giu

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Published: Jun 10, 2024 License: MIT Imports: 29 Imported by: 0

README

giu

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A rapid cross-platform GUI framework for Go based on Dear ImGui and the great Go binding imgui-go.

Any contribution (features, widgets, tutorials, documents, etc...) is appreciated!

Sponsor

(This library is available under a free and permissive license, but needs financial support to sustain its continued improvements. In addition to maintenance and stability there are many desirable features yet to be added. If you are using giu, please consider reaching out.)

Businesses: support continued development and maintenance via invoiced technical support, maintenance, sponsoring contracts:

E-mail: allengnr@gmail.com

Individuals: support continued development and maintenance here.

Documentation

For documentation refer to our wiki, examples, GoDoc, or just take a look at comments in code.

Supported Platforms

giu is built upon GLFW v3.3, so ideally giu could support all platforms that GLFW v3.3 supports.

  • Windows (Windows 10 x64 and Windows 11 x64)
  • macOS (macOS v10.15 and macOS Big Sur)
  • Linux (thanks remeh for testing it)
  • Raspberry Pi 3B (thanks sndvaps for testing it)

Features

Compared to other Dear ImGui golang bindings, giu has the following features:

  • Small executable file size (<3MB after UPX compression for the example/helloworld demo).
  • Live-updating during the resizing of the OS window (implemented on GLFW 3.3 and OpenGL 3.2).
  • Support for displaying various languages without any font setting. Giu will rebuild font atlas incrementally according to texts in UI between frames.
  • Redraws only when user event occurs. Costs only 0.5% CPU usage with 60FPS.
  • Declarative UI (see examples for more details).
  • DPI awareness (auto scaling font and UI to adapt to high DPI monitors).
  • Drop in usage; no need to implement render and platform.
  • OS clipboard support.

Screenshot Screenshot1 Screenshot2

Hello world

package main

import (
	"fmt"

	g "github.com/AllenDang/giu"
)

func onClickMe() {
	fmt.Println("Hello world!")
}

func onImSoCute() {
	fmt.Println("Im sooooooo cute!!")
}

func loop() {
	g.SingleWindow().Layout(
		g.Label("Hello world from giu"),
		g.Row(
			g.Button("Click Me").OnClick(onClickMe),
			g.Button("I'm so cute").OnClick(onImSoCute),
		),
	)
}

func main() {
	wnd := g.NewMasterWindow("Hello world", 400, 200, g.MasterWindowFlagsNotResizable)
	wnd.Run(loop)
}

Here is the result:

Helloworld

Quick introduction

What is immediate mode GUI?

Immediate mode GUI system means the UI control doesn't retain its state and value. For example, calling giu.InputText(&str) will display a input text box on screen, and the user entered value will be stored in &str. Input text box doesn't know anything about it.

And the loop method in the Hello world example is in charge of drawing all widgets based on the parameters passed into them. This method will be invoked 30 times per second to reflect interactive states (like clicked, hovered, value-changed, etc.). It will be the place you define the UI structure.

The layout and sizing system

By default, any widget placed inside a container's Layout will be placed vertically.

To create a row of widgets (i.e. place widgets one by one horizontally), use the Row() method. For example giu.Row(Label(...), Button(...)) will create a Label next to a Button.

To create a column of widgets (i.e. place widgets one by one vertically) inside a row, use the Column() method.

Any widget that has a Size() method, can set its size explicitly. Note that you can pass a negative value to Size(), which will fill the remaining width/height value. For example, InputText(...).Size(giu.Auto) will create an input text box with the longest width that its container has left.

Containers
MasterWindow

A MasterWindow means the platform native window implemented by the OS. All subwindows and widgets will be placed inside it.

Window

A Window is a container with a title bar, and can be collapsed. SingleWindow is a special kind of window that will occupy all the available space of MasterWindow.

Child

A Child is like a panel in other GUI frameworks - it can have a background color and border.

Widgets

Check examples/widgets for all kinds of widgets.

Install

The backend of giu depends on OpenGL 3.3, make sure your environment supports it (as far as I know, some Virtual Machines like VirtualBox doesn't support it).

MacOS
xcode-select --install
go get github.com/AllenDang/giu
Windows
  1. Install mingw download here. Thanks @alchem1ster!
  2. Add the binaries folder of mingw to the path (usually is \mingw64\bin).
  3. go get github.com/AllenDang/giu

Or, install TDM-GCC.

Linux

First you need to install the required dependencies:

sudo apt install libx11-dev libxcursor-dev libxrandr-dev libxinerama-dev libxi-dev libglx-dev libgl1-mesa-dev libxxf86vm-dev

on Red Hat based distributions:

sudo dnf install libX11-devel libXcursor-devel libXrandr-devel libXinerama-devel libXi-devel libGL-devel libXxf86vm-devel

you may also need to install C/C++ compiler (like g++) if it isn't already installed. Follow go compiler prompts.

Then, a simple go build will work.

Cross-compiling is a bit more complicated. Let's say that you want to build for arm64. This is what you would need to do:

sudo dpkg --add-architecture arm64
sudo apt update
sudo apt install gcc-aarch64-linux-gnu g++-aarch64-linux-gnu \
    libx11-dev:arm64 libxcursor-dev:arm64 libxrandr-dev:arm64 libxinerama-dev:arm64 libxi-dev:arm64 libglx-dev:arm64 libgl1-mesa-dev:arm64 libxxf86vm-dev:arm64
GOOS=linux GOARCH=arm64 CGO_ENABLED=1 CC=aarch64-linux-gnu-gcc CXX=aarch64-linux-gnu-g++ HOST=aarch64-linux-gnu go build -v

Deploying

Build MacOS version on MacOS.
go build -ldflags "-s -w" .
Build Windows version on Windows.
go build -ldflags "-s -w -H=windowsgui -extldflags=-static" .
Build Windows version on MacOS/Linux.
  1. Install mingw-64.

on Mac:

brew install mingw-w64

on Linux:

sudo dnf install mingw64-gcc mingw64-gcc-c++ mingw64-winpthreads-static
  1. Prepare and embed the application icon into the executable and build.
cat > YourExeName.rc << EOL
id ICON "./res/app_win.ico"
GLFW_ICON ICON "./res/app_win.ico"
EOL

x86_64-w64-mingw32-windres YourExeName.rc -O coff -o YourExeName.syso
GOOS=windows GOARCH=amd64 CGO_ENABLED=1 CC=x86_64-w64-mingw32-gcc CXX=x86_64-w64-mingw32-g++ HOST=x86_64-w64-mingw32 go build -ldflags "-s -w -H=windowsgui -extldflags=-static" -p 4 -v -o YourExeName.exe

rm YourExeName.syso
rm YourExeName.rc

Documentation

Check Wiki

Contribution

All kinds of pull requests (document, demo, screenshots, code, etc.) are more than welcome!

Documentation

Overview

Package giu - A rapid cross-platform GUI framework for Go based on Dear ImGui and the great Go binding imgui-go.

for details and usage see README of the project.

Index

Constants

View Source
const (
	DirectionLeft  = Direction(imgui.DirLeft)
	DirectionRight = Direction(imgui.DirRight)
	DirectionUp    = Direction(imgui.DirUp)
	DirectionDown  = Direction(imgui.DirDown)
)

directions.

View Source
const (
	// InputTextFlagsNone sets everything default.
	InputTextFlagsNone = InputTextFlags(imgui.InputTextFlagsNone)
	// InputTextFlagsCharsDecimal allows 0123456789.+-.
	InputTextFlagsCharsDecimal = InputTextFlags(imgui.InputTextFlagsCharsDecimal)
	// InputTextFlagsCharsHexadecimal allow 0123456789ABCDEFabcdef.
	InputTextFlagsCharsHexadecimal = InputTextFlags(imgui.InputTextFlagsCharsHexadecimal)
	// InputTextFlagsCharsUppercase turns a..z into A..Z.
	InputTextFlagsCharsUppercase = InputTextFlags(imgui.InputTextFlagsCharsUppercase)
	// InputTextFlagsCharsNoBlank filters out spaces, tabs.
	InputTextFlagsCharsNoBlank = InputTextFlags(imgui.InputTextFlagsCharsNoBlank)
	// InputTextFlagsAutoSelectAll selects entire text when first taking mouse focus.
	InputTextFlagsAutoSelectAll = InputTextFlags(imgui.InputTextFlagsAutoSelectAll)
	// InputTextFlagsEnterReturnsTrue returns 'true' when Enter is pressed (as opposed to when the value was modified).
	InputTextFlagsEnterReturnsTrue = InputTextFlags(imgui.InputTextFlagsEnterReturnsTrue)
	// InputTextFlagsCallbackCompletion for callback on pressing TAB (for completion handling).
	InputTextFlagsCallbackCompletion = InputTextFlags(imgui.InputTextFlagsCallbackCompletion)
	// InputTextFlagsCallbackHistory for callback on pressing Up/Down arrows (for history handling).
	InputTextFlagsCallbackHistory = InputTextFlags(imgui.InputTextFlagsCallbackHistory)
	// InputTextFlagsCallbackAlways for callback on each iteration. User code may query cursor position, modify text buffer.
	InputTextFlagsCallbackAlways = InputTextFlags(imgui.InputTextFlagsCallbackAlways)
	// InputTextFlagsCallbackCharFilter for callback on character inputs to replace or discard them.
	// Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
	InputTextFlagsCallbackCharFilter = InputTextFlags(imgui.InputTextFlagsCallbackCharFilter)
	// InputTextFlagsAllowTabInput when pressing TAB to input a '\t' character into the text field.
	InputTextFlagsAllowTabInput = InputTextFlags(imgui.InputTextFlagsAllowTabInput)
	// InputTextFlagsCtrlEnterForNewLine in multi-line mode, unfocus with Enter, add new line with Ctrl+Enter
	// (default is opposite: unfocus with Ctrl+Enter, add line with Enter).
	InputTextFlagsCtrlEnterForNewLine = InputTextFlags(imgui.InputTextFlagsCtrlEnterForNewLine)
	// InputTextFlagsNoHorizontalScroll disables following the cursor horizontally.
	InputTextFlagsNoHorizontalScroll = InputTextFlags(imgui.InputTextFlagsNoHorizontalScroll)

	// InputTextFlagsReadOnly sets read-only mode.
	InputTextFlagsReadOnly = InputTextFlags(imgui.InputTextFlagsReadOnly)
	// InputTextFlagsPassword sets password mode, display all characters as '*'.
	InputTextFlagsPassword = InputTextFlags(imgui.InputTextFlagsPassword)
	// InputTextFlagsNoUndoRedo disables undo/redo. Note that input text owns the text data while active,
	// if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID().
	InputTextFlagsNoUndoRedo = InputTextFlags(imgui.InputTextFlagsNoUndoRedo)
	// InputTextFlagsCharsScientific allows 0123456789.+-*/eE (Scientific notation input).
	InputTextFlagsCharsScientific = InputTextFlags(imgui.InputTextFlagsCharsScientific)
)

input text flags.

View Source
const (
	// ComboFlagsNone default = 0.
	ComboFlagsNone = ComboFlags(imgui.ComboFlagsNone)
	// ComboFlagsPopupAlignLeft aligns the popup toward the left by default.
	ComboFlagsPopupAlignLeft = ComboFlags(imgui.ComboFlagsPopupAlignLeft)
	// ComboFlagsHeightSmall has maxValue ~4 items visible.
	// Tip: If you want your combo popup to be a specific size you can use SetNextWindowSizeConstraints() prior to calling BeginCombo().
	ComboFlagsHeightSmall = ComboFlags(imgui.ComboFlagsHeightSmall)
	// ComboFlagsHeightRegular has maxValue ~8 items visible (default).
	ComboFlagsHeightRegular = ComboFlags(imgui.ComboFlagsHeightRegular)
	// ComboFlagsHeightLarge has maxValue ~20 items visible.
	ComboFlagsHeightLarge = ComboFlags(imgui.ComboFlagsHeightLarge)
	// ComboFlagsHeightLargest has as many fitting items as possible.
	ComboFlagsHeightLargest = ComboFlags(imgui.ComboFlagsHeightLargest)
	// ComboFlagsNoArrowButton displays on the preview box without the square arrow button.
	ComboFlagsNoArrowButton = ComboFlags(imgui.ComboFlagsNoArrowButton)
	// ComboFlagsNoPreview displays only a square arrow button.
	ComboFlagsNoPreview = ComboFlags(imgui.ComboFlagsNoPreview)
)

combo flags list.

View Source
const (
	// SelectableFlagsNone default = 0.
	SelectableFlagsNone = SelectableFlags(imgui.SelectableFlagsNone)
	// SelectableFlagsDontClosePopups makes clicking the selectable not close any parent popup windows.
	SelectableFlagsDontClosePopups = SelectableFlags(imgui.SelectableFlagsDontClosePopups)
	// SelectableFlagsSpanAllColumns allows the selectable frame to span all columns (text will still fit in current column).
	SelectableFlagsSpanAllColumns = SelectableFlags(imgui.SelectableFlagsSpanAllColumns)
	// SelectableFlagsAllowDoubleClick generates press events on double clicks too.
	SelectableFlagsAllowDoubleClick = SelectableFlags(imgui.SelectableFlagsAllowDoubleClick)
	// SelectableFlagsDisabled disallows selection and displays text in a greyed out color.
	SelectableFlagsDisabled = SelectableFlags(imgui.SelectableFlagsDisabled)
)

selectable flags list.

View Source
const (
	// TabItemFlagsNone default = 0.
	TabItemFlagsNone = TabItemFlags(imgui.TabItemFlagsNone)
	// TabItemFlagsUnsavedDocument Append '*' to title without affecting the ID, as a convenience to avoid using the
	// ### operator. Also: tab is selected on closure and closure is deferred by one frame to allow code to undo it
	// without flicker.
	TabItemFlagsUnsavedDocument = TabItemFlags(imgui.TabItemFlagsUnsavedDocument)
	// TabItemFlagsSetSelected Trigger flag to programmatically make the tab selected when calling BeginTabItem().
	TabItemFlagsSetSelected = TabItemFlags(imgui.TabItemFlagsSetSelected)
	// TabItemFlagsNoCloseWithMiddleMouseButton  Disable behavior of closing tabs (that are submitted with
	// p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if
	// (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
	TabItemFlagsNoCloseWithMiddleMouseButton = TabItemFlags(imgui.TabItemFlagsNoCloseWithMiddleMouseButton)
)

tab item flags list.

View Source
const (
	// TabBarFlagsNone default = 0.
	TabBarFlagsNone = TabBarFlags(imgui.TabBarFlagsNone)
	// TabBarFlagsReorderable Allow manually dragging tabs to re-order them + New tabs are appended at the end of list.
	TabBarFlagsReorderable = TabBarFlags(imgui.TabBarFlagsReorderable)
	// TabBarFlagsAutoSelectNewTabs Automatically select new tabs when they appear.
	TabBarFlagsAutoSelectNewTabs = TabBarFlags(imgui.TabBarFlagsAutoSelectNewTabs)
	// TabBarFlagsTabListPopupButton Disable buttons to open the tab list popup.
	TabBarFlagsTabListPopupButton = TabBarFlags(imgui.TabBarFlagsTabListPopupButton)
	// TabBarFlagsNoCloseWithMiddleMouseButton Disable behavior of closing tabs (that are submitted with p_open != NULL)
	// with middle mouse button. You can still repro this behavior on user's side with if
	// (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
	TabBarFlagsNoCloseWithMiddleMouseButton = TabBarFlags(imgui.TabBarFlagsNoCloseWithMiddleMouseButton)
	// TabBarFlagsNoTabListScrollingButtons Disable scrolling buttons (apply when fitting policy is
	// TabBarFlagsFittingPolicyScroll).
	TabBarFlagsNoTabListScrollingButtons = TabBarFlags(imgui.TabBarFlagsNoTabListScrollingButtons)
	// TabBarFlagsNoTooltip Disable tooltips when hovering a tab.
	TabBarFlagsNoTooltip = TabBarFlags(imgui.TabBarFlagsNoTooltip)
	// TabBarFlagsFittingPolicyResizeDown Resize tabs when they don't fit.
	TabBarFlagsFittingPolicyResizeDown = TabBarFlags(imgui.TabBarFlagsFittingPolicyResizeDown)
	// TabBarFlagsFittingPolicyScroll Add scroll buttons when tabs don't fit.
	TabBarFlagsFittingPolicyScroll = TabBarFlags(imgui.TabBarFlagsFittingPolicyScroll)
	// TabBarFlagsFittingPolicyMask combines
	// TabBarFlagsFittingPolicyResizeDown and TabBarFlagsFittingPolicyScroll.
	TabBarFlagsFittingPolicyMask = TabBarFlags(imgui.TabBarFlagsFittingPolicyMask)
	// TabBarFlagsFittingPolicyDefault alias for TabBarFlagsFittingPolicyResizeDown.
	TabBarFlagsFittingPolicyDefault = TabBarFlags(imgui.TabBarFlagsFittingPolicyDefault)
)

tab bar flags list.

View Source
const (
	// TreeNodeFlagsNone default = 0.
	TreeNodeFlagsNone = TreeNodeFlags(imgui.TreeNodeFlagsNone)
	// TreeNodeFlagsSelected draws as selected.
	TreeNodeFlagsSelected = TreeNodeFlags(imgui.TreeNodeFlagsSelected)
	// TreeNodeFlagsFramed draws full colored frame (e.g. for CollapsingHeader).
	TreeNodeFlagsFramed = TreeNodeFlags(imgui.TreeNodeFlagsFramed)
	// TreeNodeFlagsAllowItemOverlap hit testing to allow subsequent widgets to overlap this one.
	TreeNodeFlagsAllowItemOverlap = TreeNodeFlags(imgui.TreeNodeFlagsAllowOverlap)
	// TreeNodeFlagsNoTreePushOnOpen doesn't do a TreePush() when open
	// (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack.
	TreeNodeFlagsNoTreePushOnOpen = TreeNodeFlags(imgui.TreeNodeFlagsNoTreePushOnOpen)
	// TreeNodeFlagsNoAutoOpenOnLog doesn't automatically and temporarily open node when Logging is active
	// (by default logging will automatically open tree nodes).
	TreeNodeFlagsNoAutoOpenOnLog = TreeNodeFlags(imgui.TreeNodeFlagsNoAutoOpenOnLog)
	// TreeNodeFlagsDefaultOpen defaults node to be open.
	TreeNodeFlagsDefaultOpen = TreeNodeFlags(imgui.TreeNodeFlagsDefaultOpen)
	// TreeNodeFlagsOpenOnDoubleClick needs double-click to open node.
	TreeNodeFlagsOpenOnDoubleClick = TreeNodeFlags(imgui.TreeNodeFlagsOpenOnDoubleClick)
	// TreeNodeFlagsOpenOnArrow opens only when clicking on the arrow part.
	// If TreeNodeFlagsOpenOnDoubleClick is also set, single-click arrow or double-click all box to open.
	TreeNodeFlagsOpenOnArrow = TreeNodeFlags(imgui.TreeNodeFlagsOpenOnArrow)
	// TreeNodeFlagsLeaf allows no collapsing, no arrow (use as a convenience for leaf nodes).
	TreeNodeFlagsLeaf = TreeNodeFlags(imgui.TreeNodeFlagsLeaf)
	// TreeNodeFlagsBullet displays a bullet instead of an arrow.
	TreeNodeFlagsBullet = TreeNodeFlags(imgui.TreeNodeFlagsBullet)
	// TreeNodeFlagsFramePadding uses FramePadding (even for an unframed text node) to
	// vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding().
	TreeNodeFlagsFramePadding = TreeNodeFlags(imgui.TreeNodeFlagsFramePadding)
	// TreeNodeFlagsSpanAvailWidth extends hit box to the right-most edge, even if not framed.
	// This is not the default in order to allow adding other items on the same line.
	// In the future we may refactor the hit system to be front-to-back, allowing natural overlaps
	// and then this can become the default.
	TreeNodeFlagsSpanAvailWidth = TreeNodeFlags(imgui.TreeNodeFlagsSpanAvailWidth)
	// TreeNodeFlagsSpanFullWidth extends hit box to the left-most and right-most edges (bypass the indented area).
	TreeNodeFlagsSpanFullWidth = TreeNodeFlags(imgui.TreeNodeFlagsSpanFullWidth)
	// TreeNodeFlagsNavLeftJumpsBackHere (WIP) Nav: left direction may move to this TreeNode() from any of its child
	// (items submitted between TreeNode and TreePop).
	TreeNodeFlagsNavLeftJumpsBackHere = TreeNodeFlags(imgui.TreeNodeFlagsNavLeftJumpsBackHere)
	// TreeNodeFlagsCollapsingHeader combines TreeNodeFlagsFramed and TreeNodeFlagsNoAutoOpenOnLog.
	TreeNodeFlagsCollapsingHeader = TreeNodeFlags(imgui.TreeNodeFlagsCollapsingHeader)
)

tree node flags list.

View Source
const (
	FocusedFlagsNone             = (imgui.FocusedFlagsNone)
	FocusedFlagsChildWindows     = (imgui.FocusedFlagsChildWindows)   // Return true if any children of the window is focused
	FocusedFlagsRootWindow       = (imgui.FocusedFlagsRootWindow)     // Test from root window (top most parent of the current hierarchy)
	FocusedFlagsAnyWindow        = (imgui.FocusedFlagsAnyWindow)      // Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ!
	FocusedFlagsNoPopupHierarchy = imgui.FocusedFlagsNoPopupHierarchy // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with ChildWindows or RootWindow)
	// FocusedFlagsDockHierarchy               = 1 << 4   // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with ChildWindows or RootWindow).
	FocusedFlagsRootAndChildWindows = imgui.FocusedFlagsRootAndChildWindows
)

focused flags list.

View Source
const (
	// HoveredFlagsNone Return true if directly over the item/window, not obstructed by another window,
	// not obstructed by an active popup or modal blocking inputs under them.
	HoveredFlagsNone = HoveredFlags(imgui.HoveredFlagsNone)
	// HoveredFlagsChildWindows IsWindowHovered() only: Return true if any children of the window is hovered.
	HoveredFlagsChildWindows = HoveredFlags(imgui.HoveredFlagsChildWindows)
	// HoveredFlagsRootWindow IsWindowHovered() only: Test from root window (top most parent of the current hierarchy).
	HoveredFlagsRootWindow = HoveredFlags(imgui.HoveredFlagsRootWindow)
	// HoveredFlagsAnyWindow IsWindowHovered() only: Return true if any window is hovered.
	HoveredFlagsAnyWindow = HoveredFlags(imgui.HoveredFlagsAnyWindow)
	// HoveredFlagsAllowWhenBlockedByPopup Return true even if a popup window is normally blocking access to this item/window.
	HoveredFlagsAllowWhenBlockedByPopup = HoveredFlags(imgui.HoveredFlagsAllowWhenBlockedByPopup)
	// HoveredFlagsAllowWhenBlockedByActiveItem Return true even if an active item is blocking access to this item/window.
	// Useful for Drag and Drop patterns.
	HoveredFlagsAllowWhenBlockedByActiveItem = HoveredFlags(imgui.HoveredFlagsAllowWhenBlockedByActiveItem)
	// HoveredFlagsAllowWhenOverlapped Return true even if the position is overlapped by another window.
	HoveredFlagsAllowWhenOverlapped = HoveredFlags(imgui.HoveredFlagsAllowWhenOverlapped)
	// HoveredFlagsAllowWhenDisabled Return true even if the item is disabled.
	HoveredFlagsAllowWhenDisabled = HoveredFlags(imgui.HoveredFlagsAllowWhenDisabled)
)

hovered flags list.

View Source
const (
	SliderFlagsNone = SliderFlags(imgui.SliderFlagsNone)
	// Clamp value to minValue/maxValue bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds.
	SliderFlagsAlwaysClamp = SliderFlags(imgui.SliderFlagsAlwaysClamp)
	// Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlagsNoRoundToFormat = SliderFlags(imgui.SliderFlagsNoRoundToFormat)
	// a format-string with small amount of digits.
	SliderFlagsLogarithmic = SliderFlags(imgui.SliderFlagsLogarithmic)
	// Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits).
	SliderFlagsNoRoundToFormat = SliderFlags(imgui.SliderFlagsNoRoundToFormat)
	// Disable CTRL+Click or Enter key allowing to input text directly into the widget.
	SliderFlagsNoInput = SliderFlags(imgui.SliderFlagsNoInput)
	// [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast
	// to this enum, and will trigger an assert if needed.
	SliderFlagsInvalidMask = SliderFlags(imgui.SliderFlagsInvalidMask)
)

slider flags.

View Source
const (
	PlotFlagsNone        = PlotFlags(imgui.PlotFlagsNone)
	PlotFlagsNoTitle     = PlotFlags(imgui.PlotFlagsNoTitle)
	PlotFlagsNoLegend    = PlotFlags(imgui.PlotFlagsNoLegend)
	PlotFlagsNoMenus     = PlotFlags(imgui.PlotFlagsNoMenus)
	PlotFlagsNoBoxSelect = PlotFlags(imgui.PlotFlagsNoBoxSelect)
	// 	PlotFlagsNoMousePos  = PlotFlags(imgui.PlotFlagsNoMousePos)
	// 	PlotFlagsNoHighlight = PlotFlags(imgui.PlotFlagsNoHighlight)
	// PlotFlagsNoChild = PlotFlags(imgui.PlotFlagsNoChild).
	PlotFlagsEqual = PlotFlags(imgui.PlotFlagsEqual)
	// 	PlotFlagsYAxis2      = PlotFlags(imgui.PlotFlagsYAxis2)
	// 	PlotFlagsYAxis3      = PlotFlags(imgui.PlotFlagsYAxis3)
	// 	PlotFlagsQuery       = PlotFlags(imgui.PlotFlagsQuery)
	PlotFlagsCrosshairs = PlotFlags(imgui.PlotFlagsCrosshairs)
	// 	PlotFlagsAntiAliased = PlotFlags(imgui.PlotFlagsAntiAliased)
	PlotFlagsCanvasOnly = PlotFlags(imgui.PlotFlagsCanvasOnly)
)

plot flags.

View Source
const (
	KeyNone           = Key(imgui.KeyNone)
	KeySpace          = Key(imgui.KeySpace)
	KeyApostrophe     = Key(imgui.KeyApostrophe)
	KeyComma          = Key(imgui.KeyComma)
	KeyMinus          = Key(imgui.KeyMinus)
	KeyPeriod         = Key(imgui.KeyPeriod)
	KeySlash          = Key(imgui.KeySlash)
	Key0              = Key(imgui.Key0)
	Key1              = Key(imgui.Key1)
	Key2              = Key(imgui.Key2)
	Key3              = Key(imgui.Key3)
	Key4              = Key(imgui.Key4)
	Key5              = Key(imgui.Key5)
	Key6              = Key(imgui.Key6)
	Key7              = Key(imgui.Key7)
	Key8              = Key(imgui.Key8)
	Key9              = Key(imgui.Key9)
	KeySemicolon      = Key(imgui.KeySemicolon)
	KeyEqual          = Key(imgui.KeyEqual)
	KeyA              = Key(imgui.KeyA)
	KeyB              = Key(imgui.KeyB)
	KeyC              = Key(imgui.KeyC)
	KeyD              = Key(imgui.KeyD)
	KeyE              = Key(imgui.KeyE)
	KeyF              = Key(imgui.KeyF)
	KeyG              = Key(imgui.KeyG)
	KeyH              = Key(imgui.KeyH)
	KeyI              = Key(imgui.KeyI)
	KeyJ              = Key(imgui.KeyJ)
	KeyK              = Key(imgui.KeyK)
	KeyL              = Key(imgui.KeyL)
	KeyM              = Key(imgui.KeyM)
	KeyN              = Key(imgui.KeyN)
	KeyO              = Key(imgui.KeyO)
	KeyP              = Key(imgui.KeyP)
	KeyQ              = Key(imgui.KeyQ)
	KeyR              = Key(imgui.KeyR)
	KeyS              = Key(imgui.KeyS)
	KeyT              = Key(imgui.KeyT)
	KeyU              = Key(imgui.KeyU)
	KeyV              = Key(imgui.KeyV)
	KeyW              = Key(imgui.KeyW)
	KeyX              = Key(imgui.KeyX)
	KeyY              = Key(imgui.KeyY)
	KeyZ              = Key(imgui.KeyZ)
	KeyLeftBracket    = Key(imgui.KeyLeftBracket)
	KeyBackslash      = Key(imgui.KeyBackslash)
	KeyRightBracket   = Key(imgui.KeyRightBracket)
	KeyGraveAccent    = Key(imgui.KeyGraveAccent)
	KeyEscape         = Key(imgui.KeyEscape)
	KeyEnter          = Key(imgui.KeyEnter)
	KeyTab            = Key(imgui.KeyTab)
	KeyBackspace      = Key(imgui.KeyBackspace)
	KeyInsert         = Key(imgui.KeyInsert)
	KeyDelete         = Key(imgui.KeyDelete)
	KeyRight          = Key(imgui.KeyRightArrow)
	KeyLeft           = Key(imgui.KeyLeftArrow)
	KeyDown           = Key(imgui.KeyDownArrow)
	KeyUp             = Key(imgui.KeyUpArrow)
	KeyPageUp         = Key(imgui.KeyPageUp)
	KeyPageDown       = Key(imgui.KeyPageDown)
	KeyHome           = Key(imgui.KeyHome)
	KeyEnd            = Key(imgui.KeyEnd)
	KeyCapsLock       = Key(imgui.KeyCapsLock)
	KeyScrollLock     = Key(imgui.KeyScrollLock)
	KeyNumLock        = Key(imgui.KeyNumLock)
	KeyPrintScreen    = Key(imgui.KeyPrintScreen)
	KeyPause          = Key(imgui.KeyPause)
	KeyF1             = Key(imgui.KeyF1)
	KeyF2             = Key(imgui.KeyF2)
	KeyF3             = Key(imgui.KeyF3)
	KeyF4             = Key(imgui.KeyF4)
	KeyF5             = Key(imgui.KeyF5)
	KeyF6             = Key(imgui.KeyF6)
	KeyF7             = Key(imgui.KeyF7)
	KeyF8             = Key(imgui.KeyF8)
	KeyF9             = Key(imgui.KeyF9)
	KeyF10            = Key(imgui.KeyF10)
	KeyF11            = Key(imgui.KeyF11)
	KeyF12            = Key(imgui.KeyF12)
	KeyNumPad0        = Key(imgui.GLFWKeyKp0)
	KeyNumPad1        = Key(imgui.GLFWKeyKp1)
	KeyNumPad2        = Key(imgui.GLFWKeyKp2)
	KeyNumPad3        = Key(imgui.GLFWKeyKp3)
	KeyNumPad4        = Key(imgui.GLFWKeyKp4)
	KeyNumPad5        = Key(imgui.GLFWKeyKp5)
	KeyNumPad6        = Key(imgui.GLFWKeyKp6)
	KeyNumPad7        = Key(imgui.GLFWKeyKp7)
	KeyNumPad8        = Key(imgui.GLFWKeyKp8)
	KeyNumPad9        = Key(imgui.GLFWKeyKp9)
	KeyNumPadDecimal  = Key(imgui.GLFWKeyKpDecimal)
	KeyNumPadDivide   = Key(imgui.GLFWKeyKpDivide)
	KeyNumPadMultiply = Key(imgui.GLFWKeyKpMultiply)
	KeyNumPadSubtract = Key(imgui.GLFWKeyKpSubtract)
	KeyNumPadAdd      = Key(imgui.GLFWKeyKpAdd)
	KeyNumPadEnter    = Key(imgui.GLFWKeyKpEnter)
	KeyNumPadEqual    = Key(imgui.GLFWKeyKpEqual)
	KeyLeftShift      = Key(imgui.KeyLeftShift)
	KeyLeftControl    = Key(imgui.KeyLeftCtrl)
	KeyLeftAlt        = Key(imgui.KeyLeftAlt)
	KeyLeftSuper      = Key(imgui.KeyLeftSuper)
	KeyRightShift     = Key(imgui.KeyRightShift)
	KeyRightControl   = Key(imgui.KeyRightCtrl)
	KeyRightAlt       = Key(imgui.KeyRightAlt)
	KeyRightSuper     = Key(imgui.KeyRightSuper)
	KeyMenu           = Key(imgui.KeyMenu)
	KeyWorld1         = Key(imgui.GLFWKeyWorld1)
	KeyWorld2         = Key(imgui.GLFWKeyWorld2)
	KeyUnknown        = Key(-1)
)

These key codes are inspired by the USB HID Usage Tables v1.12 (p. 53-60), but re-arranged to map to 7-bit ASCII for printable keys (function keys are put in the 256+ range).

View Source
const (
	ModNone     Modifier = 0
	ModControl           = Modifier(imgui.GLFWModControl)
	ModAlt               = Modifier(imgui.GLFWModAlt)
	ModSuper             = Modifier(imgui.GLFWModSuper)
	ModShift             = Modifier(imgui.GLFWModShift)
	ModCapsLock          = Modifier(imgui.GLFWModCapsLock)
	ModNumLock           = Modifier(imgui.GLFWModNumLock)
)

modifier keys.

View Source
const (
	DialogResultOK     DialogResult = true
	DialogResultCancel DialogResult = false

	DialogResultYes = DialogResultOK
	DialogResultNo  = DialogResultCancel
)

dialog results.

View Source
const (
	// MouseCursorNone no mouse cursor.
	MouseCursorNone = MouseCursorType(imgui.MouseCursorNone)
	// MouseCursorArrow standard arrow mouse cursor.
	MouseCursorArrow = MouseCursorType(imgui.MouseCursorArrow)
	// MouseCursorTextInput when hovering over InputText, etc.
	MouseCursorTextInput = MouseCursorType(imgui.MouseCursorTextInput)
	// MouseCursorResizeAll (Unused by imgui functions).
	MouseCursorResizeAll = MouseCursorType(imgui.MouseCursorResizeAll)
	// MouseCursorResizeNS when hovering over an horizontal border.
	MouseCursorResizeNS = MouseCursorType(imgui.MouseCursorResizeNS)
	// MouseCursorResizeEW when hovering over a vertical border or a column.
	MouseCursorResizeEW = MouseCursorType(imgui.MouseCursorResizeEW)
	// MouseCursorResizeNESW when hovering over the bottom-left corner of a window.
	MouseCursorResizeNESW = MouseCursorType(imgui.MouseCursorResizeNESW)
	// MouseCursorResizeNWSE when hovering over the bottom-right corner of a window.
	MouseCursorResizeNWSE = MouseCursorType(imgui.MouseCursorResizeNWSE)
	// MouseCursorHand (Unused by imgui functions. Use for e.g. hyperlinks).
	MouseCursorHand  = MouseCursorType(imgui.MouseCursorHand)
	MouseCursorCount = MouseCursorType(imgui.MouseCursorCOUNT)
)

cursor types.

View Source
const (
	StyleColorText                  = StyleColorID(imgui.ColText)                  // color
	StyleColorTextDisabled          = StyleColorID(imgui.ColTextDisabled)          // disabled-color
	StyleColorWindowBg              = StyleColorID(imgui.ColWindowBg)              // background-color
	StyleColorChildBg               = StyleColorID(imgui.ColChildBg)               // child-background-color
	StyleColorPopupBg               = StyleColorID(imgui.ColPopupBg)               // popup-background-color
	StyleColorBorder                = StyleColorID(imgui.ColBorder)                // border-color
	StyleColorBorderShadow          = StyleColorID(imgui.ColBorderShadow)          // border-shadow-color
	StyleColorFrameBg               = StyleColorID(imgui.ColFrameBg)               // frame-background-color
	StyleColorFrameBgHovered        = StyleColorID(imgui.ColFrameBgHovered)        // frame-background-hovered-color
	StyleColorFrameBgActive         = StyleColorID(imgui.ColFrameBgActive)         // frame-background-active-color
	StyleColorTitleBg               = StyleColorID(imgui.ColTitleBg)               // title-background-color
	StyleColorTitleBgActive         = StyleColorID(imgui.ColTitleBgActive)         // title-background-active-color
	StyleColorTitleBgCollapsed      = StyleColorID(imgui.ColTitleBgCollapsed)      // title-background-collapsed-color
	StyleColorMenuBarBg             = StyleColorID(imgui.ColMenuBarBg)             // menu-bar-background-color
	StyleColorScrollbarBg           = StyleColorID(imgui.ColScrollbarBg)           // scrollbar-background-color
	StyleColorScrollbarGrab         = StyleColorID(imgui.ColScrollbarGrab)         // scrollbar-grab-color
	StyleColorScrollbarGrabHovered  = StyleColorID(imgui.ColScrollbarGrabHovered)  // scrollbar-grab-hovered-color
	StyleColorScrollbarGrabActive   = StyleColorID(imgui.ColScrollbarGrabActive)   // scrollbar-grab-active-color
	StyleColorCheckMark             = StyleColorID(imgui.ColCheckMark)             // checkmark-color
	StyleColorSliderGrab            = StyleColorID(imgui.ColSliderGrab)            // slider-grab-color
	StyleColorSliderGrabActive      = StyleColorID(imgui.ColSliderGrabActive)      // slider-grab-active-color
	StyleColorButton                = StyleColorID(imgui.ColButton)                // button-color
	StyleColorButtonHovered         = StyleColorID(imgui.ColButtonHovered)         // button-hovered-color
	StyleColorButtonActive          = StyleColorID(imgui.ColButtonActive)          // button-active-color
	StyleColorHeader                = StyleColorID(imgui.ColHeader)                // header-color
	StyleColorHeaderHovered         = StyleColorID(imgui.ColHeaderHovered)         // header-hovered-color
	StyleColorHeaderActive          = StyleColorID(imgui.ColHeaderActive)          // header-active-color
	StyleColorSeparator             = StyleColorID(imgui.ColSeparator)             // separator-color
	StyleColorSeparatorHovered      = StyleColorID(imgui.ColSeparatorHovered)      // separator-hovered-color
	StyleColorSeparatorActive       = StyleColorID(imgui.ColSeparatorActive)       // separator-active-color
	StyleColorResizeGrip            = StyleColorID(imgui.ColResizeGrip)            // resize-grip-color
	StyleColorResizeGripHovered     = StyleColorID(imgui.ColResizeGripHovered)     // resize-grip-hovered-color
	StyleColorResizeGripActive      = StyleColorID(imgui.ColResizeGripActive)      // resize-grip-active-color
	StyleColorTab                   = StyleColorID(imgui.ColTab)                   // tab-color
	StyleColorTabHovered            = StyleColorID(imgui.ColTabHovered)            // tab-hovered-color
	StyleColorTabActive             = StyleColorID(imgui.ColTabActive)             // tab-active-color
	StyleColorTabUnfocused          = StyleColorID(imgui.ColTabUnfocused)          // tab-unfocused-color
	StyleColorTabUnfocusedActive    = StyleColorID(imgui.ColTabUnfocusedActive)    // tab-unfocused-active-color
	StyleColorPlotLines             = StyleColorID(imgui.ColPlotLines)             // plot-lines-color
	StyleColorPlotLinesHovered      = StyleColorID(imgui.ColPlotLinesHovered)      // plot-lines-hovered-color
	StyleColorProgressBarActive     = StyleColorPlotLinesHovered                   // progress-bar-active-color
	StyleColorPlotHistogram         = StyleColorID(imgui.ColPlotHistogram)         // plot-histogram-color
	StyleColorPlotHistogramHovered  = StyleColorID(imgui.ColPlotHistogramHovered)  // plot-histogram-hovered-color
	StyleColorTableHeaderBg         = StyleColorID(imgui.ColTableHeaderBg)         // table-header-background-color
	StyleColorTableBorderStrong     = StyleColorID(imgui.ColTableBorderStrong)     // table-border-strong-color
	StyleColorTableBorderLight      = StyleColorID(imgui.ColTableBorderLight)      // table-border-light-color
	StyleColorTableRowBg            = StyleColorID(imgui.ColTableRowBg)            // table-row-background-color
	StyleColorTableRowBgAlt         = StyleColorID(imgui.ColTableRowBgAlt)         // table-row-alternate-background-color
	StyleColorTextSelectedBg        = StyleColorID(imgui.ColTextSelectedBg)        // text-selected-background-color
	StyleColorDragDropTarget        = StyleColorID(imgui.ColDragDropTarget)        // drag-drop-target-color
	StyleColorNavHighlight          = StyleColorID(imgui.ColNavHighlight)          // navigation-highlight-color
	StyleColorNavWindowingHighlight = StyleColorID(imgui.ColNavWindowingHighlight) // windowing-highlight-color
	StyleColorNavWindowingDimBg     = StyleColorID(imgui.ColNavWindowingDimBg)     // windowing-dim-background-color
	StyleColorModalWindowDimBg      = StyleColorID(imgui.ColModalWindowDimBg)      // modal-window-dim-background-color
)

StyleColor identifier. NOTE: comments are used for CSS conversion and are generated by stringer and string2enum.

View Source
const (
	// StyleVarAlpha is a float.
	StyleVarAlpha = StyleVarID(imgui.StyleVarAlpha) // alpha
	// StyleVarDisabledAlpha is a float.
	StyleVarDisabledAlpha = StyleVarID(imgui.StyleVarDisabledAlpha) // disabled-alpha
	// StyleVarWindowPadding is a Vec2.
	StyleVarWindowPadding = StyleVarID(imgui.StyleVarWindowPadding) // window-padding
	// StyleVarWindowRounding is a float.
	StyleVarWindowRounding = StyleVarID(imgui.StyleVarWindowRounding) // window-rounding
	// StyleVarWindowBorderSize is a float.
	StyleVarWindowBorderSize = StyleVarID(imgui.StyleVarWindowBorderSize) // window-border-size
	// StyleVarWindowMinSize is a Vec2.
	StyleVarWindowMinSize = StyleVarID(imgui.StyleVarWindowMinSize) // window-minValue-size
	// StyleVarWindowTitleAlign is a Vec2.
	StyleVarWindowTitleAlign = StyleVarID(imgui.StyleVarWindowTitleAlign) // window-title-align
	// StyleVarChildRounding is a float.
	StyleVarChildRounding = StyleVarID(imgui.StyleVarChildRounding) // child-rounding
	// StyleVarChildBorderSize is a float.
	StyleVarChildBorderSize = StyleVarID(imgui.StyleVarChildBorderSize) // child-border-size
	// StyleVarPopupRounding is a float.
	StyleVarPopupRounding = StyleVarID(imgui.StyleVarPopupRounding) // popup-rounding
	// StyleVarPopupBorderSize is a float.
	StyleVarPopupBorderSize = StyleVarID(imgui.StyleVarPopupBorderSize) // popup-border-size
	// StyleVarFramePadding is a Vec2.
	StyleVarFramePadding = StyleVarID(imgui.StyleVarFramePadding) // frame-padding
	// StyleVarFrameRounding is a float.
	StyleVarFrameRounding = StyleVarID(imgui.StyleVarFrameRounding) // frame-rounding
	// StyleVarFrameBorderSize is a float.
	StyleVarFrameBorderSize = StyleVarID(imgui.StyleVarFrameBorderSize) // frame-border-size
	// StyleVarItemSpacing is a Vec2.
	StyleVarItemSpacing = StyleVarID(imgui.StyleVarItemSpacing) // item-spacing
	// StyleVarItemInnerSpacing is a Vec2.
	StyleVarItemInnerSpacing = StyleVarID(imgui.StyleVarItemInnerSpacing) // item-inner-spacing
	// StyleVarIndentSpacing is a float.
	StyleVarIndentSpacing = StyleVarID(imgui.StyleVarIndentSpacing) // indent-spacing
	// StyleVarCellPadding is a Vec2.
	StyleVarCellPadding = StyleVarID(imgui.StyleVarCellPadding)
	// StyleVarScrollbarSize is a float.
	StyleVarScrollbarSize = StyleVarID(imgui.StyleVarScrollbarSize) // scrollbar-size
	// StyleVarScrollbarRounding is a float.
	StyleVarScrollbarRounding = StyleVarID(imgui.StyleVarScrollbarRounding) // scrollbar-rounding
	// StyleVarGrabMinSize is a float.
	StyleVarGrabMinSize = StyleVarID(imgui.StyleVarGrabMinSize) // grab-minValue-size
	// StyleVarGrabRounding is a float.
	StyleVarGrabRounding = StyleVarID(imgui.StyleVarGrabRounding) // grab-rounding
	// StyleVarTabRounding is a float.
	StyleVarTabRounding = StyleVarID(imgui.StyleVarTabRounding) // tab-rounding
	// StyleVarTabBarBorderSize is a float.
	StyleVarTabBarBorderSize = StyleVarID(imgui.StyleVarTabBarBorderSize)
	// StyleVarButtonTextAlign is a Vec2.
	StyleVarButtonTextAlign = StyleVarID(imgui.StyleVarButtonTextAlign) // button-text-align
	// StyleVarSelectableTextAlign is a Vec2.
	StyleVarSelectableTextAlign = StyleVarID(imgui.StyleVarSelectableTextAlign) // selectable-text-align
	// StyleVarSeparatorTextBorderSize is a float.
	StyleVarSeparatorTextBorderSize = StyleVarID(imgui.StyleVarSeparatorTextBorderSize)
	// SeparatorTextAlign is an ImVec2.
	StyleVarSeparatorTextAlign = StyleVarID(imgui.StyleVarSeparatorTextAlign)
	// SeparatorTextPadding is an ImVec2.
	StyleVarSeparatorTextPadding = StyleVarID(imgui.StyleVarSeparatorTextPadding)
	// DockingSeparatorSize is a float.
	StyleVarDockingSeparatorSize = StyleVarID(imgui.StyleVarDockingSeparatorSize)
)

Style IDs. comments at same line is a CSS name.

View Source
const (
	TextureFilterNearest = iota
	TextureFilterLinear
	TextureFilterNearestMipmapNearest
	TextureFilterLinearMipmapNearest
	TextureFilterNearestMipmapLinear
	TextureFilterLinearMipmapLinear
)

Texture filtering types.

View Source
const (
	// Auto is used to widget.Size to indicate height or width to occupy available spaces.
	Auto float32 = -1
)

Variables

View Source
var Context *context

Context represents a giu context.

Functions

func AlignTextToFramePadding

func AlignTextToFramePadding()

AlignTextToFramePadding vertically aligns 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.

func Assert

func Assert(cond bool, t, method, msg string, args ...any)

Assert checks if cond. If not cond, it alls golang panic.

func CalcTextSize

func CalcTextSize(text string) (width, height float32)

CalcTextSize calls CalcTextSizeV(text, false, -1).

func CalcTextSizeV

func CalcTextSizeV(text string, hideAfterDoubleHash bool, wrapWidth float32) (w, h float32)

CalcTextSizeV calculates text dimensions.

func CloseCurrentPopup

func CloseCurrentPopup()

CloseCurrentPopup closes currently opened popup. If no popups opened, no action will be taken.

func ColorToUint

func ColorToUint(col color.Color) uint32

ColorToUint converts GO color into Uint32 color it is 0xRRGGBBAA.

func CreateContext

func CreateContext(b imgui.Backend[imgui.GLFWWindowFlags]) *context

func EnqueueNewTextureFromRgba

func EnqueueNewTextureFromRgba(rgba image.Image, loadCb func(t *Texture))

EnqueueNewTextureFromRgba adds loading texture request to loading queue it allows us to run this method in main loop NOTE: remember to call it after NewMasterWindow!

func GetAvailableRegion

func GetAvailableRegion() (width, height float32)

GetAvailableRegion returns region available for rendering. it is always WindowSize-WindowPadding*2.

func GetCursorPos

func GetCursorPos() image.Point

GetCursorPos gets imgui drawing cursor inside of current window.

func GetCursorScreenPos

func GetCursorScreenPos() image.Point

GetCursorScreenPos returns imgui drawing cursor on the screen.

func GetFramePadding

func GetFramePadding() (x, y float32)

GetFramePadding returns current frame padding.

func GetItemInnerSpacing

func GetItemInnerSpacing() (w, h float32)

GetItemInnerSpacing returns current item inner spacing.

func GetItemSpacing

func GetItemSpacing() (w, h float32)

GetItemSpacing returns current item spacing.

func GetMousePos

func GetMousePos() image.Point

GetMousePos returns mouse position.

func GetState

func GetState[T any, PT genericDisposable[T]](c *context, id string) PT

func GetWidgetWidth

func GetWidgetWidth(w Widget) (result float32)

GetWidgetWidth returns a width of widget NOTE: THIS IS A BETA SOLUTION and may contain bugs in most cases, you may want to use supported by imgui GetItemRectSize. There is an upstream issue for this problem: https://github.com/ocornut/imgui/issues/3714

This function is just a workaround used in giu.

NOTE: user-defined widgets, which contains more than one giu widget will be processed incorrectly (only width of the last built widget will be processed)

here is a list of known bugs:

if you find anything else, please report it on https://github.com/AllenDang/giu Any contribution is appreciated!

func GetWindowPadding

func GetWindowPadding() (x, y float32)

GetWindowPadding returns window padding.

func ImageToRgba

func ImageToRgba(img image.Image) *image.RGBA

ImageToRgba converts image.Image to *image.RGBA.

func IsItemActive

func IsItemActive() bool

IsItemActive returns true if item is active.

func IsItemClicked

func IsItemClicked(mouseButton MouseButton) bool

IsItemClicked returns true if mouse is clicked NOTE: if you're looking for clicking detection, see EventHandler.go.

func IsItemHovered

func IsItemHovered() bool

IsItemHovered returns true if mouse is over the item.

func IsKeyDown

func IsKeyDown(key Key) bool

IsKeyDown returns true if key `key` is down.

func IsKeyPressed

func IsKeyPressed(key Key) bool

IsKeyPressed returns true if key `key` is pressed.

func IsKeyReleased

func IsKeyReleased(key Key) bool

IsKeyReleased returns true if key `key` is released.

func IsMouseClicked

func IsMouseClicked(button MouseButton) bool

IsMouseClicked returns true if mouse button `button` is clicked NOTE: if you're looking for clicking detection, see EventHandler.go.

func IsMouseDoubleClicked

func IsMouseDoubleClicked(button MouseButton) bool

IsMouseDoubleClicked returns true if mouse button `button` is double clicked.

func IsMouseDown

func IsMouseDown(button MouseButton) bool

IsMouseDown returns true if mouse button `button` is down.

func IsMouseReleased

func IsMouseReleased(button MouseButton) bool

IsMouseReleased returns true if mouse button `button` is released.

func IsWindowAppearing

func IsWindowAppearing() bool

IsWindowAppearing returns true if window is appearing.

func IsWindowCollapsed

func IsWindowCollapsed() bool

IsWindowCollapsed returns true if window is disappearing.

func IsWindowFocused

func IsWindowFocused(flags FocusedFlags) bool

IsWindowFocused returns true if window is focused NOTE: see also (*Window).HasFocus and (*Window).BringToFront.

func IsWindowHovered

func IsWindowHovered(flags HoveredFlags) bool

IsWindowHovered returns true if the window is hovered.

func LoadImage

func LoadImage(imgPath string) (*image.RGBA, error)

LoadImage loads image from file and returns *image.RGBA.

func NewTextureFromRgba

func NewTextureFromRgba(rgba image.Image, loadCallback func(*Texture))

NewTextureFromRgba creates a new texture from image.Image and, when it is done, calls loadCallback(loadedTexture).

func OpenPopup

func OpenPopup(name string)

OpenPopup opens a popup with specified id. NOTE: you need to build this popup first (see Pop(Modal)Widget).

func OpenURL

func OpenURL(url string)

OpenURL opens `url` in default browser.

func ParseCSSStyleSheet

func ParseCSSStyleSheet(data []byte) error

ParseCSSStyleSheet parses CSS stylesheet and stores the rules in giu context.

func PopClipRect

func PopClipRect()

PopClipRect should be called to end PushClipRect.

func PopFont

func PopFont()

PopFont pops the font (should be called after PushFont).

func PopItemWidth

func PopItemWidth()

PopItemWidth should be called to stop applying PushItemWidth effect If it isn't called imgui will panic.

func PopStyle

func PopStyle()

PopStyle should be called to stop applying style. It should be called as many times, as you called PushStyle... NOTE: If you don't call PopStyle imgui will panic.

func PopStyleColor

func PopStyleColor()

PopStyleColor is used to stop applying colors styles. It should be called after each PushStyleColor... (for each push) If PopStyleColor wasn't called after PushColor... or was called improperly, imgui will panic.

func PopStyleColorV

func PopStyleColorV(count int)

PopStyleColorV does similar to PopStyleColor, but allows to specify how much style colors would you like to pop.

func PopStyleV

func PopStyleV(count int)

PopStyleV does similarly to PopStyle, but allows to specify number of styles you're going to pop.

func PopTextWrapPos

func PopTextWrapPos()

PopTextWrapPos should be called as many times as PushTextWrapPos on each frame.

func PushButtonTextAlign

func PushButtonTextAlign(width, height float32)

PushButtonTextAlign sets alignment for button text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.

func PushClipRect

func PushClipRect(clipRectMin, clipRectMax image.Point, intersectWithClipRect bool)

PushClipRect pushes a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering.

func PushColorButton

func PushColorButton(col color.Color)

PushColorButton calls PushStyleColor(StyleColorButton,...) NOTE: don't forget to call PopStyleColor()!

func PushColorButtonActive

func PushColorButtonActive(col color.Color)

PushColorButtonActive calls PushStyleColor(StyleColorButtonActive,...) NOTE: don't forget to call PopStyleColor()!

func PushColorButtonHovered

func PushColorButtonHovered(col color.Color)

PushColorButtonHovered calls PushStyleColor(StyleColorButtonHovered,...) NOTE: don't forget to call PopStyleColor()!

func PushColorFrameBg

func PushColorFrameBg(col color.Color)

PushColorFrameBg calls PushStyleColor(StyleColorFrameBg,...) NOTE: don't forget to call PopStyleColor()!

func PushColorText

func PushColorText(col color.Color)

PushColorText calls PushStyleColor(StyleColorText,...) NOTE: don't forget to call PopStyleColor()!

func PushColorTextDisabled

func PushColorTextDisabled(col color.Color)

PushColorTextDisabled calls PushStyleColor(StyleColorTextDisabled,...) NOTE: don't forget to call PopStyleColor()!

func PushColorWindowBg

func PushColorWindowBg(col color.Color)

PushColorWindowBg calls PushStyleColor(StyleColorWindowBg,...) NOTE: don't forget to call PopStyleColor()!

func PushFont

func PushFont(font *FontInfo) bool

PushFont sets font to "font" NOTE: PopFont has to be called NOTE: Don't use PushFont. use StyleSetter instead.

func PushFramePadding

func PushFramePadding(width, height float32)

PushFramePadding calls PushStyleVar(StyleFramePadding,...)

func PushItemSpacing

func PushItemSpacing(width, height float32)

PushItemSpacing calls PushStyleVar(StyleVarItemSpacing,...)

func PushItemWidth

func PushItemWidth(width float32)

PushItemWidth sets following item's widths NOTE: don't forget to call PopItemWidth! If you don't do so, imgui will panic.

func PushSelectableTextAlign

func PushSelectableTextAlign(width, height float32)

PushSelectableTextAlign sets alignment for selectable text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.

func PushStyleColor

func PushStyleColor(id StyleColorID, col color.Color)

PushStyleColor wraps imgui.PushStyleColorVec4 NOTE: don't forget to call PopStyleColor()!

func PushTextWrapPos

func PushTextWrapPos()

PushTextWrapPos adds the position, where the text should be wrapped. use PushTextWrapPos, render text. If text reaches frame end, rendering will be continued at the start pos in line below. NOTE: Don't forget to call PopWrapTextPos NOTE: it is done automatically in LabelWidget (see (*LabelWidget).Wrapped()).

func PushWindowPadding

func PushWindowPadding(width, height float32)

PushWindowPadding calls PushStyleVar(StyleWindowPadding,...)

func SameLine

func SameLine()

SameLine wraps imgui.SomeLine Don't use if you don't have to (use RowWidget instead).

func SetCursorPos

func SetCursorPos(pos image.Point)

SetCursorPos sets imgui drawing cursor inside of current window.

func SetCursorScreenPos

func SetCursorScreenPos(pos image.Point)

SetCursorScreenPos sets imgui drawing cursor on the screen.

func SetItemDefaultFocus

func SetItemDefaultFocus()

SetItemDefaultFocus set the item focused by default.

func SetKeyboardFocusHere

func SetKeyboardFocusHere()

SetKeyboardFocusHere sets keyboard focus at *NEXT* widget.

func SetKeyboardFocusHereV

func SetKeyboardFocusHereV(i int)

SetKeyboardFocusHereV sets keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget.

func SetMouseCursor

func SetMouseCursor(cursor MouseCursorType)

SetMouseCursor sets mouse cursor layout.

func SetNextWindowPos

func SetNextWindowPos(x, y float32)

SetNextWindowPos sets position of next window.

func SetNextWindowSize

func SetNextWindowSize(width, height float32)

SetNextWindowSize sets size of the next window.

func SetNextWindowSizeV

func SetNextWindowSizeV(width, height float32, condition ExecCondition)

SetNextWindowSizeV does similar to SetNextWIndowSize but allows to specify imgui.Cond.

func SetState

func SetState[T any, PT genericDisposable[T]](c *context, id string, data PT)

func ToVec2

func ToVec2(pt image.Point) imgui.Vec2

ToVec2 converts image.Point to imgui.Vec2.

func ToVec4Color

func ToVec4Color(col color.Color) imgui.Vec4

ToVec4Color converts rgba color to imgui.Vec4.

func UintToColor

func UintToColor(col uint32) *color.RGBA

UintToColor converts uint32 of form 0xRRGGBB into color.RGBA.

func Update

func Update()

Update updates giu app it is done by default after each frame. However because frames stops rendering, when no user action is done, it may be necessary to Update ui manually at some point.

func Vec4ToRGBA

func Vec4ToRGBA(vec4 imgui.Vec4) color.RGBA

Vec4ToRGBA converts imgui's Vec4 to golang rgba color.

Types

type Action

type Action int
const (
	Release Action = iota
	Press
	Repeat
)

type AlignmentSetter

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

AlignmentSetter allows to align to right / center a widget or widgets group. NOTE: Because of AlignSetter uses experimental GetWidgetWidth, it is experimental too. usage: see examples/align

list of known bugs: - BUG: there is some bug with SelectableWidget.

func Align

func Align(at AlignmentType) *AlignmentSetter

Align sets widgets alignment.

func (*AlignmentSetter) Build

func (a *AlignmentSetter) Build()

Build implements Widget interface.

func (*AlignmentSetter) ID

func (a *AlignmentSetter) ID(id ID) *AlignmentSetter

ID allows to manually set AlignmentSetter ID NOTE: there isn't any known reason to use this method, however it is here for some random cases. YOU DON'T NEED TO USE IT in normal cases.

func (*AlignmentSetter) To

func (a *AlignmentSetter) To(widgets ...Widget) *AlignmentSetter

To sets a layout, alignment should be applied to.

type AlignmentType

type AlignmentType byte

AlignmentType represents a bype of alignment to use with AlignSetter.

const (
	// AlignLeft is here just for clarity.
	// if set, no action is taken so don't use it.
	AlignLeft AlignmentType = iota
	// AlignCenter centers widget.
	AlignCenter
	// AlignRight aligns a widget to right side of window.
	AlignRight
)

type ArrowButtonWidget

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

ArrowButtonWidget represents a square button with an arrow.

func ArrowButton

func ArrowButton(dir Direction) *ArrowButtonWidget

ArrowButton creates ArrowButtonWidget.

func (*ArrowButtonWidget) Build

func (b *ArrowButtonWidget) Build()

Build implements Widget interface.

func (*ArrowButtonWidget) ID

ID allows to manually set widget's id.

func (*ArrowButtonWidget) OnClick

func (b *ArrowButtonWidget) OnClick(onClick func()) *ArrowButtonWidget

OnClick adds callback called when button is clicked.

type BarHPlot

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

BarHPlot represents a column chart on Y axis.

func BarH

func BarH(title string, data []float64) *BarHPlot

BarH adds plot bars on y axis.

func (*BarHPlot) Height

func (p *BarHPlot) Height(height float64) *BarHPlot

Height sets bar height (in fact bars' width).

func (*BarHPlot) Offset

func (p *BarHPlot) Offset(offset int) *BarHPlot

Offset sets offset.

func (*BarHPlot) Plot

func (p *BarHPlot) Plot()

Plot implements plot interface.

func (*BarHPlot) Shift

func (p *BarHPlot) Shift(shift float64) *BarHPlot

Shift sets shift.

type BarPlot

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

BarPlot adds bar plot (column chart) to the canvas.

func Bar

func Bar(title string, data []float64) *BarPlot

Bar adds a plot bar (column chart).

func (*BarPlot) Offset

func (p *BarPlot) Offset(offset int) *BarPlot

Offset sets bar's offset.

func (*BarPlot) Plot

func (p *BarPlot) Plot()

Plot implements Plot interface.

func (*BarPlot) Shift

func (p *BarPlot) Shift(shift float64) *BarPlot

Shift sets shift of the bar.

func (*BarPlot) Width

func (p *BarPlot) Width(width float64) *BarPlot

Width sets bar width.

type BulletTextWidget

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

BulletTextWidget does similar to BulletWidget, but allows to add a text after a bullet. Very useful to create lists.

func BulletText

func BulletText(text string) *BulletTextWidget

BulletText creates bulletTextWidget.

func BulletTextf

func BulletTextf(format string, args ...any) *BulletTextWidget

BulletTextf is a formatting version of BulletText.

func (*BulletTextWidget) Build

func (bt *BulletTextWidget) Build()

Build implements Widget interface.

type BulletWidget

type BulletWidget struct{}

BulletWidget adds a small, white dot (bullet). useful in enumerations.

func Bullet

func Bullet() *BulletWidget

Bullet creates a bullet widget.

func (*BulletWidget) Build

func (b *BulletWidget) Build()

Build implements Widget interface.

type ButtonWidget

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

ButtonWidget represents a ImGui button widget.

func Button

func Button(label string) *ButtonWidget

Button creates a new button widget.

func Buttonf

func Buttonf(format string, args ...any) *ButtonWidget

Buttonf creates button with formatted label NOTE: works like fmt.Sprintf (see `go doc fmt`).

func (*ButtonWidget) Build

func (b *ButtonWidget) Build()

Build implements Widget interface.

func (*ButtonWidget) Disabled

func (b *ButtonWidget) Disabled(d bool) *ButtonWidget

Disabled sets button's disabled state NOTE: same effect as Style().SetDisabled.

func (*ButtonWidget) ID

func (b *ButtonWidget) ID(id ID) *ButtonWidget

func (*ButtonWidget) OnClick

func (b *ButtonWidget) OnClick(onClick func()) *ButtonWidget

OnClick sets callback called when button is clicked NOTE: to set double click, see EventHandler.go.

func (*ButtonWidget) Size

func (b *ButtonWidget) Size(width, height float32) *ButtonWidget

Size sets button's size.

type CSSTagWidget

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

CSSTagWidget is a widget that allows to apply CSS style to a specified layout.

func CSSTag

func CSSTag(tag string) *CSSTagWidget

CSSTag creates CSSTagWidget.

func (*CSSTagWidget) Build

func (c *CSSTagWidget) Build()

Build implements Widget interface.

func (*CSSTagWidget) To

func (c *CSSTagWidget) To(layout ...Widget) *CSSTagWidget

To specifies a layout to which the style will be applied.

type Canvas

type Canvas struct {
	DrawList *imgui.DrawList
}

Canvas represents imgui.DrawList from imgui.h:

A single draw command list (generally one per window,
conceptually you may see this as a dynamic "mesh" builder)

for more details and use cases see examples/canvas. NOTE: GetCanvas() method returns a window-level canvas, however you can convert any imgui.DrawList into this type. The best example could be imgui.GetPlotDrawList()

c := &Canvas{imgui.GetXXXDrawList()}

func GetCanvas

func GetCanvas() *Canvas

GetCanvas returns current draw list (for current window). it will fail if called out of window's layout.

func (*Canvas) AddBezierCubic

func (c *Canvas) AddBezierCubic(pos0, cp0, cp1, pos1 image.Point, col color.Color, thickness float32, numSegments int32)

AddBezierCubic draws bezier cubic.

func (*Canvas) AddCircle

func (c *Canvas) AddCircle(center image.Point, radius float32, col color.Color, segments int32, thickness float32)

AddCircle draws a circle.

func (*Canvas) AddCircleFilled

func (c *Canvas) AddCircleFilled(center image.Point, radius float32, col color.Color)

AddCircleFilled draws a filled circle.

func (*Canvas) AddImage

func (c *Canvas) AddImage(texture *Texture, pMin, pMax image.Point)

func (*Canvas) AddImageQuad

func (c *Canvas) AddImageQuad(texture *Texture, p1, p2, p3, p4, uv1, uv2, uv3, uv4 image.Point, col color.Color)

func (*Canvas) AddImageV

func (c *Canvas) AddImageV(texture *Texture, pMin, pMax, uvMin, uvMax image.Point, col color.Color)

func (*Canvas) AddLine

func (c *Canvas) AddLine(p1, p2 image.Point, col color.Color, thickness float32)

AddLine draws a line (from p1 to p2).

func (*Canvas) AddQuad

func (c *Canvas) AddQuad(p1, p2, p3, p4 image.Point, col color.Color, thickness float32)

AddQuad draws a quad.

func (*Canvas) AddQuadFilled

func (c *Canvas) AddQuadFilled(p1, p2, p3, p4 image.Point, col color.Color)

AddQuadFilled draws a filled quad.

func (*Canvas) AddRect

func (c *Canvas) AddRect(pMin, pMax image.Point, col color.Color, rounding float32, roundingCorners DrawFlags, thickness float32)

AddRect draws a rectangle.

func (*Canvas) AddRectFilled

func (c *Canvas) AddRectFilled(pMin, pMax image.Point, col color.Color, rounding float32, roundingCorners DrawFlags)

AddRectFilled draws a rectangle filled with `col`.

func (*Canvas) AddText

func (c *Canvas) AddText(pos image.Point, col color.Color, text string)

AddText draws text.

func (*Canvas) AddTriangle

func (c *Canvas) AddTriangle(p1, p2, p3 image.Point, col color.Color, thickness float32)

AddTriangle draws a triangle.

func (*Canvas) AddTriangleFilled

func (c *Canvas) AddTriangleFilled(p1, p2, p3 image.Point, col color.Color)

AddTriangleFilled draws a filled triangle.

func (*Canvas) PathArcTo

func (c *Canvas) PathArcTo(center image.Point, radius, minV, maxV float32, numSegments int32)

func (*Canvas) PathArcToFast

func (c *Canvas) PathArcToFast(center image.Point, radius float32, min12, max12 int32)

func (*Canvas) PathBezierCubicCurveTo

func (c *Canvas) PathBezierCubicCurveTo(p1, p2, p3 image.Point, numSegments int32)

func (*Canvas) PathClear

func (c *Canvas) PathClear()

func (*Canvas) PathFillConvex

func (c *Canvas) PathFillConvex(col color.Color)

func (*Canvas) PathLineTo

func (c *Canvas) PathLineTo(pos image.Point)

func (*Canvas) PathLineToMergeDuplicate

func (c *Canvas) PathLineToMergeDuplicate(pos image.Point)

func (*Canvas) PathStroke

func (c *Canvas) PathStroke(col color.Color, flags DrawFlags, thickness float32)

type CheckboxWidget

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

CheckboxWidget adds a checkbox.

func Checkbox

func Checkbox(text string, selected *bool) *CheckboxWidget

Checkbox creates a new CheckboxWidget.

func (*CheckboxWidget) Build

func (c *CheckboxWidget) Build()

Build implements Widget interface.

func (*CheckboxWidget) OnChange

func (c *CheckboxWidget) OnChange(onChange func()) *CheckboxWidget

OnChange adds callback called when checkbox's state was changed.

type ChildWidget

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

func Child

func Child() *ChildWidget

func (*ChildWidget) Border

func (c *ChildWidget) Border(border bool) *ChildWidget

func (*ChildWidget) Build

func (c *ChildWidget) Build()

Build implements Widget interface.

func (*ChildWidget) Flags

func (c *ChildWidget) Flags(flags WindowFlags) *ChildWidget

func (*ChildWidget) ID

func (c *ChildWidget) ID(id ID) *ChildWidget

ID sets the interval id of child widgets.

func (*ChildWidget) Layout

func (c *ChildWidget) Layout(widgets ...Widget) *ChildWidget

func (*ChildWidget) Size

func (c *ChildWidget) Size(width, height float32) *ChildWidget

type CodeEditorWidget

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

CodeEditorWidget represents imgui.TextEditor.

func CodeEditor

func CodeEditor() *CodeEditorWidget

CodeEditor creates new code editor widget.

func (*CodeEditorWidget) Border

func (ce *CodeEditorWidget) Border(border bool) *CodeEditorWidget

Border sets editors borders.

func (*CodeEditorWidget) Build

func (ce *CodeEditorWidget) Build()

Build implements Widget interface.

func (*CodeEditorWidget) Copy

func (ce *CodeEditorWidget) Copy()

Copy copies selection.

func (*CodeEditorWidget) Cut

func (ce *CodeEditorWidget) Cut()

Cut cuts selection.

func (*CodeEditorWidget) Delete

func (ce *CodeEditorWidget) Delete()

Delete deletes the selection.

func (*CodeEditorWidget) GetCurrentLineText

func (ce *CodeEditorWidget) GetCurrentLineText() string

GetCurrentLineText returns current line.

func (*CodeEditorWidget) GetCursorPos

func (ce *CodeEditorWidget) GetCursorPos() (x, y int)

GetCursorPos returns cursor position. (in characters).

func (*CodeEditorWidget) GetScreenCursorPos

func (ce *CodeEditorWidget) GetScreenCursorPos() (x, y int)

GetScreenCursorPos returns cursor position on the screen. (in pixels).

func (*CodeEditorWidget) GetSelectedText

func (ce *CodeEditorWidget) GetSelectedText() string

GetSelectedText returns selected text.

func (*CodeEditorWidget) GetSelectionStart

func (ce *CodeEditorWidget) GetSelectionStart() (x, y int)

GetSelectionStart returns star pos of selection.

func (*CodeEditorWidget) GetText

func (ce *CodeEditorWidget) GetText() string

GetText returns whole text from editor.

func (*CodeEditorWidget) GetWordUnderCursor

func (ce *CodeEditorWidget) GetWordUnderCursor() string

GetWordUnderCursor returns the word under the cursor.

func (*CodeEditorWidget) HandleKeyboardInputs

func (ce *CodeEditorWidget) HandleKeyboardInputs(b bool) *CodeEditorWidget

HandleKeyboardInputs sets if editor should handle keyboard input.

func (*CodeEditorWidget) HasSelection

func (ce *CodeEditorWidget) HasSelection() bool

HasSelection returns true if some text is selected.

func (*CodeEditorWidget) ID

func (ce *CodeEditorWidget) ID(id ID) *CodeEditorWidget

func (*CodeEditorWidget) InsertText

func (ce *CodeEditorWidget) InsertText(text string)

InsertText inserts the `text`.

func (*CodeEditorWidget) IsTextChanged

func (ce *CodeEditorWidget) IsTextChanged() bool

IsTextChanged returns true if the editable text was changed in the frame.

func (*CodeEditorWidget) LanguageDefinition

func (ce *CodeEditorWidget) LanguageDefinition(definition LanguageDefinition) *CodeEditorWidget

func (*CodeEditorWidget) Paste

func (ce *CodeEditorWidget) Paste()

Paste does the same as Ctrl+V.

func (*CodeEditorWidget) SelectWordUnderCursor

func (ce *CodeEditorWidget) SelectWordUnderCursor()

SelectWordUnderCursor selects the word under cursor.

func (*CodeEditorWidget) ShowWhitespaces

func (ce *CodeEditorWidget) ShowWhitespaces(s bool) *CodeEditorWidget

ShowWhitespaces sets if whitespace is shown in code editor.

func (*CodeEditorWidget) Size

func (ce *CodeEditorWidget) Size(w, h float32) *CodeEditorWidget

Size sets editor's size.

func (*CodeEditorWidget) TabSize

func (ce *CodeEditorWidget) TabSize(size int) *CodeEditorWidget

TabSize sets editor's tab size.

func (*CodeEditorWidget) Text

func (ce *CodeEditorWidget) Text(str string) *CodeEditorWidget

Text sets editor's text.

type ColorEditFlags

type ColorEditFlags int

ColorEditFlags for ColorEdit3V(), etc.

const (
	ColorEditFlagsNone ColorEditFlags = ColorEditFlags(imgui.ColorEditFlagsNone)
	//              // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer).
	ColorEditFlagsNoAlpha ColorEditFlags = ColorEditFlags(imgui.ColorEditFlagsNoAlpha)
	//              // ColorEdit: disable picker when clicking on color square.
	ColorEditFlagsNoPicker ColorEditFlags = ColorEditFlags(imgui.ColorEditFlagsNoPicker)
	//              // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
	ColorEditFlagsNoOptions ColorEditFlags = ColorEditFlags(imgui.ColorEditFlagsNoOptions)
	//              // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs)
	ColorEditFlagsNoSmallPreview ColorEditFlags = ColorEditFlags(imgui.ColorEditFlagsNoSmallPreview)
	//              // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square).
	ColorEditFlagsNoInputs ColorEditFlags = ColorEditFlags(imgui.ColorEditFlagsNoInputs)
	//              // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
	ColorEditFlagsNoTooltip ColorEditFlags = ColorEditFlags(imgui.ColorEditFlagsNoTooltip)
	//              // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
	ColorEditFlagsNoLabel ColorEditFlags = ColorEditFlags(imgui.ColorEditFlagsNoLabel)
	//              // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead.
	ColorEditFlagsNoSidePreview ColorEditFlags = ColorEditFlags(imgui.ColorEditFlagsNoSidePreview)
	//              // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
	ColorEditFlagsNoDragDrop ColorEditFlags = ColorEditFlags(imgui.ColorEditFlagsNoDragDrop)
	//              // ColorButton: disable border (which is enforced by default)
	ColorEditFlagsNoBorder ColorEditFlags = ColorEditFlags(imgui.ColorEditFlagsNoBorder)
	//              // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
	ColorEditFlagsAlphaBar ColorEditFlags = ColorEditFlags(imgui.ColorEditFlagsAlphaBar)
	//              // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.
	ColorEditFlagsAlphaPreview ColorEditFlags = ColorEditFlags(imgui.ColorEditFlagsAlphaPreview)
	//              // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque.
	ColorEditFlagsAlphaPreviewHalf ColorEditFlags = ColorEditFlags(imgui.ColorEditFlagsAlphaPreviewHalf)
	//              // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well).
	ColorEditFlagsHDR ColorEditFlags = ColorEditFlags(imgui.ColorEditFlagsHDR)
	// [Display]    // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex.
	ColorEditFlagsDisplayRGB ColorEditFlags = ColorEditFlags(imgui.ColorEditFlagsDisplayRGB)
	// [Display]    // ".
	ColorEditFlagsDisplayHSV ColorEditFlags = ColorEditFlags(imgui.ColorEditFlagsDisplayHSV)
	// [Display]    // ".
	ColorEditFlagsDisplayHex ColorEditFlags = ColorEditFlags(imgui.ColorEditFlagsDisplayHex)
	// [DataType]   // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.
	ColorEditFlagsUint8 ColorEditFlags = ColorEditFlags(imgui.ColorEditFlagsUint8)
	// [DataType]   // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers.
	ColorEditFlagsFloat ColorEditFlags = ColorEditFlags(imgui.ColorEditFlagsFloat)
	// [Picker]     // ColorPicker: bar for Hue, rectangle for Sat/Value.
	ColorEditFlagsPickerHueBar ColorEditFlags = ColorEditFlags(imgui.ColorEditFlagsPickerHueBar)
	// [Picker]     // ColorPicker: wheel for Hue, triangle for Sat/Value.
	ColorEditFlagsPickerHueWheel ColorEditFlags = ColorEditFlags(imgui.ColorEditFlagsPickerHueWheel)
	// [Input]      // ColorEdit, ColorPicker: input and output data in RGB format.
	ColorEditFlagsInputRGB ColorEditFlags = ColorEditFlags(imgui.ColorEditFlagsInputRGB)
	// [Input]      // ColorEdit, ColorPicker: input and output data in HSV format.
	ColorEditFlagsInputHSV       ColorEditFlags = ColorEditFlags(imgui.ColorEditFlagsInputHSV)
	ColorEditFlagsDefaultOptions ColorEditFlags = ColorEditFlags(imgui.ColorEditFlagsDefaultOptions)
	ColorEditFlagsDisplayMask    ColorEditFlags = ColorEditFlags(imgui.ColorEditFlagsDisplayMask)
	ColorEditFlagsDataTypeMask   ColorEditFlags = ColorEditFlags(imgui.ColorEditFlagsDataTypeMask)
	ColorEditFlagsPickerMask     ColorEditFlags = ColorEditFlags(imgui.ColorEditFlagsPickerMask)
	ColorEditFlagsInputMask      ColorEditFlags = ColorEditFlags(imgui.ColorEditFlagsInputMask)
)

list of color edit flags.

type ColorEditWidget

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

func ColorEdit

func ColorEdit(label string, c *color.RGBA) *ColorEditWidget

func (*ColorEditWidget) Build

func (ce *ColorEditWidget) Build()

Build implements Widget interface.

func (*ColorEditWidget) Flags

func (*ColorEditWidget) OnChange

func (ce *ColorEditWidget) OnChange(cb func()) *ColorEditWidget

func (*ColorEditWidget) Size

func (ce *ColorEditWidget) Size(width float32) *ColorEditWidget

type ColumnWidget

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

ColumnWidget will place all widgets one by one vertically.

func Column

func Column(widgets ...Widget) *ColumnWidget

Column creates a new ColumnWidget.

func (*ColumnWidget) Build

func (g *ColumnWidget) Build()

Build implements Widget interface.

type ComboCustomWidget

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

ComboCustomWidget represents a combo with custom layout when opened.

func ComboCustom

func ComboCustom(label, previewValue string) *ComboCustomWidget

ComboCustom creates a new combo custom widget.

func (*ComboCustomWidget) Build

func (cc *ComboCustomWidget) Build()

Build implements Widget interface.

func (*ComboCustomWidget) Flags

Flags allows to set combo flags (see Flags.go).

func (*ComboCustomWidget) Layout

func (cc *ComboCustomWidget) Layout(widgets ...Widget) *ComboCustomWidget

Layout add combo's layout.

func (*ComboCustomWidget) Size

func (cc *ComboCustomWidget) Size(width float32) *ComboCustomWidget

Size sets combo preview width.

type ComboFlags

type ComboFlags imgui.ComboFlags

ComboFlags represents imgui.ComboFlags.

type ComboWidget

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

ComboWidget is a wrapper of ComboCustomWidget. It creates a combo of selectables. (it is the most frequently used).

func Combo

func Combo(label, previewValue string, items []string, selected *int32) *ComboWidget

Combo creates a new ComboWidget.

func (*ComboWidget) Build

func (c *ComboWidget) Build()

Build implements Widget interface.

func (*ComboWidget) Flags

func (c *ComboWidget) Flags(flags ComboFlags) *ComboWidget

Flags allows to set combo flags (see Flags.go).

func (*ComboWidget) OnChange

func (c *ComboWidget) OnChange(onChange func()) *ComboWidget

OnChange sets callback when combo value gets changed.

func (*ComboWidget) Size

func (c *ComboWidget) Size(width float32) *ComboWidget

Size sets combo's width.

type ConditionWidget

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

ConditionWidget allows to build if a condition is met it is like:

if condition {
   layoutIf.Build()
} else {

   layoutElse.Build()
}

func Condition

func Condition(cond bool, layoutIf, layoutElse Widget) *ConditionWidget

Condition creates new COnditionWidget.

func (*ConditionWidget) Build

func (c *ConditionWidget) Build()

Build implements Widget interface.

func (*ConditionWidget) Range

func (c *ConditionWidget) Range(rangeFunc func(w Widget))

Range implements extra abilities (see Splittablle).

type ContextMenuWidget

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

func ContextMenu

func ContextMenu() *ContextMenuWidget

func (*ContextMenuWidget) Build

func (c *ContextMenuWidget) Build()

Build implements Widget interface.

func (*ContextMenuWidget) ID

func (*ContextMenuWidget) Layout

func (c *ContextMenuWidget) Layout(widgets ...Widget) *ContextMenuWidget

func (*ContextMenuWidget) MouseButton

func (c *ContextMenuWidget) MouseButton(mouseButton MouseButton) *ContextMenuWidget

type CustomWidget

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

CustomWidget allows you to do whatever you want. This includes: - using functions from upstream imgui instead of thes from giu - build widgets in loop (see also RangeBuilder) - do any calculations needed in this part of rendering.

func Custom

func Custom(builder func()) *CustomWidget

Custom creates a new custom widget.

func (*CustomWidget) Build

func (c *CustomWidget) Build()

Build implements Widget interface.

func (*CustomWidget) Plot

func (c *CustomWidget) Plot()

Plot implements Plot interface.

type DatePickerLabels

type DatePickerLabels string

DatePickerLabels represents a label string in date picker.

const (
	DatePickerLabelMonth DatePickerLabels = "Month:"
	DatePickerLabelYear  DatePickerLabels = "    Year:"
)

These constants hold strings for translations of day/month/year.

type DatePickerWidget

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

DatePickerWidget is a simple Calender widget. It allow user to select a day and convert it to time.Time go type. It consists of a Combo widget which (after opening) contains a calender-like table.

func DatePicker

func DatePicker(id string, date *time.Time) *DatePickerWidget

DatePicker creates new DatePickerWidget.

func (*DatePickerWidget) Build

func (d *DatePickerWidget) Build()

Build implements Widget interface.

func (*DatePickerWidget) Format

func (d *DatePickerWidget) Format(format string) *DatePickerWidget

Format sets date format of displayed (in combo) date. Compatible with (time.Time).Format(...) Default: "2006-01-02".

func (*DatePickerWidget) OnChange

func (d *DatePickerWidget) OnChange(onChange func()) *DatePickerWidget

OnChange sets callback called when date is changed.

func (*DatePickerWidget) Size

func (d *DatePickerWidget) Size(width float32) *DatePickerWidget

Size sets combo widget's size.

func (*DatePickerWidget) StartOfWeek

func (d *DatePickerWidget) StartOfWeek(weekday time.Weekday) *DatePickerWidget

StartOfWeek sets first day of the week Default: Sunday.

func (*DatePickerWidget) Translation

func (d *DatePickerWidget) Translation(label DatePickerLabels, value string) *DatePickerWidget

Translation sets a translation to specified label type.

type DialogResult

type DialogResult bool

DialogResult represents dialog result dialog result is bool. if OK/Yes it is true, else (Cancel/No) - false.

type DialogResultCallback

type DialogResultCallback func(DialogResult)

DialogResultCallback is a callback for dialogs.

type Direction

type Direction imgui.Dir

Direction represents a ArrowButton direction.

type Disposable

type Disposable interface {
	Dispose()
}

Disposable should be implemented by all states stored in context. Dispose method is called when state is removed from context.

type DragIntWidget

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

func DragInt

func DragInt(label string, value *int32, minValue, maxValue int32) *DragIntWidget

func (*DragIntWidget) Build

func (d *DragIntWidget) Build()

Build implements Widget interface.

func (*DragIntWidget) Format

func (d *DragIntWidget) Format(format string) *DragIntWidget

func (*DragIntWidget) Speed

func (d *DragIntWidget) Speed(speed float32) *DragIntWidget

type DrawFlags

type DrawFlags imgui.DrawFlags

DrawFlags represents imgui.DrawFlags.

const (
	DrawFlagsNone DrawFlags = DrawFlags(imgui.DrawFlagsNone)
	// PathStroke(), AddPolyline(): specify that shape should be closed (note: this is always == 1 for legacy reasons).
	DrawFlagsClosed DrawFlags = DrawFlags(imgui.DrawFlagsClosed)
	// AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners).
	// Was 0x01.
	DrawFlagsRoundCornersTopLeft DrawFlags = DrawFlags(imgui.DrawFlagsRoundCornersTopLeft)
	// AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners).
	// Was 0x02.
	DrawFlagsRoundCornersTopRight DrawFlags = DrawFlags(imgui.DrawFlagsRoundCornersTopRight)
	// AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners).
	// Was 0x04.
	DrawFlagsRoundCornersBottomLeft DrawFlags = DrawFlags(imgui.DrawFlagsRoundCornersBottomLeft)
	// AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f,
	// we default to all corners). Wax 0x08.
	DrawFlagsRoundCornersBottomRight DrawFlags = DrawFlags(imgui.DrawFlagsRoundCornersBottomRight)
	// AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag!
	DrawFlagsRoundCornersNone   DrawFlags = DrawFlags(imgui.DrawFlagsRoundCornersNone)
	DrawFlagsRoundCornersTop    DrawFlags = DrawFlags(imgui.DrawFlagsRoundCornersTop)
	DrawFlagsRoundCornersBottom DrawFlags = DrawFlags(imgui.DrawFlagsRoundCornersBottom)
	DrawFlagsRoundCornersLeft   DrawFlags = DrawFlags(imgui.DrawFlagsRoundCornersLeft)
	DrawFlagsRoundCornersRight  DrawFlags = DrawFlags(imgui.DrawFlagsRoundCornersRight)
	DrawFlagsRoundCornersAll    DrawFlags = DrawFlags(imgui.DrawFlagsRoundCornersAll)

	// Default to ALL corners if none of the RoundCornersXX flags are specified.
	DrawFlagsRoundCornersDefault DrawFlags = DrawFlags(imgui.DrawFlagsRoundCornersDefault)
	DrawFlagsRoundCornersMask    DrawFlags = DrawFlags(imgui.DrawFlagsRoundCornersMask)
)

draw flags enum:.

type DummyWidget

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

DummyWidget creates an empty space (moves drawing cursor by width and height).

func Dummy

func Dummy(width, height float32) *DummyWidget

Dummy creates new DummyWidget.

func (*DummyWidget) Build

func (d *DummyWidget) Build()

Build implements Widget interface.

type ErrCSSParse

type ErrCSSParse struct {
	What   string // description of what we are parsing
	Value  string // the value which failed
	Detail error  // (optional) error to add extra detail (i.e. result of calling another function like strconv.ParseFloat)
}

ErrCSSParse represents a CSS parsing error and includes details about what is failing.

func (ErrCSSParse) Error

func (e ErrCSSParse) Error() string

type EventHandler

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

EventHandler is a universal event handler for giu widgets. put giu.Event()... after any widget to handle any event.

func Event

func Event() *EventHandler

Event adds a new event to widget above.

func (*EventHandler) Build

func (eh *EventHandler) Build()

Build implements Widget interface

func (*EventHandler) OnActivate

func (eh *EventHandler) OnActivate(cb func()) *EventHandler

OnActivate sets callback when item gets activated.

func (*EventHandler) OnActive

func (eh *EventHandler) OnActive(cb func()) *EventHandler

OnActive sets a callback when ite IS ACTIVE (not activated).

func (*EventHandler) OnClick

func (eh *EventHandler) OnClick(mouseButton MouseButton, callback func()) *EventHandler

OnClick sets callback when mouse button `mouseButton` is clicked.

func (*EventHandler) OnDClick

func (eh *EventHandler) OnDClick(mouseButton MouseButton, callback func()) *EventHandler

OnDClick sets callback when mouse button `mouseButton` is double-clicked.

func (*EventHandler) OnDeactivate

func (eh *EventHandler) OnDeactivate(cb func()) *EventHandler

OnDeactivate sets callback when item gets deactivated.

func (*EventHandler) OnHover

func (eh *EventHandler) OnHover(onHover func()) *EventHandler

OnHover sets callback when item gets hovered.

func (*EventHandler) OnKeyDown

func (eh *EventHandler) OnKeyDown(key Key, cb func()) *EventHandler

OnKeyDown sets callback when key `key` is down.

func (*EventHandler) OnKeyPressed

func (eh *EventHandler) OnKeyPressed(key Key, cb func()) *EventHandler

OnKeyPressed sets callback when key `key` is pressed.

func (*EventHandler) OnKeyReleased

func (eh *EventHandler) OnKeyReleased(key Key, cb func()) *EventHandler

OnKeyReleased sets callback when key `key` is released.

func (*EventHandler) OnMouseDown

func (eh *EventHandler) OnMouseDown(mouseButton MouseButton, callback func()) *EventHandler

OnMouseDown sets callback when mouse button `mouseButton` is down.

func (*EventHandler) OnMouseReleased

func (eh *EventHandler) OnMouseReleased(mouseButton MouseButton, callback func()) *EventHandler

OnMouseReleased sets callback when mouse button `mouseButton` is released.

type ExecCondition

type ExecCondition imgui.Cond

ExecCondition represents imgui.Cond.

imgui conditions.

type FocusedFlags

type FocusedFlags imgui.FocusedFlags

FocusedFlags represents imgui.FocusedFlags.

type FontAtlas

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

func (*FontAtlas) AddFont

func (a *FontAtlas) AddFont(fontName string, size float32) *FontInfo

AddFont adds font by name, if the font is found, return *FontInfo, otherwise return nil. To use added font, use giu.Style().SetFont(...).

func (*FontAtlas) AddFontFromBytes

func (a *FontAtlas) AddFontFromBytes(fontName string, fontBytes []byte, size float32) *FontInfo

AddFontFromBytes does similar to AddFont, but using data from memory.

func (*FontAtlas) GetDefaultFonts

func (a *FontAtlas) GetDefaultFonts() []FontInfo

func (*FontAtlas) RegisterString

func (a *FontAtlas) RegisterString(str string) string

RegisterString register string to font atlas builder. Note only register strings that will be displayed on the UI.

func (*FontAtlas) RegisterStringPointer

func (a *FontAtlas) RegisterStringPointer(str *string) *string

RegisterStringPointer registers string pointer to font atlas builder. Note only register strings that will be displayed on the UI.

func (*FontAtlas) RegisterStringSlice

func (a *FontAtlas) RegisterStringSlice(str []string) []string

RegisterStringSlice calls RegisterString for each slice element.

func (*FontAtlas) SetDefaultFont

func (a *FontAtlas) SetDefaultFont(fontName string, size float32)

SetDefaultFont changes default font.

func (*FontAtlas) SetDefaultFontFromBytes

func (a *FontAtlas) SetDefaultFontFromBytes(fontBytes []byte, size float32)

SetDefaultFontFromBytes changes default font by bytes of the font file.

func (*FontAtlas) SetDefaultFontSize

func (a *FontAtlas) SetDefaultFontSize(size float32)

SetDefaultFontSize sets the default font size. Invoke this before MasterWindow.NewMasterWindow(..).

type FontInfo

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

FontInfo represents a giu implementation of imgui font.

func (*FontInfo) SetSize

func (f *FontInfo) SetSize(size float32) *FontInfo

func (*FontInfo) String

func (f *FontInfo) String() string

type HoveredFlags

type HoveredFlags imgui.HoveredFlags

HoveredFlags represents a hovered flags.

type ID

type ID string

ID is an alias type. If some method uses ID it means, that this string will NOT be proceeded anyhow and will be passed as-is to cimgui-go. This also means that it deffinitly needs to be unique because else it will cause strange UI behavior. see: https://github.com/AllenDang/giu/wiki#id

func GenAutoID

func GenAutoID(id string) ID

GenAutoID automatically generates widget's ID. It returns an unique value each time it is called.

func (ID) String

func (i ID) String() string

type ImPlotYAxis

type ImPlotYAxis int

ImPlotYAxis represents y axis settings.

const (
	ImPlotYAxisLeft          ImPlotYAxis = 0 // left (default)
	ImPlotYAxisFirstOnRight  ImPlotYAxis = 1 // first on right side
	ImPlotYAxisSecondOnRight ImPlotYAxis = 2 // second on right side
)

ImPlotYAxis enum:.

type ImageButtonWidget

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

ImageButtonWidget is similar to ButtonWidget but with image texture instead of text label.

func ImageButton

func ImageButton(texture *Texture) *ImageButtonWidget

ImageButton constructs image button widget.

func (*ImageButtonWidget) BgColor

func (b *ImageButtonWidget) BgColor(bgColor color.Color) *ImageButtonWidget

BgColor sets button's background color.

func (*ImageButtonWidget) Build

func (b *ImageButtonWidget) Build()

Build implements Widget interface.

func (*ImageButtonWidget) FramePadding

func (b *ImageButtonWidget) FramePadding(padding int) *ImageButtonWidget

FramePadding sets button's frame padding (set 0 to fit image to the frame).

func (*ImageButtonWidget) OnClick

func (b *ImageButtonWidget) OnClick(onClick func()) *ImageButtonWidget

OnClick sets click event.

func (*ImageButtonWidget) Size

func (b *ImageButtonWidget) Size(width, height float32) *ImageButtonWidget

Size sets BUTTONS size. NOTE: image size is button size - 2 * frame padding.

func (*ImageButtonWidget) TintColor

func (b *ImageButtonWidget) TintColor(tintColor color.Color) *ImageButtonWidget

TintColor sets tit color for image.

func (*ImageButtonWidget) UV

UV sets image's uv.

type ImageButtonWithRgbaWidget

type ImageButtonWithRgbaWidget struct {
	*ImageButtonWidget
	// contains filtered or unexported fields
}

ImageButtonWithRgbaWidget does similar to ImageButtonWidget, but implements image.Image instead of giu.Texture. It is probably more useful than the original ImageButtonWidget.

func ImageButtonWithRgba

func ImageButtonWithRgba(rgba image.Image) *ImageButtonWithRgbaWidget

ImageButtonWithRgba creates a new widget.

func (*ImageButtonWithRgbaWidget) BgColor

BgColor sets button's background color.

func (*ImageButtonWithRgbaWidget) Build

func (b *ImageButtonWithRgbaWidget) Build()

Build implements Widget interface.

func (*ImageButtonWithRgbaWidget) FramePadding

func (b *ImageButtonWithRgbaWidget) FramePadding(padding int) *ImageButtonWithRgbaWidget

FramePadding sets frame padding (see (*ImageButtonWidget).TintColor).

func (*ImageButtonWithRgbaWidget) OnClick

func (b *ImageButtonWithRgbaWidget) OnClick(onClick func()) *ImageButtonWithRgbaWidget

OnClick sets click events.

func (*ImageButtonWithRgbaWidget) Size

Size sets button's size.

func (*ImageButtonWithRgbaWidget) TintColor

TintColor sets image's tint color.

func (*ImageButtonWithRgbaWidget) UV

UV sets image's uv color.

type ImageWidget

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

ImageWidget adds an image. NOTE: ImageWidget is going to be deprecated. ImageWithRGBAWidget should be used instead, however, because it is a native imgui's solution it is still there.

func Image

func Image(texture *Texture) *ImageWidget

Image adds an image from giu.Texture.

func (*ImageWidget) BorderCol

func (i *ImageWidget) BorderCol(borderColor color.Color) *ImageWidget

BorderCol sets color of the border.

func (*ImageWidget) Build

func (i *ImageWidget) Build()

Build implements Widget interface.

func (*ImageWidget) OnClick

func (i *ImageWidget) OnClick(cb func()) *ImageWidget

OnClick adds on-click-callback.

func (*ImageWidget) Size

func (i *ImageWidget) Size(width, height float32) *ImageWidget

Size sets image size.

func (*ImageWidget) TintColor

func (i *ImageWidget) TintColor(tintColor color.Color) *ImageWidget

TintColor sets image's tint color.

func (*ImageWidget) Uv

func (i *ImageWidget) Uv(uv0X, uv0Y, uv1X, uv1Y float32) *ImageWidget

Uv allows to specify uv parameters.

type ImageWithFileWidget

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

ImageWithFileWidget allows to display an image directly from .png file. NOTE: Be aware that project using this solution may not be portable because files are not included in executable binaries! You may want to use "embed" package and ImageWithRgba instead.

func ImageWithFile

func ImageWithFile(imgPath string) *ImageWithFileWidget

ImageWithFile constructs a new ImageWithFileWidget.

func (*ImageWithFileWidget) Build

func (i *ImageWithFileWidget) Build()

Build implements Widget interface.

func (*ImageWithFileWidget) ID

ID sets the interval id of ImageWithFile widgets.

func (*ImageWithFileWidget) OnClick

func (i *ImageWithFileWidget) OnClick(cb func()) *ImageWithFileWidget

OnClick sets click callback.

func (*ImageWithFileWidget) Size

func (i *ImageWithFileWidget) Size(width, height float32) *ImageWithFileWidget

Size sets image's size.

type ImageWithRgbaWidget

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

ImageWithRgbaWidget wraps ImageWidget. It is more useful because it doesn't make you to care about imgui textures. You can just pass golang-native image.Image and display it in giu.

func ImageWithRgba

func ImageWithRgba(rgba image.Image) *ImageWithRgbaWidget

ImageWithRgba creates ImageWithRgbaWidget.

func (*ImageWithRgbaWidget) Build

func (i *ImageWithRgbaWidget) Build()

Build implements Widget interface.

func (*ImageWithRgbaWidget) ID

ID sets the interval id of ImageWithRgba widgets.

func (*ImageWithRgbaWidget) OnClick

func (i *ImageWithRgbaWidget) OnClick(cb func()) *ImageWithRgbaWidget

OnClick sets click callback.

func (*ImageWithRgbaWidget) Size

func (i *ImageWithRgbaWidget) Size(width, height float32) *ImageWithRgbaWidget

Size sets image's size.

type ImageWithURLWidget

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

ImageWithURLWidget allows to display an image using an URL as image source.

func ImageWithURL

func ImageWithURL(url string) *ImageWithURLWidget

ImageWithURL creates ImageWithURLWidget.

func (*ImageWithURLWidget) Build

func (i *ImageWithURLWidget) Build()

Build implements Widget interface.

func (*ImageWithURLWidget) LayoutForFailure

func (i *ImageWithURLWidget) LayoutForFailure(widgets ...Widget) *ImageWithURLWidget

LayoutForFailure allows to specify layout when image failed to download.

func (*ImageWithURLWidget) LayoutForLoading

func (i *ImageWithURLWidget) LayoutForLoading(widgets ...Widget) *ImageWithURLWidget

LayoutForLoading allows to set layout rendered while loading an image.

func (*ImageWithURLWidget) OnClick

func (i *ImageWithURLWidget) OnClick(cb func()) *ImageWithURLWidget

OnClick sets click callback.

func (*ImageWithURLWidget) OnFailure

func (i *ImageWithURLWidget) OnFailure(onFailure func(error)) *ImageWithURLWidget

OnFailure sets event trigger when image failed to download/load.

func (*ImageWithURLWidget) OnReady

func (i *ImageWithURLWidget) OnReady(onReady func()) *ImageWithURLWidget

OnReady sets event trigger when image is downloaded and ready to display.

func (*ImageWithURLWidget) Size

func (i *ImageWithURLWidget) Size(width, height float32) *ImageWithURLWidget

Size sets image's size.

func (*ImageWithURLWidget) Timeout

func (i *ImageWithURLWidget) Timeout(downloadTimeout time.Duration) *ImageWithURLWidget

Timeout sets download timeout.

type InputFloatWidget

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

InputFloatWidget does similar to InputIntWIdget, but accepts float numbers.

func InputFloat

func InputFloat(value *float32) *InputFloatWidget

InputFloat constructs InputFloatWidget.

func (*InputFloatWidget) Build

func (i *InputFloatWidget) Build()

Build implements Widget interface.

func (*InputFloatWidget) Flags

Flags sets flags.

func (*InputFloatWidget) Format

func (i *InputFloatWidget) Format(format string) *InputFloatWidget

Format sets data format (e.g. %.3f).

func (*InputFloatWidget) ID

ID sets widget's id.

func (*InputFloatWidget) Label

func (i *InputFloatWidget) Label(label string) *InputFloatWidget

Label sets label of input field.

func (*InputFloatWidget) Labelf

func (i *InputFloatWidget) Labelf(format string, args ...any) *InputFloatWidget

Labelf sets formatted label.

func (*InputFloatWidget) OnChange

func (i *InputFloatWidget) OnChange(onChange func()) *InputFloatWidget

OnChange sets callback called when text is changed.

func (*InputFloatWidget) Size

func (i *InputFloatWidget) Size(width float32) *InputFloatWidget

Size sets input field's width.

func (*InputFloatWidget) StepSize

func (i *InputFloatWidget) StepSize(step float32) *InputFloatWidget

StepSize sets the step size.

func (*InputFloatWidget) StepSizeFast

func (i *InputFloatWidget) StepSizeFast(stepFast float32) *InputFloatWidget

StepSizeFast sets the fast step size.

type InputHandler

type InputHandler interface {
	// RegisterKeyboardShortcuts adds a specified shortcuts into input handler
	RegisterKeyboardShortcuts(...Shortcut)
	// UnregisterKeyboardShortcuts removes window shortcuts from input handler
	UnregisterWindowShortcuts()
	// Handle handles a shortcut
	Handle(Key, Modifier, Action)
}

InputHandler is an interface which needs to be implemented by user-defined input handlers.

type InputHandlerHandleCallback

type InputHandlerHandleCallback func(Key, Modifier, Action)

type InputIntWidget

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

InputIntWidget is an input text field accepting integer values only.

func InputInt

func InputInt(value *int32) *InputIntWidget

InputInt creates input int widget NOTE: value is int32, so its size is up to 10^32-1. to process greater values, you need to use InputTextWidget with InputTextFlagsCharsDecimal and strconv.ParseInt in OnChange callback.

func (*InputIntWidget) Build

func (i *InputIntWidget) Build()

Build implements Widget interface.

func (*InputIntWidget) Flags

func (i *InputIntWidget) Flags(flags InputTextFlags) *InputIntWidget

Flags sets flags.

func (*InputIntWidget) ID

func (i *InputIntWidget) ID(id ID) *InputIntWidget

ID sets widget's id.

func (*InputIntWidget) Label

func (i *InputIntWidget) Label(label string) *InputIntWidget

Label sets label (id).

func (*InputIntWidget) Labelf

func (i *InputIntWidget) Labelf(format string, args ...any) *InputIntWidget

Labelf sets formatted label.

func (*InputIntWidget) OnChange

func (i *InputIntWidget) OnChange(onChange func()) *InputIntWidget

OnChange adds on change callback.

func (*InputIntWidget) Size

func (i *InputIntWidget) Size(width float32) *InputIntWidget

Size sets input's width.

func (*InputIntWidget) StepSize

func (i *InputIntWidget) StepSize(step int) *InputIntWidget

StepSize sets the step size.

func (*InputIntWidget) StepSizeFast

func (i *InputIntWidget) StepSizeFast(stepFast int) *InputIntWidget

StepSizeFast sets the fast step size.

type InputTextFlags

type InputTextFlags imgui.InputTextFlags

InputTextFlags represents input text flags.

type InputTextMultilineWidget

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

InputTextMultilineWidget is a large (multiline) text input see examples/widgets/.

func InputTextMultiline

func InputTextMultiline(text *string) *InputTextMultilineWidget

InputTextMultiline creates InputTextMultilineWidget.

func (*InputTextMultilineWidget) AutoScrollToBottom

func (i *InputTextMultilineWidget) AutoScrollToBottom(b bool) *InputTextMultilineWidget

AutoScrollToBottom Enables/Disables auto scroll to bottom.

func (*InputTextMultilineWidget) Build

func (i *InputTextMultilineWidget) Build()

Build implements Widget interface.

func (*InputTextMultilineWidget) Callback

Callback sets imgui.InputTextCallback.

func (*InputTextMultilineWidget) Flags

Flags sets InputTextFlags (see Flags.go).

func (*InputTextMultilineWidget) ID

func (*InputTextMultilineWidget) Label

Label sets input field label.

func (*InputTextMultilineWidget) Labelf

func (i *InputTextMultilineWidget) Labelf(format string, args ...any) *InputTextMultilineWidget

Labelf is formatting version of Label.

func (*InputTextMultilineWidget) OnChange

func (i *InputTextMultilineWidget) OnChange(onChange func()) *InputTextMultilineWidget

OnChange set callback called when user action taken on input text field (when text was changed).

func (*InputTextMultilineWidget) Size

Size sets input field size.

type InputTextWidget

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

InputTextWidget is a single-line text input.

func InputText

func InputText(value *string) *InputTextWidget

InputText creates new input text widget.

func (*InputTextWidget) AutoComplete

func (i *InputTextWidget) AutoComplete(candidates []string) *InputTextWidget

AutoComplete enables auto complete popup by using fuzzy search of current value against candidates Press enter to confirm the first candidate.

func (*InputTextWidget) Build

func (i *InputTextWidget) Build()

Build implements Widget interface.

func (*InputTextWidget) Callback

Callback sets input text callback.

func (*InputTextWidget) Flags

Flags sets flags.

func (*InputTextWidget) Hint

func (i *InputTextWidget) Hint(hint string) *InputTextWidget

Hint sets hint text.

func (*InputTextWidget) ID

func (i *InputTextWidget) ID(id ID) *InputTextWidget

ID sets widget's id.

func (*InputTextWidget) Label

func (i *InputTextWidget) Label(label string) *InputTextWidget

Label adds label (alternatively you can use it to set widget's id).

func (*InputTextWidget) Labelf

func (i *InputTextWidget) Labelf(format string, args ...any) *InputTextWidget

Labelf adds formatted label.

func (*InputTextWidget) OnChange

func (i *InputTextWidget) OnChange(onChange func()) *InputTextWidget

OnChange sets callback when text was changed.

func (*InputTextWidget) Size

func (i *InputTextWidget) Size(width float32) *InputTextWidget

Size sets field's width.

type InvisibleButtonWidget

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

InvisibleButtonWidget is a clickable region. NOTE: you may want to display other widgets on this button. to do so, you may move drawing cursor back by Get/SetCursor(Screen)Pos.

func InvisibleButton

func InvisibleButton() *InvisibleButtonWidget

InvisibleButton constructs a new invisible button widget.

func (*InvisibleButtonWidget) Build

func (b *InvisibleButtonWidget) Build()

Build implements Widget interface.

func (*InvisibleButtonWidget) ID

ID allows to manually set widget's id (no need to use in normal conditions).

func (*InvisibleButtonWidget) OnClick

func (b *InvisibleButtonWidget) OnClick(onClick func()) *InvisibleButtonWidget

OnClick sets click event.

func (*InvisibleButtonWidget) Size

func (b *InvisibleButtonWidget) Size(width, height float32) *InvisibleButtonWidget

Size sets button's size.

type Key

type Key imgui.Key

Key represents a imgui key.

type LabelWidget

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

LabelWidget is a plain text label.

func Label

func Label(label string) *LabelWidget

Label constructs label widget.

func Labelf

func Labelf(format string, args ...any) *LabelWidget

Labelf allows to add formatted label.

func (*LabelWidget) Build

func (l *LabelWidget) Build()

Build implements Widget interface.

func (*LabelWidget) Font

func (l *LabelWidget) Font(font *FontInfo) *LabelWidget

Font sets specific font (does like Style().SetFont).

func (*LabelWidget) Wrapped

func (l *LabelWidget) Wrapped(wrapped bool) *LabelWidget

Wrapped determines if label is wrapped.

type LanguageDefinition

type LanguageDefinition byte

LanguageDefinition represents code editor's language definition.

const (
	LanguageDefinitionSQL LanguageDefinition = iota
	LanguageDefinitionCPP
	LanguageDefinitionLua
	LanguageDefinitionC
)

language definitions:.

type Layout

type Layout []Widget

Layout is a set of widgets. It implements Widget interface so Layout can be used as a widget.

func PrepareMsgbox

func PrepareMsgbox() Layout

PrepareMsgbox should be invoked in function in the same layout level where you call g.Msgbox. BUG: calling this more than 1 time per frame causes unexpected merging msgboxes layouts (see https://github.com/AllenDang/giu/issues/290)

func RangeBuilder

func RangeBuilder(id string, values []any, builder func(int, any) Widget) Layout

RangeBuilder batch create widgets and render only which is visible.

func (Layout) Build

func (l Layout) Build()

Build implements Widget interface.

func (Layout) Range

func (l Layout) Range(rangeFunc func(Widget))

Range ranges over the Layout, calling rangeFunc on each loop iteration.

type LinePlot

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

LinePlot represents a plot line (linear chart).

func Line

func Line(title string, values []float64) *LinePlot

Line adds a new plot line to the canvas.

func (*LinePlot) Offset

func (p *LinePlot) Offset(offset int) *LinePlot

Offset sets chart offset.

func (*LinePlot) Plot

func (p *LinePlot) Plot()

Plot implements Plot interface.

func (*LinePlot) SetPlotYAxis

func (p *LinePlot) SetPlotYAxis(yAxis ImPlotYAxis) *LinePlot

SetPlotYAxis sets yAxis parameters.

func (*LinePlot) X0

func (p *LinePlot) X0(x0 float64) *LinePlot

X0 sets a start position on x axis.

func (*LinePlot) XScale

func (p *LinePlot) XScale(scale float64) *LinePlot

XScale sets x-axis-scale.

type LineXYPlot

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

LineXYPlot adds XY plot line.

func LineXY

func LineXY(title string, xvalues, yvalues []float64) *LineXYPlot

LineXY adds XY plot line to canvas.

func (*LineXYPlot) Offset

func (p *LineXYPlot) Offset(offset int) *LineXYPlot

Offset sets chart's offset.

func (*LineXYPlot) Plot

func (p *LineXYPlot) Plot()

Plot implements Plot interface.

func (*LineXYPlot) SetPlotYAxis

func (p *LineXYPlot) SetPlotYAxis(yAxis ImPlotYAxis) *LineXYPlot

SetPlotYAxis sets yAxis parameters.

type ListBoxWidget

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

ListBoxWidget is a field with selectable items (Child with Selectables).

func ListBox

func ListBox(items []string) *ListBoxWidget

ListBox creates new ListBoxWidget.

func (*ListBoxWidget) Border

func (l *ListBoxWidget) Border(b bool) *ListBoxWidget

Border sets whether box should have border (see Child().Border(...).

func (*ListBoxWidget) Build

func (l *ListBoxWidget) Build()

Build implements Widget interface

func (*ListBoxWidget) ContextMenu

func (l *ListBoxWidget) ContextMenu(menuItems []string) *ListBoxWidget

ContextMenu adds item in context menu which is opened when user right-click on item.

func (*ListBoxWidget) ID

func (l *ListBoxWidget) ID(id ID) *ListBoxWidget

ID assigns hardcoded ID (baypass GenAutoID mechanism).

func (*ListBoxWidget) OnChange

func (l *ListBoxWidget) OnChange(onChange func(selectedIndex int)) *ListBoxWidget

OnChange sets callback called when user changes their selection.

func (*ListBoxWidget) OnDClick

func (l *ListBoxWidget) OnDClick(onDClick func(selectedIndex int)) *ListBoxWidget

OnDClick sets callback on double click.

func (*ListBoxWidget) OnMenu

func (l *ListBoxWidget) OnMenu(onMenu func(selectedIndex int, menu string)) *ListBoxWidget

OnMenu sets callback called when context menu item clicked.

func (*ListBoxWidget) SelectedIndex

func (l *ListBoxWidget) SelectedIndex(i *int32) *ListBoxWidget

func (*ListBoxWidget) Size

func (l *ListBoxWidget) Size(width, height float32) *ListBoxWidget

Size sets size of the box.

type ListClipperWrapper

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

ListClipperWrapper is a ImGuiListClipper implementation. it can be used to display a large, vertical list of items and avoid rendering them.

func ListClipper

func ListClipper() *ListClipperWrapper

ListClipper creates list clipper.

func (*ListClipperWrapper) Build

func (l *ListClipperWrapper) Build()

Build implements widget interface.

func (*ListClipperWrapper) Layout

func (l *ListClipperWrapper) Layout(layout ...Widget) *ListClipperWrapper

Layout sets layout for list clipper.

type MainMenuBarWidget struct {
	// contains filtered or unexported fields
}
func MainMenuBar() *MainMenuBarWidget
func (m *MainMenuBarWidget) Build()

Build implements Widget interface.

func (m *MainMenuBarWidget) Layout(widgets ...Widget) *MainMenuBarWidget

type MarkdownWidget

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

MarkdownWidget implements DearImGui markdown extension https://github.com/juliettef/imgui_markdown It is like LabelWidget but with md formatting. TODO: re-implement this.

func Markdown

func Markdown(md *string) *MarkdownWidget

Markdown creates new markdown widget.

func (*MarkdownWidget) Build

func (m *MarkdownWidget) Build()

Build implements Widget interface.

func (*MarkdownWidget) Header

func (m *MarkdownWidget) Header(level int, font *FontInfo, separator bool) *MarkdownWidget

Header sets header formatting NOTE: level (counting from 0!) is header level. (for instance, header `# H1` will have level 0).

func (m *MarkdownWidget) OnLink(cb func(url string)) *MarkdownWidget

OnLink sets another than default link callback.

type MasterWindow

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

MasterWindow represents a glfw master window It is a base for a windows (see Window.go).

func NewMasterWindow

func NewMasterWindow(title string, width, height int, flags MasterWindowFlags) *MasterWindow

NewMasterWindow creates a new master window and initializes GLFW. it should be called in main function. For more details and use cases, see examples/helloworld/.

func (*MasterWindow) Close

func (w *MasterWindow) Close()

Close will safely close the master window.

func (*MasterWindow) GetPos

func (w *MasterWindow) GetPos() (x, y int)

GetPos return position of master window.

func (*MasterWindow) GetSize

func (w *MasterWindow) GetSize() (width, height int)

GetSize return size of master window.

func (*MasterWindow) RegisterKeyboardShortcuts

func (w *MasterWindow) RegisterKeyboardShortcuts(s ...WindowShortcut) *MasterWindow

RegisterKeyboardShortcuts registers a global - master window - keyboard shortcuts.

func (*MasterWindow) Run

func (w *MasterWindow) Run(loopFunc func())

Run runs the main loop. loopFunc will be used to construct the ui. Run should be called at the end of main function, after setting up the master window.

func (*MasterWindow) SetAdditionalInputHandlerCallback

func (w *MasterWindow) SetAdditionalInputHandlerCallback(cb InputHandlerHandleCallback)

SetAdditionalInputHandlerCallback allows to set an input callback to handle more events (not only these from giu.inputHandler). See examples/issue-501.

func (*MasterWindow) SetBgColor

func (w *MasterWindow) SetBgColor(bgColor color.Color)

SetBgColor sets background color of master window.

func (*MasterWindow) SetCloseCallback

func (w *MasterWindow) SetCloseCallback(cb func() bool)

SetCloseCallback sets the close callback of the window, which is called when the user attempts to close the window, for example by clicking the close widget in the title bar.

The close flag is set before this callback is called, but you can modify it at any time with returned value of callback function.

Mac OS X: Selecting Quit from the application menu will trigger the close callback for all windows.

func (*MasterWindow) SetDropCallback

func (w *MasterWindow) SetDropCallback(cb func([]string))

SetDropCallback sets callback when file was dropped into the window.

func (*MasterWindow) SetIcon

func (w *MasterWindow) SetIcon(icons ...image.Image)

SetIcon sets the icon of the specified window. If passed an array of candidate images, those of or closest to the sizes desired by the system are selected. If no images are specified, the window reverts to its default icon.

The image is ideally provided in the form of *image.NRGBA. The pixels are 32-bit, little-endian, non-premultiplied RGBA, i.e. eight bits per channel with the red channel first. They are arranged canonically as packed sequential rows, starting from the top-left corner. If the image type is not *image.NRGBA, it will be converted to it.

The desired image sizes varies depending on platform and system settings. The selected images will be rescaled as needed. Good sizes include 16x16, 32x32 and 48x48.

func (*MasterWindow) SetInputHandler

func (w *MasterWindow) SetInputHandler(handler InputHandler)

SetInputHandler allows to change default input handler. see InputHandler.go.

func (*MasterWindow) SetPos

func (w *MasterWindow) SetPos(x, y int)

SetPos sets position of master window.

func (*MasterWindow) SetShouldClose

func (w *MasterWindow) SetShouldClose(v bool)

SetShouldClose sets whether master window should be closed.

func (*MasterWindow) SetSize

func (w *MasterWindow) SetSize(x, y int)

SetSize sets size of master window.

func (*MasterWindow) SetSizeLimits

func (w *MasterWindow) SetSizeLimits(minw, minh, maxw, maxh int)

SetSizeLimits sets the size limits of the client area of the specified window. If the window is full screen or not resizable, this function does nothing.

The size limits are applied immediately and may cause the window to be resized. To specify only a minimum size or only a maximum one, set the other pair to giu.DontCare. To disable size limits for a window, set them all to giu.DontCare.

func (*MasterWindow) SetTargetFPS

func (w *MasterWindow) SetTargetFPS(fps uint)

SetTargetFPS sets target FPS of master window. Default for GLFW is 30.

func (*MasterWindow) SetTitle

func (w *MasterWindow) SetTitle(title string)

SetTitle updates master window's title.

type MasterWindowFlags

type MasterWindowFlags int

MasterWindowFlags implements BackendWindowFlags.

const (
	// Specifies the window will be fixed size.
	MasterWindowFlagsNotResizable MasterWindowFlags = 1 << iota
	// Specifies whether the window is maximized.
	MasterWindowFlagsMaximized
	// Specifies whether the window will be always-on-top.
	MasterWindowFlagsFloating
	// Specifies whether the window will be frameless.
	MasterWindowFlagsFrameless
	// Specifies whether the window will be transparent.
	MasterWindowFlagsTransparent
)

master window flags.

type MenuBarWidget struct {
	// contains filtered or unexported fields
}
func MenuBar() *MenuBarWidget
func (m *MenuBarWidget) Build()

Build implements Widget interface.

func (m *MenuBarWidget) Layout(widgets ...Widget) *MenuBarWidget
type MenuItemWidget struct {
	// contains filtered or unexported fields
}
func MenuItem(label string) *MenuItemWidget
func MenuItemf(format string, args ...any) *MenuItemWidget
func (m *MenuItemWidget) Build()

Build implements Widget interface.

func (m *MenuItemWidget) Enabled(e bool) *MenuItemWidget
func (m *MenuItemWidget) OnClick(onClick func()) *MenuItemWidget
func (m *MenuItemWidget) Selected(s bool) *MenuItemWidget
func (m *MenuItemWidget) Shortcut(s string) *MenuItemWidget
type MenuWidget struct {
	// contains filtered or unexported fields
}
func Menu(label string) *MenuWidget
func Menuf(format string, args ...any) *MenuWidget
func (m *MenuWidget) Build()

Build implements Widget interface.

func (m *MenuWidget) Enabled(e bool) *MenuWidget
func (m *MenuWidget) Layout(widgets ...Widget) *MenuWidget

type Modifier

type Modifier imgui.Key

Modifier represents imgui.Modifier.

type MouseButton

type MouseButton imgui.MouseButton

MouseButton represents imgui.MouseButton.

mouse buttons.

type MouseCursorType

type MouseCursorType imgui.MouseCursor

MouseCursorType represents a type (layout) of mouse cursor.

type MsgboxButtons

type MsgboxButtons uint8

MsgboxButtons determines which buttons are in the dialog.

const (
	// Yes-No question.
	MsgboxButtonsYesNo MsgboxButtons = 1 << iota
	// Ok / Cancel dialog.
	MsgboxButtonsOkCancel
	// info.
	MsgboxButtonsOk
)

button sets.

type MsgboxWidget

type MsgboxWidget struct{}

MsgboxWidget represents message dialog.

func Msgbox

func Msgbox(title, content string) *MsgboxWidget

Msgbox opens message box. call it whenever you want to open popup with question / info.

func (*MsgboxWidget) Buttons

func (m *MsgboxWidget) Buttons(buttons MsgboxButtons) *MsgboxWidget

Buttons sets which buttons should be possible.

func (*MsgboxWidget) ResultCallback

func (m *MsgboxWidget) ResultCallback(cb DialogResultCallback) *MsgboxWidget

ResultCallback sets result callback.

type PieChartPlot

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

PieChartPlot represents a pie chart.

func PieChart

func PieChart(labels []string, values []float64, x, y, radius float64) *PieChartPlot

PieChart adds pie chart to the canvas.

func (*PieChartPlot) Angle0

func (p *PieChartPlot) Angle0(a float64) *PieChartPlot

func (*PieChartPlot) LabelFormat

func (p *PieChartPlot) LabelFormat(fmtStr string) *PieChartPlot

LabelFormat sets format of labels.

func (*PieChartPlot) Normalize

func (p *PieChartPlot) Normalize(n bool) *PieChartPlot

func (*PieChartPlot) Plot

func (p *PieChartPlot) Plot()

type PlotAxisFlags

type PlotAxisFlags imgui.PlotAxisFlags

PlotAxisFlags represents imgui.PlotAxisFlags.

const (
	PlotAxisFlagsNone         PlotAxisFlags = PlotAxisFlags(imgui.PlotAxisFlagsNone)
	PlotAxisFlagsNoLabel      PlotAxisFlags = PlotAxisFlags(imgui.PlotAxisFlagsNoLabel)
	PlotAxisFlagsNoGridLines  PlotAxisFlags = PlotAxisFlags(imgui.PlotAxisFlagsNoGridLines)
	PlotAxisFlagsNoTickMarks  PlotAxisFlags = PlotAxisFlags(imgui.PlotAxisFlagsNoTickMarks)
	PlotAxisFlagsNoTickLabels PlotAxisFlags = PlotAxisFlags(imgui.PlotAxisFlagsNoTickLabels)
	PlotAxisFlagsForeground   PlotAxisFlags = PlotAxisFlags(imgui.PlotAxisFlagsForeground)
	//	PlotAxisFlagsLogScale      PlotAxisFlags = PlotAxisFlags(imgui.PlotAxisFlagsLogScale)
	//	PlotAxisFlagsTime          PlotAxisFlags = PlotAxisFlags(imgui.PlotAxisFlagsTime)
	PlotAxisFlagsInvert        PlotAxisFlags = PlotAxisFlags(imgui.PlotAxisFlagsInvert)
	PlotAxisFlagsNoInitialFit  PlotAxisFlags = PlotAxisFlags(imgui.PlotAxisFlagsNoInitialFit)
	PlotAxisFlagsAutoFit       PlotAxisFlags = PlotAxisFlags(imgui.PlotAxisFlagsAutoFit)
	PlotAxisFlagsRangeFit      PlotAxisFlags = PlotAxisFlags(imgui.PlotAxisFlagsRangeFit)
	PlotAxisFlagsLockMin       PlotAxisFlags = PlotAxisFlags(imgui.PlotAxisFlagsLockMin)
	PlotAxisFlagsLockMax       PlotAxisFlags = PlotAxisFlags(imgui.PlotAxisFlagsLockMax)
	PlotAxisFlagsLock          PlotAxisFlags = PlotAxisFlags(imgui.PlotAxisFlagsLock)
	PlotAxisFlagsNoDecorations PlotAxisFlags = PlotAxisFlags(imgui.PlotAxisFlagsNoDecorations)
)

plot axis flags.

type PlotCanvasWidget

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

PlotCanvasWidget represents a giu plot widget.

func Plot

func Plot(title string) *PlotCanvasWidget

Plot adds creates a new plot widget.

func (*PlotCanvasWidget) AxisLimits

func (p *PlotCanvasWidget) AxisLimits(xmin, xmax, ymin, ymax float64, cond ExecCondition) *PlotCanvasWidget

AxisLimits sets X and Y axis limits.

func (*PlotCanvasWidget) Build

func (p *PlotCanvasWidget) Build()

Build implements Widget interface.

func (*PlotCanvasWidget) Flags

func (p *PlotCanvasWidget) Flags(flags PlotFlags) *PlotCanvasWidget

Flags sets plot canvas flags.

func (*PlotCanvasWidget) Plots

func (p *PlotCanvasWidget) Plots(plots ...PlotWidget) *PlotCanvasWidget

Plots adds plots to plot canvas.

func (*PlotCanvasWidget) Size

func (p *PlotCanvasWidget) Size(width, height int) *PlotCanvasWidget

Size set canvas size.

func (*PlotCanvasWidget) XAxeFlags

func (p *PlotCanvasWidget) XAxeFlags(flags PlotAxisFlags) *PlotCanvasWidget

XAxeFlags sets x axis fags.

func (*PlotCanvasWidget) XTicks

func (p *PlotCanvasWidget) XTicks(ticks []PlotTicker, showDefault bool) *PlotCanvasWidget

XTicks sets x axis ticks.

func (*PlotCanvasWidget) YAxeFlags

func (p *PlotCanvasWidget) YAxeFlags(yFlags, y2Flags, y3Flags PlotAxisFlags) *PlotCanvasWidget

YAxeFlags sets y axis flags.

func (*PlotCanvasWidget) YTicks

func (p *PlotCanvasWidget) YTicks(ticks []PlotTicker, showDefault bool, yAxis ImPlotYAxis) *PlotCanvasWidget

YTicks sets y axis ticks.

type PlotFlags

type PlotFlags imgui.PlotFlags

PlotFlags represents imgui.PlotFlags.

type PlotTicker

type PlotTicker struct {
	Position float64
	Label    string
}

PlotTicker represents axis ticks.

type PlotWidget

type PlotWidget interface {
	Plot()
}

PlotWidget is implemented by all the particular plots, which can be used in (*PlotCanvasWidget).Plots.

type PopupModalWidget

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

PopupModalWidget is a popup window that block every interactions behind it, cannot be closed by user, adds a dimming background, has a title bar.

func PopupModal

func PopupModal(name string) *PopupModalWidget

PopupModal creates new popup modal widget.

func (*PopupModalWidget) Build

func (p *PopupModalWidget) Build()

Build implements Widget interface.

func (*PopupModalWidget) Flags

Flags allows to specify popup's flags.

func (*PopupModalWidget) IsOpen

func (p *PopupModalWidget) IsOpen(open *bool) *PopupModalWidget

IsOpen allows to control popup's state NOTE: changing opens' value will not result in changing popup's state if OpenPopup(...) wasn't called!

func (*PopupModalWidget) Layout

func (p *PopupModalWidget) Layout(widgets ...Widget) *PopupModalWidget

Layout sets layout.

type PopupWidget

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

PopupWidget is a window which appears next to the mouse cursor. For instance it is used to display color palette in ColorSelectWidget.

func Popup(name string) *PopupWidget

Popup creates new popup widget.

func (*PopupWidget) Build

func (p *PopupWidget) Build()

Build implements Widget interface.

func (*PopupWidget) Flags

func (p *PopupWidget) Flags(flags WindowFlags) *PopupWidget

Flags sets popup's flags.

func (*PopupWidget) Layout

func (p *PopupWidget) Layout(widgets ...Widget) *PopupWidget

Layout sets popup's layout.

type ProgressBarWidget

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

ProgressBarWidget is a progress bar (like in windows' copy-file dialog). It is a perfect solution to indicate percentage progress of some action.

func ProgressBar

func ProgressBar(fraction float32) *ProgressBarWidget

ProgressBar creates new ProgressBar.

func (*ProgressBarWidget) Build

func (p *ProgressBarWidget) Build()

Build implements Widget interface.

func (*ProgressBarWidget) Overlay

func (p *ProgressBarWidget) Overlay(overlay string) *ProgressBarWidget

Overlay sets custom overlay displayed on the bar.

func (*ProgressBarWidget) Overlayf

func (p *ProgressBarWidget) Overlayf(format string, args ...any) *ProgressBarWidget

Overlayf is alias to Overlay(fmt.Sprintf(format, args...)).

func (*ProgressBarWidget) Size

func (p *ProgressBarWidget) Size(width, height float32) *ProgressBarWidget

Size sets size of the bar.

type ProgressIndicatorWidget

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

ProgressIndicatorWidget represents progress indicator widget see examples/extrawidgets/.

func ProgressIndicator

func ProgressIndicator(label string, width, height, radius float32) *ProgressIndicatorWidget

ProgressIndicator creates a new ProgressIndicatorWidget.

func (*ProgressIndicatorWidget) Build

func (p *ProgressIndicatorWidget) Build()

Build implements Widget interface.

type RadioButtonWidget

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

RadioButtonWidget is a small, round button. It is common to use it for single-choice questions. see examples/widgets.

func RadioButton

func RadioButton(text string, active bool) *RadioButtonWidget

RadioButton creates a radio button.

func (*RadioButtonWidget) Build

func (r *RadioButtonWidget) Build()

Build implements Widget interface.

func (*RadioButtonWidget) OnChange

func (r *RadioButtonWidget) OnChange(onChange func()) *RadioButtonWidget

OnChange adds callback when button's state gets changed.

type RowWidget

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

RowWidget joins a layout into one line calls imgui.SameLine().

func Row

func Row(widgets ...Widget) *RowWidget

Row creates RowWidget.

func (*RowWidget) Build

func (l *RowWidget) Build()

Build implements Widget interface.

type ScatterPlot

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

func Scatter

func Scatter(label string, values []float64) *ScatterPlot

func (*ScatterPlot) Offset

func (p *ScatterPlot) Offset(offset int) *ScatterPlot

func (*ScatterPlot) Plot

func (p *ScatterPlot) Plot()

func (*ScatterPlot) X0

func (p *ScatterPlot) X0(x float64) *ScatterPlot

func (*ScatterPlot) XScale

func (p *ScatterPlot) XScale(s float64) *ScatterPlot

type ScatterXYPlot

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

func ScatterXY

func ScatterXY(label string, xs, ys []float64) *ScatterXYPlot

func (*ScatterXYPlot) Offset

func (p *ScatterXYPlot) Offset(offset int) *ScatterXYPlot

func (*ScatterXYPlot) Plot

func (p *ScatterXYPlot) Plot()

type SelectableFlags

type SelectableFlags imgui.SelectableFlags

SelectableFlags represents imgui.SelectableFlags.

type SelectableWidget

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

SelectableWidget is a window-width button with a label which can get selected (highlighted). useful for certain lists.

func Selectable

func Selectable(label string) *SelectableWidget

Selectable constructs a selectable widget.

func Selectablef

func Selectablef(format string, args ...any) *SelectableWidget

Selectablef creates a selectable widget with formatted label.

func (*SelectableWidget) Build

func (s *SelectableWidget) Build()

Build implements Widget interface.

func (*SelectableWidget) Flags

Flags add flags.

func (*SelectableWidget) OnClick

func (s *SelectableWidget) OnClick(onClick func()) *SelectableWidget

OnClick sets on click event.

func (*SelectableWidget) OnDClick

func (s *SelectableWidget) OnDClick(onDClick func()) *SelectableWidget

OnDClick handles mouse left button's double click event. SelectableFlagsAllowDoubleClick will set once tonDClick callback is notnull. NOTE: IT IS DEPRECATED and could be removed. Use EventHandler instead.

func (*SelectableWidget) Selected

func (s *SelectableWidget) Selected(selected bool) *SelectableWidget

Selected sets if selectable widget is selected.

func (*SelectableWidget) Size

func (s *SelectableWidget) Size(width, height float32) *SelectableWidget

Size sets selectable's size.

type SeparatorWidget

type SeparatorWidget struct{}

SeparatorWidget is like <hr> in HTML. Creates a layout-wide line.

func Separator

func Separator() *SeparatorWidget

Separator creates new SeparatorWidget.

func (*SeparatorWidget) Build

func (s *SeparatorWidget) Build()

Build implements Widget interface.

type Shortcut

type Shortcut struct {
	Key      Key
	Modifier Modifier
	Callback func()
	IsGlobal ShortcutType
}

Shortcut represents a keyboard shortcut.

type ShortcutType

type ShortcutType bool

ShortcutType represents a type of shortcut (global or local).

const (
	// GlobalShortcut is registered for all the app.
	GlobalShortcut ShortcutType = true

	// LocalShortcut is registered for current window only.
	LocalShortcut ShortcutType = false
)

type SliderFlags

type SliderFlags imgui.SliderFlags

SliderFlags represents imgui.SliderFlags.

type SliderFloatWidget

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

SliderFloatWidget does similar to SliderIntWidget but slides around float32 values.

func SliderFloat

func SliderFloat(value *float32, minValue, maxValue float32) *SliderFloatWidget

SliderFloat creates new slider float widget.

func (*SliderFloatWidget) Build

func (sf *SliderFloatWidget) Build()

Build implements Widget interface.

func (*SliderFloatWidget) Format

func (sf *SliderFloatWidget) Format(format string) *SliderFloatWidget

Format sets format of text displayed on the slider. default is %.3f.

func (*SliderFloatWidget) ID

func (*SliderFloatWidget) Label

func (sf *SliderFloatWidget) Label(label string) *SliderFloatWidget

Label sets slider's label (id).

func (*SliderFloatWidget) Labelf

func (sf *SliderFloatWidget) Labelf(format string, args ...any) *SliderFloatWidget

Labelf sets formatted label.

func (*SliderFloatWidget) OnChange

func (sf *SliderFloatWidget) OnChange(onChange func()) *SliderFloatWidget

OnChange is callback called when slider's position gets changed.

func (*SliderFloatWidget) Size

func (sf *SliderFloatWidget) Size(width float32) *SliderFloatWidget

Size sets slider's width.

type SliderIntWidget

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

SliderIntWidget is a slider around int32 values.

func SliderInt

func SliderInt(value *int32, minValue, maxValue int32) *SliderIntWidget

SliderInt constructs new SliderIntWidget.

func (*SliderIntWidget) Build

func (s *SliderIntWidget) Build()

Build implements Widget interface.

func (*SliderIntWidget) Format

func (s *SliderIntWidget) Format(format string) *SliderIntWidget

Format sets data format displayed on the slider NOTE: on C side of imgui, it will be processed like: fmt.Sprintf(format, currentValue) so you can do e.g. SLiderInt(...).Format("My age is %d") and %d will be replaced with current value.

func (*SliderIntWidget) ID

func (s *SliderIntWidget) ID(id ID) *SliderIntWidget

func (*SliderIntWidget) Label

func (s *SliderIntWidget) Label(label string) *SliderIntWidget

Label sets slider label (id).

func (*SliderIntWidget) Labelf

func (s *SliderIntWidget) Labelf(format string, args ...any) *SliderIntWidget

Labelf sets formatted label.

func (*SliderIntWidget) OnChange

func (s *SliderIntWidget) OnChange(onChange func()) *SliderIntWidget

OnChange sets callback when slider's position gets changed.

func (*SliderIntWidget) Size

func (s *SliderIntWidget) Size(width float32) *SliderIntWidget

Size sets slider's width.

type SmallButtonWidget

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

SmallButtonWidget is like a button but without frame padding.

func SmallButton

func SmallButton(id string) *SmallButtonWidget

SmallButton constructs a new small button widget.

func SmallButtonf

func SmallButtonf(format string, args ...any) *SmallButtonWidget

SmallButtonf allows to set formatted label for small button. It calls SmallButton(fmt.Sprintf(label, args...)).

func (*SmallButtonWidget) Build

func (b *SmallButtonWidget) Build()

Build implements Widget interface.

func (*SmallButtonWidget) OnClick

func (b *SmallButtonWidget) OnClick(onClick func()) *SmallButtonWidget

OnClick adds OnClick event.

type SpacingWidget

type SpacingWidget struct{}

func Spacing

func Spacing() *SpacingWidget

func (*SpacingWidget) Build

func (s *SpacingWidget) Build()

Build implements Widget interface.

type SplitDirection

type SplitDirection uint8

SplitDirection represents a direction (vertical/horizontal) of splitting layout.

const (
	// DirectionHorizontal is a horizontal line.
	DirectionHorizontal SplitDirection = 1 << iota
	// DirectionVertical is a vertical line.
	DirectionVertical
)

type SplitLayoutWidget

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

SplitLayoutWidget creates two children with a line between them. This line can be moved by the user to adjust child sizes.

func SplitLayout

func SplitLayout(direction SplitDirection, sashPos *float32, layout1, layout2 Widget) *SplitLayoutWidget

SplitLayout creates split layout widget.

func (*SplitLayoutWidget) Border

Border sets if children should have borders.

func (*SplitLayoutWidget) Build

func (s *SplitLayoutWidget) Build()

Build implements widget interface.

func (*SplitLayoutWidget) ID

ID allows to manually set splitter's id.

type Splitable

type Splitable interface {
	Range(func(w Widget))
}

Splitable is implemented by widgets, which can be split (ranged) Layout implements Splitable.

type SplitterWidget

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

SplitterWidget is a line (vertical or horizontal) that splits layout (child) Int two pieces. It has a tiny button in the middle of that line and its creator takes float pointer so that you can read user's movement of this rect. Generally used by SplitLayoutWidget.

func Splitter

func Splitter(direction SplitDirection, delta *float32) *SplitterWidget

Splitter creates new SplitterWidget.

func (*SplitterWidget) Build

func (h *SplitterWidget) Build()

Build implements Widget interface.

func (*SplitterWidget) ID

func (h *SplitterWidget) ID(id ID) *SplitterWidget

ID allows to set widget's ID manually.

func (*SplitterWidget) Size

func (h *SplitterWidget) Size(width, height float32) *SplitterWidget

Size sets size of the button aray.

type StackWidget

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

StackWidget is used to ensure, that the build methods of all the widgets (layouts field) was called, but only the selected (visible field) layout is rendered (visible) in app.

func Stack

func Stack(visible int32, layouts ...Widget) *StackWidget

Stack creates a new StackWidget.

func (*StackWidget) Build

func (s *StackWidget) Build()

Build implements widget interface.

type StyleColorID

type StyleColorID imgui.Col

StyleColorID identifies a color in the UI style.

func StyleColorIDFromString

func StyleColorIDFromString(s string) StyleColorID

StyleColorIDFromString returns the StyleColorID enum corresponding to s.

func (StyleColorID) String

func (i StyleColorID) String() string

type StyleSetter

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

StyleSetter is a user-friendly way to manage imgui styles. For style IDs see StyleIDs.go, for detailed instruction of using styles, see Styles.go.

func Style

func Style() *StyleSetter

Style initializes a style setter (see examples/setstyle).

func (*StyleSetter) Build

func (ss *StyleSetter) Build()

Build implements Widget.

func (*StyleSetter) Pop

func (ss *StyleSetter) Pop()

Pop allows to manually pop the whole StyleSetter (use after Push!)

func (*StyleSetter) Push

func (ss *StyleSetter) Push()

Push allows to manually activate Styles written inside of StyleSetter it works like imgui.PushXXX() stuff, but for group of style variables, just like StyleSetter. NOTE: DO NOT ORGET to call ss.Pop() at the end of styled layout, because else you'll get ImGui exception!

func (*StyleSetter) Range

func (ss *StyleSetter) Range(rangeFunc func(w Widget))

func (*StyleSetter) SetColor

func (ss *StyleSetter) SetColor(colorID StyleColorID, col color.Color) *StyleSetter

SetColor sets colorID's color.

func (*StyleSetter) SetDisabled

func (ss *StyleSetter) SetDisabled(d bool) *StyleSetter

SetDisabled sets if items are disabled.

func (*StyleSetter) SetFont

func (ss *StyleSetter) SetFont(font *FontInfo) *StyleSetter

SetFont sets font.

func (*StyleSetter) SetFontSize

func (ss *StyleSetter) SetFontSize(size float32) *StyleSetter

SetFontSize sets size of the font. NOTE: Be aware, that StyleSetter needs to add a new font to font atlas for each font's size.

func (*StyleSetter) SetStyle

func (ss *StyleSetter) SetStyle(varID StyleVarID, width, height float32) *StyleSetter

SetStyle sets styleVarID to width and height.

func (*StyleSetter) SetStyleFloat

func (ss *StyleSetter) SetStyleFloat(varID StyleVarID, value float32) *StyleSetter

SetStyleFloat sets styleVarID to float value. NOTE: for float typed values see above in comments over StyleVarID's comments.

func (*StyleSetter) To

func (ss *StyleSetter) To(widgets ...Widget) *StyleSetter

To allows to specify a layout, StyleSetter should apply style for.

type StyleVarID

type StyleVarID imgui.StyleVar

StyleVarID identifies a style variable in the UI style.

func StyleVarIDFromString

func StyleVarIDFromString(s string) StyleVarID

StyleVarIDFromString returns the StyleVarID enum corresponding to s.

func (StyleVarID) IsVec2

func (i StyleVarID) IsVec2() bool

IsVec2 returns true if the style var id should be processed as imgui.Vec2 if not, it is interpreted as float32.

func (StyleVarID) String

func (i StyleVarID) String() string

type TabBarFlags

type TabBarFlags imgui.TabBarFlags

TabBarFlags represents imgui.TabBarFlags.

type TabBarWidget

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

TabBarWidget is a bar of TabItemWidgets.

func TabBar

func TabBar() *TabBarWidget

TabBar creates new TabBarWidget.

func (*TabBarWidget) Build

func (t *TabBarWidget) Build()

Build implements Widget interface.

func (*TabBarWidget) Flags

func (t *TabBarWidget) Flags(flags TabBarFlags) *TabBarWidget

Flags allows to set TabBArFlags.

func (*TabBarWidget) ID

func (t *TabBarWidget) ID(id ID) *TabBarWidget

ID manually sets widget's ID.

func (*TabBarWidget) TabItems

func (t *TabBarWidget) TabItems(items ...*TabItemWidget) *TabBarWidget

TabItems sets list of TabItemWidgets in the bar.

type TabItemFlags

type TabItemFlags imgui.TabItemFlags

TabItemFlags represents tab item flags.

type TabItemWidget

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

TabItemWidget is an item in TabBarWidget.

func TabItem

func TabItem(label string) *TabItemWidget

TabItem creates new TabItem.

func TabItemf

func TabItemf(format string, args ...any) *TabItemWidget

TabItemf creates tab item with formated label.

func (*TabItemWidget) BuildTabItem

func (t *TabItemWidget) BuildTabItem()

BuildTabItem executes tab item build steps.

func (*TabItemWidget) Flags

func (t *TabItemWidget) Flags(flags TabItemFlags) *TabItemWidget

Flags allows to set item's flags.

func (*TabItemWidget) IsOpen

func (t *TabItemWidget) IsOpen(open *bool) *TabItemWidget

IsOpen takes a pointer to a boolean. Value of this pointer indicated whether TabItem is currently selected. NOTE: The item will NOT be opened/closed if this value is changed. It has only one-side effect.

func (*TabItemWidget) Layout

func (t *TabItemWidget) Layout(widgets ...Widget) *TabItemWidget

Layout is a layout displayed when item is opened.

type TableColumnFlags

type TableColumnFlags imgui.TableColumnFlags

TableColumnFlags represents a flags for table column (see (*TableColumnWidget).Flags()).

const (
	// Input configuration flags.
	TableColumnFlagsNone                 TableColumnFlags = TableColumnFlags(imgui.TableColumnFlagsNone)
	TableColumnFlagsDefaultHide          TableColumnFlags = TableColumnFlags(imgui.TableColumnFlagsDefaultHide)
	TableColumnFlagsDefaultSort          TableColumnFlags = TableColumnFlags(imgui.TableColumnFlagsDefaultSort)
	TableColumnFlagsWidthStretch         TableColumnFlags = TableColumnFlags(imgui.TableColumnFlagsWidthStretch)
	TableColumnFlagsWidthFixed           TableColumnFlags = TableColumnFlags(imgui.TableColumnFlagsWidthFixed)
	TableColumnFlagsNoResize             TableColumnFlags = TableColumnFlags(imgui.TableColumnFlagsNoResize)
	TableColumnFlagsNoReorder            TableColumnFlags = TableColumnFlags(imgui.TableColumnFlagsNoReorder)
	TableColumnFlagsNoHide               TableColumnFlags = TableColumnFlags(imgui.TableColumnFlagsNoHide)
	TableColumnFlagsNoClip               TableColumnFlags = TableColumnFlags(imgui.TableColumnFlagsNoClip)
	TableColumnFlagsNoSort               TableColumnFlags = TableColumnFlags(imgui.TableColumnFlagsNoSort)
	TableColumnFlagsNoSortAscending      TableColumnFlags = TableColumnFlags(imgui.TableColumnFlagsNoSortAscending)
	TableColumnFlagsNoSortDescending     TableColumnFlags = TableColumnFlags(imgui.TableColumnFlagsNoSortDescending)
	TableColumnFlagsNoHeaderWidth        TableColumnFlags = TableColumnFlags(imgui.TableColumnFlagsNoHeaderWidth)
	TableColumnFlagsPreferSortAscending  TableColumnFlags = TableColumnFlags(imgui.TableColumnFlagsPreferSortAscending)
	TableColumnFlagsPreferSortDescending TableColumnFlags = TableColumnFlags(imgui.TableColumnFlagsPreferSortDescending)
	TableColumnFlagsIndentEnable         TableColumnFlags = TableColumnFlags(imgui.TableColumnFlagsIndentEnable)
	TableColumnFlagsIndentDisable        TableColumnFlags = TableColumnFlags(imgui.TableColumnFlagsIndentDisable)

	// Output status flags read-only via TableGetColumnFlags().
	TableColumnFlagsIsEnabled TableColumnFlags = TableColumnFlags(imgui.TableColumnFlagsIsEnabled)
	TableColumnFlagsIsVisible TableColumnFlags = TableColumnFlags(imgui.TableColumnFlagsIsVisible)
	TableColumnFlagsIsSorted  TableColumnFlags = TableColumnFlags(imgui.TableColumnFlagsIsSorted)
	TableColumnFlagsIsHovered TableColumnFlags = TableColumnFlags(imgui.TableColumnFlagsIsHovered)

	// [Internal] Combinations and masks.
	TableColumnFlagsWidthMask      TableColumnFlags = TableColumnFlags(imgui.TableColumnFlagsWidthMask)
	TableColumnFlagsIndentMask     TableColumnFlags = TableColumnFlags(imgui.TableColumnFlagsIndentMask)
	TableColumnFlagsStatusMask     TableColumnFlags = TableColumnFlags(imgui.TableColumnFlagsStatusMask)
	TableColumnFlagsNoDirectResize TableColumnFlags = TableColumnFlags(imgui.TableColumnFlagsNoDirectResize)
)

table column flags list.

type TableColumnWidget

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

func TableColumn

func TableColumn(label string) *TableColumnWidget

func (*TableColumnWidget) BuildTableColumn

func (c *TableColumnWidget) BuildTableColumn()

BuildTableColumn executes table column build steps.

func (*TableColumnWidget) Flags

func (*TableColumnWidget) InnerWidthOrWeight

func (c *TableColumnWidget) InnerWidthOrWeight(w float32) *TableColumnWidget

func (*TableColumnWidget) UserID

type TableFlags

type TableFlags imgui.TableFlags

TableFlags represents table flags.

const (
	TableFlagsNone                       TableFlags = TableFlags(imgui.TableFlagsNone)
	TableFlagsResizable                  TableFlags = TableFlags(imgui.TableFlagsResizable)
	TableFlagsReorderable                TableFlags = TableFlags(imgui.TableFlagsReorderable)
	TableFlagsHideable                   TableFlags = TableFlags(imgui.TableFlagsHideable)
	TableFlagsSortable                   TableFlags = TableFlags(imgui.TableFlagsSortable)
	TableFlagsNoSavedSettings            TableFlags = TableFlags(imgui.TableFlagsNoSavedSettings)
	TableFlagsContextMenuInBody          TableFlags = TableFlags(imgui.TableFlagsContextMenuInBody)
	TableFlagsRowBg                      TableFlags = TableFlags(imgui.TableFlagsRowBg)
	TableFlagsBordersInnerH              TableFlags = TableFlags(imgui.TableFlagsBordersInnerH)
	TableFlagsBordersOuterH              TableFlags = TableFlags(imgui.TableFlagsBordersOuterH)
	TableFlagsBordersInnerV              TableFlags = TableFlags(imgui.TableFlagsBordersInnerV)
	TableFlagsBordersOuterV              TableFlags = TableFlags(imgui.TableFlagsBordersOuterV)
	TableFlagsBordersH                   TableFlags = TableFlags(imgui.TableFlagsBordersH)
	TableFlagsBordersV                   TableFlags = TableFlags(imgui.TableFlagsBordersV)
	TableFlagsBordersInner               TableFlags = TableFlags(imgui.TableFlagsBordersInner)
	TableFlagsBordersOuter               TableFlags = TableFlags(imgui.TableFlagsBordersOuter)
	TableFlagsBorders                    TableFlags = TableFlags(imgui.TableFlagsBorders)
	TableFlagsNoBordersInBody            TableFlags = TableFlags(imgui.TableFlagsNoBordersInBody)
	TableFlagsNoBordersInBodyUntilResize TableFlags = TableFlags(imgui.TableFlagsNoBordersInBodyUntilResize)
	TableFlagsSizingFixedFit             TableFlags = TableFlags(imgui.TableFlagsSizingFixedFit)
	TableFlagsSizingFixedSame            TableFlags = TableFlags(imgui.TableFlagsSizingFixedSame)
	TableFlagsSizingStretchProp          TableFlags = TableFlags(imgui.TableFlagsSizingStretchProp)
	TableFlagsSizingStretchSame          TableFlags = TableFlags(imgui.TableFlagsSizingStretchSame)
	TableFlagsNoHostExtendX              TableFlags = TableFlags(imgui.TableFlagsNoHostExtendX)
	TableFlagsNoHostExtendY              TableFlags = TableFlags(imgui.TableFlagsNoHostExtendY)
	TableFlagsNoKeepColumnsVisible       TableFlags = TableFlags(imgui.TableFlagsNoKeepColumnsVisible)
	TableFlagsPreciseWidths              TableFlags = TableFlags(imgui.TableFlagsPreciseWidths)
	TableFlagsNoClip                     TableFlags = TableFlags(imgui.TableFlagsNoClip)
	TableFlagsPadOuterX                  TableFlags = TableFlags(imgui.TableFlagsPadOuterX)
	TableFlagsNoPadOuterX                TableFlags = TableFlags(imgui.TableFlagsNoPadOuterX)
	TableFlagsNoPadInnerX                TableFlags = TableFlags(imgui.TableFlagsNoPadInnerX)
	TableFlagsScrollX                    TableFlags = TableFlags(imgui.TableFlagsScrollX)
	TableFlagsScrollY                    TableFlags = TableFlags(imgui.TableFlagsScrollY)
	TableFlagsSortMulti                  TableFlags = TableFlags(imgui.TableFlagsSortMulti)
	TableFlagsSortTristate               TableFlags = TableFlags(imgui.TableFlagsSortTristate)
	TableFlagsSizingMask                 TableFlags = TableFlags(imgui.TableFlagsSizingMask)
)

Table flags enum:.

type TableRowFlags

type TableRowFlags imgui.TableRowFlags

TableRowFlags represents table row flags.

const (
	TableRowFlagsNone TableRowFlags = TableRowFlags(imgui.TableRowFlagsNone)
	// Identify header row (set default background color + width of its contents accounted different for auto column width).
	TableRowFlagsHeaders TableRowFlags = TableRowFlags(imgui.TableRowFlagsHeaders)
)

table row flags:.

type TableRowWidget

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

func TableRow

func TableRow(widgets ...Widget) *TableRowWidget

func (*TableRowWidget) BgColor

func (r *TableRowWidget) BgColor(c color.Color) *TableRowWidget

func (*TableRowWidget) BuildTableRow

func (r *TableRowWidget) BuildTableRow()

BuildTableRow executes table row build steps.

func (*TableRowWidget) Flags

func (r *TableRowWidget) Flags(flags TableRowFlags) *TableRowWidget

func (*TableRowWidget) MinHeight

func (r *TableRowWidget) MinHeight(height float64) *TableRowWidget

type TableWidget

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

func Table

func Table() *TableWidget

func (*TableWidget) Build

func (t *TableWidget) Build()

Build implements Widget interface.

func (*TableWidget) ColumnEdit

func (t *TableWidget) ColumnEdit(columnEdit func([]*TableColumnWidget)) *TableWidget

func (*TableWidget) Columns

func (t *TableWidget) Columns(cols ...*TableColumnWidget) *TableWidget

func (*TableWidget) FastMode

func (t *TableWidget) FastMode(b bool) *TableWidget

FastMode Displays visible rows only to boost performance.

func (*TableWidget) Flags

func (t *TableWidget) Flags(flags TableFlags) *TableWidget

func (*TableWidget) Freeze

func (t *TableWidget) Freeze(col, row int) *TableWidget

Freeze columns/rows so they stay visible when scrolled.

func (*TableWidget) ID

func (t *TableWidget) ID(id ID) *TableWidget

ID sets the internal id of table widget.

func (*TableWidget) InnerWidth

func (t *TableWidget) InnerWidth(width float64) *TableWidget

func (*TableWidget) Rows

func (t *TableWidget) Rows(rows ...*TableRowWidget) *TableWidget

func (*TableWidget) Size

func (t *TableWidget) Size(width, height float32) *TableWidget

type Texture

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

Texture represents imgui.TextureID. It is base unit of images in imgui.

func ToTexture

func ToTexture(texture *imgui.Texture) *Texture

ToTexture converts imgui.Texture to Texture.

func (*Texture) ID

func (t *Texture) ID() imgui.TextureID

type TooltipWidget

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

TooltipWidget sets a tooltip on the previous widget. The tooltip can be anything.

func Tooltip

func Tooltip(tip string) *TooltipWidget

Tooltip creates new tooltip with given label NOTE: you can set the empty label and use Layout() method.

func Tooltipf

func Tooltipf(format string, args ...any) *TooltipWidget

Tooltipf sets formated label.

func (*TooltipWidget) Build

func (t *TooltipWidget) Build()

Build implements Widget interface.

func (*TooltipWidget) Layout

func (t *TooltipWidget) Layout(widgets ...Widget) *TooltipWidget

Layout sets a custom layout of tooltip.

type TreeNodeFlags

type TreeNodeFlags imgui.TreeNodeFlags

TreeNodeFlags represents tree node widget flags.

type TreeNodeWidget

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

TreeNodeWidget is a a wide button with open/close state. if is opened, the `layout` is displayed below the widget. It can be used to create certain lists, advanced settings sections e.t.c.

func TreeNode

func TreeNode(label string) *TreeNodeWidget

TreeNode creates a new tree node widget.

func TreeNodef

func TreeNodef(format string, args ...any) *TreeNodeWidget

TreeNodef adds TreeNode with formatted label.

func (*TreeNodeWidget) Build

func (t *TreeNodeWidget) Build()

Build implements Widget interface.

func (*TreeNodeWidget) Event

func (t *TreeNodeWidget) Event(handler func()) *TreeNodeWidget

Event create TreeNode with eventHandler You could detect events (e.g. IsItemClicked IsMouseDoubleClicked etc...) and handle them for TreeNode inside eventHandler. Deprecated: Use EventHandler instead!

func (*TreeNodeWidget) Flags

func (t *TreeNodeWidget) Flags(flags TreeNodeFlags) *TreeNodeWidget

Flags sets flags.

func (*TreeNodeWidget) Layout

func (t *TreeNodeWidget) Layout(widgets ...Widget) *TreeNodeWidget

Layout sets layout to be displayed when tree node is opened.

type TreeTableRowWidget

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

TreeTableRowWidget is a row in TreeTableWidget.

func TreeTableRow

func TreeTableRow(label string, widgets ...Widget) *TreeTableRowWidget

TreeTableRow creates new TreeTableRowWidget.

func (*TreeTableRowWidget) BuildTreeTableRow

func (ttr *TreeTableRowWidget) BuildTreeTableRow()

BuildTreeTableRow executes table row building steps.

func (*TreeTableRowWidget) Children

func (ttr *TreeTableRowWidget) Children(rows ...*TreeTableRowWidget) *TreeTableRowWidget

Children sets child rows of tree row.

func (*TreeTableRowWidget) Flags

Flags sets row's flags.

type TreeTableWidget

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

TreeTableWidget is a table that consists of TreeNodeWidgets.

func TreeTable

func TreeTable() *TreeTableWidget

TreeTable creates new TreeTableWidget.

func (*TreeTableWidget) Build

func (tt *TreeTableWidget) Build()

Build implements Widget interface.

func (*TreeTableWidget) Columns

func (tt *TreeTableWidget) Columns(cols ...*TableColumnWidget) *TreeTableWidget

Columns sets table's columns.

func (*TreeTableWidget) Flags

func (tt *TreeTableWidget) Flags(flags TableFlags) *TreeTableWidget

Flags sets table flags.

func (*TreeTableWidget) Freeze

func (tt *TreeTableWidget) Freeze(col, row int) *TreeTableWidget

Freeze columns/rows so they stay visible when scrolled.

func (*TreeTableWidget) Rows

Rows sets TreeTable rows.

func (*TreeTableWidget) Size

func (tt *TreeTableWidget) Size(width, height float32) *TreeTableWidget

Size sets size of the table.

type VSliderIntWidget

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

VSliderIntWidget stands from Vertical SliderIntWidget.

func VSliderInt

func VSliderInt(value *int32, minValue, maxValue int32) *VSliderIntWidget

VSliderInt creates new vslider int.

func (*VSliderIntWidget) Build

func (vs *VSliderIntWidget) Build()

Build implements Widget interface.

func (*VSliderIntWidget) Flags

func (vs *VSliderIntWidget) Flags(flags SliderFlags) *VSliderIntWidget

Flags sets flags.

func (*VSliderIntWidget) Format

func (vs *VSliderIntWidget) Format(format string) *VSliderIntWidget

Format sets format (see comment on (*SliderIntWidget).Format).

func (*VSliderIntWidget) ID

func (vs *VSliderIntWidget) ID(id ID) *VSliderIntWidget

func (*VSliderIntWidget) Label

func (vs *VSliderIntWidget) Label(label string) *VSliderIntWidget

Label sets slider's label (id).

func (*VSliderIntWidget) Labelf

func (vs *VSliderIntWidget) Labelf(format string, args ...any) *VSliderIntWidget

Labelf sets formatted label.

func (*VSliderIntWidget) OnChange

func (vs *VSliderIntWidget) OnChange(onChange func()) *VSliderIntWidget

OnChange sets callback called when slider's position gets changed.

func (*VSliderIntWidget) Size

func (vs *VSliderIntWidget) Size(width, height float32) *VSliderIntWidget

Size sets slider's size.

type Widget

type Widget interface {
	Build()
}

Widget is a base unit of giu rendering system. each widget just needs to implement Build method which is called, when widget needs to be rendered.

func AlignManually

func AlignManually(alignmentType AlignmentType, widget Widget, widgetWidth float32, forceApplyWidth bool) Widget

AlignManually allows to apply alignment manually. As long as AlignSetter is really EXPERIMENTAL feature and may fail randomly, the following method is supposed to always work, as long as you set it up correctly. To use it just pass a single widget with its exact width. be sure to apply widget's size by using "Size" method! forceApplyWidth argument allows you to ask giu to force-set width of `widget` NOTE that forcing width doesn't work for each widget type! For example Button won't work because its size is set by argument to imgui call not PushWidth api.

type WindowFlags

type WindowFlags imgui.GLFWWindowFlags

WindowFlags represents a window flags (see (*WindowWidget).Flags.

const (
	// WindowFlagsNone default = 0.
	WindowFlagsNone WindowFlags = WindowFlags(imgui.WindowFlagsNone)
	// WindowFlagsNoTitleBar disables title-bar.
	WindowFlagsNoTitleBar WindowFlags = WindowFlags(imgui.WindowFlagsNoTitleBar)
	// WindowFlagsNoResize disables user resizing with the lower-right grip.
	WindowFlagsNoResize WindowFlags = WindowFlags(imgui.WindowFlagsNoResize)
	// WindowFlagsNoMove disables user moving the window.
	WindowFlagsNoMove WindowFlags = WindowFlags(imgui.WindowFlagsNoMove)
	// WindowFlagsNoScrollbar disables scrollbars. Window can still scroll with mouse or programmatically.
	WindowFlagsNoScrollbar WindowFlags = WindowFlags(imgui.WindowFlagsNoScrollbar)
	// WindowFlagsNoScrollWithMouse disables user vertically scrolling with mouse wheel. On child window, mouse wheel
	// will be forwarded to the parent unless NoScrollbar is also set.
	WindowFlagsNoScrollWithMouse WindowFlags = WindowFlags(imgui.WindowFlagsNoScrollWithMouse)
	// WindowFlagsNoCollapse disables user collapsing window by double-clicking on it.
	WindowFlagsNoCollapse WindowFlags = WindowFlags(imgui.WindowFlagsNoCollapse)
	// WindowFlagsAlwaysAutoResize resizes every window to its content every frame.
	WindowFlagsAlwaysAutoResize WindowFlags = WindowFlags(imgui.WindowFlagsAlwaysAutoResize)
	// WindowFlagsNoBackground disables drawing background color (WindowBg, etc.) and outside border. Similar as using
	// SetNextWindowBgAlpha(0.0f).
	WindowFlagsNoBackground WindowFlags = WindowFlags(imgui.WindowFlagsNoBackground)
	// WindowFlagsNoSavedSettings will never load/save settings in .ini file.
	WindowFlagsNoSavedSettings WindowFlags = WindowFlags(imgui.WindowFlagsNoSavedSettings)
	// WindowFlagsNoMouseInputs disables catching mouse, hovering test with pass through.
	WindowFlagsNoMouseInputs WindowFlags = WindowFlags(imgui.WindowFlagsNoMouseInputs)
	// WindowFlagsMenuBar has a menu-bar.
	WindowFlagsMenuBar WindowFlags = WindowFlags(imgui.WindowFlagsMenuBar)
	// WindowFlagsHorizontalScrollbar allows horizontal scrollbar to appear (off by default). You may use
	// SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code in imgui_demo
	// in the "Horizontal Scrolling" section.
	WindowFlagsHorizontalScrollbar WindowFlags = WindowFlags(imgui.WindowFlagsHorizontalScrollbar)
	// WindowFlagsNoFocusOnAppearing disables taking focus when transitioning from hidden to visible state.
	WindowFlagsNoFocusOnAppearing WindowFlags = WindowFlags(imgui.WindowFlagsNoFocusOnAppearing)
	// WindowFlagsNoBringToFrontOnFocus disables bringing window to front when taking focus. e.g. clicking on it or
	// programmatically giving it focus.
	WindowFlagsNoBringToFrontOnFocus WindowFlags = WindowFlags(imgui.WindowFlagsNoBringToFrontOnFocus)
	// WindowFlagsAlwaysVerticalScrollbar always shows vertical scrollbar, even if ContentSize.y < Size.y .
	WindowFlagsAlwaysVerticalScrollbar WindowFlags = WindowFlags(imgui.WindowFlagsAlwaysVerticalScrollbar)
	// WindowFlagsAlwaysHorizontalScrollbar always shows horizontal scrollbar, even if ContentSize.x < Size.x .
	WindowFlagsAlwaysHorizontalScrollbar WindowFlags = WindowFlags(imgui.WindowFlagsAlwaysHorizontalScrollbar)
	// WindowFlagsNoNavInputs has no gamepad/keyboard navigation within the window.
	WindowFlagsNoNavInputs WindowFlags = WindowFlags(imgui.WindowFlagsNoNavInputs)
	// WindowFlagsNoNavFocus has no focusing toward this window with gamepad/keyboard navigation
	// (e.g. skipped by CTRL+TAB).
	WindowFlagsNoNavFocus WindowFlags = WindowFlags(imgui.WindowFlagsNoNavFocus)
	// WindowFlagsUnsavedDocument appends '*' to title without affecting the ID, as a convenience to avoid using the
	// ### operator. When used in a tab/docking context, tab is selected on closure and closure is deferred by one
	// frame to allow code to cancel the closure (with a confirmation popup, etc.) without flicker.
	WindowFlagsUnsavedDocument WindowFlags = WindowFlags(imgui.WindowFlagsUnsavedDocument)

	// WindowFlagsNoNav combines WindowFlagsNoNavInputs and WindowFlagsNoNavFocus.
	WindowFlagsNoNav WindowFlags = WindowFlags(imgui.WindowFlagsNoNav)
	// WindowFlagsNoDecoration combines WindowFlagsNoTitleBar, WindowFlagsNoResize, WindowFlagsNoScrollbar and
	// WindowFlagsNoCollapse.
	WindowFlagsNoDecoration WindowFlags = WindowFlags(imgui.WindowFlagsNoDecoration)
	// WindowFlagsNoInputs combines WindowFlagsNoMouseInputs, WindowFlagsNoNavInputs and WindowFlagsNoNavFocus.
	WindowFlagsNoInputs WindowFlags = WindowFlags(imgui.WindowFlagsNoInputs)
)

window flags.

type WindowShortcut

type WindowShortcut struct {
	Key      Key
	Modifier Modifier
	Callback func()
}

WindowShortcut represents a window-level shortcut could be used as an argument to (*Window).RegisterKeyboardShortcuts.

type WindowWidget

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

WindowWidget represents imgui.Window Windows are used to display ui widgets. They are in second place in the giu hierarchy (after the MasterWindow) NOTE: to disable multiple window, use SingleWindow.

func SingleWindow

func SingleWindow() *WindowWidget

SingleWindow creates one window filling all available space in MasterWindow. If SingleWindow is set up, no other windows may be defined.

func SingleWindowWithMenuBar

func SingleWindowWithMenuBar() *WindowWidget

SingleWindowWithMenuBar creates a SingleWindow and allows to add menubar on its top.

func Window

func Window(title string) *WindowWidget

Window creates a WindowWidget.

func (*WindowWidget) BringToFront

func (w *WindowWidget) BringToFront()

BringToFront sets window focused.

func (*WindowWidget) CurrentPosition

func (w *WindowWidget) CurrentPosition() (x, y float32)

CurrentPosition returns a current position of the window.

func (*WindowWidget) CurrentSize

func (w *WindowWidget) CurrentSize() (width, height float32)

CurrentSize returns current size of the window.

func (*WindowWidget) Flags

func (w *WindowWidget) Flags(flags WindowFlags) *WindowWidget

Flags sets window flags.

func (*WindowWidget) HasFocus

func (w *WindowWidget) HasFocus() bool

HasFocus returns true if window is focused.

func (*WindowWidget) IsOpen

func (w *WindowWidget) IsOpen(open *bool) *WindowWidget

IsOpen sets if window widget is `opened` (minimized).

func (*WindowWidget) Layout

func (w *WindowWidget) Layout(widgets ...Widget)

Layout is a final step of the window setup. it should be called to add a layout to the window and build it.

func (*WindowWidget) Pos

func (w *WindowWidget) Pos(x, y float32) *WindowWidget

Pos sets the window start position NOTE: The position could be changed by user later. To prevent user from changing window position use WIndowFlagsNoMove.

func (*WindowWidget) RegisterKeyboardShortcuts

func (w *WindowWidget) RegisterKeyboardShortcuts(s ...WindowShortcut) *WindowWidget

RegisterKeyboardShortcuts adds local (window-level) keyboard shortcuts see InputHandler.go.

func (*WindowWidget) Size

func (w *WindowWidget) Size(width, height float32) *WindowWidget

Size sets window size NOTE: size can be changed by user, if you want to prevent user from changing window size, use NoResize flag.

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