ImGui::GetTextLineHeight()

func GetTextLineHeightWithSpacing

func GetTextLineHeightWithSpacing() (r float32)

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

auto r = ImGui::GetTextLineHeightWithSpacing()

func GetTime

func GetTime() (r float64)

GetTime get global imgui time. incremented by io.DeltaTime every frame. foreign code:

auto r = ImGui::GetTime()

func GetTreeNodeToLabelSpacing

func GetTreeNodeToLabelSpacing() (r float32)

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

auto r = ImGui::GetTreeNodeToLabelSpacing()

func GetVersion

func GetVersion() (r string)

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

auto r = ImGui::GetVersion()

func GetWindowDpiScale

func GetWindowDpiScale() (r float32)

GetWindowDpiScale get DPI scale currently associated to the current window's viewport. foreign code:

auto r = ImGui::GetWindowDpiScale()

func GetWindowHeight

func GetWindowHeight() (r float32)

GetWindowHeight get current window height (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().y. foreign code:

auto r = ImGui::GetWindowHeight()

func GetWindowWidth

func GetWindowWidth() (r float32)

GetWindowWidth get current window width (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().x. foreign code:

auto r = ImGui::GetWindowWidth()

func HasErrors

func HasErrors() bool

func Image

func Image(user_texture_id ImTextureID, image_size ImVec2)

func ImageButton

func ImageButton(str_id string, user_texture_id ImTextureID, image_size ImVec2) (r bool)

func ImageButtonV

func ImageButtonV(str_id string, user_texture_id ImTextureID, image_size ImVec2, uv0 ImVec2, uv1 ImVec2, bg_col ImVec4, tint_col ImVec4) (r bool)

func ImageV

func ImageV(user_texture_id ImTextureID, image_size ImVec2, uv0 ImVec2, uv1 ImVec2, tint_col ImVec4, border_col ImVec4)

func Indent

func Indent()

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

ImGui::Indent()

func IndentV

func IndentV(indent_w float32)

IndentV move content position toward the right, by indent_w, or style.IndentSpacing if indent_w <= 0 * indent_w float = 0.0f foreign code:

ImGui::Indent(indent_w)

func InputText

func InputText(label string, textIn string, maxLength Size_t) (textOut string, changed bool)

func InputTextV

func InputTextV(label string, textIn string, maxLength Size_t, flags ImGuiInputTextFlags) (textOut string, changed bool)

func InputTextWithHint

func InputTextWithHint(label string, hint string, textIn string, maxLength Size_t) (textOut string, changed bool)

func InputTextWithHintV

func InputTextWithHintV(label string, hint string, textIn string, maxLength Size_t, flags ImGuiInputTextFlags) (textOut string, changed bool)

func InvisibleButton

func InvisibleButton(str_id string, size ImVec2) (r bool)

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

auto r = ImGui::InvisibleButton(str_id, size)

func InvisibleButtonP

func InvisibleButtonP(str_id string, size ImVec2)

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

ImGui::InvisibleButton(str_id, size)

func InvisibleButtonV

func InvisibleButtonV(str_id string, size ImVec2, flags ImGuiButtonFlags) (r bool)

InvisibleButtonV flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.) * flags ImGuiButtonFlags = 0 foreign code:

auto r = ImGui::InvisibleButton(str_id, size, flags)

func InvisibleButtonVP

func InvisibleButtonVP(str_id string, size ImVec2, flags ImGuiButtonFlags)

InvisibleButtonVP flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.) * flags ImGuiButtonFlags = 0 foreign code:

ImGui::InvisibleButton(str_id, size, flags)

func IsAnyItemActive

func IsAnyItemActive() (r bool)

IsAnyItemActive is any item active? foreign code:

auto r = ImGui::IsAnyItemActive()

func IsAnyItemFocused

func IsAnyItemFocused() (r bool)

IsAnyItemFocused is any item focused? foreign code:

auto r = ImGui::IsAnyItemFocused()

func IsAnyItemHovered

func IsAnyItemHovered() (r bool)

IsAnyItemHovered is any item hovered? foreign code:

auto r = ImGui::IsAnyItemHovered()

func IsItemActivated

func IsItemActivated() (r bool)

IsItemActivated was the last item just made active (item was previously inactive). foreign code:

auto r = ImGui::IsItemActivated()

func IsItemActive

func IsItemActive() (r bool)

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) foreign code:

auto r = ImGui::IsItemActive()

func IsItemClicked

func IsItemClicked() (r bool)

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

auto r = ImGui::IsItemClicked()

func IsItemClickedV

func IsItemClickedV(mouse_button ImGuiMouseButton) (r bool)

IsItemClickedV is the last item hovered and mouse clicked on? (**) == IsMouseClicked(mouse_button) && IsItemHovered()Important. (**) this is NOT equivalent to the behavior of e.g. Button(). Read comments in function definition. * mouse_button ImGuiMouseButton = 0 foreign code:

auto r = ImGui::IsItemClicked(mouse_button)

func IsItemDeactivated

func IsItemDeactivated() (r bool)

IsItemDeactivated was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that require continuous editing. foreign code:

auto r = ImGui::IsItemDeactivated()

func IsItemDeactivatedAfterEdit

func IsItemDeactivatedAfterEdit() (r bool)

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). foreign code:

auto r = ImGui::IsItemDeactivatedAfterEdit()

func IsItemEdited

func IsItemEdited() (r bool)

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. foreign code:

auto r = ImGui::IsItemEdited()

func IsItemFocused

func IsItemFocused() (r bool)

IsItemFocused is the last item focused for keyboard/gamepad navigation? foreign code:

auto r = ImGui::IsItemFocused()

func IsItemHovered

func IsItemHovered() (r bool)

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

auto r = ImGui::IsItemHovered()

func IsItemHoveredV

func IsItemHoveredV(flags ImGuiHoveredFlags) (r bool)

IsItemHoveredV is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options. * flags ImGuiHoveredFlags = 0 foreign code:

auto r = ImGui::IsItemHovered(flags)

func IsItemToggledOpen

func IsItemToggledOpen() (r bool)

IsItemToggledOpen was the last item open state toggled? set by TreeNode(). foreign code:

auto r = ImGui::IsItemToggledOpen()

func IsItemToggledSelection

func IsItemToggledSelection() (r bool)

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. foreign code:

auto r = ImGui::IsItemToggledSelection()

func IsItemVisible

func IsItemVisible() (r bool)

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

auto r = ImGui::IsItemVisible()

func IsKeyDown

func IsKeyDown(key ImGuiKey) (r bool)

IsKeyDown is key being held. foreign code:

auto r = ImGui::IsKeyDown(ImGuiKey(key))

func IsKeyPressed

func IsKeyPressed(key ImGuiKey) (r bool)

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

auto r = ImGui::IsKeyPressed(ImGuiKey(key))

func IsKeyPressedV

func IsKeyPressedV(key ImGuiKey, repeat bool) (r bool)

IsKeyPressedV was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate * repeat bool = true foreign code:

auto r = ImGui::IsKeyPressed(ImGuiKey(key), repeat)

func IsKeyReleased

func IsKeyReleased(key ImGuiKey) (r bool)

IsKeyReleased was key released (went from Down to !Down)? foreign code:

auto r = ImGui::IsKeyReleased(ImGuiKey(key))

func IsMouseClicked

func IsMouseClicked(button ImGuiMouseButton) (r bool)

IsMouseClicked did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1. foreign code:

auto r = ImGui::IsMouseClicked(button)

func IsMouseClickedV

func IsMouseClickedV(button ImGuiMouseButton, repeat bool) (r bool)

IsMouseClickedV did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1. * repeat bool = false foreign code:

auto r = ImGui::IsMouseClicked(button, repeat)

func IsMouseDoubleClicked

func IsMouseDoubleClicked(button ImGuiMouseButton) (r bool)

IsMouseDoubleClicked did mouse button double-clicked? Same as GetMouseClickedCount() == 2. (note that a double-click will also report IsMouseClicked() == true) foreign code:

auto r = ImGui::IsMouseDoubleClicked(button)

func IsMouseDown

func IsMouseDown(button ImGuiMouseButton) (r bool)

IsMouseDown is mouse button held? foreign code:

auto r = ImGui::IsMouseDown(button)

func IsMouseDragging

func IsMouseDragging(button ImGuiMouseButton) (r bool)

IsMouseDragging is mouse dragging? (uses io.MouseDraggingThreshold if lock_threshold < 0.0f) foreign code:

auto r = ImGui::IsMouseDragging(button)

func IsMouseDraggingV

func IsMouseDraggingV(button ImGuiMouseButton, lock_threshold float32) (r bool)

IsMouseDraggingV is mouse dragging? (uses io.MouseDraggingThreshold if lock_threshold < 0.0f) * lock_threshold float = -1.0f foreign code:

auto r = ImGui::IsMouseDragging(button, lock_threshold)

func IsMouseHoveringRect

func IsMouseHoveringRect(r_min ImVec2, r_max ImVec2) (r bool)

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

auto r = ImGui::IsMouseHoveringRect(r_min, r_max)

func IsMouseHoveringRectV

func IsMouseHoveringRectV(r_min ImVec2, r_max ImVec2, clip bool) (r bool)

IsMouseHoveringRectV is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block. * clip bool = true foreign code:

auto r = ImGui::IsMouseHoveringRect(r_min, r_max, clip)

func IsMousePosValid

func IsMousePosValid() (r bool)

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

auto r = ImGui::IsMousePosValid()

func IsMouseReleased

func IsMouseReleased(button ImGuiMouseButton) (r bool)

IsMouseReleased did mouse button released? (went from Down to !Down) foreign code:

auto r = ImGui::IsMouseReleased(button)

func IsPopupOpen

func IsPopupOpen(str_id string) (r bool)

IsPopupOpen return true if the popup is open. foreign code:

auto r = ImGui::IsPopupOpen(str_id)

func IsPopupOpenV

func IsPopupOpenV(str_id string, flags ImGuiPopupFlags) (r bool)

IsPopupOpenV return true if the popup is open. * flags ImGuiPopupFlags = 0 foreign code:

auto r = ImGui::IsPopupOpen(str_id, flags)

func IsRectVisible

func IsRectVisible(size ImVec2) (r bool)

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

auto r = ImGui::IsRectVisible(size)

func IsRectVisible2

func IsRectVisible2(rect_min ImVec2, rect_max ImVec2) (r bool)

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

auto r = ImGui::IsRectVisible(rect_min, rect_max)

func IsWindowAppearing

func IsWindowAppearing() (r bool)

func IsWindowCollapsed

func IsWindowCollapsed() (r bool)

func IsWindowDocked

func IsWindowDocked() (r bool)

IsWindowDocked is current window docked into another window? foreign code:

auto r = ImGui::IsWindowDocked()

func IsWindowFocused

func IsWindowFocused() (r bool)

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

auto r = ImGui::IsWindowFocused()

func IsWindowFocusedV

func IsWindowFocusedV(flags ImGuiFocusedFlags) (r bool)

IsWindowFocusedV is current window focused? or its root/child, depending on flags. see flags for options. * flags ImGuiFocusedFlags = 0 foreign code:

auto r = ImGui::IsWindowFocused(flags)

func IsWindowHovered

func IsWindowHovered() (r bool)

IsWindowHovered 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. foreign code:

auto r = ImGui::IsWindowHovered()

func IsWindowHoveredV

func IsWindowHoveredV(flags ImGuiHoveredFlags) (r bool)

IsWindowHoveredV 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. * flags ImGuiHoveredFlags = 0 foreign code:

auto r = ImGui::IsWindowHovered(flags)

func Knob

func Knob(label string, valueP float32, v_min float32, v_max float32) (value float32, r bool)

func KnobInt

func KnobInt(label string, valueP int, v_min int, v_max int) (value int, r bool)

func KnobIntV

func KnobIntV(label string, valueP int, v_min int, v_max int,
	speed float32, format string, variant ImGuiKnobVariant, size float32, flags ImGuiKnobFlags, steps int) (value int, r bool)

func KnobV

func KnobV(label string, valueP float32, v_min float32, v_max float32,
	speed float32, format string, variant ImGuiKnobVariant, size float32, flags ImGuiKnobFlags, steps int) (value float32, r bool)

func LabelText

func LabelText(label string, text string)

TextUnformatted foreign code:

ImGui::LabelText(label,"%.*s",(int)getStringLength(text),text)

func LoadIniSettingsFromDisk

func LoadIniSettingsFromDisk(ini_filename string)

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

ImGui::LoadIniSettingsFromDisk(ini_filename)

func LoadIniSettingsFromMemory

func LoadIniSettingsFromMemory(ini_data string)

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

ImGui::LoadIniSettingsFromMemory(ini_data)

func LoadIniSettingsFromMemoryV

func LoadIniSettingsFromMemoryV(ini_data string, ini_size Size_t)

LoadIniSettingsFromMemoryV call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source. * ini_size size_t = 0 foreign code:

ImGui::LoadIniSettingsFromMemory(ini_data, ini_size)

func LogButtons

func LogButtons()

LogButtons helper to display buttons for logging to tty/file/clipboard foreign code:

ImGui::LogButtons()

func LogFinish

func LogFinish()

LogFinish stop logging (close file, etc.) foreign code:

ImGui::LogFinish()

func LogToClipboard

func LogToClipboard()

LogToClipboard start logging to OS clipboard foreign code:

ImGui::LogToClipboard()

func LogToClipboardV

func LogToClipboardV(auto_open_depth int)

LogToClipboardV start logging to OS clipboard * auto_open_depth int = -1 foreign code:

ImGui::LogToClipboard(auto_open_depth)

func LogToFile

func LogToFile()

LogToFile start logging to file foreign code:

ImGui::LogToFile()

func LogToFileV

func LogToFileV(auto_open_depth int, filename string)

LogToFileV start logging to file * auto_open_depth int = -1 * filename const char * = NULL foreign code:

ImGui::LogToFile(auto_open_depth, filename)

func LogToTTY

func LogToTTY()

LogToTTY start logging to tty (stdout) foreign code:

ImGui::LogToTTY()

func LogToTTYV

func LogToTTYV(auto_open_depth int)

LogToTTYV start logging to tty (stdout) * auto_open_depth int = -1 foreign code:

ImGui::LogToTTY(auto_open_depth)
func MenuItem(label string) (r bool)

MenuItem return true when activated. foreign code:

auto r = ImGui::MenuItem(label)
func MenuItemV(label string, shortcut string, selected bool, enabled bool) (r bool)

MenuItemV return true when activated. * shortcut const char * = NULL * selected bool = false * enabled bool = true foreign code:

auto r = ImGui::MenuItem(label, shortcut, selected, enabled)

func NewFrame

func NewFrame()

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

ImGui::NewFrame()

func NewLine

func NewLine()

NewLine undo a SameLine() or force a new line when in a horizontal-layout context. foreign code:

ImGui::NewLine()

func NextColumn

func NextColumn()

NextColumn next column, defaults to current row or next row if the current row is finished foreign code:

ImGui::NextColumn()

func OpenPopup

func OpenPopup(str_id string)

OpenPopup call to mark popup as open (don't call every frame!). foreign code:

ImGui::OpenPopup(str_id)

func OpenPopupID

func OpenPopupID(id ImGuiID)

OpenPopup id overload to facilitate calling from nested stacks foreign code:

ImGui::OpenPopup(id)

func OpenPopupOnItemClick

func OpenPopupOnItemClick()

OpenPopupOnItemClick 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) foreign code:

ImGui::OpenPopupOnItemClick()

func OpenPopupOnItemClickV

func OpenPopupOnItemClickV(str_id string, popup_flags ImGuiPopupFlags)

OpenPopupOnItemClickV 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) * str_id const char * = NULL * popup_flags ImGuiPopupFlags = 1 foreign code:

ImGui::OpenPopupOnItemClick(str_id, popup_flags)

func OpenPopupV

func OpenPopupV(str_id string, popup_flags ImGuiPopupFlags)

OpenPopupV call to mark popup as open (don't call every frame!). * popup_flags ImGuiPopupFlags = 0 foreign code:

ImGui::OpenPopup(str_id, popup_flags)

func OpenPopupVID

func OpenPopupVID(id ImGuiID, popup_flags ImGuiPopupFlags)

OpenPopupV id overload to facilitate calling from nested stacks * popup_flags ImGuiPopupFlags = 0 foreign code:

ImGui::OpenPopup(id, popup_flags)

func PieMenuItem

func PieMenuItem(name string) (r bool)

func PieMenuItemV

func PieMenuItemV(name string, bEnabled bool) (r bool)

func PlotFlameV

func PlotFlameV(label string, starts []float32, stops []float32, levels []uint8, captions []string, overlayText string, scaleMin float32, scaleMax float32, size ImVec2)

func PopClipRect

func PopClipRect()

func PopFont

func PopFont()

func PopID

func PopID()

PopID pop from the ID stack. foreign code:

ImGui::PopID()

func PopIsParagraphText

func PopIsParagraphText()

func PopItemFlag

func PopItemFlag()

func PopItemWidth

func PopItemWidth()

func PopParagraphTextLayout

func PopParagraphTextLayout()

func PopStyleColor

func PopStyleColor()

func PopStyleColorV

func PopStyleColorV(count int)

func PopStyleVar

func PopStyleVar()

func PopStyleVarV

func PopStyleVarV(count int)

func PopTextWrapPos

func PopTextWrapPos()

func ProgressBar

func ProgressBar(fraction float32)

func ProgressBarV

func ProgressBarV(fraction float32, size_arg ImVec2, overlay string)

func PushClipRect

func PushClipRect(clip_rect_min ImVec2, clip_rect_max ImVec2, intersect_with_current_clip_rect bool)

func PushFont

func PushFont(font ImFontPtr)

func PushID

func PushID(str_id string)

PushID push string into the ID stack (will hash string). foreign code:

ImGui::PushID(str_id)

func PushIDInt

func PushIDInt(int_id int)

PushID push integer into the ID stack (will hash integer). foreign code:

ImGui::PushID(int_id)

func PushIsParagraphText

func PushIsParagraphText(val dto.IsParagraphText)

func PushItemFlag

func PushItemFlag(option ImGuiItemFlags, enabled bool)

PushItemFlag modify specified shared item flag, e.g. PushItemFlag(ImGuiItemFlags_NoTabStop, true) foreign code:

ImGui::PushItemFlag(option, enabled)

func PushItemWidth

func PushItemWidth(item_width float32)

PushItemWidth 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). foreign code:

ImGui::PushItemWidth(item_width)

func PushParagraphTextLayout

func PushParagraphTextLayout(align dto.TextAlignFlags, dir dto.TextDirection)

func PushStyleColor

func PushStyleColor(idx ImGuiCol, col uint32)

PushStyleColor modify a style color. always use this if you modify the style after NewFrame(). foreign code:

ImGui::PushStyleColor(idx, col)

func PushStyleColorImVec4

func PushStyleColorImVec4(idx ImGuiCol, col ImVec4)

func PushStyleVar

func PushStyleVar(idx ImGuiStyleVar, val float32)

PushStyleVar modify a style float variable. always use this if you modify the style after NewFrame()! foreign code:

ImGui::PushStyleVar(idx, val)

func PushStyleVarImVec2

func PushStyleVarImVec2(idx ImGuiStyleVar, val ImVec2)

PushStyleVar modify a style ImVec2 variable. " foreign code:

ImGui::PushStyleVar(idx, val)

func PushStyleVarX

func PushStyleVarX(idx ImGuiStyleVar, val_x float32)

PushStyleVarX modify X component of a style ImVec2 variable. " foreign code:

ImGui::PushStyleVarX(idx, val_x)

func PushStyleVarY

func PushStyleVarY(idx ImGuiStyleVar, val_y float32)

PushStyleVarY modify Y component of a style ImVec2 variable. " foreign code:

ImGui::PushStyleVarY(idx, val_y)

func PushTextWrapPos

func PushTextWrapPos()

PushTextWrapPos 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 foreign code:

ImGui::PushTextWrapPos()

func PushTextWrapPosV

func PushTextWrapPosV(wrap_local_pos_x float32)

PushTextWrapPosV 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 * wrap_local_pos_x float = 0.0f foreign code:

ImGui::PushTextWrapPos(wrap_local_pos_x)

func RadioButton

func RadioButton(label string, active bool) (r bool)

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

auto r = ImGui::RadioButton(label, active)

func RadioFlags

func RadioFlags[T ~uint | ~uint8 | ~uint16 | ~uint32 | ~uint64 | ~int | ~int8 | ~int16 | ~int32 | ~int64](label string, flagsP T, val T) (flags T)

func Render

func Render()

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

ImGui::Render()

func RenderPlatformWindowsDefault

func RenderPlatformWindowsDefault()

RenderPlatformWindowsDefault call in main loop. will call RenderWindow/SwapBuffers platform functions for each secondary viewport which doesn't have the ImGuiViewportFlags_Minimized flag set. May be reimplemented by user for custom rendering needs. foreign code:

ImGui::RenderPlatformWindowsDefault()

func ResetMouseDragDelta

func ResetMouseDragDelta()

func ResetMouseDragDeltaV

func ResetMouseDragDeltaV(button ImGuiMouseButton)

func SameLine

func SameLine()

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

ImGui::SameLine()

func SameLineV

func SameLineV(offset_from_start_x float32, spacing float32)

SameLineV call between widgets or groups to layout them horizontally. X position given in window coordinates. * offset_from_start_x float = 0.0f * spacing float = -1.0f foreign code:

ImGui::SameLine(offset_from_start_x, spacing)

func SaveIniSettingsToDisk

func SaveIniSettingsToDisk(ini_filename string)

SaveIniSettingsToDisk 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). foreign code:

ImGui::SaveIniSettingsToDisk(ini_filename)

func SaveIniSettingsToMemory

func SaveIniSettingsToMemory() (r string)

SaveIniSettingsToMemory 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. foreign code:

auto r = ImGui::SaveIniSettingsToMemory()

func Selectable

func Selectable(label string) (r bool)

Selectable "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height foreign code:

auto r = ImGui::Selectable(label)

func SelectableV

func SelectableV(label string, selected bool, flags ImGuiSelectableFlags, size ImVec2) (r bool)

SelectableV "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height * selected bool = false * flags ImGuiSelectableFlags = 0 * size const ImVec2 & = ImVec2(0, 0) foreign code:

auto r = ImGui::Selectable(label, selected, flags, size)

func Separator

func Separator()

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

ImGui::Separator()

func SeparatorText

func SeparatorText(label string)

SeparatorText currently: formatted text with an horizontal line foreign code:

ImGui::SeparatorText(label)

func SetClipboardText

func SetClipboardText(text string)

func SetColorEditOptions

func SetColorEditOptions(flags ImGuiColorEditFlags)

SetColorEditOptions 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. foreign code:

ImGui::SetColorEditOptions(flags)

func SetColumnOffset

func SetColumnOffset(column_index int, offset_x float32)

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

ImGui::SetColumnOffset(column_index, offset_x)

func SetColumnWidth

func SetColumnWidth(column_index int, width float32)

SetColumnWidth set column width (in pixels). pass -1 to use current column foreign code:

ImGui::SetColumnWidth(column_index, width)

func SetCurrentFffiErrorHandler

func SetCurrentFffiErrorHandler(handler func(err error))

func SetCurrentFffiVar

func SetCurrentFffiVar(fffi *runtime.Fffi2)

func SetCursorPos

func SetCursorPos(local_pos ImVec2)

SetCursorPos [window-local] " foreign code:

ImGui::SetCursorPos(local_pos)

func SetCursorPosX

func SetCursorPosX(local_x float32)

SetCursorPosX [window-local] " foreign code:

ImGui::SetCursorPosX(local_x)

func SetCursorPosY

func SetCursorPosY(local_y float32)

SetCursorPosY [window-local] " foreign code:

ImGui::SetCursorPosY(local_y)

func SetCursorScreenPos

func SetCursorScreenPos(pos ImVec2)

SetCursorScreenPos cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND. foreign code:

ImGui::SetCursorScreenPos(pos)

func SetItemAllowOverlap

func SetItemAllowOverlap()

SetItemAllowOverlap Use SetNextItemAllowOverlap() before item. foreign code:

ImGui::SetItemAllowOverlap()

func SetItemDefaultFocus

func SetItemDefaultFocus()

SetItemDefaultFocus make last item the default focused item of a window. foreign code:

ImGui::SetItemDefaultFocus()

func SetItemKeyOwner

func SetItemKeyOwner(key ImGuiKey)

SetItemKeyOwner Set key owner to last item ID if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'. foreign code:

ImGui::SetItemKeyOwner(ImGuiKey(key))

func SetKeyboardFocusHere

func SetKeyboardFocusHere()

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

ImGui::SetKeyboardFocusHere()

func SetKeyboardFocusHereV

func SetKeyboardFocusHereV(offset int)

SetKeyboardFocusHereV focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget. * offset int = 0 foreign code:

ImGui::SetKeyboardFocusHere(offset)

func SetMouseCursor

func SetMouseCursor(cursor_type ImGuiMouseCursor)

SetMouseCursor set desired mouse cursor shape foreign code:

ImGui::SetMouseCursor(cursor_type)

func SetNextFrameWantCaptureKeyboard

func SetNextFrameWantCaptureKeyboard(want_capture_keyboard bool)

SetNextFrameWantCaptureKeyboard 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. foreign code:

ImGui::SetNextFrameWantCaptureKeyboard(want_capture_keyboard)

func SetNextFrameWantCaptureMouse

func SetNextFrameWantCaptureMouse(want_capture_mouse bool)

SetNextFrameWantCaptureMouse 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. foreign code:

ImGui::SetNextFrameWantCaptureMouse(want_capture_mouse)

func SetNextItemAllowOverlap

func SetNextItemAllowOverlap()

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. foreign code:

ImGui::SetNextItemAllowOverlap()

func SetNextItemOpen

func SetNextItemOpen(is_open bool)

SetNextItemOpen set next TreeNode/CollapsingHeader open state. foreign code:

ImGui::SetNextItemOpen(is_open)

func SetNextItemOpenV

func SetNextItemOpenV(is_open bool, cond ImGuiCond)

SetNextItemOpenV set next TreeNode/CollapsingHeader open state. * cond ImGuiCond = 0 foreign code:

ImGui::SetNextItemOpen(is_open, cond)

func SetNextItemStorageID

func SetNextItemStorageID(storage_id ImGuiID)

SetNextItemStorageID set id to use for open/close storage (default to same as item id). foreign code:

ImGui::SetNextItemStorageID(storage_id)

func SetNextItemWidth

func SetNextItemWidth(item_width float32)

SetNextItemWidth 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) foreign code:

ImGui::SetNextItemWidth(item_width)

func SetNextWindowBgAlpha

func SetNextWindowBgAlpha(alpha float32)

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

ImGui::SetNextWindowBgAlpha(alpha)

func SetNextWindowCollapsed

func SetNextWindowCollapsed(collapsed bool)

SetNextWindowCollapsed set next window collapsed state. call before Begin() foreign code:

ImGui::SetNextWindowCollapsed(collapsed)

func SetNextWindowCollapsedV

func SetNextWindowCollapsedV(collapsed bool, cond ImGuiCond)

SetNextWindowCollapsedV set next window collapsed state. call before Begin() * cond ImGuiCond = 0 foreign code:

ImGui::SetNextWindowCollapsed(collapsed, cond)

func SetNextWindowContentSize

func SetNextWindowContentSize(size ImVec2)

SetNextWindowContentSize 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() foreign code:

ImGui::SetNextWindowContentSize(size)

func SetNextWindowDockID

func SetNextWindowDockID(dock_id ImGuiID)

SetNextWindowDockID set next window dock id foreign code:

ImGui::SetNextWindowDockID(dock_id)

func SetNextWindowDockIDV

func SetNextWindowDockIDV(dock_id ImGuiID, cond ImGuiCond)

SetNextWindowDockIDV set next window dock id * cond ImGuiCond = 0 foreign code:

ImGui::SetNextWindowDockID(dock_id, cond)

func SetNextWindowFocus

func SetNextWindowFocus()

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

ImGui::SetNextWindowFocus()

func SetNextWindowPos

func SetNextWindowPos(pos ImVec2)

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

ImGui::SetNextWindowPos(pos)

func SetNextWindowPosV

func SetNextWindowPosV(pos ImVec2, cond ImGuiCond, pivot ImVec2)

SetNextWindowPosV set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc. * cond ImGuiCond = 0 * pivot const ImVec2 & = ImVec2(0, 0) foreign code:

ImGui::SetNextWindowPos(pos, cond, pivot)

func SetNextWindowScroll

func SetNextWindowScroll(scroll ImVec2)

SetNextWindowScroll set next window scrolling value (use < 0.0f to not affect a given axis). foreign code:

ImGui::SetNextWindowScroll(scroll)

func SetNextWindowSize

func SetNextWindowSize(size ImVec2)

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

ImGui::SetNextWindowSize(size)

func SetNextWindowSizeConstraints

func SetNextWindowSizeConstraints(size_min ImVec2, size_max ImVec2)

SetNextWindowSizeConstraints 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. foreign code:

ImGui::SetNextWindowSizeConstraints(size_min, size_max)

func SetNextWindowSizeV

func SetNextWindowSizeV(size ImVec2, cond ImGuiCond)

SetNextWindowSizeV set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin() * cond ImGuiCond = 0 foreign code:

ImGui::SetNextWindowSize(size, cond)

func SetNextWindowViewport

func SetNextWindowViewport(viewport_id ImGuiID)

SetNextWindowViewport set next window viewport foreign code:

ImGui::SetNextWindowViewport(viewport_id)

func SetScrollFromPosX

func SetScrollFromPosX(local_x float32)

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

ImGui::SetScrollFromPosX(local_x)

func SetScrollFromPosXV

func SetScrollFromPosXV(local_x float32, center_x_ratio float32)

SetScrollFromPosXV adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. * center_x_ratio float = 0.5f foreign code:

ImGui::SetScrollFromPosX(local_x, center_x_ratio)

func SetScrollFromPosY

func SetScrollFromPosY(local_y float32)

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

ImGui::SetScrollFromPosY(local_y)

func SetScrollFromPosYV

func SetScrollFromPosYV(local_y float32, center_y_ratio float32)

SetScrollFromPosYV adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. * center_y_ratio float = 0.5f foreign code:

ImGui::SetScrollFromPosY(local_y, center_y_ratio)

func SetScrollHereX

func SetScrollHereX()

SetScrollHereX 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. foreign code:

ImGui::SetScrollHereX()

func SetScrollHereXV

func SetScrollHereXV(center_x_ratio float32)

SetScrollHereXV 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. * center_x_ratio float = 0.5f foreign code:

ImGui::SetScrollHereX(center_x_ratio)

func SetScrollHereY

func SetScrollHereY()

SetScrollHereY 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. foreign code:

ImGui::SetScrollHereY()

func SetScrollHereYV

func SetScrollHereYV(center_y_ratio float32)

SetScrollHereYV 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. * center_y_ratio float = 0.5f foreign code:

ImGui::SetScrollHereY(center_y_ratio)

func SetScrollX

func SetScrollX(scroll_x float32)

SetScrollX set scrolling amount [0 .. GetScrollMaxX()] foreign code:

ImGui::SetScrollX(scroll_x)

func SetScrollY

func SetScrollY(scroll_y float32)

SetScrollY set scrolling amount [0 .. GetScrollMaxY()] foreign code:

ImGui::SetScrollY(scroll_y)

func SetTabItemClosed

func SetTabItemClosed(tab_or_docked_window_label string)

SetTabItemClosed 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. foreign code:

ImGui::SetTabItemClosed(tab_or_docked_window_label)

func SetTooltip

func SetTooltip(str string)

func SetWindowCollapsed

func SetWindowCollapsed(name string, collapsed bool)

SetWindowCollapsed set named window collapsed state foreign code:

ImGui::SetWindowCollapsed(name, collapsed)

func SetWindowCollapsedV

func SetWindowCollapsedV(name string, collapsed bool, cond ImGuiCond)

SetWindowCollapsedV set named window collapsed state * cond ImGuiCond = 0 foreign code:

ImGui::SetWindowCollapsed(name, collapsed, cond)

func SetWindowFocus

func SetWindowFocus(name string)

SetWindowFocus set named window to be focused / top-most. use NULL to remove focus. foreign code:

ImGui::SetWindowFocus(name)

func SetWindowPos

func SetWindowPos(name string, pos ImVec2)

SetWindowPos set named window position. foreign code:

ImGui::SetWindowPos(name, pos)

func SetWindowPosV

func SetWindowPosV(name string, pos ImVec2, cond ImGuiCond)

SetWindowPosV set named window position. * cond ImGuiCond = 0 foreign code:

ImGui::SetWindowPos(name, pos, cond)

func SetWindowSize

func SetWindowSize(name string, size ImVec2)

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

ImGui::SetWindowSize(name, size)

func SetWindowSizeV

func SetWindowSizeV(name string, size ImVec2, cond ImGuiCond)

SetWindowSizeV set named window size. set axis to 0.0f to force an auto-fit on this axis. * cond ImGuiCond = 0 foreign code:

ImGui::SetWindowSize(name, size, cond)

func ShowAboutWindow

func ShowAboutWindow()

ShowAboutWindow create About window. display Dear ImGui version, credits and build/system information. foreign code:

ImGui::ShowAboutWindow()

func ShowDebugLogWindow

func ShowDebugLogWindow()

ShowDebugLogWindow create Debug Log window. display a simplified log of important dear imgui events. foreign code:

ImGui::ShowDebugLogWindow()

func ShowDemoWindow

func ShowDemoWindow()

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

ImGui::ShowDemoWindow()

func ShowFontSelector

func ShowFontSelector(label string)

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

ImGui::ShowFontSelector(label)

func ShowIDStackToolWindow

func ShowIDStackToolWindow()

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

ImGui::ShowIDStackToolWindow()

func ShowMetricsWindow

func ShowMetricsWindow()

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

ImGui::ShowMetricsWindow()

func ShowStyleEditor

func ShowStyleEditor()

ShowStyleEditor 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) foreign code:

ImGui::ShowStyleEditor()

func ShowStyleSelector

func ShowStyleSelector(label string) (r bool)

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

auto r = ImGui::ShowStyleSelector(label)

func ShowUserGuide

func ShowUserGuide()

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

ImGui::ShowUserGuide()

func SliderFloat

func SliderFloat(label string, vP float32, v_min float32, v_max float32) (v float32, r bool)

func SliderFloat2

func SliderFloat2(label string, vP [2]float32, v_min float32, v_max float32) (v [2]float32, r bool)

func SliderFloat2V

func SliderFloat2V(label string, vP [2]float32, v_min float32, v_max float32, format string, flags ImGuiSliderFlags) (v [2]float32, r bool)

func SliderFloat3

func SliderFloat3(label string, vP [3]float32, v_min float32, v_max float32) (v [2]float32, r bool)

func SliderFloat32

func SliderFloat32(label string, vP float32, p_min float32, p_max float32) (v float32, r bool)

func SliderFloat32N

func SliderFloat32N(label string, vP []float32, v_min float32, v_max float32) (v []float32, r bool)

func SliderFloat32NV

func SliderFloat32NV(label string, vP []float32, v_min float32, v_max float32, format string, flags ImGuiSliderFlags) (v []float32, r bool)

func SliderFloat32V

func SliderFloat32V(label string, vP float32, p_min float32, p_max float32, format string, flags ImGuiSliderFlags) (v float32, r bool)

func SliderFloat3V

func SliderFloat3V(label string, vP [3]float32, v_min float32, v_max float32, format string, flags ImGuiSliderFlags) (v [4]float32, r bool)

func SliderFloat4

func SliderFloat4(label string, vP [4]float32, v_min float32, v_max float32) (v [4]float32, r bool)

func SliderFloat4V

func SliderFloat4V(label string, vP [4]float32, v_min float32, v_max float32, format string, flags ImGuiSliderFlags) (v [4]float32, r bool)

func SliderFloat64

func SliderFloat64(label string, vP float64, p_min float64, p_max float64) (v float64, r bool)

func SliderFloat64N

func SliderFloat64N(label string, vP []float64, v_min float64, v_max float64) (v []float64, r bool)

func SliderFloat64NV

func SliderFloat64NV(label string, vP []float64, v_min float64, v_max float64, format string, flags ImGuiSliderFlags) (v []float64, r bool)

func SliderFloat64V

func SliderFloat64V(label string, vP float64, p_min float64, p_max float64, format string, flags ImGuiSliderFlags) (v float64, r bool)

func SliderFloatV

func SliderFloatV(label string, vP float32, v_min float32, v_max float32, format string, flags ImGuiSliderFlags) (v float32, r bool)

func SliderInt

func SliderInt(label string, vP int, p_min int, p_max int) (v int, r bool)

func SliderInt16

func SliderInt16(label string, vP int16, p_min int16, p_max int16) (v int16, r bool)

func SliderInt16N

func SliderInt16N(label string, vP []int16, v_min int16, v_max int16) (v []int16, r bool)

func SliderInt16NV

func SliderInt16NV(label string, vP []int16, v_min int16, v_max int16, format string, flags ImGuiSliderFlags) (v []int16, r bool)

func SliderInt16V

func SliderInt16V(label string, vP int16, p_min int16, p_max int16, format string, flags ImGuiSliderFlags) (v int16, r bool)

func SliderInt2

func SliderInt2(label string, vP [2]int, v_min int, v_max int) (v [2]int, r bool)

func SliderInt2V

func SliderInt2V(label string, vP [2]int, v_min int, v_max int, format string, flags ImGuiSliderFlags) (v [2]int, r bool)

func SliderInt3

func SliderInt3(label string, vP [3]int, v_min int, v_max int) (v [2]int, r bool)

func SliderInt32

func SliderInt32(label string, vP int32, p_min int32, p_max int32) (v int32, r bool)

func SliderInt32N

func SliderInt32N(label string, vP []int32, v_min int32, v_max int32) (v []int32, r bool)

func SliderInt32NV

func SliderInt32NV(label string, vP []int32, v_min int32, v_max int32, format string, flags ImGuiSliderFlags) (v []int32, r bool)

func SliderInt32V

func SliderInt32V(label string, vP int32, p_min int32, p_max int32, format string, flags ImGuiSliderFlags) (v int32, r bool)

func SliderInt3V

func SliderInt3V(label string, vP [3]int, v_min int, v_max int, format string, flags ImGuiSliderFlags) (v [4]int, r bool)

func SliderInt4

func SliderInt4(label string, vP [4]int, v_min int, v_max int) (v [4]int, r bool)

func SliderInt4V

func SliderInt4V(label string, vP [4]int, v_min int, v_max int, format string, flags ImGuiSliderFlags) (v [4]int, r bool)

func SliderInt8

func SliderInt8(label string, vP int8, p_min int8, p_max int8) (v int8, r bool)

func SliderInt8N

func SliderInt8N(label string, vP []int8, v_min int8, v_max int8) (v []int8, r bool)

func SliderInt8NV

func SliderInt8NV(label string, vP []int8, v_min int8, v_max int8, format string, flags ImGuiSliderFlags) (v []int8, r bool)

func SliderInt8V

func SliderInt8V(label string, vP int8, p_min int8, p_max int8, format string, flags ImGuiSliderFlags) (v int8, r bool)

func SliderIntN

func SliderIntN(label string, vP []int, v_min int, v_max int) (v []int, r bool)

func SliderIntNV

func SliderIntNV(label string, vP []int, v_min int, v_max int, format string, flags ImGuiSliderFlags) (v []int, r bool)

func SliderIntV

func SliderIntV(label string, vP int, p_min int, p_max int, format string, flags ImGuiSliderFlags) (v int, r bool)

func SliderUInt

func SliderUInt(label string, vP uint, p_min uint, p_max uint) (v uint, r bool)

func SliderUInt16

func SliderUInt16(label string, vP uint16, p_min uint16, p_max uint16) (v uint16, r bool)

func SliderUInt16N

func SliderUInt16N(label string, vP []uint16, v_min uint16, v_max uint16) (v []uint16, r bool)

func SliderUInt16NV

func SliderUInt16NV(label string, vP []uint16, v_min uint16, v_max uint16, format string, flags ImGuiSliderFlags) (v []uint16, r bool)

func SliderUInt16V

func SliderUInt16V(label string, vP uint16, p_min uint16, p_max uint16, format string, flags ImGuiSliderFlags) (v uint16, r bool)

func SliderUInt32

func SliderUInt32(label string, vP uint32, p_min uint32, p_max uint32) (v uint32, r bool)

func SliderUInt32N

func SliderUInt32N(label string, vP []uint32, v_min uint32, v_max uint32) (v []uint32, r bool)

func SliderUInt32NV

func SliderUInt32NV(label string, vP []uint32, v_min uint32, v_max uint32, format string, flags ImGuiSliderFlags) (v []uint32, r bool)

func SliderUInt32V

func SliderUInt32V(label string, vP uint32, p_min uint32, p_max uint32, format string, flags ImGuiSliderFlags) (v uint32, r bool)

func SliderUInt8

func SliderUInt8(label string, vP uint8, p_min uint8, p_max uint8) (v uint8, r bool)

func SliderUInt8N

func SliderUInt8N(label string, vP []uint8, v_min uint8, v_max uint8) (v []uint8, r bool)

func SliderUInt8NV

func SliderUInt8NV(label string, vP []uint8, v_min uint8, v_max uint8, format string, flags ImGuiSliderFlags) (v []uint8, r bool)

func SliderUInt8V

func SliderUInt8V(label string, vP uint8, p_min uint8, p_max uint8, format string, flags ImGuiSliderFlags) (v uint8, r bool)

func SliderUIntN

func SliderUIntN(label string, vP []uint, v_min uint, v_max uint) (v []uint, r bool)

func SliderUIntNV

func SliderUIntNV(label string, vP []uint, v_min uint, v_max uint, format string, flags ImGuiSliderFlags) (v []uint, r bool)

func SliderUIntV

func SliderUIntV(label string, vP uint, p_min uint, p_max uint, format string, flags ImGuiSliderFlags) (v uint, r bool)

func SmallButton

func SmallButton(label string) (r bool)

SmallButton button with (FramePadding.y == 0) to easily embed within text foreign code:

auto r = ImGui::SmallButton(label)

func Spacing

func Spacing()

Spacing add vertical spacing. foreign code:

ImGui::Spacing()

func Spinner3SmuggleDots

func Spinner3SmuggleDots(label string, radius float32, thickness float32)

func Spinner3SmuggleDotsV

func Spinner3SmuggleDotsV(label string, radius float32, thickness float32, color uint32, speed float32, lt int, delta float32, mode bool)

func Spinner4Caleidospcope

func Spinner4Caleidospcope(label string, radius float32, thickness float32)

func Spinner4CaleidospcopeV

func Spinner4CaleidospcopeV(label string, radius float32, thickness float32, color uint32, speed float32, lt int)

func SpinnerAng

func SpinnerAng(label string, radius float32, thickness float32)

func SpinnerAngEclipse

func SpinnerAngEclipse(label string, radius float32, thickness float32)

func SpinnerAngEclipseV

func SpinnerAngEclipseV(label string, radius float32, thickness float32, color uint32, speed float32, angle float32)

func SpinnerAngMix

func SpinnerAngMix(label string, radius float32, thickness float32)

func SpinnerAngMixV

func SpinnerAngMixV(label string, radius float32, thickness float32, color uint32, speed float32, angle float32, arcs int, mode int)

func SpinnerAngTriple

func SpinnerAngTriple(label string, radius1 float32, radius2 float32, radius3 float32, thickness float32)

func SpinnerAngTripleV

func SpinnerAngTripleV(label string, radius1 float32, radius2 float32, radius3 float32, thickness float32, c1 uint32, c2 uint32, c3 uint32, speed float32, angle float32)

func SpinnerAngTwin

func SpinnerAngTwin(label string, radius1 float32, radius2 float32, thickness float32)

func SpinnerAngTwinV

func SpinnerAngTwinV(label string, radius1 float32, radius2 float32, thickness float32, color uint32, bg uint32, speed float32, angle float32, arcs Size_t, mode int)

func SpinnerAngV

func SpinnerAngV(label string, radius float32, thickness float32, color uint32, bg uint32, speed float32, angle float32, mode int)

func SpinnerArcFade

func SpinnerArcFade(label string, radius float32, thickness float32)

func SpinnerArcFadeV

func SpinnerArcFadeV(label string, radius float32, thickness float32, color uint32, speed float32, arcs Size_t)

func SpinnerArcPolarFade

func SpinnerArcPolarFade(label string, radius float32)

func SpinnerArcPolarFadeV

func SpinnerArcPolarFadeV(label string, radius float32, color uint32, speed float32, arcs Size_t)

func SpinnerArcPolarRadius

func SpinnerArcPolarRadius(label string, radius float32)

func SpinnerArcPolarRadiusV

func SpinnerArcPolarRadiusV(label string, radius float32, color uint32, speed float32, arcs Size_t)

func SpinnerArcRotation

func SpinnerArcRotation(label string, radius float32, thickness float32)

func SpinnerArcRotationV

func SpinnerArcRotationV(label string, radius float32, thickness float32, color uint32, speed float32, arcs Size_t, mode int)

func SpinnerArcWedges

func SpinnerArcWedges(label string, radius float32)

func SpinnerArcWedgesV

func SpinnerArcWedgesV(label string, radius float32, color uint32, speed float32, arcs Size_t)

func SpinnerAsciiSymbolPoints

func SpinnerAsciiSymbolPoints(label string, text string, radius float32, thickness float32)

func SpinnerAsciiSymbolPointsV

func SpinnerAsciiSymbolPointsV(label string, text string, radius float32, thickness float32, color uint32, speed float32)

func SpinnerAtom

func SpinnerAtom(label string, radius float32, thickness float32)

func SpinnerAtomV

func SpinnerAtomV(label string, radius float32, thickness float32, color uint32, speed float32, elipses int)

func SpinnerBarChartAdvSine

func SpinnerBarChartAdvSine(label string, radius float32, thickness float32, color uint32, speed float32)

func SpinnerBarChartAdvSineFade

func SpinnerBarChartAdvSineFade(label string, radius float32, thickness float32, color uint32, speed float32)

func SpinnerBarChartAdvSineFadeV

func SpinnerBarChartAdvSineFadeV(label string, radius float32, thickness float32, color uint32, speed float32, mode int)

func SpinnerBarChartAdvSineV

func SpinnerBarChartAdvSineV(label string, radius float32, thickness float32, color uint32, speed float32, mode int)

func SpinnerBarChartRainbow

func SpinnerBarChartRainbow(label string, radius float32, thickness float32, color uint32, speed float32)

func SpinnerBarChartRainbowV

func SpinnerBarChartRainbowV(label string, radius float32, thickness float32, color uint32, speed float32, bars int)

func SpinnerBarChartSine

func SpinnerBarChartSine(label string, radius float32, thickness float32, color uint32, speed float32)

func SpinnerBarChartSineV

func SpinnerBarChartSineV(label string, radius float32, thickness float32, color uint32, speed float32, bars int, mode int)

func SpinnerBarsRotateFade

func SpinnerBarsRotateFade(label string, rmin float32, rmax float32, thickness float32)

func SpinnerBarsRotateFadeV

func SpinnerBarsRotateFadeV(label string, rmin float32, rmax float32, thickness float32, color uint32, speed float32, bars Size_t)

func SpinnerBarsScaleMiddle

func SpinnerBarsScaleMiddle(label string, w float32)

func SpinnerBarsScaleMiddleV

func SpinnerBarsScaleMiddleV(label string, w float32, color uint32, speed float32, bars Size_t)

func SpinnerBlocks

func SpinnerBlocks(label string, radius float32, thickness float32, bg uint32, color uint32, speed float32)

func SpinnerBounceBall

func SpinnerBounceBall(label string, radius float32, thickness float32)

func SpinnerBounceBallV

func SpinnerBounceBallV(label string, radius float32, thickness float32, color uint32, speed float32, dots int, shadow bool)

func SpinnerBounceDots

func SpinnerBounceDots(label string, radius float32, thickness float32)

func SpinnerBounceDotsV

func SpinnerBounceDotsV(label string, radius float32, thickness float32, color uint32, speed float32, dots Size_t, mode int)

func SpinnerCaleidoscope

func SpinnerCaleidoscope(label string, radius float32, thickness float32)

func SpinnerCaleidoscopeV

func SpinnerCaleidoscopeV(label string, radius float32, thickness float32, color uint32, speed float32, arcs Size_t, mode int)

func SpinnerCircleDrop

func SpinnerCircleDrop(label string, radius float32, thickness float32, thickness_drop float32)

func SpinnerCircleDropV

func SpinnerCircleDropV(label string, radius float32, thickness float32, thickness_drop float32, color uint32, bg uint32, speed float32, angle float32)

func SpinnerCircularLines

func SpinnerCircularLines(label string, radius float32)

func SpinnerCircularLinesV

func SpinnerCircularLinesV(label string, radius float32, color uint32, speed float32, lines int)

func SpinnerCircularPoints

func SpinnerCircularPoints(label string, radius float32, thickness float32)

func SpinnerCircularPointsV

func SpinnerCircularPointsV(label string, radius float32, thickness float32, color uint32, speed float32, lines int)

func SpinnerClock

func SpinnerClock(label string, radius float32, thickness float32)

func SpinnerClockV

func SpinnerClockV(label string, radius float32, thickness float32, color uint32, bg uint32, speed float32)

func SpinnerCurvedCircle

func SpinnerCurvedCircle(label string, radius float32, thickness float32)

func SpinnerCurvedCircleV

func SpinnerCurvedCircleV(label string, radius float32, thickness float32, color uint32, speed float32, circles Size_t)

func SpinnerDemos

func SpinnerDemos()

func SpinnerDnaDots

func SpinnerDnaDots(label string, radius float32, thickness float32)

func SpinnerDnaDotsV

func SpinnerDnaDotsV(label string, radius float32, thickness float32, color uint32, speed float32, lt int, delta float32, mode bool)

func SpinnerDots

func SpinnerDots(label string, nextdotP float32, radius float32, thickness float32) (nextdot float32)

func SpinnerDotsLoading

func SpinnerDotsLoading(label string, radius float32, thickness float32, color uint32, bg uint32, speed float32)

func SpinnerDotsToBar

func SpinnerDotsToBar(label string, radius float32, thickness float32, offset_k float32)

func SpinnerDotsToBarV

func SpinnerDotsToBarV(label string, radius float32, thickness float32, offset_k float32, color uint32, speed float32, dots Size_t)

func SpinnerDotsToPoints

func SpinnerDotsToPoints(label string, radius float32, thickness float32, offset_k float32)

func SpinnerDotsToPointsV

func SpinnerDotsToPointsV(label string, radius float32, thickness float32, offset_k float32, color uint32, speed float32, dots Size_t)

func SpinnerDotsV

func SpinnerDotsV(label string, nextdotP float32, radius float32, thickness float32, color uint32, speed float32, dots Size_t, minth float32) (nextdot float32)

func SpinnerFadeBars

func SpinnerFadeBars(label string, w float32)

func SpinnerFadeBarsV

func SpinnerFadeBarsV(label string, w float32, color uint32, speed float32, bars Size_t, scale bool)

func SpinnerFadeDots

func SpinnerFadeDots(label string, radius float32, thickness float32)

func SpinnerFadeDotsV

func SpinnerFadeDotsV(label string, radius float32, thickness float32, color uint32, speed float32, lt int, mode int)

func SpinnerFadePulsar

func SpinnerFadePulsar(label string, radius float32)

func SpinnerFadePulsarV

func SpinnerFadePulsarV(label string, radius float32, color uint32, speed float32, rings int)

func SpinnerFadeTris

func SpinnerFadeTris(label string, radius float32)

func SpinnerFadeTrisV

func SpinnerFadeTrisV(label string, radius float32, color uint32, speed float32, dim Size_t, scale bool)

func SpinnerFilledArcColor

func SpinnerFilledArcColor(label string, radius float32)

func SpinnerFilledArcColorV

func SpinnerFilledArcColorV(label string, radius float32, color uint32, bg uint32, speed float32, arcs Size_t)

func SpinnerFilledArcFade

func SpinnerFilledArcFade(label string, radius float32)

func SpinnerFilledArcFadeV

func SpinnerFilledArcFadeV(label string, radius float32, color uint32, speed float32, arcs Size_t, mode int)

func SpinnerFilledArcRing

func SpinnerFilledArcRing(label string, radius float32, thickness float32)

func SpinnerFilledArcRingV

func SpinnerFilledArcRingV(label string, radius float32, thickness float32, color uint32, bg uint32, speed float32, arcs Size_t)

func SpinnerFilling

func SpinnerFilling(label string, radius float32, thickness float32)

func SpinnerFillingV

func SpinnerFillingV(label string, radius float32, thickness float32, color1 uint32, color2 uint32, speed float32)

func SpinnerFiveDots

func SpinnerFiveDots(label string, radius float32, thickness float32)

func SpinnerFiveDotsV

func SpinnerFiveDotsV(label string, radius float32, thickness float32, color uint32, speed float32, lt int)

func SpinnerFlowingGradient

func SpinnerFlowingGradient(label string, radius float32, thickness float32)

func SpinnerFlowingGradientV

func SpinnerFlowingGradientV(label string, radius float32, thickness float32, color uint32, bg uint32, speed float32, angle float32)

func SpinnerFluid

func SpinnerFluid(label string, radius float32, color uint32, speed float32)

func SpinnerFluidPoints

func SpinnerFluidPoints(label string, radius float32, thickness float32, color uint32, speed float32)

func SpinnerFluidPointsV

func SpinnerFluidPointsV(label string, radius float32, thickness float32, color uint32, speed float32, dots Size_t, delta float32)

func SpinnerFluidV

func SpinnerFluidV(label string, radius float32, color uint32, speed float32, bars int)

func SpinnerGalaxyDots

func SpinnerGalaxyDots(label string, radius float32, thickness float32)

func SpinnerGalaxyDotsV

func SpinnerGalaxyDotsV(label string, radius float32, thickness float32, color uint32, speed float32, arcs int)

func SpinnerGooeyBalls

func SpinnerGooeyBalls(label string, radius float32, color uint32, speed float32)

func SpinnerGooeyBallsV

func SpinnerGooeyBallsV(label string, radius float32, color uint32, speed float32, mode int)

func SpinnerHboDots

func SpinnerHboDots(label string, radius float32, thickness float32)

func SpinnerHboDotsV

func SpinnerHboDotsV(label string, radius float32, thickness float32, color uint32, minfade float32, ryk float32, speed float32, dots Size_t)

func SpinnerHerbertBalls

func SpinnerHerbertBalls(label string, radius float32, thickness float32, color uint32, speed float32, balls int)

func SpinnerHerbertBalls3D

func SpinnerHerbertBalls3D(label string, radius float32, thickness float32, color uint32, speed float32)

func SpinnerIncDots

func SpinnerIncDots(label string, radius float32, thickness float32)

func SpinnerIncDotsV

func SpinnerIncDotsV(label string, radius float32, thickness float32, color uint32, speed float32, dots Size_t)

func SpinnerIncFullDots

func SpinnerIncFullDots(label string, radius float32, thickness float32)

func SpinnerIncFullDotsV

func SpinnerIncFullDotsV(label string, radius float32, thickness float32, color uint32, speed float32, dots Size_t)

func SpinnerIncScaleDots

func SpinnerIncScaleDots(label string, radius float32, thickness float32)

func SpinnerIncScaleDotsV

func SpinnerIncScaleDotsV(label string, radius float32, thickness float32, color uint32, speed float32, dots Size_t)

func SpinnerIngYang

func SpinnerIngYang(label string, radius float32, thickness float32, reverse bool, yang_detlta_r float32)

func SpinnerIngYangV

func SpinnerIngYangV(label string, radius float32, thickness float32, reverse bool, yang_detlta_r float32, colorI uint32, colorY uint32, speed float32, angle float32)

func SpinnerLemniscate

func SpinnerLemniscate(label string, radius float32, thickness float32)

func SpinnerLemniscateV

func SpinnerLemniscateV(label string, radius float32, thickness float32, color uint32, speed float32, angle float32)

func SpinnerLoadingRing

func SpinnerLoadingRing(label string, radius float32, thickness float32)

func SpinnerLoadingRingV

func SpinnerLoadingRingV(label string, radius float32, thickness float32, color uint32, bg uint32, speed float32, segments int)

func SpinnerModCircle

func SpinnerModCircle(label string, radius float32, thickness float32)

func SpinnerModCircleV

func SpinnerModCircleV(label string, radius float32, thickness float32, color uint32, ang_min float32, ang_max float32, speed float32)

func SpinnerMoonDots

func SpinnerMoonDots(label string, radius float32, thickness float32, first uint32, second uint32)

func SpinnerMoonDotsV

func SpinnerMoonDotsV(label string, radius float32, thickness float32, first uint32, second uint32, speed float32)

func SpinnerMoonLine

func SpinnerMoonLine(label string, radius float32, thickness float32)

func SpinnerMoonLineV

func SpinnerMoonLineV(label string, radius float32, thickness float32, color uint32, bg uint32, speed float32, angle float32)

func SpinnerMovingArcs

func SpinnerMovingArcs(label string, radius float32, thickness float32)

func SpinnerMovingArcsV

func SpinnerMovingArcsV(label string, radius float32, thickness float32, color uint32, speed float32, arcs Size_t)

func SpinnerMovingDots

func SpinnerMovingDots(label string, radius float32, thickness float32)

func SpinnerMovingDotsV

func SpinnerMovingDotsV(label string, radius float32, thickness float32, color uint32, speed float32, dots Size_t)

func SpinnerMultiFadeDots

func SpinnerMultiFadeDots(label string, radius float32, thickness float32)

func SpinnerMultiFadeDotsV

func SpinnerMultiFadeDotsV(label string, radius float32, thickness float32, color uint32, speed float32, lt int)

func SpinnerOrionDots

func SpinnerOrionDots(label string, radius float32, thickness float32)

func SpinnerOrionDotsV

func SpinnerOrionDotsV(label string, radius float32, thickness float32, color uint32, speed float32, arcs int)

func SpinnerPatternEclipse

func SpinnerPatternEclipse(label string, radius float32, thickness float32)

func SpinnerPatternEclipseV

func SpinnerPatternEclipseV(label string, radius float32, thickness float32, color uint32, speed float32, elipses int, delta_a float32, delta_y float32)

func SpinnerPatternRings

func SpinnerPatternRings(label string, radius float32, thickness float32)

func SpinnerPatternRingsV

func SpinnerPatternRingsV(label string, radius float32, thickness float32, color uint32, speed float32, elipses int)

func SpinnerPatternSphere

func SpinnerPatternSphere(label string, radius float32, thickness float32)

func SpinnerPatternSphereV

func SpinnerPatternSphereV(label string, radius float32, thickness float32, color uint32, speed float32, elipses int)

func SpinnerPointsArcBounce

func SpinnerPointsArcBounce(label string, radius float32, thickness float32)

func SpinnerPointsArcBounceV

func SpinnerPointsArcBounceV(label string, radius float32, thickness float32, color uint32, speed float32, points Size_t, circles int, rspeed float32)

func SpinnerPointsShift

func SpinnerPointsShift(label string, radius float32, thickness float32)

func SpinnerPointsShiftV

func SpinnerPointsShiftV(label string, radius float32, thickness float32, color uint32, bg uint32, speed float32, bars Size_t)

func SpinnerPulsar

func SpinnerPulsar(label string, radius float32, thickness float32)

func SpinnerPulsarBall

func SpinnerPulsarBall(label string, radius float32, thickness float32)

func SpinnerPulsarBallV

func SpinnerPulsarBallV(label string, radius float32, thickness float32, color uint32, speed float32, shadow bool, mode int)

func SpinnerPulsarV

func SpinnerPulsarV(label string, radius float32, thickness float32, bg uint32, speed float32, sequence bool)

func SpinnerRainbow

func SpinnerRainbow(label string, radius float32, thickness float32, color uint32, speed float32)

func SpinnerRainbowBalls

func SpinnerRainbowBalls(label string, radius float32, thickness float32, color uint32, speed float32)

func SpinnerRainbowBallsV

func SpinnerRainbowBallsV(label string, radius float32, thickness float32, color uint32, speed float32, balls int)

func SpinnerRainbowCircle

func SpinnerRainbowCircle(label string, radius float32, thickness float32)

func SpinnerRainbowCircleV

func SpinnerRainbowCircleV(label string, radius float32, thickness float32, color uint32, speed float32, arcs Size_t, mode float32)

func SpinnerRainbowMix

func SpinnerRainbowMix(label string, radius float32, thickness float32, color uint32, speed float32)

func SpinnerRainbowMixV

func SpinnerRainbowMixV(label string, radius float32, thickness float32, color uint32, speed float32, ang_min float32, ang_max float32, arcs int, mode int)

func SpinnerRainbowShot

func SpinnerRainbowShot(label string, radius float32, thickness float32, color uint32, speed float32)

func SpinnerRainbowShotV

func SpinnerRainbowShotV(label string, radius float32, thickness float32, color uint32, speed float32, balls int)

func SpinnerRainbowV

func SpinnerRainbowV(label string, radius float32, thickness float32, color uint32, speed float32, ang_min float32, ang_max float32, arcs int)

func SpinnerRingSynchronous

func SpinnerRingSynchronous(label string, radius float32, thickness float32)

func SpinnerRingSynchronousV

func SpinnerRingSynchronousV(label string, radius float32, thickness float32, color uint32, speed float32, elipses int)

func SpinnerRingWatermarks

func SpinnerRingWatermarks(label string, radius float32, thickness float32)

func SpinnerRingWatermarksV

func SpinnerRingWatermarksV(label string, radius float32, thickness float32, color uint32, speed float32, elipses int)

func SpinnerRotateDots

func SpinnerRotateDots(label string, radius float32, thickness float32)

func SpinnerRotateDotsV

func SpinnerRotateDotsV(label string, radius float32, thickness float32, color uint32, speed float32, dots int, mode int)

func SpinnerRotateGear

func SpinnerRotateGear(label string, radius float32, thickness float32)

func SpinnerRotateGearV

func SpinnerRotateGearV(label string, radius float32, thickness float32, color uint32, speed float32, pins Size_t)

func SpinnerRotateGooeyBalls

func SpinnerRotateGooeyBalls(label string, radius float32, thickness float32, color uint32, speed float32, balls int)

func SpinnerRotateSegments

func SpinnerRotateSegments(label string, radius float32, thickness float32)

func SpinnerRotateSegmentsPulsar

func SpinnerRotateSegmentsPulsar(label string, radius float32, thickness float32)

func SpinnerRotateSegmentsPulsarV

func SpinnerRotateSegmentsPulsarV(label string, radius float32, thickness float32, color uint32, speed float32, arcs Size_t, layers Size_t)

func SpinnerRotateSegmentsV

func SpinnerRotateSegmentsV(label string, radius float32, thickness float32, color uint32, speed float32, arcs Size_t, layers Size_t)

func SpinnerRotateShapes

func SpinnerRotateShapes(label string, radius float32, thickness float32, color uint32, speed float32, shapes int, pnt int)

func SpinnerRotateTriangles

func SpinnerRotateTriangles(label string, radius float32, thickness float32, color uint32, speed float32, tris int)

func SpinnerRotateWheel

func SpinnerRotateWheel(label string, radius float32, thickness float32)

func SpinnerRotateWheelV

func SpinnerRotateWheelV(label string, radius float32, thickness float32, bg_color uint32, color uint32, speed float32, pins Size_t)

func SpinnerRotatedAtom

func SpinnerRotatedAtom(label string, radius float32, thickness float32)

func SpinnerRotatedAtomV

func SpinnerRotatedAtomV(label string, radius float32, thickness float32, color uint32, speed float32, elipses int)

func SpinnerRotatingHeart

func SpinnerRotatingHeart(label string, radius float32, thickness float32, color uint32, speed float32)

func SpinnerRotatingHeartV

func SpinnerRotatingHeartV(label string, radius float32, thickness float32, color uint32, speed float32, ang_min float32)

func SpinnerScaleBlocks

func SpinnerScaleBlocks(label string, radius float32, thickness float32, color uint32, speed float32)

func SpinnerScaleBlocksV

func SpinnerScaleBlocksV(label string, radius float32, thickness float32, color uint32, speed float32, mode int)

func SpinnerScaleDots

func SpinnerScaleDots(label string, radius float32, thickness float32)

func SpinnerScaleDotsV

func SpinnerScaleDotsV(label string, radius float32, thickness float32, color uint32, speed float32, lt int)

func SpinnerScaleSquares

func SpinnerScaleSquares(label string, radius float32, thikness float32, color uint32, speed float32)

func SpinnerSevenSegments

func SpinnerSevenSegments(label string, text string, radius float32, thickness float32)

func SpinnerSevenSegmentsV

func SpinnerSevenSegmentsV(label string, text string, radius float32, thickness float32, color uint32, speed float32)

func SpinnerSimpleArcFade

func SpinnerSimpleArcFade(label string, radius float32, thickness float32)

func SpinnerSimpleArcFadeV

func SpinnerSimpleArcFadeV(label string, radius float32, thickness float32, color uint32, speed float32)

func SpinnerSinSquares

func SpinnerSinSquares(label string, radius float32, thickness float32, color uint32, speed float32)

func SpinnerSineArcs

func SpinnerSineArcs(label string, radius float32, thickness float32)

func SpinnerSineArcsV

func SpinnerSineArcsV(label string, radius float32, thickness float32, color uint32, speed float32)

func SpinnerSolarArcs

func SpinnerSolarArcs(label string, radius float32, thickness float32)

func SpinnerSolarArcsV

func SpinnerSolarArcsV(label string, radius float32, thickness float32, ball uint32, bg uint32, speed float32, balls Size_t)

func SpinnerSolarBalls

func SpinnerSolarBalls(label string, radius float32, thickness float32)

func SpinnerSolarBallsV

func SpinnerSolarBallsV(label string, radius float32, thickness float32, ball uint32, bg uint32, speed float32, balls Size_t)

func SpinnerSolarScaleBalls

func SpinnerSolarScaleBalls(label string, radius float32, thickness float32)

func SpinnerSolarScaleBallsV

func SpinnerSolarScaleBallsV(label string, radius float32, thickness float32, ball uint32, speed float32, balls Size_t)

func SpinnerSomeScaleDots

func SpinnerSomeScaleDots(label string, radius float32, thickness float32)

func SpinnerSomeScaleDotsV

func SpinnerSomeScaleDotsV(label string, radius float32, thickness float32, color uint32, speed float32, dots Size_t, mode int)

func SpinnerSpiral

func SpinnerSpiral(label string, radius float32, thickness float32)

func SpinnerSpiralEye

func SpinnerSpiralEye(label string, radius float32, thickness float32)

func SpinnerSpiralEyeV

func SpinnerSpiralEyeV(label string, radius float32, thickness float32, color uint32, speed float32)

func SpinnerSpiralV

func SpinnerSpiralV(label string, radius float32, thickness float32, color uint32, speed float32, arcs Size_t)

func SpinnerSquareLoading

func SpinnerSquareLoading(label string, radius float32, thickness float32)

func SpinnerSquareLoadingV

func SpinnerSquareLoadingV(label string, radius float32, thickness float32, color uint32, speed float32)

func SpinnerSquareRandomDots

func SpinnerSquareRandomDots(label string, radius float32, thickness float32, bg uint32, color uint32, speed float32)

func SpinnerSquareSpins

func SpinnerSquareSpins(label string, radius float32, thickness float32)

func SpinnerSquareSpinsV

func SpinnerSquareSpinsV(label string, radius float32, thickness float32, color uint32, speed float32)

func SpinnerSquareStrokeFade

func SpinnerSquareStrokeFade(label string, radius float32, thickness float32)

func SpinnerSquareStrokeFadeV

func SpinnerSquareStrokeFadeV(label string, radius float32, thickness float32, color uint32, speed float32)

func SpinnerSquareStrokeFill

func SpinnerSquareStrokeFill(label string, radius float32, thickness float32)

func SpinnerSquareStrokeFillV

func SpinnerSquareStrokeFillV(label string, radius float32, thickness float32, color uint32, speed float32)

func SpinnerSquareStrokeLoading

func SpinnerSquareStrokeLoading(label string, radius float32, thickness float32)

func SpinnerSquareStrokeLoadingV

func SpinnerSquareStrokeLoadingV(label string, radius float32, thickness float32, color uint32, speed float32)

func SpinnerSquishSquare

func SpinnerSquishSquare(label string, radius float32, color uint32, speed float32)

func SpinnerSurroundedIndicator

func SpinnerSurroundedIndicator(label string, radius float32, thickness float32)

func SpinnerSurroundedIndicatorV

func SpinnerSurroundedIndicatorV(label string, radius float32, thickness float32, color uint32, bg uint32, speed float32)

func SpinnerSwingDots

func SpinnerSwingDots(label string, radius float32, thickness float32)

func SpinnerSwingDotsV

func SpinnerSwingDotsV(label string, radius float32, thickness float32, color uint32, speed float32)

func SpinnerTextFading

func SpinnerTextFading(label string, text string, radius float32, fsize float32)

func SpinnerTextFadingV

func SpinnerTextFadingV(label string, text string, radius float32, fsize float32, color uint32, speed float32)

func SpinnerThreeDots

func SpinnerThreeDots(label string, radius float32, thickness float32)

func SpinnerThreeDotsStar

func SpinnerThreeDotsStar(label string, radius float32, thickness float32)

func SpinnerThreeDotsStarV

func SpinnerThreeDotsStarV(label string, radius float32, thickness float32, color uint32, minfade float32, ryk float32, speed float32, delta float32)

func SpinnerThreeDotsV

func SpinnerThreeDotsV(label string, radius float32, thickness float32, color uint32, speed float32, lt int)

func SpinnerTopup

func SpinnerTopup(label string, radius1 float32, radius2 float32)

func SpinnerTopupV

func SpinnerTopupV(label string, radius1 float32, radius2 float32, color uint32, fg uint32, bg uint32, speed float32)

func SpinnerTrianglesSelector

func SpinnerTrianglesSelector(label string, radius float32, thickness float32)

func SpinnerTrianglesSelectorV

func SpinnerTrianglesSelectorV(label string, radius float32, thickness float32, color uint32, bg uint32, speed float32, bars Size_t)

func SpinnerTrianglesShift

func SpinnerTrianglesShift(label string, radius float32, thickness float32)

func SpinnerTrianglesShiftV

func SpinnerTrianglesShiftV(label string, radius float32, thickness float32, color uint32, bg uint32, speed float32, bars Size_t)

func SpinnerTwinAng

func SpinnerTwinAng(label string, radius1 float32, radius2 float32, thickness float32)

func SpinnerTwinAng180

func SpinnerTwinAng180(label string, radius1 float32, radius2 float32, thickness float32)

func SpinnerTwinAng180V

func SpinnerTwinAng180V(label string, radius1 float32, radius2 float32, thickness float32, color1 uint32, color2 uint32, speed float32)

func SpinnerTwinAng360

func SpinnerTwinAng360(label string, radius1 float32, radius2 float32, thickness float32)

func SpinnerTwinAng360V

func SpinnerTwinAng360V(label string, radius1 float32, radius2 float32, thickness float32, color1 uint32, color2 uint32, speed1 float32, speed2 float32, mode int)

func SpinnerTwinAngV

func SpinnerTwinAngV(label string, radius1 float32, radius2 float32, thickness float32, color1 uint32, color2 uint32, speed float32, angle float32)

func SpinnerTwinBall

func SpinnerTwinBall(label string, radius1 float32, radius2 float32, thickness float32, b_thickness float32)

func SpinnerTwinBallV

func SpinnerTwinBallV(label string, radius1 float32, radius2 float32, thickness float32, b_thickness float32, ball uint32, bg uint32, speed float32, balls Size_t)

func SpinnerTwinBlocks

func SpinnerTwinBlocks(label string, radius float32, thickness float32, bg uint32, color uint32, speed float32)

func SpinnerTwinHboDots

func SpinnerTwinHboDots(label string, radius float32, thickness float32)

func SpinnerTwinHboDotsV

func SpinnerTwinHboDotsV(label string, radius float32, thickness float32, color uint32, minfade float32, ryk float32, speed float32, dots Size_t, delta float32)

func SpinnerTwinPulsar

func SpinnerTwinPulsar(label string, radius float32, thickness float32)

func SpinnerTwinPulsarV

func SpinnerTwinPulsarV(label string, radius float32, thickness float32, color uint32, speed float32, rings int)

func SpinnerVDots

func SpinnerVDots(label string, radius float32, thickness float32)

func SpinnerVDotsV

func SpinnerVDotsV(label string, radius float32, thickness float32, color uint32, bgcolor uint32, speed float32, dots Size_t, mdots Size_t)

func SpinnerWaveDots

func SpinnerWaveDots(label string, radius float32, thickness float32)

func SpinnerWaveDotsV

func SpinnerWaveDotsV(label string, radius float32, thickness float32, color uint32, speed float32, lt int)

func SpinnerWifiIndicator

func SpinnerWifiIndicator(label string, radius float32, thickness float32)

func SpinnerWifiIndicatorV

func SpinnerWifiIndicatorV(label string, radius float32, thickness float32, color uint32, bg uint32, speed float32, cangle float32, dots int)

func SpinnerZipDots

func SpinnerZipDots(label string, radius float32, thickness float32)

func SpinnerZipDotsV

func SpinnerZipDotsV(label string, radius float32, thickness float32, color uint32, speed float32, dots Size_t)

func Splitter

func Splitter(split_vertically bool, thickness float32, size1P float32, size2P float32, min_size1 float32, min_size2 float32) (r bool, size1 float32, size2 float32)

func SplitterV

func SplitterV(split_vertically bool, thickness float32, size1P float32, size2P float32, min_size1 float32, min_size2 float32, splitter_long_axis float32) (r bool, size1 float32, size2 float32)

func StyleColorsClassic

func StyleColorsClassic()

StyleColorsClassic classic imgui style foreign code:

ImGui::StyleColorsClassic()

func StyleColorsDark

func StyleColorsDark()

StyleColorsDark new, recommended style (default) foreign code:

ImGui::StyleColorsDark()

func StyleColorsLight

func StyleColorsLight()

StyleColorsLight best used with borders and a custom, thicker font foreign code:

ImGui::StyleColorsLight()

func TabItemButton

func TabItemButton(label string) (r bool)

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

auto r = ImGui::TabItemButton(label)

func TabItemButtonV

func TabItemButtonV(label string, flags ImGuiTabItemFlags) (r bool)

TabItemButtonV create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar. * flags ImGuiTabItemFlags = 0 foreign code:

auto r = ImGui::TabItemButton(label, flags)

func TableAngledHeadersRow

func TableAngledHeadersRow()

TableAngledHeadersRow submit a row with angled headers for every column with the ImGuiTableColumnFlags_AngledHeader flag. MUST BE FIRST ROW. foreign code:

ImGui::TableAngledHeadersRow()

func TableGetColumnCount

func TableGetColumnCount() (r int)

TableGetColumnCount return number of columns (value passed to BeginTable) foreign code:

auto r = ImGui::TableGetColumnCount()

func TableGetColumnIndex

func TableGetColumnIndex() (r int)

TableGetColumnIndex return current column index. foreign code:

auto r = ImGui::TableGetColumnIndex()

func TableGetColumnName

func TableGetColumnName() (r string)

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

auto r = ImGui::TableGetColumnName()

func TableGetColumnNameV

func TableGetColumnNameV(column_n int) (r string)

TableGetColumnNameV return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column. * column_n int = -1 foreign code:

auto r = ImGui::TableGetColumnName(column_n)

func TableGetHoveredColumn

func TableGetHoveredColumn() (r int)

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. foreign code:

auto r = ImGui::TableGetHoveredColumn()

func TableGetRowIndex

func TableGetRowIndex() (r int)

TableGetRowIndex return current row index. foreign code:

auto r = ImGui::TableGetRowIndex()

func TableGetSortSpecs

func TableGetSortSpecs() (sort bool, dirty bool, userIds []ImGuiID, columnIndices []int16, directions []ImGuiSortDirection)

func TableHeader

func TableHeader(label string)

TableHeader submit one header cell manually (rarely used) foreign code:

ImGui::TableHeader(label)

func TableHeadersRow

func TableHeadersRow()

TableHeadersRow submit a row with headers cells based on data provided to TableSetupColumn() + submit context menu foreign code:

ImGui::TableHeadersRow()

func TableNextColumn

func TableNextColumn() (r bool)

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

auto r = ImGui::TableNextColumn()

func TableNextRow

func TableNextRow()

TableNextRow append into the first cell of a new row. foreign code:

ImGui::TableNextRow()

func TableNextRowV

func TableNextRowV(row_flags ImGuiTableRowFlags, min_row_height float32)

TableNextRowV append into the first cell of a new row. * row_flags ImGuiTableRowFlags = 0 * min_row_height float = 0.0f foreign code:

ImGui::TableNextRow(row_flags, min_row_height)

func TableSetBgColor

func TableSetBgColor(target ImGuiTableBgTarget, color uint32)

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

ImGui::TableSetBgColor(target, color)

func TableSetBgColorV

func TableSetBgColorV(target ImGuiTableBgTarget, color uint32, column_n int)

TableSetBgColorV change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details. * column_n int = -1 foreign code:

ImGui::TableSetBgColor(target, color, column_n)

func TableSetColumnEnabled

func TableSetColumnEnabled(column_n int, v bool)

TableSetColumnEnabled 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) foreign code:

ImGui::TableSetColumnEnabled(column_n, v)

func TableSetColumnIndex

func TableSetColumnIndex(column_n int) (r bool)

TableSetColumnIndex append into the specified column. Return true when column is visible. foreign code:

auto r = ImGui::TableSetColumnIndex(column_n)

func TableSetSortSpecsDirty

func TableSetSortSpecsDirty(dirty bool)

func TableSetupColumn

func TableSetupColumn(label string)

func TableSetupColumnV

func TableSetupColumnV(label string, flags ImGuiTableColumnFlags, init_width_or_weight float32, user_id ImGuiID)

func TableSetupScrollFreeze

func TableSetupScrollFreeze(cols int, rows int)

TableSetupScrollFreeze lock columns/rows so they stay visible when scrolled. foreign code:

ImGui::TableSetupScrollFreeze(cols, rows)

func Text

func Text(format string, a ...any)
func Begin(name string) (r bool) {
	r, _ = inst.BeginV(name, 0)
	return
}
func Button(label string) (r bool) {
	r = inst.ButtonV(label, ImVec2(complex(0.0, 0.0)))
	return
}
func TextLink(label string) (r bool)

TextLink hyperlink text button, return true when clicked foreign code:

auto r = ImGui::TextLink(label)

func TextLinkOpenURL

func TextLinkOpenURL(label string)

TextLinkOpenURL hyperlink text button, automatically open file/url when clicked foreign code:

ImGui::TextLinkOpenURL(label)

func TextLinkOpenURLV

func TextLinkOpenURLV(label string, url string)

TextLinkOpenURLV hyperlink text button, automatically open file/url when clicked * url const char * = NULL foreign code:

ImGui::TextLinkOpenURL(label, url)

func TextUnformatted

func TextUnformatted(text string)

TextUnformatted foreign code:

ImGui::TextUnformatted(text,text+getStringLength(text))

func Toggle

func Toggle(label string, val bool) (valR bool, changed bool)

Toggles behave similarly to ImGui::Checkbox() Sometimes called a toggle switch, see also: https://en.wikipedia.org/wiki/Toggle_switch_(widget) They represent two mutually exclusive states, with an optional animation on the UI when toggled. foreign code:

changed = ImGui::Toggle(label,&val);
valR = val

func ToggleFlags

func ToggleFlags[T ~uint | ~uint8 | ~uint16 | ~uint32 | ~uint64 | ~int | ~int8 | ~int16 | ~int32 | ~int64](label string, flagsP T, val T) (flags T, changed bool)

func ToggleV

func ToggleV(label string, val bool, flags ImGuiTogglerFlags, animationDuration float32, frameRounding float32, knobRounding float32, size ImVec2) (valR bool, changed bool)

ToggleV: Toggles behave similarly to ImGui::Checkbox() Sometimes called a toggle switch, see also: https://en.wikipedia.org/wiki/Toggle_switch_(widget) They represent two mutually exclusive states, with an optional animation on the UI when toggled. - flags: Values from the ImGuiToggleFlags_ enumeration to set toggle modes. - animation_duration: Animation duration. Amount of time in seconds the toggle should animate. (0,...] default: 1.0f (Overloads with this parameter imply ImGuiToggleFlags_Animated) - frame_rounding: A scalar that controls how rounded the toggle frame is. 0 is square, 1 is round. (0, 1) default 1.0f - knob_rounding: A scalar that controls how rounded the toggle knob is. 0 is square, 1 is round. (0, 1) default 1.0f - size: A width and height to draw the toggle at. Defaults to `ImGui::GetFrameHeight()` and that height * Phi for the width. foreign code:

changed = ImGui::Toggle(label,&val,flags,animationDuration,frameRounding,knobRounding,size);
valR = val

func TreeNode

func TreeNode(label string) (r bool)

func TreeNodeEx

func TreeNodeEx(label string) (r bool)

func TreeNodeExV

func TreeNodeExV(label string, flags ImGuiTreeNodeFlags) (r bool)

func TreePop

func TreePop()

TreePop ~ Unindent()+PopID() foreign code:

ImGui::TreePop()

func TreePush

func TreePush(str_id string)

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

ImGui::TreePush(str_id)

func Unindent

func Unindent()

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

ImGui::Unindent()

func UnindentV

func UnindentV(indent_w float32)

UnindentV move content position back to the left, by indent_w, or style.IndentSpacing if indent_w <= 0 * indent_w float = 0.0f foreign code:

ImGui::Unindent(indent_w)

func UpdatePlatformWindows

func UpdatePlatformWindows()

UpdatePlatformWindows call in main loop. will call CreateWindow/ResizeWindow/etc. platform functions for each secondary viewport, and DestroyWindow for each inactive viewport. foreign code:

ImGui::UpdatePlatformWindows()

Types

type ConfiguredFont

type ConfiguredFont struct {
	Config       *FontConfig
	SizeInPixels float32
	Ptr          ImFontPtr
}

type FontConfig

type FontConfig struct {
	FontData           []byte    // TTF/OTF data
	FontNo             int       // Index of font within TTF/OTF file
	GlyphRanges        []ImWchar // List of unicode range (2 value per range, values are inclusive, zero-terminated list)
	OversampleH        int       // Rasterize at higher quality for sub-pixel positioning. Note the difference between 2 and 3 is minimal. You can reduce this to 1 for large glyphs save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.
	OversampleV        int       // Rasterize at higher quality for sub-pixel positioning. This is not really useful as we don't use sub-pixel positions on the Y axis.
	PixelSnapH         bool      // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1.
	GlyphExtraSpacing  ImVec2    // Extra spacing (in pixels) between glyphs. Only X axis is supported for now
	GlyphOffset        ImVec2    // Offset all glyphs from this font input
	GlyphMinAdvanceX   float32   // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font
	GlyphMaxAdvanceX   float32   // Maximum AdvanceX for glyphs
	MergeMode          bool      // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights.\endverbatim
	FontBuilderFlags   uint      // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure.
	RasterizerMultiply float32   // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable.\endverbatim
	EllipsisChar       ImWchar   // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.\endverbatim
	Name               string
}

func NewFontConfig

func NewFontConfig() *FontConfig

type ImCoolBarConfigForeignPtr

type ImCoolBarConfigForeignPtr uintptr

func MakeImCoolBarConfig

func MakeImCoolBarConfig() (r ImCoolBarConfigForeignPtr)

func MakeImCoolBarConfigV

func MakeImCoolBarConfigV(anchor ImVec2, normalSize float32, hoveredSize float32, animStep float32, effectStrength float32) (r ImCoolBarConfigForeignPtr)

func (ImCoolBarConfigForeignPtr) Get

func (foreignptr ImCoolBarConfigForeignPtr) Get() (anchor ImVec2, normalSize float32, hoveredSize float32, animStep float32, effectStrength float32)

func (ImCoolBarConfigForeignPtr) Set

func (foreignptr ImCoolBarConfigForeignPtr) Set(anchor ImVec2, normalSize float32, hoveredSize float32, animStep float32, effectStrength float32)

type ImCoolBarFlags

type ImCoolBarFlags int
const (
	ImCoolBarFlags_None       ImCoolBarFlags = 0
	ImCoolBarFlags_Vertical   ImCoolBarFlags = 1 << 0
	ImCoolBarFlags_Horizontal ImCoolBarFlags = 1 << 1
)

type ImDrawFlags

type ImDrawFlags int

type ImDrawListFlags

type ImDrawListFlags int

type ImDrawListPtr

type ImDrawListPtr uintptr

func GetBackgroundDrawList

func GetBackgroundDrawList() (r ImDrawListPtr)

GetBackgroundDrawList get background draw list for the given viewport or viewport associated to the current window. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents. foreign code:

auto r = ImGui::GetBackgroundDrawList()

func GetForegroundDrawList

func GetForegroundDrawList() (r ImDrawListPtr)

GetForegroundDrawList get foreground draw list for the given viewport or viewport associated to the current window. this draw list will be the top-most rendered one. Useful to quickly draw shapes/text over dear imgui contents. foreign code:

auto r = ImGui::GetForegroundDrawList()

func GetWindowDrawList

func GetWindowDrawList() (r ImDrawListPtr)

GetWindowDrawList get draw list associated to the current window, to append your own drawing primitives foreign code:

auto r = ImGui::GetWindowDrawList()

func (ImDrawListPtr) AddBezierCubic

func (foreignptr ImDrawListPtr) AddBezierCubic(p1 ImVec2, p2 ImVec2, p3 ImVec2, p4 ImVec2, col uint32, thickness float32)

AddBezierCubic Cubic Bezier (4 control points) foreign code:

((ImDrawList*)foreignptr)->AddBezierCubic(p1, p2, p3, p4, col, thickness)

func (ImDrawListPtr) AddBezierCubicV

func (foreignptr ImDrawListPtr) AddBezierCubicV(p1 ImVec2, p2 ImVec2, p3 ImVec2, p4 ImVec2, col uint32, thickness float32, num_segments int)

AddBezierCubicV Cubic Bezier (4 control points) * num_segments int = 0 foreign code:

((ImDrawList*)foreignptr)->AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments)

func (ImDrawListPtr) AddBezierQuadratic

func (foreignptr ImDrawListPtr) AddBezierQuadratic(p1 ImVec2, p2 ImVec2, p3 ImVec2, col uint32, thickness float32)

AddBezierQuadratic Quadratic Bezier (3 control points) foreign code:

((ImDrawList*)foreignptr)->AddBezierQuadratic(p1, p2, p3, col, thickness)

func (ImDrawListPtr) AddBezierQuadraticV

func (foreignptr ImDrawListPtr) AddBezierQuadraticV(p1 ImVec2, p2 ImVec2, p3 ImVec2, col uint32, thickness float32, num_segments int)

AddBezierQuadraticV Quadratic Bezier (3 control points) * num_segments int = 0 foreign code:

((ImDrawList*)foreignptr)->AddBezierQuadratic(p1, p2, p3, col, thickness, num_segments)

func (ImDrawListPtr) AddCircle

func (foreignptr ImDrawListPtr) AddCircle(center ImVec2, radius float32, col uint32)

func (ImDrawListPtr) AddCircleFilled

func (foreignptr ImDrawListPtr) AddCircleFilled(center ImVec2, radius float32, col uint32)

func (ImDrawListPtr) AddCircleFilledV

func (foreignptr ImDrawListPtr) AddCircleFilledV(center ImVec2, radius float32, col uint32, num_segments int)

func (ImDrawListPtr) AddCircleV

func (foreignptr ImDrawListPtr) AddCircleV(center ImVec2, radius float32, col uint32, num_segments int, thickness float32)

func (ImDrawListPtr) AddDrawCmd

func (foreignptr ImDrawListPtr) AddDrawCmd()

AddDrawCmd This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible foreign code:

((ImDrawList*)foreignptr)->AddDrawCmd()

func (ImDrawListPtr) AddEllipse

func (foreignptr ImDrawListPtr) AddEllipse(center ImVec2, radius ImVec2, col uint32)

func (ImDrawListPtr) AddEllipseFilled

func (foreignptr ImDrawListPtr) AddEllipseFilled(center ImVec2, radius ImVec2, col uint32)

func (ImDrawListPtr) AddEllipseFilledV

func (foreignptr ImDrawListPtr) AddEllipseFilledV(center ImVec2, radius ImVec2, col uint32, rot float32, num_segments int)

func (ImDrawListPtr) AddEllipseV

func (foreignptr ImDrawListPtr) AddEllipseV(center ImVec2, radius ImVec2, col uint32, rot float32, num_segments int, thickness float32)

func (ImDrawListPtr) AddImage

func (foreignptr ImDrawListPtr) AddImage(user_texture_id ImTextureID, p_min ImVec2, p_max ImVec2)

func (ImDrawListPtr) AddImageQuad

func (foreignptr ImDrawListPtr) AddImageQuad(user_texture_id ImTextureID, p1 ImVec2, p2 ImVec2, p3 ImVec2, p4 ImVec2)

func (ImDrawListPtr) AddImageQuadV

func (foreignptr ImDrawListPtr) AddImageQuadV(user_texture_id ImTextureID, p1 ImVec2, p2 ImVec2, p3 ImVec2, p4 ImVec2, uv1 ImVec2, uv2 ImVec2, uv3 ImVec2, uv4 ImVec2, col uint32)

func (ImDrawListPtr) AddImageRounded

func (foreignptr ImDrawListPtr) AddImageRounded(user_texture_id ImTextureID, p_min ImVec2, p_max ImVec2, uv_min ImVec2, uv_max ImVec2, col uint32, rounding float32)

func (ImDrawListPtr) AddImageRoundedV

func (foreignptr ImDrawListPtr) AddImageRoundedV(user_texture_id ImTextureID, p_min ImVec2, p_max ImVec2, uv_min ImVec2, uv_max ImVec2, col uint32, rounding float32, flags ImDrawFlags)

func (ImDrawListPtr) AddImageV

func (foreignptr ImDrawListPtr) AddImageV(user_texture_id ImTextureID, p_min ImVec2, p_max ImVec2, uv_min ImVec2, uv_max ImVec2, col uint32)

func (ImDrawListPtr) AddLine

func (foreignptr ImDrawListPtr) AddLine(p1 ImVec2, p2 ImVec2, col uint32)

func (ImDrawListPtr) AddLineV

func (foreignptr ImDrawListPtr) AddLineV(p1 ImVec2, p2 ImVec2, col uint32, thickness float32)

func (ImDrawListPtr) AddNgon

func (foreignptr ImDrawListPtr) AddNgon(center ImVec2, radius float32, col uint32, num_segments int)

func (ImDrawListPtr) AddNgonFilled

func (foreignptr ImDrawListPtr) AddNgonFilled(center ImVec2, radius float32, col uint32, num_segments int)

func (ImDrawListPtr) AddNgonV

func (foreignptr ImDrawListPtr) AddNgonV(center ImVec2, radius float32, col uint32, num_segments int, thickness float32)

func (ImDrawListPtr) AddQuad

func (foreignptr ImDrawListPtr) AddQuad(p1 ImVec2, p2 ImVec2, p3 ImVec2, p4 ImVec2, col uint32)

func (ImDrawListPtr) AddQuadFilled

func (foreignptr ImDrawListPtr) AddQuadFilled(p1 ImVec2, p2 ImVec2, p3 ImVec2, p4 ImVec2, col uint32)

func (ImDrawListPtr) AddQuadV

func (foreignptr ImDrawListPtr) AddQuadV(p1 ImVec2, p2 ImVec2, p3 ImVec2, p4 ImVec2, col uint32, thickness float32)

func (ImDrawListPtr) AddRect

func (foreignptr ImDrawListPtr) AddRect(p_min ImVec2, p_max ImVec2, col uint32)

AddRect a: upper-left, b: lower-right (== upper-left + size) foreign code:

((ImDrawList*)foreignptr)->AddRect(p_min, p_max, col)

func (ImDrawListPtr) AddRectFilled

func (foreignptr ImDrawListPtr) AddRectFilled(p_min ImVec2, p_max ImVec2, col uint32)

AddRectFilled a: upper-left, b: lower-right (== upper-left + size) foreign code:

((ImDrawList*)foreignptr)->AddRectFilled(p_min, p_max, col)

func (ImDrawListPtr) AddRectFilledMultiColor

func (foreignptr ImDrawListPtr) AddRectFilledMultiColor(p_min ImVec2, p_max ImVec2, col_upr_left uint32, col_upr_right uint32, col_bot_right uint32, col_bot_left uint32)

func (ImDrawListPtr) AddRectFilledV

func (foreignptr ImDrawListPtr) AddRectFilledV(p_min ImVec2, p_max ImVec2, col uint32, rounding float32, flags ImDrawFlags)

AddRectFilledV a: upper-left, b: lower-right (== upper-left + size) * rounding float = 0.0f * flags ImDrawFlags = 0 foreign code:

((ImDrawList*)foreignptr)->AddRectFilled(p_min, p_max, col, rounding, flags)

func (ImDrawListPtr) AddRectV

func (foreignptr ImDrawListPtr) AddRectV(p_min ImVec2, p_max ImVec2, col uint32, rounding float32, flags ImDrawFlags, thickness float32)

AddRectV a: upper-left, b: lower-right (== upper-left + size) * rounding float = 0.0f * flags ImDrawFlags = 0 * thickness float = 1.0f foreign code:

((ImDrawList*)foreignptr)->AddRect(p_min, p_max, col, rounding, flags, thickness)

func (ImDrawListPtr) AddTriangle

func (foreignptr ImDrawListPtr) AddTriangle(p1 ImVec2, p2 ImVec2, p3 ImVec2, col uint32)

func (ImDrawListPtr) AddTriangleFilled

func (foreignptr ImDrawListPtr) AddTriangleFilled(p1 ImVec2, p2 ImVec2, p3 ImVec2, col uint32)

func (ImDrawListPtr) AddTriangleV

func (foreignptr ImDrawListPtr) AddTriangleV(p1 ImVec2, p2 ImVec2, p3 ImVec2, col uint32, thickness float32)

func (ImDrawListPtr) CloneOutput

func (foreignptr ImDrawListPtr) CloneOutput() (r ImDrawListPtr)

CloneOutput Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer. foreign code:

auto r = ((ImDrawList*)foreignptr)->CloneOutput()

func (ImDrawListPtr) PathArcTo

func (foreignptr ImDrawListPtr) PathArcTo(center ImVec2, radius float32, a_min float32, a_max float32)

func (ImDrawListPtr) PathArcToFast

func (foreignptr ImDrawListPtr) PathArcToFast(center ImVec2, radius float32, a_min_of_12 int, a_max_of_12 int)

PathArcToFast Use precomputed angles for a 12 steps circle foreign code:

((ImDrawList*)foreignptr)->PathArcToFast(center, radius, a_min_of_12, a_max_of_12)

func (ImDrawListPtr) PathArcToV

func (foreignptr ImDrawListPtr) PathArcToV(center ImVec2, radius float32, a_min float32, a_max float32, num_segments int)

func (ImDrawListPtr) PathBezierCubicCurveTo

func (foreignptr ImDrawListPtr) PathBezierCubicCurveTo(p2 ImVec2, p3 ImVec2, p4 ImVec2)

PathBezierCubicCurveTo Cubic Bezier (4 control points) foreign code:

((ImDrawList*)foreignptr)->PathBezierCubicCurveTo(p2, p3, p4)

func (ImDrawListPtr) PathBezierCubicCurveToV

func (foreignptr ImDrawListPtr) PathBezierCubicCurveToV(p2 ImVec2, p3 ImVec2, p4 ImVec2, num_segments int)

PathBezierCubicCurveToV Cubic Bezier (4 control points) * num_segments int = 0 foreign code:

((ImDrawList*)foreignptr)->PathBezierCubicCurveTo(p2, p3, p4, num_segments)

func (ImDrawListPtr) PathBezierQuadraticCurveTo

func (foreignptr ImDrawListPtr) PathBezierQuadraticCurveTo(p2 ImVec2, p3 ImVec2)

PathBezierQuadraticCurveTo Quadratic Bezier (3 control points) foreign code:

((ImDrawList*)foreignptr)->PathBezierQuadraticCurveTo(p2, p3)

func (ImDrawListPtr) PathBezierQuadraticCurveToV

func (foreignptr ImDrawListPtr) PathBezierQuadraticCurveToV(p2 ImVec2, p3 ImVec2, num_segments int)

PathBezierQuadraticCurveToV Quadratic Bezier (3 control points) * num_segments int = 0 foreign code:

((ImDrawList*)foreignptr)->PathBezierQuadraticCurveTo(p2, p3, num_segments)

func (ImDrawListPtr) PathEllipticalArcTo

func (foreignptr ImDrawListPtr) PathEllipticalArcTo(center ImVec2, radius ImVec2, rot float32, a_min float32, a_max float32)

PathEllipticalArcTo Ellipse foreign code:

((ImDrawList*)foreignptr)->PathEllipticalArcTo(center, radius, rot, a_min, a_max)

func (ImDrawListPtr) PathEllipticalArcToV

func (foreignptr ImDrawListPtr) PathEllipticalArcToV(center ImVec2, radius ImVec2, rot float32, a_min float32, a_max float32, num_segments int)

PathEllipticalArcToV Ellipse * num_segments int = 0 foreign code:

((ImDrawList*)foreignptr)->PathEllipticalArcTo(center, radius, rot, a_min, a_max, num_segments)

func (ImDrawListPtr) PathRect

func (foreignptr ImDrawListPtr) PathRect(rect_min ImVec2, rect_max ImVec2)

func (ImDrawListPtr) PathRectV

func (foreignptr ImDrawListPtr) PathRectV(rect_min ImVec2, rect_max ImVec2, rounding float32, flags ImDrawFlags)

func (ImDrawListPtr) PopClipRect

func (foreignptr ImDrawListPtr) PopClipRect()

func (ImDrawListPtr) PopTextureID

func (foreignptr ImDrawListPtr) PopTextureID()

func (ImDrawListPtr) PrimQuadUV

func (foreignptr ImDrawListPtr) PrimQuadUV(a ImVec2, b ImVec2, c ImVec2, d ImVec2, uv_a ImVec2, uv_b ImVec2, uv_c ImVec2, uv_d ImVec2, col uint32)

func (ImDrawListPtr) PrimRect

func (foreignptr ImDrawListPtr) PrimRect(a ImVec2, b ImVec2, col uint32)

PrimRect Axis aligned rectangle (composed of two triangles) foreign code:

((ImDrawList*)foreignptr)->PrimRect(a, b, col)

func (ImDrawListPtr) PrimRectUV

func (foreignptr ImDrawListPtr) PrimRectUV(a ImVec2, b ImVec2, uv_a ImVec2, uv_b ImVec2, col uint32)

func (ImDrawListPtr) PrimReserve

func (foreignptr ImDrawListPtr) PrimReserve(idx_count int, vtx_count int)

func (ImDrawListPtr) PrimUnreserve

func (foreignptr ImDrawListPtr) PrimUnreserve(idx_count int, vtx_count int)

func (ImDrawListPtr) PushClipRect

func (foreignptr ImDrawListPtr) PushClipRect(clip_rect_min ImVec2, clip_rect_max ImVec2)

PushClipRect Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) foreign code:

((ImDrawList*)foreignptr)->PushClipRect(clip_rect_min, clip_rect_max)

func (ImDrawListPtr) PushClipRectFullScreen

func (foreignptr ImDrawListPtr) PushClipRectFullScreen()

func (ImDrawListPtr) PushClipRectV

func (foreignptr ImDrawListPtr) PushClipRectV(clip_rect_min ImVec2, clip_rect_max ImVec2, intersect_with_current_clip_rect bool)

PushClipRectV Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) * intersect_with_current_clip_rect bool = false foreign code:

((ImDrawList*)foreignptr)->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect)

func (ImDrawListPtr) PushTextureID

func (foreignptr ImDrawListPtr) PushTextureID(texture_id ImTextureID)

type ImFontAtlasFlags

type ImFontAtlasFlags int

type ImFontPtr

type ImFontPtr uintptr

func AddFont

func AddFont(cfg *FontConfig, sizeInPixels float32) (font ImFontPtr, err error)

func GetFont

func GetFont() (font ImFontPtr)

func (ImFontPtr) CalcTextSizeA

func (foreignptr ImFontPtr) CalcTextSizeA(size float32, max_width float32, wrap_width float32, text string, pixel_perfect bool) (r ImVec2, remainingBytes Size_t)

CalcTextSizeA 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable. 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable. foreign code:

ImVec2 r;
const char **remaining = nullptr;
auto end = text+getStringLength(text);
r = ((ImFont*)foreignptr)->CalcTextSizeA(size,max_width,wrap_width,text,end,remaining);
// see https://github.com/ocornut/imgui/pull/3437 https://github.com/ocornut/imgui/issues/3776 https://github.com/ocornut/imgui/issues/791
if(pixel_perfect) {
   // original
   //r.x = IM_TRUNC(r.x + 0.99999f);
   // improved, see https://github.com/ocornut/imgui/issues/791
   r.x = ceilf(r.x);
}
remainingBytes = (uintptr_t)end-(uintptr_t)remaining;

func (ImFontPtr) FontRenderText

func (foreignptr ImFontPtr) FontRenderText(drawList ImDrawListPtr, size float32, pos ImVec2, color uint32, clipRect ImVec4, text string)

func (ImFontPtr) FontRenderTextV

func (foreignptr ImFontPtr) FontRenderTextV(drawList ImDrawListPtr, size float32, pos ImVec2, color uint32, clipRect ImVec4, text string, wrapWidth float32, cpuFineClip bool)

func (ImFontPtr) RenderChar

func (foreignptr ImFontPtr) RenderChar(drawList ImDrawListPtr, size float32, pos ImVec2, color uint32, charP rune)

type ImGui

type ImGui struct {
	// contains filtered or unexported fields
}

func NewImGui

func NewImGui(fffi *runtime.Fffi2) *ImGui

func (*ImGui) Errors

func (inst *ImGui) Errors() []error

func (*ImGui) HasErrors

func (inst *ImGui) HasErrors() bool

func (*ImGui) ResetErrors

func (inst *ImGui) ResetErrors()

type ImGuiBackendFlags

type ImGuiBackendFlags int

type ImGuiButtonFlags

type ImGuiButtonFlags int

type ImGuiChildFlags

type ImGuiChildFlags int

type ImGuiCol

type ImGuiCol int

type ImGuiColorEditFlags

type ImGuiColorEditFlags int

type ImGuiComboFlags

type ImGuiComboFlags int

type ImGuiCond

type ImGuiCond int

type ImGuiConfigFlags

type ImGuiConfigFlags int

type ImGuiDataType

type ImGuiDataType int

type ImGuiDir

type ImGuiDir int

type ImGuiDockNodeFlags

type ImGuiDockNodeFlags int

type ImGuiDragDropFlags

type ImGuiDragDropFlags int

type ImGuiFocusedFlags

type ImGuiFocusedFlags int

type ImGuiHoveredFlags

type ImGuiHoveredFlags int

type ImGuiID

type ImGuiID uint32

func DockSpace

func DockSpace(dockspace_id ImGuiID) (r ImGuiID)

func DockSpaceOverViewport

func DockSpaceOverViewport() (r ImGuiID)

func GetID

func GetID(str_id string) (r ImGuiID)

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

auto r = ImGui::GetID(str_id)

func GetIDInt

func GetIDInt(int_id int) (r ImGuiID)

func GetItemID

func GetItemID() (r ImGuiID)

GetItemID get ID of last item (~~ often same ImGui::GetID(label) beforehand) foreign code:

auto r = ImGui::GetItemID()

func GetWindowDockID

func GetWindowDockID() (r ImGuiID)

type ImGuiInputFlags

type ImGuiInputFlags int

type ImGuiInputTextFlags

type ImGuiInputTextFlags int

type ImGuiItemFlags

type ImGuiItemFlags int

type ImGuiKey

type ImGuiKey int

func GetKeyIndex

func GetKeyIndex(key ImGuiKey) (r ImGuiKey)

GetKeyIndex Map ImGuiKey_* values into legacy native key index. == io.KeyMap[key]. When using a 1.87+ backend using io.AddKeyEvent(), calling GetKeyIndex() with ANY ImGuiKey_XXXX values will return the same value! foreign code:

auto r = ImGui::GetKeyIndex(ImGuiKey(key))

type ImGuiKnobFlags

type ImGuiKnobFlags int
const (
	ImGuiKnobFlags_NoTitle        ImGuiKnobFlags = 1 << 0
	ImGuiKnobFlags_NoInput        ImGuiKnobFlags = 1 << 1
	ImGuiKnobFlags_ValueTooltip   ImGuiKnobFlags = 1 << 2
	ImGuiKnobFlags_DragHorizontal ImGuiKnobFlags = 1 << 3
)

type ImGuiKnobVariant

type ImGuiKnobVariant int
const (
	ImGuiKnobVariant_Tick      ImGuiKnobVariant = 1 << 0
	ImGuiKnobVariant_Dot       ImGuiKnobVariant = 1 << 1
	ImGuiKnobVariant_Wiper     ImGuiKnobVariant = 1 << 2
	ImGuiKnobVariant_WiperOnly ImGuiKnobVariant = 1 << 3
	ImGuiKnobVariant_WiperDot  ImGuiKnobVariant = 1 << 4
	ImGuiKnobVariant_Stepped   ImGuiKnobVariant = 1 << 5
	ImGuiKnobVariant_Space     ImGuiKnobVariant = 1 << 6
)

type ImGuiMouseButton

type ImGuiMouseButton int

type ImGuiMouseCursor

type ImGuiMouseCursor int

func GetMouseCursor

func GetMouseCursor() (r ImGuiMouseCursor)

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 foreign code:

auto r = ImGui::GetMouseCursor()

type ImGuiMouseSource

type ImGuiMouseSource int

type ImGuiMultiSelectFlags

type ImGuiMultiSelectFlags int

type ImGuiNavInput

type ImGuiNavInput int

type ImGuiPopupFlags

type ImGuiPopupFlags int

type ImGuiSelectableFlags

type ImGuiSelectableFlags int

type ImGuiSelectionRequestType

type ImGuiSelectionRequestType int

type ImGuiSliderFlags

type ImGuiSliderFlags int

type ImGuiSortDirection

type ImGuiSortDirection ImU8

type ImGuiStyle

type ImGuiStyle struct {
	Alpha                      float32  // Global alpha applies to everything in Dear ImGui.
	DisabledAlpha              float32  // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
	WindowPadding              ImVec2   // Padding within a window.
	WindowRounding             float32  // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
	WindowBorderSize           float32  // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
	WindowMinSize              ImVec2   // Minimum window size. This is a global setting. If you want to constrain individual windows, use SetNextWindowSizeConstraints().
	WindowTitleAlign           ImVec2   // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
	WindowMenuButtonPosition   ImGuiDir // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left.
	ChildRounding              float32  // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
	ChildBorderSize            float32  // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
	PopupRounding              float32  // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
	PopupBorderSize            float32  // Thickness of border around popup/tooltip windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
	FramePadding               ImVec2   // Padding within a framed rectangle (used by most widgets).
	FrameRounding              float32  // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
	FrameBorderSize            float32  // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
	ItemSpacing                ImVec2   // Horizontal and vertical spacing between widgets/lines.
	ItemInnerSpacing           ImVec2   // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
	CellPadding                ImVec2   // Padding within a table cell. CellPadding.y may be altered between different rows.
	TouchExtraPadding          ImVec2   // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
	IndentSpacing              float32  // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
	ColumnsMinSpacing          float32  // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
	ScrollbarSize              float32  // Width of the vertical scrollbar, Height of the horizontal scrollbar.
	ScrollbarRounding          float32  // Radius of grab corners for scrollbar.
	GrabMinSize                float32  // Minimum width/height of a grab box for slider/scrollbar.
	GrabRounding               float32  // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
	LogSliderDeadzone          float32  // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
	TabRounding                float32  // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
	TabBorderSize              float32  // Thickness of border around tabs.
	TabMinWidthForCloseButton  float32  // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
	TabBarBorderSize           float32  // Thickness of tab-bar separator, which takes on the tab active color to denote focus.
	ColorButtonPosition        ImGuiDir // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
	ButtonTextAlign            ImVec2   // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
	SelectableTextAlign        ImVec2   // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
	SeparatorTextBorderSize    float32  // Thickkness of border in SeparatorText()
	SeparatorTextAlign         ImVec2   // Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
	SeparatorTextPadding       ImVec2   // Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y.
	DisplayWindowPadding       ImVec2   // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.
	DisplaySafeAreaPadding     ImVec2   // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly!
	DockingSeparatorSize       float32  // Thickness of resizing border between docked windows
	MouseCursorScale           float32  // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). We apply per-monitor DPI scaling over this scale. May be removed later.
	AntiAliasedLines           bool     // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
	AntiAliasedLinesUseTex     bool     // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). Latched at the beginning of the frame (copied to ImDrawList).
	AntiAliasedFill            bool     // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
	CurveTessellationTol       float32  // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
	CircleTessellationMaxError float32  // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
	Colors                     []ImVec4

	// Behaviors
	// (It is possible to modify those fields mid-frame if specific behavior need it, unlike e.g. configuration fields in ImGuiIO)
	HoverStationaryDelay      float32           // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary.
	HoverDelayShort           float32           // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay.
	HoverDelayNormal          float32           // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). "
	HoverFlagsForTooltipMouse ImGuiHoveredFlags // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse.
	HoverFlagsForTooltipNav   ImGuiHoveredFlags // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad.
}

ImGuiStyle You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame(). During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values, and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.

func (*ImGuiStyle) Dump

func (inst *ImGuiStyle) Dump(style ImGuiStyleForeignPtr)

func (*ImGuiStyle) Load

func (inst *ImGuiStyle) Load(style ImGuiStyleForeignPtr)

type ImGuiStyleForeignPtr

type ImGuiStyleForeignPtr uintptr

func GetStyle

func GetStyle() (r ImGuiStyleForeignPtr)

type ImGuiStyleVar

type ImGuiStyleVar int

type ImGuiTabBarFlags

type ImGuiTabBarFlags int

type ImGuiTabItemFlags

type ImGuiTabItemFlags int

type ImGuiTableBgTarget

type ImGuiTableBgTarget int

type ImGuiTableColumnFlags

type ImGuiTableColumnFlags int

func TableGetColumnFlags

func TableGetColumnFlags() (r ImGuiTableColumnFlags)

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

auto r = ImGui::TableGetColumnFlags()

func TableGetColumnFlagsV

func TableGetColumnFlagsV(column_n int) (r ImGuiTableColumnFlags)

TableGetColumnFlagsV return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column. * column_n int = -1 foreign code:

auto r = ImGui::TableGetColumnFlags(column_n)

type ImGuiTableFlags

type ImGuiTableFlags int

type ImGuiTableRowFlags

type ImGuiTableRowFlags int

type ImGuiTogglerFlags

type ImGuiTogglerFlags int

ImGuiToggleFlags: A set of flags that adjust behavior and display for ImGui::Toggle().

const (
	ImGuiToggleFlags_None     ImGuiTogglerFlags = 0
	ImGuiToggleFlags_Animated ImGuiTogglerFlags = 1 << 0 // The toggle's knob should be animated.
	// Bits 1-2 reserved.
	ImGuiToggleFlags_BorderedFrame ImGuiTogglerFlags = 1 << 3 // The toggle should have a border drawn on the frame.
	ImGuiToggleFlags_BorderedKnob  ImGuiTogglerFlags = 1 << 4 // The toggle should have a border drawn on the knob.
	ImGuiToggleFlags_ShadowedFrame ImGuiTogglerFlags = 1 << 5 // The toggle should have a shadow drawn under the frame.
	ImGuiToggleFlags_ShadowedKnob  ImGuiTogglerFlags = 1 << 6 // The toggle should have a shadow drawn under the knob.
	// Bit 7 reserved.
	ImGuiToggleFlags_A11y     ImGuiTogglerFlags = 1 << 8                                                         // The toggle should draw on and off glyphs to help indicate its state.
	ImGuiToggleFlags_Bordered ImGuiTogglerFlags = ImGuiToggleFlags_BorderedFrame | ImGuiToggleFlags_BorderedKnob // Shorthand for bordered frame and knob.
	ImGuiToggleFlags_Shadowed ImGuiTogglerFlags = ImGuiToggleFlags_ShadowedFrame | ImGuiToggleFlags_ShadowedKnob // Shorthand for shadowed frame and knob.
	ImGuiToggleFlags_Default  ImGuiTogglerFlags = ImGuiToggleFlags_None                                          // The default flags used when no ImGuiToggleFlags_ are specified.
)

type ImGuiTreeNodeFlags

type ImGuiTreeNodeFlags int

type ImGuiViewportFlags

type ImGuiViewportFlags int

type ImGuiWindowFlags

type ImGuiWindowFlags int

type ImHexEditorPtr

type ImHexEditorPtr uintptr

func NewHexEditor

func NewHexEditor() (r ImHexEditorPtr)

func (ImHexEditorPtr) Destroy

func (foreignptr ImHexEditorPtr) Destroy()

func (ImHexEditorPtr) DrawContentV

func (foreignptr ImHexEditorPtr) DrawContentV(baseDisplayAddr Size_t)

func (ImHexEditorPtr) DrawContents

func (foreignptr ImHexEditorPtr) DrawContents()

func (ImHexEditorPtr) DrawWindow

func (foreignptr ImHexEditorPtr) DrawWindow(title string, data []byte)

func (ImHexEditorPtr) DrawWindowV

func (foreignptr ImHexEditorPtr) DrawWindowV(title string, baseDisplayAddr Size_t)

func (ImHexEditorPtr) GetData

func (foreignptr ImHexEditorPtr) GetData() (data []byte)

func (ImHexEditorPtr) GetSettings

func (foreignptr ImHexEditorPtr) GetSettings() (readOnly bool, cols int, showOptions bool, showDataPreview bool, showHexII bool, showAscii bool, greyOutZeroes bool, upperCaseHex bool, midColsCount int, addrDigitsCount int, footerExtraHeight float32, highlightColor uint32)

func (ImHexEditorPtr) GotoAddrAndHighlight

func (foreignptr ImHexEditorPtr) GotoAddrAndHighlight(addrMin Size_t, addrMax Size_t)

func (ImHexEditorPtr) SetData

func (foreignptr ImHexEditorPtr) SetData(data []byte)

func (ImHexEditorPtr) SetSettings

func (foreignptr ImHexEditorPtr) SetSettings(readOnly bool, cols int, showOptions bool, showDataPreview bool, showHexII bool, showAscii bool, greyOutZeroes bool, upperCaseHex bool, midColsCount int, addrDigitsCount int, footerExtraHeight float32, highlightColor uint32)

readOnly disable any editing. cols number of columns to display. showOptions display options button/context menu. when disabled, options will be locked unless you provide your own UI for them. showDataPreview display a footer previewing the decimal/binary/hex/float representation of the currently selected bytes. showHexII display values in HexII representation instead of regular hexadecimal: hide null/zero bytes, ascii values as ".X". showAscii display ASCII representation on the right side. greyOutZeroes display null/zero bytes using the TextDisabled color. upperCaseHex display hexadecimal values as "FF" instead of "ff". midColsCount set to 0 to disable extra spacing between every mid-cols. addrDigitsCount number of addr digits to display (default calculated based on maximum displayed addr). footerExtraHeight space to reserve at the bottom of the widget to add custom widgets highlightColor background color of highlighted bytes. foreign code:

auto e = ((HexEditor*)foreignptr);
auto t = e->memEditor;
#define ASSIGN(l,r) ((r) = (l))
ASSIGN(readOnly, t->ReadOnly);
ASSIGN(cols, t->Cols);
ASSIGN(showOptions, t->OptShowOptions);
ASSIGN(showDataPreview, t->OptShowDataPreview);
ASSIGN(showHexII, t->OptShowHexII);
ASSIGN(showAscii, t->OptShowAscii);
ASSIGN(greyOutZeroes, t->OptGreyOutZeroes);
ASSIGN(upperCaseHex, t->OptUpperCaseHex);
ASSIGN(midColsCount, t->OptMidColsCount);
ASSIGN(addrDigitsCount, t->OptAddrDigitsCount);
ASSIGN(footerExtraHeight, t->OptFooterExtraHeight);
ASSIGN(highlightColor, t->HighlightColor);
#undef ASSIGN

type ImRect

type ImRect [4]float32

type ImTextureID

type ImTextureID uintptr

func GetFontTexID

func GetFontTexID() (tex ImTextureID)

type ImU8

type ImU8 uint8

type ImVec2

type ImVec2 complex64

func CalcTextWidth

func CalcTextWidth(text string) (r ImVec2)

func CalcTextWidthV

func CalcTextWidthV(text string, hideTextAfterDoubleHash bool, floatWrapWidth float32) (r ImVec2)

func CurrentCursorPos

func CurrentCursorPos() (r ImVec2)

func GetContentRegionAvail

func GetContentRegionAvail() (r ImVec2)

GetContentRegionAvail available space from current position. THIS IS YOUR BEST FRIEND. foreign code:

auto r = ImGui::GetContentRegionAvail()

func GetContentRegionMax

func GetContentRegionMax() (r ImVec2)

GetContentRegionMax Content boundaries max (e.g. window boundaries including scrolling, or current column boundaries). You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()! foreign code:

auto r = ImGui::GetContentRegionMax()

func GetCursorPos

func GetCursorPos() (r ImVec2)

GetCursorPos [window-local] cursor position in window-local coordinates. This is not your best friend. foreign code:

auto r = ImGui::GetCursorPos()

func GetCursorScreenPos

func GetCursorScreenPos() (r ImVec2)

GetCursorScreenPos cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND (prefer using this rather than GetCursorPos(), also more useful to work with ImDrawList API). foreign code:

auto r = ImGui::GetCursorScreenPos()

func GetCursorStartPos

func GetCursorStartPos() (r ImVec2)

GetCursorStartPos [window-local] initial cursor position, in window-local coordinates. Call GetCursorScreenPos() after Begin() to get the absolute coordinates version. foreign code:

auto r = ImGui::GetCursorStartPos()

func GetFontTexUvWhitePixel

func GetFontTexUvWhitePixel() (r ImVec2)

GetFontTexUvWhitePixel get UV coordinate for a white pixel, useful to draw custom shapes via the ImDrawList API foreign code:

auto r = ImGui::GetFontTexUvWhitePixel()

func GetItemRectMax

func GetItemRectMax() (r ImVec2)

GetItemRectMax get lower-right bounding rectangle of the last item (screen space) foreign code:

auto r = ImGui::GetItemRectMax()

func GetItemRectMin

func GetItemRectMin() (r ImVec2)

GetItemRectMin get upper-left bounding rectangle of the last item (screen space) foreign code:

auto r = ImGui::GetItemRectMin()

func GetItemRectSize

func GetItemRectSize() (r ImVec2)

GetItemRectSize get size of last item foreign code:

auto r = ImGui::GetItemRectSize()

func GetMouseDragDelta

func GetMouseDragDelta() (r ImVec2)

GetMouseDragDelta 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) foreign code:

auto r = ImGui::GetMouseDragDelta()

func GetMouseDragDeltaV

func GetMouseDragDeltaV(button ImGuiMouseButton, lock_threshold float32) (r ImVec2)

GetMouseDragDeltaV 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) * button ImGuiMouseButton = 0 * lock_threshold float = -1.0f foreign code:

auto r = ImGui::GetMouseDragDelta(button, lock_threshold)

func GetMousePos

func GetMousePos() (r ImVec2)

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

auto r = ImGui::GetMousePos()

func GetMousePosOnOpeningCurrentPopup

func GetMousePosOnOpeningCurrentPopup() (r ImVec2)

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

auto r = ImGui::GetMousePosOnOpeningCurrentPopup()

func GetWindowContentRegionMax

func GetWindowContentRegionMax() (r ImVec2)

GetWindowContentRegionMax Content boundaries max for the window (roughly (0,0)+Size-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()! foreign code:

auto r = ImGui::GetWindowContentRegionMax()

func GetWindowContentRegionMin

func GetWindowContentRegionMin() (r ImVec2)

GetWindowContentRegionMin Content boundaries min for the window (roughly (0,0)-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()! foreign code:

auto r = ImGui::GetWindowContentRegionMin()

func GetWindowPos

func GetWindowPos() (r ImVec2)

GetWindowPos get current window position in screen space (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead) foreign code:

auto r = ImGui::GetWindowPos()

func GetWindowSize

func GetWindowSize() (r ImVec2)

GetWindowSize get current window size (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead) foreign code:

auto r = ImGui::GetWindowSize()

func MakeImVec2

func MakeImVec2(x float32, y float32) ImVec2

func ScaleImVec2

func ScaleImVec2[T ~float32](v ImVec2, f T) (vOut ImVec2)

type ImVec4

type ImVec4 [4]float32

func ColorConvertU32ToFloat4

func ColorConvertU32ToFloat4(in uint32) (r ImVec4)

func ColorEdit4

func ColorEdit4(label string, colP ImVec4, flags ImGuiColorEditFlags) (col ImVec4, changed bool)

func ColorU32ToImVec

func ColorU32ToImVec(rgba uint32) (c ImVec4)

func GetStyleColorVec4

func GetStyleColorVec4(idx ImGuiCol) (r ImVec4)

GetStyleColorVec4 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. foreign code:

auto r = ImGui::GetStyleColorVec4(idx)

func MakeImVec4

func MakeImVec4(x float32, y float32, z float32, w float32) ImVec4

func MakeImVec4ImVec2

func MakeImVec4ImVec2(a ImVec2, b ImVec2) ImVec4

func (ImVec4) ToColorU32

func (inst ImVec4) ToColorU32() uint32

ToColorU32 see ColorConvertFloat4ToU32

type ImWchar

type ImWchar ImWchar32

type ImWchar16

type ImWchar16 uint16

type ImWchar32

type ImWchar32 rune

type ItemStatusE

type ItemStatusE uint16
const (
	ItemStatusFocused          ItemStatusE = 1 << 0
	ItemStatusHoveredPrimary   ItemStatusE = 1 << 1
	ItemStatusHoveredSecondary ItemStatusE = 1 << 2
	ItemStatusActive           ItemStatusE = 1 << 3
	// ItemStatusEdited Value exposed by item was edited in the current frame (should match the bool return value of most widgets)
	ItemStatusEdited    ItemStatusE = 1 << 4
	ItemStatusActivated ItemStatusE = 1 << 5
	// ItemStatusDeactivated Only valid if ImGuiItemStatusFlags_HasDeactivated is set.
	ItemStatusDeactivated          ItemStatusE = 1 << 6
	ItemStatusDeactivatedAfterEdit ItemStatusE = 1 << 7
	// ItemStatusVisible [WIP] Set when item is overlapping the current clipping rectangle (Used internally. Please don't use yet: API/system will change as we refactor Itemadd()).
	ItemStatusVisible ItemStatusE = 1 << 8
	ItemStatusClicked ItemStatusE = 1 << 9
	// ItemStatusToggleOpen Set when TreeNode() reports toggling their open state.
	ItemStatusToggleOpen ItemStatusE = 1 << 10

	// ItemStatusDisabled this is not an imgui status but an ImGuiItemFlag
	ItemStatusDisabled ItemStatusE = 1 << 11
)

func GetItemStatus

func GetItemStatus() (status ItemStatusE)

func GetItemStatusV

func GetItemStatusV(primary ImGuiHoveredFlags, secondary ImGuiHoveredFlags) (status ItemStatusE)

func (ItemStatusE) IsActivated

func (status ItemStatusE) IsActivated() bool

func (ItemStatusE) IsActive

func (status ItemStatusE) IsActive() bool

func (ItemStatusE) IsClicked

func (status ItemStatusE) IsClicked() bool

func (ItemStatusE) IsDeactivated

func (status ItemStatusE) IsDeactivated() bool

func (ItemStatusE) IsDeactivatedAfterEdit

func (status ItemStatusE) IsDeactivatedAfterEdit() bool

func (ItemStatusE) IsDisabled

func (status ItemStatusE) IsDisabled() bool

func (ItemStatusE) IsEdited

func (status ItemStatusE) IsEdited() bool

func (ItemStatusE) IsFocused

func (status ItemStatusE) IsFocused() bool

func (ItemStatusE) IsHoveredPrimary

func (status ItemStatusE) IsHoveredPrimary() bool

func (ItemStatusE) IsHoveredSecondary

func (status ItemStatusE) IsHoveredSecondary() bool

func (ItemStatusE) IsToggleOpen

func (status ItemStatusE) IsToggleOpen() bool

func (ItemStatusE) IsVisible

func (status ItemStatusE) IsVisible() bool

type Size_t

type Size_t uint64

type Tristate

type Tristate = logical.Tristate

func Checkbox

func Checkbox(label string, state Tristate) (checked Tristate, clicked bool)

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