#include "./imgui/imgui.h" #include "./imgui/implot.h" #ifndef ZGUI_API #define ZGUI_API #endif extern "C" { /* #include ZGUI_API float zguiGetFloatMin(void) { printf("__FLT_MIN__ %.32e\n", __FLT_MIN__); return __FLT_MIN__; } ZGUI_API float zguiGetFloatMax(void) { printf("__FLT_MAX__ %.32e\n", __FLT_MAX__); return __FLT_MAX__; } */ ZGUI_API void zguiSetAllocatorFunctions( void* (*alloc_func)(size_t, void*), void (*free_func)(void*, void*) ) { ImGui::SetAllocatorFunctions(alloc_func, free_func, nullptr); } ZGUI_API void zguiSetNextWindowPos(float x, float y, ImGuiCond cond, float pivot_x, float pivot_y) { ImGui::SetNextWindowPos({ x, y }, cond, { pivot_x, pivot_y }); } ZGUI_API void zguiSetNextWindowSize(float w, float h, ImGuiCond cond) { ImGui::SetNextWindowSize({ w, h }, cond); } ZGUI_API void zguiSetNextWindowCollapsed(bool collapsed, ImGuiCond cond) { ImGui::SetNextWindowCollapsed(collapsed, cond); } ZGUI_API void zguiSetNextWindowFocus(void) { ImGui::SetNextWindowFocus(); } ZGUI_API void zguiSetNextWindowBgAlpha(float alpha) { ImGui::SetNextWindowBgAlpha(alpha); } ZGUI_API void zguiSetKeyboardFocusHere(int offset) { ImGui::SetKeyboardFocusHere(offset); } ZGUI_API bool zguiBegin(const char* name, bool* p_open, ImGuiWindowFlags flags) { return ImGui::Begin(name, p_open, flags); } ZGUI_API void zguiEnd(void) { ImGui::End(); } ZGUI_API bool zguiBeginChild(const char* str_id, float w, float h, bool border, ImGuiWindowFlags flags) { return ImGui::BeginChild(str_id, { w, h }, border, flags); } ZGUI_API bool zguiBeginChildId(ImGuiID id, float w, float h, bool border, ImGuiWindowFlags flags) { return ImGui::BeginChild(id, { w, h }, border, flags); } ZGUI_API void zguiEndChild(void) { ImGui::EndChild(); } ZGUI_API float zguiGetScrollX(void) { return ImGui::GetScrollX(); } ZGUI_API float zguiGetScrollY(void) { return ImGui::GetScrollY(); } ZGUI_API void zguiSetScrollX(float scroll_x) { ImGui::SetScrollX(scroll_x); } ZGUI_API void zguiSetScrollY(float scroll_y) { ImGui::SetScrollY(scroll_y); } ZGUI_API float zguiGetScrollMaxX(void) { return ImGui::GetScrollMaxX(); } ZGUI_API float zguiGetScrollMaxY(void) { return ImGui::GetScrollMaxY(); } ZGUI_API void zguiSetScrollHereX(float center_x_ratio) { ImGui::SetScrollHereX(center_x_ratio); } ZGUI_API void zguiSetScrollHereY(float center_y_ratio) { ImGui::SetScrollHereY(center_y_ratio); } ZGUI_API void zguiSetScrollFromPosX(float local_x, float center_x_ratio) { ImGui::SetScrollFromPosX(local_x, center_x_ratio); } ZGUI_API void zguiSetScrollFromPosY(float local_y, float center_y_ratio) { ImGui::SetScrollFromPosY(local_y, center_y_ratio); } ZGUI_API bool zguiIsWindowAppearing(void) { return ImGui::IsWindowAppearing(); } ZGUI_API bool zguiIsWindowCollapsed(void) { return ImGui::IsWindowCollapsed(); } ZGUI_API bool zguiIsWindowFocused(ImGuiFocusedFlags flags) { return ImGui::IsWindowFocused(flags); } ZGUI_API bool zguiIsWindowHovered(ImGuiHoveredFlags flags) { return ImGui::IsWindowHovered(flags); } ZGUI_API void zguiGetWindowPos(float pos[2]) { const ImVec2 p = ImGui::GetWindowPos(); pos[0] = p.x; pos[1] = p.y; } ZGUI_API void zguiGetWindowSize(float size[2]) { const ImVec2 s = ImGui::GetWindowSize(); size[0] = s.x; size[1] = s.y; } ZGUI_API float zguiGetWindowWidth(void) { return ImGui::GetWindowWidth(); } ZGUI_API float zguiGetWindowHeight(void) { return ImGui::GetWindowHeight(); } ZGUI_API void zguiGetMouseDragDelta(ImGuiMouseButton button, float lock_threshold, float delta[2]) { const ImVec2 d = ImGui::GetMouseDragDelta(button, lock_threshold); delta[0] = d.x; delta[1] = d.y; } ZGUI_API void zguiResetMouseDragDelta(ImGuiMouseButton button) { ImGui::ResetMouseDragDelta(button); } ZGUI_API void zguiSpacing(void) { ImGui::Spacing(); } ZGUI_API void zguiNewLine(void) { ImGui::NewLine(); } ZGUI_API void zguiIndent(float indent_w) { ImGui::Indent(indent_w); } ZGUI_API void zguiUnindent(float indent_w) { ImGui::Unindent(indent_w); } ZGUI_API void zguiSeparator(void) { ImGui::Separator(); } ZGUI_API void zguiSeparatorText(const char* label) { ImGui::SeparatorText(label); } ZGUI_API void zguiSameLine(float offset_from_start_x, float spacing) { ImGui::SameLine(offset_from_start_x, spacing); } ZGUI_API void zguiDummy(float w, float h) { ImGui::Dummy({ w, h }); } ZGUI_API void zguiBeginGroup(void) { ImGui::BeginGroup(); } ZGUI_API void zguiEndGroup(void) { ImGui::EndGroup(); } ZGUI_API void zguiGetItemRectMax(float rect[2]) { const ImVec2 r = ImGui::GetItemRectMax(); rect[0] = r.x; rect[1] = r.y; } ZGUI_API void zguiGetItemRectMin(float rect[2]) { const ImVec2 r = ImGui::GetItemRectMin(); rect[0] = r.x; rect[1] = r.y; } ZGUI_API void zguiGetCursorPos(float pos[2]) { const ImVec2 p = ImGui::GetCursorPos(); pos[0] = p.x; pos[1] = p.y; } ZGUI_API float zguiGetCursorPosX(void) { return ImGui::GetCursorPosX(); } ZGUI_API float zguiGetCursorPosY(void) { return ImGui::GetCursorPosY(); } ZGUI_API void zguiSetCursorPos(float local_x, float local_y) { ImGui::SetCursorPos({ local_x, local_y }); } ZGUI_API void zguiSetCursorPosX(float local_x) { ImGui::SetCursorPosX(local_x); } ZGUI_API void zguiSetCursorPosY(float local_y) { ImGui::SetCursorPosY(local_y); } ZGUI_API void zguiGetCursorStartPos(float pos[2]) { const ImVec2 p = ImGui::GetCursorStartPos(); pos[0] = p.x; pos[1] = p.y; } ZGUI_API void zguiGetCursorScreenPos(float pos[2]) { const ImVec2 p = ImGui::GetCursorScreenPos(); pos[0] = p.x; pos[1] = p.y; } ZGUI_API void zguiSetCursorScreenPos(float screen_x, float screen_y) { ImGui::SetCursorScreenPos({ screen_x, screen_y }); } ZGUI_API int zguiGetMouseCursor(void) { return ImGui::GetMouseCursor(); } ZGUI_API void zguiSetMouseCursor(int cursor) { ImGui::SetMouseCursor(cursor); } ZGUI_API void zguiAlignTextToFramePadding(void) { ImGui::AlignTextToFramePadding(); } ZGUI_API float zguiGetTextLineHeight(void) { return ImGui::GetTextLineHeight(); } ZGUI_API float zguiGetTextLineHeightWithSpacing(void) { return ImGui::GetTextLineHeightWithSpacing(); } ZGUI_API float zguiGetFrameHeight(void) { return ImGui::GetFrameHeight(); } ZGUI_API float zguiGetFrameHeightWithSpacing(void) { return ImGui::GetFrameHeightWithSpacing(); } ZGUI_API bool zguiDragFloat( const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags ) { return ImGui::DragFloat(label, v, v_speed, v_min, v_max, format, flags); } ZGUI_API bool zguiDragFloat2( const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags ) { return ImGui::DragFloat2(label, v, v_speed, v_min, v_max, format, flags); } ZGUI_API bool zguiDragFloat3( const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags ) { return ImGui::DragFloat3(label, v, v_speed, v_min, v_max, format, flags); } ZGUI_API bool zguiDragFloat4( const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags ) { return ImGui::DragFloat4(label, v, v_speed, v_min, v_max, format, flags); } ZGUI_API bool zguiDragFloatRange2( const char* label, float* v_current_min, float* v_current_max, float v_speed, float v_min, float v_max, const char* format, const char* format_max, ImGuiSliderFlags flags ) { return ImGui::DragFloatRange2( label, v_current_min, v_current_max, v_speed, v_min, v_max, format, format_max, flags ); } ZGUI_API bool zguiDragInt( const char* label, int* v, float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags ) { return ImGui::DragInt(label, v, v_speed, v_min, v_max, format, flags); } ZGUI_API bool zguiDragInt2( const char* label, int v[2], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags ) { return ImGui::DragInt2(label, v, v_speed, v_min, v_max, format, flags); } ZGUI_API bool zguiDragInt3( const char* label, int v[3], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags ) { return ImGui::DragInt3(label, v, v_speed, v_min, v_max, format, flags); } ZGUI_API bool zguiDragInt4( const char* label, int v[4], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags ) { return ImGui::DragInt4(label, v, v_speed, v_min, v_max, format, flags); } ZGUI_API bool zguiDragIntRange2( const char* label, int* v_current_min, int* v_current_max, float v_speed, int v_min, int v_max, const char* format, const char* format_max, ImGuiSliderFlags flags ) { return ImGui::DragIntRange2( label, v_current_min, v_current_max, v_speed, v_min, v_max, format, format_max, flags ); } ZGUI_API bool zguiDragScalar( const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags ) { return ImGui::DragScalar(label, data_type, p_data, v_speed, p_min, p_max, format, flags); } ZGUI_API bool zguiDragScalarN( const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags ) { return ImGui::DragScalarN(label, data_type, p_data, components, v_speed, p_min, p_max, format, flags); } ZGUI_API bool zguiCombo( const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items ) { return ImGui::Combo(label, current_item, items_separated_by_zeros, popup_max_height_in_items); } ZGUI_API bool zguiBeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags) { return ImGui::BeginCombo(label, preview_value, flags); } ZGUI_API void zguiEndCombo(void) { ImGui::EndCombo(); } ZGUI_API bool zguiBeginListBox(const char* label, float w, float h) { return ImGui::BeginListBox(label, { w, h }); } ZGUI_API void zguiEndListBox(void) { ImGui::EndListBox(); } ZGUI_API bool zguiSelectable(const char* label, bool selected, ImGuiSelectableFlags flags, float w, float h) { return ImGui::Selectable(label, selected, flags, { w, h }); } ZGUI_API bool zguiSelectableStatePtr( const char* label, bool* p_selected, ImGuiSelectableFlags flags, float w, float h ) { return ImGui::Selectable(label, p_selected, flags, { w, h }); } ZGUI_API bool zguiSliderFloat( const char* label, float* v, float v_min, float v_max, const char* format, ImGuiSliderFlags flags ) { return ImGui::SliderFloat(label, v, v_min, v_max, format, flags); } ZGUI_API bool zguiSliderFloat2( const char* label, float v[2], float v_min, float v_max, const char* format, ImGuiSliderFlags flags ) { return ImGui::SliderFloat2(label, v, v_min, v_max, format, flags); } ZGUI_API bool zguiSliderFloat3( const char* label, float v[3], float v_min, float v_max, const char* format, ImGuiSliderFlags flags ) { return ImGui::SliderFloat3(label, v, v_min, v_max, format, flags); } ZGUI_API bool zguiSliderFloat4( const char* label, float v[4], float v_min, float v_max, const char* format, ImGuiSliderFlags flags ) { return ImGui::SliderFloat4(label, v, v_min, v_max, format, flags); } ZGUI_API bool zguiSliderInt( const char* label, int* v, int v_min, int v_max, const char* format, ImGuiSliderFlags flags ) { return ImGui::SliderInt(label, v, v_min, v_max, format, flags); } ZGUI_API bool zguiSliderInt2( const char* label, int v[2], int v_min, int v_max, const char* format, ImGuiSliderFlags flags ) { return ImGui::SliderInt2(label, v, v_min, v_max, format, flags); } ZGUI_API bool zguiSliderInt3( const char* label, int v[3], int v_min, int v_max, const char* format, ImGuiSliderFlags flags ) { return ImGui::SliderInt3(label, v, v_min, v_max, format, flags); } ZGUI_API bool zguiSliderInt4( const char* label, int v[4], int v_min, int v_max, const char* format, ImGuiSliderFlags flags ) { return ImGui::SliderInt4(label, v, v_min, v_max, format, flags); } ZGUI_API bool zguiSliderScalar( const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags ) { return ImGui::SliderScalar(label, data_type, p_data, p_min, p_max, format, flags); } ZGUI_API bool zguiSliderScalarN( const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags ) { return ImGui::SliderScalarN(label, data_type, p_data, components, p_min, p_max, format, flags); } ZGUI_API bool zguiVSliderFloat( const char* label, float w, float h, float* v, float v_min, float v_max, const char* format, ImGuiSliderFlags flags ) { return ImGui::VSliderFloat(label, { w, h }, v, v_min, v_max, format, flags); } ZGUI_API bool zguiVSliderInt( const char* label, float w, float h, int* v, int v_min, int v_max, const char* format, ImGuiSliderFlags flags ) { return ImGui::VSliderInt(label, { w, h }, v, v_min, v_max, format, flags); } ZGUI_API bool zguiVSliderScalar( const char* label, float w, float h, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags ) { return ImGui::VSliderScalar(label, { w, h }, data_type, p_data, p_min, p_max, format, flags); } ZGUI_API bool zguiSliderAngle( const char* label, float* v_rad, float v_degrees_min, float v_degrees_max, const char* format, ImGuiSliderFlags flags ) { return ImGui::SliderAngle(label, v_rad, v_degrees_min, v_degrees_max, format, flags); } ZGUI_API ImGuiInputTextCallbackData zguiInputTextCallbackData_Init(void) { return ImGuiInputTextCallbackData(); } ZGUI_API void zguiInputTextCallbackData_DeleteChars( ImGuiInputTextCallbackData* data, int pos, int bytes_count ) { data->DeleteChars(pos, bytes_count); } ZGUI_API void zguiInputTextCallbackData_InsertChars( ImGuiInputTextCallbackData* data, int pos, const char* text, const char* text_end ) { data->InsertChars(pos, text, text_end); } ZGUI_API bool zguiInputText( const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data ) { return ImGui::InputText(label, buf, buf_size, flags, callback, user_data); } ZGUI_API bool zguiInputTextMultiline( const char* label, char* buf, size_t buf_size, float w, float h, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data ) { return ImGui::InputTextMultiline(label, buf, buf_size, { w, h }, flags, callback, user_data); } ZGUI_API bool zguiInputTextWithHint( const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data ) { return ImGui::InputTextWithHint(label, hint, buf, buf_size, flags, callback, user_data); } ZGUI_API bool zguiInputFloat( const char* label, float* v, float step, float step_fast, const char* format, ImGuiInputTextFlags flags ) { return ImGui::InputFloat(label, v, step, step_fast, format, flags); } ZGUI_API bool zguiInputFloat2( const char* label, float v[2], const char* format, ImGuiInputTextFlags flags ) { return ImGui::InputFloat2(label, v, format, flags); } ZGUI_API bool zguiInputFloat3( const char* label, float v[3], const char* format, ImGuiInputTextFlags flags ) { return ImGui::InputFloat3(label, v, format, flags); } ZGUI_API bool zguiInputFloat4( const char* label, float v[4], const char* format, ImGuiInputTextFlags flags ) { return ImGui::InputFloat4(label, v, format, flags); } ZGUI_API bool zguiInputInt( const char* label, int* v, int step, int step_fast, ImGuiInputTextFlags flags ) { return ImGui::InputInt(label, v, step, step_fast, flags); } ZGUI_API bool zguiInputInt2(const char* label, int v[2], ImGuiInputTextFlags flags) { return ImGui::InputInt2(label, v, flags); } ZGUI_API bool zguiInputInt3(const char* label, int v[3], ImGuiInputTextFlags flags) { return ImGui::InputInt3(label, v, flags); } ZGUI_API bool zguiInputInt4(const char* label, int v[4], ImGuiInputTextFlags flags) { return ImGui::InputInt4(label, v, flags); } ZGUI_API bool zguiInputDouble( const char* label, double* v, double step, double step_fast, const char* format, ImGuiInputTextFlags flags ) { return ImGui::InputDouble(label, v, step, step_fast, format, flags); } ZGUI_API bool zguiInputScalar( const char* label, ImGuiDataType data_type, void* p_data, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags ) { return ImGui::InputScalar(label, data_type, p_data, p_step, p_step_fast, format, flags); } ZGUI_API bool zguiInputScalarN( const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags ) { return ImGui::InputScalarN(label, data_type, p_data, components, p_step, p_step_fast, format, flags); } ZGUI_API bool zguiColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags) { return ImGui::ColorEdit3(label, col, flags); } ZGUI_API bool zguiColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags) { return ImGui::ColorEdit4(label, col, flags); } ZGUI_API bool zguiColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags) { return ImGui::ColorPicker3(label, col, flags); } ZGUI_API bool zguiColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags, const float* ref_col) { return ImGui::ColorPicker4(label, col, flags, ref_col); } ZGUI_API bool zguiColorButton(const char* desc_id, const float col[4], ImGuiColorEditFlags flags, float w, float h) { return ImGui::ColorButton(desc_id, { col[0], col[1], col[2], col[3] }, flags, { w, h }); } ZGUI_API void zguiTextUnformatted(const char* text, const char* text_end) { ImGui::TextUnformatted(text, text_end); } ZGUI_API void zguiTextColored(const float col[4], const char* fmt, ...) { va_list args; va_start(args, fmt); ImGui::TextColoredV({ col[0], col[1], col[2], col[3] }, fmt, args); va_end(args); } ZGUI_API void zguiTextDisabled(const char* fmt, ...) { va_list args; va_start(args, fmt); ImGui::TextDisabledV(fmt, args); va_end(args); } ZGUI_API void zguiTextWrapped(const char* fmt, ...) { va_list args; va_start(args, fmt); ImGui::TextWrappedV(fmt, args); va_end(args); } ZGUI_API void zguiBulletText(const char* fmt, ...) { va_list args; va_start(args, fmt); ImGui::BulletTextV(fmt, args); va_end(args); } ZGUI_API void zguiLabelText(const char* label, const char* fmt, ...) { va_list args; va_start(args, fmt); ImGui::LabelTextV(label, fmt, args); va_end(args); } ZGUI_API void zguiCalcTextSize( const char* txt, const char* txt_end, bool hide_text_after_double_hash, float wrap_width, float* out_w, float* out_h ) { assert(out_w && out_h); const ImVec2 s = ImGui::CalcTextSize(txt, txt_end, hide_text_after_double_hash, wrap_width); *out_w = s.x; *out_h = s.y; } ZGUI_API bool zguiButton(const char* label, float x, float y) { return ImGui::Button(label, { x, y }); } ZGUI_API bool zguiSmallButton(const char* label) { return ImGui::SmallButton(label); } ZGUI_API bool zguiInvisibleButton(const char* str_id, float w, float h, ImGuiButtonFlags flags) { return ImGui::InvisibleButton(str_id, { w, h }, flags); } ZGUI_API bool zguiArrowButton(const char* str_id, ImGuiDir dir) { return ImGui::ArrowButton(str_id, dir); } ZGUI_API void zguiImage( ImTextureID user_texture_id, float w, float h, const float uv0[2], const float uv1[2], const float tint_col[4], const float border_col[4] ) { ImGui::Image( user_texture_id, { w, h }, { uv0[0], uv0[1] }, { uv1[0], uv1[1] }, { tint_col[0], tint_col[1], tint_col[2], tint_col[3] }, { border_col[0], border_col[1], border_col[2], border_col[3] } ); } ZGUI_API bool zguiImageButton( const char* str_id, ImTextureID user_texture_id, float w, float h, const float uv0[2], const float uv1[2], const float bg_col[4], const float tint_col[4] ) { return ImGui::ImageButton( str_id, user_texture_id, { w, h }, { uv0[0], uv0[1] }, { uv1[0], uv1[1] }, { bg_col[0], bg_col[1], bg_col[2], bg_col[3] }, { tint_col[0], tint_col[1], tint_col[2], tint_col[3] } ); } ZGUI_API void zguiBullet(void) { ImGui::Bullet(); } ZGUI_API bool zguiRadioButton(const char* label, bool active) { return ImGui::RadioButton(label, active); } ZGUI_API bool zguiRadioButtonStatePtr(const char* label, int* v, int v_button) { return ImGui::RadioButton(label, v, v_button); } ZGUI_API bool zguiCheckbox(const char* label, bool* v) { return ImGui::Checkbox(label, v); } ZGUI_API bool zguiCheckboxBits(const char* label, unsigned int* bits, unsigned int bits_value) { return ImGui::CheckboxFlags(label, bits, bits_value); } ZGUI_API void zguiProgressBar(float fraction, float w, float h, const char* overlay) { return ImGui::ProgressBar(fraction, { w, h }, overlay); } ZGUI_API ImGuiContext* zguiCreateContext(ImFontAtlas* shared_font_atlas) { return ImGui::CreateContext(shared_font_atlas); } ZGUI_API void zguiDestroyContext(ImGuiContext* ctx) { ImGui::DestroyContext(ctx); } ZGUI_API ImGuiContext* zguiGetCurrentContext(void) { return ImGui::GetCurrentContext(); } ZGUI_API void zguiSetCurrentContext(ImGuiContext* ctx) { ImGui::SetCurrentContext(ctx); } ZGUI_API void zguiNewFrame(void) { ImGui::NewFrame(); } ZGUI_API void zguiRender(void) { ImGui::Render(); } ZGUI_API ImDrawData* zguiGetDrawData(void) { return ImGui::GetDrawData(); } ZGUI_API void zguiShowDemoWindow(bool* p_open) { ImGui::ShowDemoWindow(p_open); } ZGUI_API void zguiBeginDisabled(bool disabled) { ImGui::BeginDisabled(disabled); } ZGUI_API void zguiEndDisabled(void) { ImGui::EndDisabled(); } ZGUI_API ImGuiStyle* zguiGetStyle(void) { return &ImGui::GetStyle(); } ZGUI_API ImGuiStyle zguiStyle_Init(void) { return ImGuiStyle(); } ZGUI_API void zguiStyle_ScaleAllSizes(ImGuiStyle* style, float scale_factor) { style->ScaleAllSizes(scale_factor); } ZGUI_API void zguiPushStyleColor4f(ImGuiCol idx, const float col[4]) { ImGui::PushStyleColor(idx, { col[0], col[1], col[2], col[3] }); } ZGUI_API void zguiPushStyleColor1u(ImGuiCol idx, unsigned int col) { ImGui::PushStyleColor(idx, col); } ZGUI_API void zguiPopStyleColor(int count) { ImGui::PopStyleColor(count); } ZGUI_API void zguiPushStyleVar1f(ImGuiStyleVar idx, float var) { ImGui::PushStyleVar(idx, var); } ZGUI_API void zguiPushStyleVar2f(ImGuiStyleVar idx, const float var[2]) { ImGui::PushStyleVar(idx, { var[0], var[1] }); } ZGUI_API void zguiPopStyleVar(int count) { ImGui::PopStyleVar(count); } ZGUI_API void zguiPushItemWidth(float item_width) { ImGui::PushItemWidth(item_width); } ZGUI_API void zguiPopItemWidth(void) { ImGui::PopItemWidth(); } ZGUI_API void zguiSetNextItemWidth(float item_width) { ImGui::SetNextItemWidth(item_width); } ZGUI_API void zguiSetItemDefaultFocus(void) { ImGui::SetItemDefaultFocus(); } ZGUI_API ImFont* zguiGetFont(void) { return ImGui::GetFont(); } ZGUI_API float zguiGetFontSize(void) { return ImGui::GetFontSize(); } ZGUI_API void zguiGetFontTexUvWhitePixel(float uv[2]) { const ImVec2 cs = ImGui::GetFontTexUvWhitePixel(); uv[0] = cs[0]; uv[1] = cs[1]; } ZGUI_API void zguiPushFont(ImFont* font) { ImGui::PushFont(font); } ZGUI_API void zguiPopFont(void) { ImGui::PopFont(); } ZGUI_API bool zguiTreeNode(const char* label) { return ImGui::TreeNode(label); } ZGUI_API bool zguiTreeNodeStrId(const char* str_id, const char* fmt, ...) { va_list args; va_start(args, fmt); const bool ret = ImGui::TreeNodeV(str_id, fmt, args); va_end(args); return ret; } ZGUI_API bool zguiTreeNodeStrIdFlags(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) { va_list args; va_start(args, fmt); const bool ret = ImGui::TreeNodeExV(str_id, flags, fmt, args); va_end(args); return ret; } ZGUI_API bool zguiTreeNodePtrId(const void* ptr_id, const char* fmt, ...) { va_list args; va_start(args, fmt); const bool ret = ImGui::TreeNodeV(ptr_id, fmt, args); va_end(args); return ret; } ZGUI_API bool zguiTreeNodePtrIdFlags(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) { va_list args; va_start(args, fmt); const bool ret = ImGui::TreeNodeExV(ptr_id, flags, fmt, args); va_end(args); return ret; } ZGUI_API bool zguiCollapsingHeader(const char* label, ImGuiTreeNodeFlags flags) { return ImGui::CollapsingHeader(label, flags); } ZGUI_API bool zguiCollapsingHeaderStatePtr(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags) { return ImGui::CollapsingHeader(label, p_visible, flags); } ZGUI_API void zguiSetNextItemOpen(bool is_open, ImGuiCond cond) { ImGui::SetNextItemOpen(is_open, cond); } ZGUI_API void zguiTreePushStrId(const char* str_id) { ImGui::TreePush(str_id); } ZGUI_API void zguiTreePushPtrId(const void* ptr_id) { ImGui::TreePush(ptr_id); } ZGUI_API void zguiTreePop(void) { ImGui::TreePop(); } ZGUI_API void zguiPushStrId(const char* str_id_begin, const char* str_id_end) { ImGui::PushID(str_id_begin, str_id_end); } ZGUI_API void zguiPushStrIdZ(const char* str_id) { ImGui::PushID(str_id); } ZGUI_API void zguiPushPtrId(const void* ptr_id) { ImGui::PushID(ptr_id); } ZGUI_API void zguiPushIntId(int int_id) { ImGui::PushID(int_id); } ZGUI_API void zguiPopId(void) { ImGui::PopID(); } ZGUI_API ImGuiID zguiGetStrId(const char* str_id_begin, const char* str_id_end) { return ImGui::GetID(str_id_begin, str_id_end); } ZGUI_API ImGuiID zguiGetStrIdZ(const char* str_id) { return ImGui::GetID(str_id); } ZGUI_API ImGuiID zguiGetPtrId(const void* ptr_id) { return ImGui::GetID(ptr_id); } ZGUI_API void zguiSetClipboardText(const char* text) { ImGui::SetClipboardText(text); } ZGUI_API const char* zguiGetClipboardText(void) { return ImGui::GetClipboardText(); } ZGUI_API ImFont* zguiIoAddFontFromFileWithConfig( const char* filename, float size_pixels, const ImFontConfig* config, const ImWchar* ranges ) { return ImGui::GetIO().Fonts->AddFontFromFileTTF(filename, size_pixels, config, ranges); } ZGUI_API ImFont* zguiIoAddFontFromFile(const char* filename, float size_pixels) { return ImGui::GetIO().Fonts->AddFontFromFileTTF(filename, size_pixels, nullptr, nullptr); } ZGUI_API ImFont* zguiIoAddFontFromMemoryWithConfig( void* font_data, int font_size, float size_pixels, const ImFontConfig* config, const ImWchar* ranges ) { return ImGui::GetIO().Fonts->AddFontFromMemoryTTF(font_data, font_size, size_pixels, config, ranges); } ZGUI_API ImFont* zguiIoAddFontFromMemory(void* font_data, int font_size, float size_pixels) { ImFontConfig config = ImFontConfig(); config.FontDataOwnedByAtlas = false; return ImGui::GetIO().Fonts->AddFontFromMemoryTTF(font_data, font_size, size_pixels, &config, nullptr); } ZGUI_API ImFontConfig zguiFontConfig_Init(void) { return ImFontConfig(); } ZGUI_API ImFont* zguiIoGetFont(unsigned int index) { return ImGui::GetIO().Fonts->Fonts[index]; } ZGUI_API void zguiIoSetDefaultFont(ImFont* font) { ImGui::GetIO().FontDefault = font; } ZGUI_API unsigned char *zguiIoGetFontsTexDataAsRgba32(int *width, int *height) { unsigned char *font_pixels; int font_width, font_height; ImGui::GetIO().Fonts->GetTexDataAsRGBA32(&font_pixels, &font_width, &font_height); *width = font_width; *height = font_height; return font_pixels; } ZGUI_API void zguiIoSetFontsTexId(ImTextureID id) { ImGui::GetIO().Fonts->TexID = id; } ZGUI_API ImTextureID zguiIoGetFontsTexId(void) { return ImGui::GetIO().Fonts->TexID; } ZGUI_API bool zguiIoGetWantCaptureMouse(void) { return ImGui::GetIO().WantCaptureMouse; } ZGUI_API bool zguiIoGetWantCaptureKeyboard(void) { return ImGui::GetIO().WantCaptureKeyboard; } ZGUI_API void zguiIoSetIniFilename(const char* filename) { ImGui::GetIO().IniFilename = filename; } ZGUI_API void zguiIoSetConfigFlags(ImGuiConfigFlags flags) { ImGui::GetIO().ConfigFlags = flags; } ZGUI_API void zguiIoSetDisplaySize(float width, float height) { ImGui::GetIO().DisplaySize = { width, height }; } ZGUI_API void zguiIoGetDisplaySize(float size[2]) { const ImVec2 ds = ImGui::GetIO().DisplaySize; size[0] = ds[0]; size[1] = ds[1]; } ZGUI_API void zguiIoSetDisplayFramebufferScale(float sx, float sy) { ImGui::GetIO().DisplayFramebufferScale = { sx, sy }; } ZGUI_API void zguiIoSetDeltaTime(float delta_time) { ImGui::GetIO().DeltaTime = delta_time; } ZGUI_API void zguiIoAddFocusEvent(bool focused) { ImGui::GetIO().AddFocusEvent(focused); } ZGUI_API void zguiIoAddMousePositionEvent(float x, float y) { ImGui::GetIO().AddMousePosEvent(x, y); } ZGUI_API void zguiIoAddMouseButtonEvent(ImGuiMouseButton button, bool down) { ImGui::GetIO().AddMouseButtonEvent(button, down); } ZGUI_API void zguiIoAddMouseWheelEvent(float x, float y) { ImGui::GetIO().AddMouseWheelEvent(x, y); } ZGUI_API void zguiIoAddKeyEvent(ImGuiKey key, bool down) { ImGui::GetIO().AddKeyEvent(key, down); } ZGUI_API void zguiIoAddInputCharactersUTF8(const char* utf8_chars) { ImGui::GetIO().AddInputCharactersUTF8(utf8_chars); } ZGUI_API void zguiIoSetKeyEventNativeData(ImGuiKey key, int keycode, int scancode) { ImGui::GetIO().SetKeyEventNativeData(key, keycode, scancode); } ZGUI_API void zguiIoAddCharacterEvent(int c) { ImGui::GetIO().AddInputCharacter(c); } ZGUI_API bool zguiIsItemHovered(ImGuiHoveredFlags flags) { return ImGui::IsItemHovered(flags); } ZGUI_API bool zguiIsItemActive(void) { return ImGui::IsItemActive(); } ZGUI_API bool zguiIsItemFocused(void) { return ImGui::IsItemFocused(); } ZGUI_API bool zguiIsItemClicked(ImGuiMouseButton mouse_button) { return ImGui::IsItemClicked(mouse_button); } ZGUI_API bool zguiIsMouseDoubleClicked(ImGuiMouseButton button) { return ImGui::IsMouseDoubleClicked(button); } ZGUI_API bool zguiIsItemVisible(void) { return ImGui::IsItemVisible(); } ZGUI_API bool zguiIsItemEdited(void) { return ImGui::IsItemEdited(); } ZGUI_API bool zguiIsItemActivated(void) { return ImGui::IsItemActivated(); } ZGUI_API bool zguiIsItemDeactivated(void) { return ImGui::IsItemDeactivated(); } ZGUI_API bool zguiIsItemDeactivatedAfterEdit(void) { return ImGui::IsItemDeactivatedAfterEdit(); } ZGUI_API bool zguiIsItemToggledOpen(void) { return ImGui::IsItemToggledOpen(); } ZGUI_API bool zguiIsAnyItemHovered(void) { return ImGui::IsAnyItemHovered(); } ZGUI_API bool zguiIsAnyItemActive(void) { return ImGui::IsAnyItemActive(); } ZGUI_API bool zguiIsAnyItemFocused(void) { return ImGui::IsAnyItemFocused(); } ZGUI_API void zguiGetContentRegionAvail(float pos[2]) { const ImVec2 p = ImGui::GetContentRegionAvail(); pos[0] = p.x; pos[1] = p.y; } ZGUI_API void zguiGetContentRegionMax(float pos[2]) { const ImVec2 p = ImGui::GetContentRegionMax(); pos[0] = p.x; pos[1] = p.y; } ZGUI_API void zguiGetWindowContentRegionMin(float pos[2]) { const ImVec2 p = ImGui::GetWindowContentRegionMin(); pos[0] = p.x; pos[1] = p.y; } ZGUI_API void zguiGetWindowContentRegionMax(float pos[2]) { const ImVec2 p = ImGui::GetWindowContentRegionMax(); pos[0] = p.x; pos[1] = p.y; } ZGUI_API void zguiPushTextWrapPos(float wrap_pos_x) { ImGui::PushTextWrapPos(wrap_pos_x); } ZGUI_API void zguiPopTextWrapPos(void) { ImGui::PopTextWrapPos(); } ZGUI_API bool zguiBeginTabBar(const char* string, ImGuiTabBarFlags flags) { return ImGui::BeginTabBar(string, flags); } ZGUI_API bool zguiBeginTabItem(const char* string, bool* p_open, ImGuiTabItemFlags flags) { return ImGui::BeginTabItem(string, p_open, flags); } ZGUI_API void zguiEndTabItem(void) { ImGui::EndTabItem(); } ZGUI_API void zguiEndTabBar(void) { ImGui::EndTabBar(); } ZGUI_API void zguiSetTabItemClosed(const char* tab_or_docked_window_label) { ImGui::SetTabItemClosed(tab_or_docked_window_label); } ZGUI_API bool zguiBeginMenuBar(void) { return ImGui::BeginMenuBar(); } ZGUI_API void zguiEndMenuBar(void) { ImGui::EndMenuBar(); } ZGUI_API bool zguiBeginMainMenuBar(void) { return ImGui::BeginMainMenuBar(); } ZGUI_API void zguiEndMainMenuBar(void) { ImGui::EndMainMenuBar(); } ZGUI_API bool zguiBeginMenu(const char* label, bool enabled) { return ImGui::BeginMenu(label, enabled); } ZGUI_API void zguiEndMenu(void) { ImGui::EndMenu(); } ZGUI_API bool zguiMenuItem(const char* label, const char* shortcut, bool selected, bool enabled) { return ImGui::MenuItem(label, shortcut, selected, enabled); } ZGUI_API bool zguiMenuItemPtr(const char* label, const char* shortcut, bool* selected, bool enabled) { return ImGui::MenuItem(label, shortcut, selected, enabled); } ZGUI_API bool zguiBeginTooltip(void) { return ImGui::BeginTooltip(); } ZGUI_API void zguiEndTooltip(void) { ImGui::EndTooltip(); } ZGUI_API bool zguiBeginPopupContextWindow(void) { return ImGui::BeginPopupContextWindow(); } ZGUI_API bool zguiBeginPopupContextItem(void) { return ImGui::BeginPopupContextItem(); } ZGUI_API bool zguiBeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags) { return ImGui::BeginPopupModal(name, p_open, flags); } ZGUI_API void zguiEndPopup(void) { ImGui::EndPopup(); } ZGUI_API void zguiOpenPopup(const char* str_id, ImGuiPopupFlags popup_flags) { ImGui::OpenPopup(str_id, popup_flags); } ZGUI_API void zguiCloseCurrentPopup(void) { ImGui::CloseCurrentPopup(); } //-------------------------------------------------------------------------------------------------- // // Tables // //-------------------------------------------------------------------------------------------------- ZGUI_API void zguiBeginTable( const char* str_id, int column, ImGuiTableFlags flags, const float outer_size[2], float inner_width ) { ImGui::BeginTable(str_id, column, flags, { outer_size[0], outer_size[1] }, inner_width); } ZGUI_API void zguiEndTable(void) { ImGui::EndTable(); } ZGUI_API void zguiTableNextRow(ImGuiTableRowFlags row_flags, float min_row_height) { ImGui::TableNextRow(row_flags, min_row_height); } ZGUI_API bool zguiTableNextColumn(void) { return ImGui::TableNextColumn(); } ZGUI_API bool zguiTableSetColumnIndex(int column_n) { return ImGui::TableSetColumnIndex(column_n); } ZGUI_API void zguiTableSetupColumn( const char* label, ImGuiTableColumnFlags flags, float init_width_or_height, ImGuiID user_id ) { ImGui::TableSetupColumn(label, flags, init_width_or_height, user_id); } ZGUI_API void zguiTableSetupScrollFreeze(int cols, int rows) { ImGui::TableSetupScrollFreeze(cols, rows); } ZGUI_API void zguiTableHeadersRow(void) { ImGui::TableHeadersRow(); } ZGUI_API void zguiTableHeader(const char* label) { ImGui::TableHeader(label); } ZGUI_API ImGuiTableSortSpecs* zguiTableGetSortSpecs(void) { return ImGui::TableGetSortSpecs(); } ZGUI_API int zguiTableGetColumnCount(void) { return ImGui::TableGetColumnCount(); } ZGUI_API int zguiTableGetColumnIndex(void) { return ImGui::TableGetColumnIndex(); } ZGUI_API int zguiTableGetRowIndex(void) { return ImGui::TableGetRowIndex(); } ZGUI_API const char* zguiTableGetColumnName(int column_n) { return ImGui::TableGetColumnName(column_n); } ZGUI_API ImGuiTableColumnFlags zguiTableGetColumnFlags(int column_n) { return ImGui::TableGetColumnFlags(column_n); } ZGUI_API void zguiTableSetColumnEnabled(int column_n, bool v) { ImGui::TableSetColumnEnabled(column_n, v); } ZGUI_API void zguiTableSetBgColor(ImGuiTableBgTarget target, unsigned int color, int column_n) { ImGui::TableSetBgColor(target, color, column_n); } //-------------------------------------------------------------------------------------------------- // // Color Utilities // //-------------------------------------------------------------------------------------------------- ZGUI_API void zguiColorConvertU32ToFloat4(ImU32 in, float rgba[4]) { const ImVec4 c = ImGui::ColorConvertU32ToFloat4(in); rgba[0] = c.x; rgba[1] = c.y; rgba[2] = c.z; rgba[3] = c.w; } ZGUI_API ImU32 zguiColorConvertFloat4ToU32(const float in[4]) { return ImGui::ColorConvertFloat4ToU32({ in[0], in[1], in[2], in[3] }); } ZGUI_API void zguiColorConvertRGBtoHSV(float r, float g, float b, float* out_h, float* out_s, float* out_v) { return ImGui::ColorConvertRGBtoHSV(r, g, b, *out_h, *out_s, *out_v); } ZGUI_API void zguiColorConvertHSVtoRGB(float h, float s, float v, float* out_r, float* out_g, float* out_b) { return ImGui::ColorConvertHSVtoRGB(h, s, v, *out_r, *out_g, *out_b); } //-------------------------------------------------------------------------------------------------- // // DrawList // //-------------------------------------------------------------------------------------------------- ZGUI_API ImDrawList *zguiGetWindowDrawList(void) { return ImGui::GetWindowDrawList(); } ZGUI_API ImDrawList *zguiGetBackgroundDrawList(void) { return ImGui::GetBackgroundDrawList(); } ZGUI_API ImDrawList *zguiGetForegroundDrawList(void) { return ImGui::GetForegroundDrawList(); } ZGUI_API ImDrawList *zguiCreateDrawList(void) { return IM_NEW(ImDrawList)(ImGui::GetDrawListSharedData()); } ZGUI_API void zguiDestroyDrawList(ImDrawList *draw_list) { IM_DELETE(draw_list); } ZGUI_API const char *zguiDrawList_GetOwnerName(ImDrawList *draw_list) { return draw_list->_OwnerName; } ZGUI_API void zguiDrawList_ResetForNewFrame(ImDrawList *draw_list) { draw_list->_ResetForNewFrame(); } ZGUI_API void zguiDrawList_ClearFreeMemory(ImDrawList *draw_list) { draw_list->_ClearFreeMemory(); } ZGUI_API int zguiDrawList_GetVertexBufferLength(ImDrawList *draw_list) { return draw_list->VtxBuffer.size(); } ZGUI_API ImDrawVert *zguiDrawList_GetVertexBufferData(ImDrawList *draw_list) { return draw_list->VtxBuffer.begin(); } ZGUI_API int zguiDrawList_GetIndexBufferLength(ImDrawList *draw_list) { return draw_list->IdxBuffer.size(); } ZGUI_API ImDrawIdx *zguiDrawList_GetIndexBufferData(ImDrawList *draw_list) { return draw_list->IdxBuffer.begin(); } ZGUI_API unsigned int zguiDrawList_GetCurrentIndex(ImDrawList *draw_list) { return draw_list->_VtxCurrentIdx; } ZGUI_API int zguiDrawList_GetCmdBufferLength(ImDrawList *draw_list) { return draw_list->CmdBuffer.size(); } ZGUI_API ImDrawCmd *zguiDrawList_GetCmdBufferData(ImDrawList *draw_list) { return draw_list->CmdBuffer.begin(); } ZGUI_API void zguiDrawList_SetFlags(ImDrawList *draw_list, ImDrawListFlags flags) { draw_list->Flags = flags; } ZGUI_API ImDrawListFlags zguiDrawList_GetFlags(ImDrawList *draw_list) { return draw_list->Flags; } ZGUI_API void zguiDrawList_PushClipRect( ImDrawList* draw_list, const float clip_rect_min[2], const float clip_rect_max[2], bool intersect_with_current_clip_rect ) { draw_list->PushClipRect( { clip_rect_min[0], clip_rect_min[1] }, { clip_rect_max[0], clip_rect_max[1] }, intersect_with_current_clip_rect ); } ZGUI_API void zguiDrawList_PushClipRectFullScreen(ImDrawList* draw_list) { draw_list->PushClipRectFullScreen(); } ZGUI_API void zguiDrawList_PopClipRect(ImDrawList* draw_list) { draw_list->PopClipRect(); } ZGUI_API void zguiDrawList_PushTextureId(ImDrawList* draw_list, ImTextureID texture_id) { draw_list->PushTextureID(texture_id); } ZGUI_API void zguiDrawList_PopTextureId(ImDrawList* draw_list) { draw_list->PopTextureID(); } ZGUI_API void zguiDrawList_GetClipRectMin(ImDrawList* draw_list, float clip_min[2]) { const ImVec2 c = draw_list->GetClipRectMin(); clip_min[0] = c.x; clip_min[1] = c.y; } ZGUI_API void zguiDrawList_GetClipRectMax(ImDrawList* draw_list, float clip_max[2]) { const ImVec2 c = draw_list->GetClipRectMax(); clip_max[0] = c.x; clip_max[1] = c.y; } ZGUI_API void zguiDrawList_AddLine( ImDrawList* draw_list, const float p1[2], const float p2[2], unsigned int col, float thickness ) { draw_list->AddLine({ p1[0], p1[1] }, { p2[0], p2[1] }, col, thickness); } ZGUI_API void zguiDrawList_AddRect( ImDrawList* draw_list, const float pmin[2], const float pmax[2], unsigned int col, float rounding, ImDrawFlags flags, float thickness ) { draw_list->AddRect({ pmin[0], pmin[1] }, { pmax[0], pmax[1] }, col, rounding, flags, thickness); } ZGUI_API void zguiDrawList_AddRectFilled( ImDrawList* draw_list, const float pmin[2], const float pmax[2], unsigned int col, float rounding, ImDrawFlags flags ) { draw_list->AddRectFilled({ pmin[0], pmin[1] }, { pmax[0], pmax[1] }, col, rounding, flags); } ZGUI_API void zguiDrawList_AddRectFilledMultiColor( ImDrawList* draw_list, const float pmin[2], const float pmax[2], unsigned int col_upr_left, unsigned int col_upr_right, unsigned int col_bot_right, unsigned int col_bot_left ) { draw_list->AddRectFilledMultiColor( { pmin[0], pmin[1] }, { pmax[0], pmax[1] }, col_upr_left, col_upr_right, col_bot_right, col_bot_left ); } ZGUI_API void zguiDrawList_AddQuad( ImDrawList* draw_list, const float p1[2], const float p2[2], const float p3[2], const float p4[2], unsigned int col, float thickness ) { draw_list->AddQuad({ p1[0], p1[1] }, { p2[0], p2[1] }, { p3[0], p3[1] }, { p4[0], p4[1] }, col, thickness); } ZGUI_API void zguiDrawList_AddQuadFilled( ImDrawList* draw_list, const float p1[2], const float p2[2], const float p3[2], const float p4[2], unsigned int col ) { draw_list->AddQuadFilled({ p1[0], p1[1] }, { p2[0], p2[1] }, { p3[0], p3[1] }, { p4[0], p4[1] }, col); } ZGUI_API void zguiDrawList_AddTriangle( ImDrawList* draw_list, const float p1[2], const float p2[2], const float p3[2], unsigned int col, float thickness ) { draw_list->AddTriangle({ p1[0], p1[1] }, { p2[0], p2[1] }, { p3[0], p3[1] }, col, thickness); } ZGUI_API void zguiDrawList_AddTriangleFilled( ImDrawList* draw_list, const float p1[2], const float p2[2], const float p3[2], unsigned int col ) { draw_list->AddTriangleFilled({ p1[0], p1[1] }, { p2[0], p2[1] }, { p3[0], p3[1] }, col); } ZGUI_API void zguiDrawList_AddCircle( ImDrawList* draw_list, const float center[2], float radius, unsigned int col, int num_segments, float thickness ) { draw_list->AddCircle({ center[0], center[1] }, radius, col, num_segments, thickness); } ZGUI_API void zguiDrawList_AddCircleFilled( ImDrawList* draw_list, const float center[2], float radius, unsigned int col, int num_segments ) { draw_list->AddCircleFilled({ center[0], center[1] }, radius, col, num_segments); } ZGUI_API void zguiDrawList_AddNgon( ImDrawList* draw_list, const float center[2], float radius, unsigned int col, int num_segments, float thickness ) { draw_list->AddNgon({ center[0], center[1] }, radius, col, num_segments, thickness); } ZGUI_API void zguiDrawList_AddNgonFilled( ImDrawList* draw_list, const float center[2], float radius, unsigned int col, int num_segments ) { draw_list->AddNgonFilled({ center[0], center[1] }, radius, col, num_segments); } ZGUI_API void zguiDrawList_AddText( ImDrawList* draw_list, const float pos[2], unsigned int col, const char* text_begin, const char* text_end ) { draw_list->AddText({ pos[0], pos[1] }, col, text_begin, text_end); } ZGUI_API void zguiDrawList_AddPolyline( ImDrawList* draw_list, const float points[][2], int num_points, unsigned int col, ImDrawFlags flags, float thickness ) { draw_list->AddPolyline((const ImVec2*)&points[0][0], num_points, col, flags, thickness); } ZGUI_API void zguiDrawList_AddConvexPolyFilled( ImDrawList* draw_list, const float points[][2], int num_points, unsigned int col ) { draw_list->AddConvexPolyFilled((const ImVec2*)&points[0][0], num_points, col); } ZGUI_API void zguiDrawList_AddBezierCubic( ImDrawList* draw_list, const float p1[2], const float p2[2], const float p3[2], const float p4[2], unsigned int col, float thickness, int num_segments ) { draw_list->AddBezierCubic( { p1[0], p1[1] }, { p2[0], p2[1] }, { p3[0], p3[1] }, { p4[0], p4[1] }, col, thickness, num_segments ); } ZGUI_API void zguiDrawList_AddBezierQuadratic( ImDrawList* draw_list, const float p1[2], const float p2[2], const float p3[2], unsigned int col, float thickness, int num_segments ) { draw_list->AddBezierQuadratic( { p1[0], p1[1] }, { p2[0], p2[1] }, { p3[0], p3[1] }, col, thickness, num_segments ); } ZGUI_API void zguiDrawList_AddImage( ImDrawList* draw_list, ImTextureID user_texture_id, const float pmin[2], const float pmax[2], const float uvmin[2], const float uvmax[2], unsigned int col ) { draw_list->AddImage( user_texture_id, { pmin[0], pmin[1] }, { pmax[0], pmax[1] }, { uvmin[0], uvmin[1] }, { uvmax[0], uvmax[1] }, col ); } ZGUI_API void zguiDrawList_AddImageQuad( ImDrawList* draw_list, ImTextureID user_texture_id, const float p1[2], const float p2[2], const float p3[2], const float p4[2], const float uv1[2], const float uv2[2], const float uv3[2], const float uv4[2], unsigned int col ) { draw_list->AddImageQuad( user_texture_id, { p1[0], p1[1] }, { p2[0], p2[1] }, { p3[0], p3[1] }, { p4[0], p4[1] }, { uv1[0], uv1[1] }, { uv2[0], uv2[1] }, { uv3[0], uv3[1] }, { uv4[0], uv4[1] }, col ); } ZGUI_API void zguiDrawList_AddImageRounded( ImDrawList* draw_list, ImTextureID user_texture_id, const float pmin[2], const float pmax[2], const float uvmin[2], const float uvmax[2], unsigned int col, float rounding, ImDrawFlags flags ) { draw_list->AddImageRounded( user_texture_id, { pmin[0], pmin[1] }, { pmax[0], pmax[1] }, { uvmin[0], uvmin[1] }, { uvmax[0], uvmax[1] }, col, rounding, flags ); } ZGUI_API void zguiDrawList_PathClear(ImDrawList* draw_list) { draw_list->PathClear(); } ZGUI_API void zguiDrawList_PathLineTo(ImDrawList* draw_list, const float pos[2]) { draw_list->PathLineTo({ pos[0], pos[1] }); } ZGUI_API void zguiDrawList_PathLineToMergeDuplicate(ImDrawList* draw_list, const float pos[2]) { draw_list->PathLineToMergeDuplicate({ pos[0], pos[1] }); } ZGUI_API void zguiDrawList_PathFillConvex(ImDrawList* draw_list, unsigned int col) { draw_list->PathFillConvex(col); } ZGUI_API void zguiDrawList_PathStroke(ImDrawList* draw_list, unsigned int col, ImDrawFlags flags, float thickness) { draw_list->PathStroke(col, flags, thickness); } ZGUI_API void zguiDrawList_PathArcTo( ImDrawList* draw_list, const float center[2], float radius, float a_min, float a_max, int num_segments ) { draw_list->PathArcTo({ center[0], center[1] }, radius, a_min, a_max, num_segments); } ZGUI_API void zguiDrawList_PathArcToFast( ImDrawList* draw_list, const float center[2], float radius, int a_min_of_12, int a_max_of_12 ) { draw_list->PathArcToFast({ center[0], center[1] }, radius, a_min_of_12, a_max_of_12); } ZGUI_API void zguiDrawList_PathBezierCubicCurveTo( ImDrawList* draw_list, const float p2[2], const float p3[2], const float p4[2], int num_segments ) { draw_list->PathBezierCubicCurveTo({ p2[0], p2[1] }, { p3[0], p3[1] }, { p4[0], p4[1] }, num_segments); } ZGUI_API void zguiDrawList_PathBezierQuadraticCurveTo( ImDrawList* draw_list, const float p2[2], const float p3[2], int num_segments ) { draw_list->PathBezierQuadraticCurveTo({ p2[0], p2[1] }, { p3[0], p3[1] }, num_segments); } ZGUI_API void zguiDrawList_PathRect( ImDrawList* draw_list, const float rect_min[2], const float rect_max[2], float rounding, ImDrawFlags flags ) { draw_list->PathRect({ rect_min[0], rect_min[1] }, { rect_max[0], rect_max[1] }, rounding, flags); } ZGUI_API void zguiDrawList_PrimReserve( ImDrawList* draw_list, int idx_count, int vtx_count) { draw_list->PrimReserve(idx_count, vtx_count); } ZGUI_API void zguiDrawList_PrimUnreserve( ImDrawList* draw_list, int idx_count, int vtx_count) { draw_list->PrimUnreserve(idx_count, vtx_count); } ZGUI_API void zguiDrawList_PrimRect( ImDrawList* draw_list, const float a[2], const float b[2], unsigned int col ) { draw_list->PrimRect({ a[0], a[1] }, { b[0], b[1] }, col); } ZGUI_API void zguiDrawList_PrimRectUV( ImDrawList* draw_list, const float a[2], const float b[2], const float uv_a[2], const float uv_b[2], unsigned int col ) { draw_list->PrimRectUV({ a[0], a[1] }, { b[0], b[1] }, { uv_a[0], uv_a[1] }, { uv_b[0], uv_b[1] }, col); } ZGUI_API void zguiDrawList_PrimQuadUV( ImDrawList* draw_list, const float a[2], const float b[2], const float c[2], const float d[2], const float uv_a[2], const float uv_b[2], const float uv_c[2], const float uv_d[2], unsigned int col ) { draw_list->PrimQuadUV( { a[0], a[1] }, { b[0], b[1] }, { c[0], c[1] }, { d[0], d[1] }, { uv_a[0], uv_a[1] }, { uv_b[0], uv_b[1] }, { uv_c[0], uv_c[1] }, { uv_d[0], uv_d[1] }, col ); } ZGUI_API void zguiDrawList_PrimWriteVtx( ImDrawList* draw_list, const float pos[2], const float uv[2], unsigned int col ) { draw_list->PrimWriteVtx({ pos[0], pos[1] }, { uv[0], uv[1] }, col); } ZGUI_API void zguiDrawList_PrimWriteIdx( ImDrawList* draw_list, ImDrawIdx idx) { draw_list->PrimWriteIdx(idx); } //-------------------------------------------------------------------------------------------------- // // Viewport // //-------------------------------------------------------------------------------------------------- ZGUI_API ImGuiViewport* zguiGetMainViewport(void) { return ImGui::GetMainViewport(); } ZGUI_API void zguiViewport_GetPos(ImGuiViewport* viewport, float p[2]) { const ImVec2 pos = viewport->Pos; p[0] = pos.x; p[1] = pos.y; } ZGUI_API void zguiViewport_GetSize(ImGuiViewport* viewport, float p[2]) { const ImVec2 sz = viewport->Size; p[0] = sz.x; p[1] = sz.y; } ZGUI_API void zguiViewport_GetWorkPos(ImGuiViewport* viewport, float p[2]) { const ImVec2 pos = viewport->WorkPos; p[0] = pos.x; p[1] = pos.y; } ZGUI_API void zguiViewport_GetWorkSize(ImGuiViewport* viewport, float p[2]) { const ImVec2 sz = viewport->WorkSize; p[0] = sz.x; p[1] = sz.y; } //-------------------------------------------------------------------------------------------------- // // ImPlot // //-------------------------------------------------------------------------------------------------- ZGUI_API ImPlotContext* zguiPlot_CreateContext(void) { return ImPlot::CreateContext(); } ZGUI_API void zguiPlot_DestroyContext(ImPlotContext* ctx) { ImPlot::DestroyContext(ctx); } ZGUI_API ImPlotContext* zguiPlot_GetCurrentContext(void) { return ImPlot::GetCurrentContext(); } ZGUI_API ImPlotStyle zguiPlotStyle_Init(void) { return ImPlotStyle(); } ZGUI_API ImPlotStyle* zguiPlot_GetStyle(void) { return &ImPlot::GetStyle(); } ZGUI_API void zguiPlot_PushStyleColor4f(ImPlotCol idx, const float col[4]) { ImPlot::PushStyleColor(idx, { col[0], col[1], col[2], col[3] }); } ZGUI_API void zguiPlot_PushStyleColor1u(ImPlotCol idx, unsigned int col) { ImPlot::PushStyleColor(idx, col); } ZGUI_API void zguiPlot_PopStyleColor(int count) { ImPlot::PopStyleColor(count); } ZGUI_API void zguiPlot_PushStyleVar1i(ImPlotStyleVar idx, int var) { ImPlot::PushStyleVar(idx, var); } ZGUI_API void zguiPlot_PushStyleVar1f(ImPlotStyleVar idx, float var) { ImPlot::PushStyleVar(idx, var); } ZGUI_API void zguiPlot_PushStyleVar2f(ImPlotStyleVar idx, const float var[2]) { ImPlot::PushStyleVar(idx, { var[0], var[1] }); } ZGUI_API void zguiPlot_PopStyleVar(int count) { ImPlot::PopStyleVar(count); } ZGUI_API void zguiPlot_SetupLegend(ImPlotLocation location, ImPlotLegendFlags flags) { ImPlot::SetupLegend(location, flags); } ZGUI_API void zguiPlot_SetupAxis(ImAxis axis, const char* label, ImPlotAxisFlags flags) { ImPlot::SetupAxis(axis, label, flags); } ZGUI_API void zguiPlot_SetupAxisLimits(ImAxis axis, double v_min, double v_max, ImPlotCond cond) { ImPlot::SetupAxisLimits(axis, v_min, v_max, cond); } ZGUI_API void zguiPlot_SetupFinish(void) { ImPlot::SetupFinish(); } ZGUI_API bool zguiPlot_BeginPlot(const char* title_id, float width, float height, ImPlotFlags flags) { return ImPlot::BeginPlot(title_id, { width, height }, flags); } ZGUI_API void zguiPlot_PlotLineValues( const char* label_id, ImGuiDataType data_type, const void* values, int count, double xscale, double x0, ImPlotLineFlags flags, int offset, int stride ) { if (data_type == ImGuiDataType_S8) ImPlot::PlotLine(label_id, (const ImS8*)values, count, xscale, x0, flags, offset, stride); else if (data_type == ImGuiDataType_U8) ImPlot::PlotLine(label_id, (const ImU8*)values, count, xscale, x0, flags, offset, stride); else if (data_type == ImGuiDataType_S16) ImPlot::PlotLine(label_id, (const ImS16*)values, count, xscale, x0, flags, offset, stride); else if (data_type == ImGuiDataType_U16) ImPlot::PlotLine(label_id, (const ImU16*)values, count, xscale, x0, flags, offset, stride); else if (data_type == ImGuiDataType_S32) ImPlot::PlotLine(label_id, (const ImS32*)values, count, xscale, x0, flags, offset, stride); else if (data_type == ImGuiDataType_U32) ImPlot::PlotLine(label_id, (const ImU32*)values, count, xscale, x0, flags, offset, stride); else if (data_type == ImGuiDataType_Float) ImPlot::PlotLine(label_id, (const float*)values, count, xscale, x0, flags, offset, stride); else if (data_type == ImGuiDataType_Double) ImPlot::PlotLine(label_id, (const double*)values, count, xscale, x0, flags, offset, stride); else assert(false); } ZGUI_API void zguiPlot_PlotLine( const char* label_id, ImGuiDataType data_type, const void* xv, const void* yv, int count, ImPlotLineFlags flags, int offset, int stride ) { if (data_type == ImGuiDataType_S8) ImPlot::PlotLine(label_id, (const ImS8*)xv, (const ImS8*)yv, count, flags, offset, stride); else if (data_type == ImGuiDataType_U8) ImPlot::PlotLine(label_id, (const ImU8*)xv, (const ImU8*)yv, count, flags, offset, stride); else if (data_type == ImGuiDataType_S16) ImPlot::PlotLine(label_id, (const ImS16*)xv, (const ImS16*)yv, count, flags, offset, stride); else if (data_type == ImGuiDataType_U16) ImPlot::PlotLine(label_id, (const ImU16*)xv, (const ImU16*)yv, count, flags, offset, stride); else if (data_type == ImGuiDataType_S32) ImPlot::PlotLine(label_id, (const ImS32*)xv, (const ImS32*)yv, count, flags, offset, stride); else if (data_type == ImGuiDataType_U32) ImPlot::PlotLine(label_id, (const ImU32*)xv, (const ImU32*)yv, count, flags, offset, stride); else if (data_type == ImGuiDataType_Float) ImPlot::PlotLine(label_id, (const float*)xv, (const float*)yv, count, flags, offset, stride); else if (data_type == ImGuiDataType_Double) ImPlot::PlotLine(label_id, (const double*)xv, (const double*)yv, count, flags, offset, stride); else assert(false); } ZGUI_API void zguiPlot_PlotScatter( const char* label_id, ImGuiDataType data_type, const void* xv, const void* yv, int count, ImPlotScatterFlags flags, int offset, int stride ) { if (data_type == ImGuiDataType_S8) ImPlot::PlotScatter(label_id, (const ImS8*)xv, (const ImS8*)yv, count, flags, offset, stride); else if (data_type == ImGuiDataType_U8) ImPlot::PlotScatter(label_id, (const ImU8*)xv, (const ImU8*)yv, count, flags, offset, stride); else if (data_type == ImGuiDataType_S16) ImPlot::PlotScatter(label_id, (const ImS16*)xv, (const ImS16*)yv, count, flags, offset, stride); else if (data_type == ImGuiDataType_U16) ImPlot::PlotScatter(label_id, (const ImU16*)xv, (const ImU16*)yv, count, flags, offset, stride); else if (data_type == ImGuiDataType_S32) ImPlot::PlotScatter(label_id, (const ImS32*)xv, (const ImS32*)yv, count, flags, offset, stride); else if (data_type == ImGuiDataType_U32) ImPlot::PlotScatter(label_id, (const ImU32*)xv, (const ImU32*)yv, count, flags, offset, stride); else if (data_type == ImGuiDataType_Float) ImPlot::PlotScatter(label_id, (const float*)xv, (const float*)yv, count, flags, offset, stride); else if (data_type == ImGuiDataType_Double) ImPlot::PlotScatter(label_id, (const double*)xv, (const double*)yv, count, flags, offset, stride); else assert(false); } ZGUI_API void zguiPlot_PlotScatterValues( const char* label_id, ImGuiDataType data_type, const void* values, int count, double xscale, double x0, ImPlotScatterFlags flags, int offset, int stride ) { if (data_type == ImGuiDataType_S8) ImPlot::PlotScatter(label_id, (const ImS8*)values, count, xscale, x0, flags, offset, stride); else if (data_type == ImGuiDataType_U8) ImPlot::PlotScatter(label_id, (const ImU8*)values, count, xscale, x0, flags, offset, stride); else if (data_type == ImGuiDataType_S16) ImPlot::PlotScatter(label_id, (const ImS16*)values, count, xscale, x0, flags, offset, stride); else if (data_type == ImGuiDataType_U16) ImPlot::PlotScatter(label_id, (const ImU16*)values, count, xscale, x0, flags, offset, stride); else if (data_type == ImGuiDataType_S32) ImPlot::PlotScatter(label_id, (const ImS32*)values, count, xscale, x0, flags, offset, stride); else if (data_type == ImGuiDataType_U32) ImPlot::PlotScatter(label_id, (const ImU32*)values, count, xscale, x0, flags, offset, stride); else if (data_type == ImGuiDataType_Float) ImPlot::PlotScatter(label_id, (const float*)values, count, xscale, x0, flags, offset, stride); else if (data_type == ImGuiDataType_Double) ImPlot::PlotScatter(label_id, (const double*)values, count, xscale, x0, flags, offset, stride); else assert(false); } ZGUI_API void zguiPlot_EndPlot(void) { ImPlot::EndPlot(); } //-------------------------------------------------------------------------------------------------- } /* extern "C" */