Documentation

UI

Namespace

ImGui bindings.

class UI::Texture

Represents a texture for the UI API.

class UI::Font

Represents a font for the UI API.

class UI::ListClipper

Helper class to manually clip large lists of items. To use this, create an instance on the stack. Call Begin, or pass the the total item count the constructor which will call Begin for you. Make a while loop with the condition clipper.Step(). Inside of the loop, make a for loop with int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++. Inside of the for loop, put whatever UI elements you need for the item at index i. Remember that all UI items in the list must be the same height for ListClipper to work.

class UI::InputTextCallbackData

Callback data for text input widgets. Do not keep handles of this around!

class UI::TableColumnSortSpecs

Sorting specification for a single column of a table.

class UI::TableSortSpecs

Sorting information for tables. Do not keep this object around! Use the Dirty property to see if the sorting changed, then set it to false when you've sorted your list.

class UI::DrawList

A drawing list for a layer on the UI.

Texture@ UI::LoadTexture(const string&in filename)

Load a texture for the UI API.

Returns UI::Texture@
Texture@ UI::LoadTexture(MemoryBuffer&in buffer)

Load a texture for the UI API from a memory buffer.

Returns UI::Texture@
Font@ UI::LoadSystemFont(const string&in filename)

Loads a font from the system for use in the UI API. Unlike LoadFont(), this function returns null when the font is not found. The system fonts may be different for every user across different operating systems and platforms.

Returns UI::Font@
Deprecated
Font@ UI::LoadFont(const string&in filename, float size, int minChars, int maxChars, bool = false, bool = false, bool = false)

Loads a font for use in the UI API. Consider using the first LoadFont overload instead of this one, as it is slightly simpler.

Returns UI::Font@
bool UI::WantCaptureMouse()

Return true when Dear ImGui will use mouse inputs.

Returns bool
bool UI::WantCaptureKeyboard()

Return true when Dear ImGui will use keyboard inputs.

Returns bool
int UI::GetDefaultWindowFlags()

Return the preferred window flags as set by the user in the Openplanet settings.

Returns int
void UI::End()

Ends an imgui window. Must always be called even if Begin returns false!

void UI::BeginGroup()

Begins a new group.

void UI::EndGroup()

Ends a group.

void UI::BeginFormattingGroup()

Begins the formatting group for $-style formatting. This means that 2 consecutive widgets will share the color stack (and the default text color) of the first widget.

void UI::EndFormattingGroup()

Ends the formatting group.

void UI::BeginDisabled(bool disabled = true)

Begins a group of disabled widgets.

void UI::EndDisabled()

Ends a group of disabled widgets.

void UI::PushStyleColor(Col idx, const vec4&in col)

Temporarily pushes a color change for the next widgets. You must call PopStyleColor() sometime after!

void UI::PopStyleColor(int count = 1)

Pops one or more temporary color changes.

vec4 UI::GetStyleColor(Col idx)

Gets the current style color.

Returns vec4
string UI::GetStyleColorName(Col idx)

Gets the name of the given style color.

Returns string
void UI::PushStyleVar(StyleVar var, float value)

Temporarily pushes a style change for the next widgets. You must call PopStyleVar() sometime after!

void UI::PushStyleVar(StyleVar var, const vec2&in value)

Temporarily pushes a style change for the next widgets. You must call PopStyleVar() sometime after!

void UI::PopStyleVar(int count = 1)

Pops one or more temporary style changes.

float UI::GetStyleVarFloat(StyleVar var)

Gets the current float value of a style variable.

Returns float
vec2 UI::GetStyleVarVec2(StyleVar var)

Gets the current vector value of a style variable.

Returns vec2
float UI::GetScrollX()

Get scrolling amount, from 0 to GetScrollMaxX().

Returns float
float UI::GetScrollY()

Get scrolling amount, from 0 to GetScrollMaxY().

Returns float
void UI::SetScrollX(float x)

Set scrolling amount, from 0 to GetScrollMaxX().

void UI::SetScrollY(float y)

Set scrolling amount, from 0 to GetScrollMaxY().

float UI::GetScrollMaxX()

Get maximum horizontal scrolling amount.

Returns float
float UI::GetScrollMaxY()

Get maximum vertical scrolling amount.

Returns float
void UI::SetScrollHereX(float center_x_ratio = 0.5f)

Adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default / current item" visible, consider using SetItemDefaultFocus() instead.

void UI::SetScrollHereY(float center_y_ratio = 0.5f)

Adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default / current item" visible, consider using SetItemDefaultFocus() instead.

void UI::SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f)

Adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.

void UI::SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f)

Adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.

void UI::SetNextWindowSize(int w, int h, Cond cond = UI::Cond::Appearing)

Sets the size for the next window created with UI::Begin(). The size is automatically scaled by UI::GetScale().

void UI::SetNextWindowPos(int x, int y, Cond cond = UI::Cond::Appearing, float pivotx = 0.0f, float pivoty = 0.0f)

Sets the position for the next window created with UI::Begin(). Pivot floats can be used to align the window on the given point. The position is automatically scaled by UI::GetScale().

void UI::SetNextWindowContentSize(int w, int h = 0)

Sets the size for the next window contents. Set height to 0 to only set width. The size is automatically scaled by UI::GetScale().

void UI::SetNextWindowSizeConstraints(int min_width, int min_height, int max_width, int max_height)

Sets next window size limits. Use 0 if you don't want limits. Use -1 for both min and max of same axis to preserve current size (which itself is a constraint). The size is automatically scaled by UI::GetScale().

void UI::SetNextWindowBgAlpha(float alpha)

Sets next window background color alpha. This is a helper to easily override the alpha component of UI::Col::WindowBg, ChildBg, and PopupBg. You may also use UI::WindowFlags::NoBackground.

void UI::SetNextItemWidth(float w)

Sets the width of the next item. The width is automatically scaled by UI::GetScale().

void UI::SetNextItemOpen(bool is_open, Cond cond = UI::Cond::None)

Sets whether the next item should be open.

void UI::PushID(const ?&in)

Pushes an ID to the stack.

void UI::PushID(int id)

Pushes an ID to the stack.

void UI::PushID(const string&in id)

Pushes an ID to the stack.

void UI::PopID()

Pops an ID from the stack.

float UI::GetFontSize()

Gets the current font size.

Returns float
void UI::PushFont(Font@ font)

Pushes a font to the stack using the font's legacy size. This is the equivalent to calling UI::PushFont(font, font.FontSize). Note that this overload will always push the legacy size of the font as the font size, it will not leave the font size as-is.

void UI::PushFont(Font@ font, float size)

Pushes a font and/or font size to the stack.

void UI::PopFont()

Pops a font from the stack.

void UI::PushFontSize(float size)

Pushes a font size to the stack using the current font. This is equivalent to calling UI::PushFont(null, size).

void UI::PopFontSize()

Pops a font size from the stack. This is equivalent to calling UI::PopFont().

void UI::PopItemWidth()

Pops width of items.

void UI::SameLine(float offset_from_start_x = 0.0f, float spacing = -1.0f)

Marks the next control to be drawn on the same line as the last one.

void UI::NewLine()

Marks the next control to be drawn on the next line rather than the current line.

void UI::Indent(float w = 0.0f)

Move content position toward the right, by w, or style.IndentSpacing if w <= 0.

void UI::Unindent(float w = 0.0f)

move content position back to the left, by w, or style.IndentSpacing if w <= 0.

void UI::Separator()

Separator line.

void UI::Separator(int flags, float thickness = 1.0f)

Separator line with custom flags and thickness.

void UI::SeparatorText(const string&in label)

Separator line with text in it.

void UI::SeparatorTextOpenplanet(const string&in label)

Separator line with text in it, where the text is the same color as the line. This matches Openplanet's own UI.

void UI::Dummy(const vec2&in size, float text_baseline_y)

Dummy space with a custom baseline.

void UI::PushTextWrapPos(float wrap_local_pos_x = 0.0f)

Push word-wrapping position for Text*() commands. Less than 0: no wrapping; 0: wrap to end of window (or column); > 0: wrap at the given position in window local space.

void UI::PopTextWrapPos()

Pops word-wrapping position for Text*() commands.

bool UI::Button(const string&in label, const vec2&in size = vec2())

Clickable button. Returns true if it was clicked.

Returns bool
bool UI::ButtonColored(const string&in label, float h, float s = 0.6f, float v = 0.6f, const vec2&in size = vec2())

Clickable button with a specific color. Returns true if it was clicked.

Returns bool
bool UI::InvisibleButton(const string&in id, const vec2&in size, int flags = UI::ButtonFlags::None)

Clickable invisible button. Returns true if it was clicked.

Returns bool
void UI::Text(const string&in text, int length = -1)

Simple text label with an optional length.

void UI::TextWrapped(const string&in text)

Simple text label with word wrapping.

void UI::TextWrappedWindow(const string&in text, float new_line_padding = 0, float extra_wrap_size = 0)

Simple text label with word wrapping, but the text resets to the start of the window instead of the starting cursor position.

void UI::TextDisabled(const string&in text)

Simple text label, but in its disabled color.

bool UI::TextLink(const string&in label)

Hyperlink text button. Returns true when clicked.

Returns bool
void UI::TextLinkOpenURL(const string&in label, const string&in url)

Hyperlink text button. Automatically opens the given URL when clicked.

bool UI::Checkbox(const string&in label, bool value)

Checkbox. For value, pass the current value. The return value is the new value.

Returns bool
bool UI::RadioButton(const string&in label, bool active)

Radio button. For active, pass whether the current value is active. Returns true if the button was pressed.

Returns bool
bool UI::BeginMenuBar()

Begins an imgui menu bar.

Returns bool
void UI::EndMenuBar()

Ends an imgui menu bar.

void UI::EndMenu()

Ends an imgui menu.

bool UI::IsWindowAppearing()

Returns true if the previous window is just now appearing.

Returns bool
bool UI::TreeNode(const string&in text, int flags = UI::TreeNodeFlags::None)

Node in a tree list. Returns true if opened.

Returns bool
void UI::TreePop()

End of the previously tree node. Must only be called if TreeNode() returned true.

void UI::TreeAdvanceToLabelPos()

Advance the cursor position to the normal label position for tree nodes.

bool UI::CollapsingHeader(const string&in label)

Collapsable header. Returns true if open.

Returns bool
void UI::Columns(int count, const string&in id = "", bool border = true)

Begins a table layout. Call this with count set to 1 to reset to normal.

void UI::NextColumn()

Goes to the next column.

bool UI::IsItemHovered(int flags = UI::HoveredFlags::None)

Returns true if the mouse is hovering the previous control.

Returns bool
bool UI::IsItemActive()

Returns true if the previous control is active.

Returns bool
bool UI::IsItemFocused()

Returns true if the previous control is focused.

Returns bool
bool UI::IsItemClicked(MouseButton button = UI::MouseButton::Left)

Returns true if the previous control is clicked.

Returns bool
bool UI::IsItemDeactivated()

Returns true if the previous control is deactivated.

Returns bool
vec4 UI::GetItemRect()

Returns the rectangle of the previous control in screen space.

Returns vec4
vec2 UI::CalcItemSize(const vec2&in size, float w, float h)

Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth().

Returns vec2
bool UI::IsKeyPressed(Key key)

Returns true if the given key was pressed.

Returns bool
bool UI::IsKeyReleased(Key key)

Returns true if the given key was released.

Returns bool
bool UI::IsKeyDown(Key key)

Returns true if the given key is currently down.

Returns bool
bool UI::Shortcut(int key_chord, int flags = UI::InputFlags::None)

Returns true if the given shortcut was pressed.

Returns bool
void UI::SetItemKeyOwner(Key key, int flags = UI::InputFlags::None)

Set key owner to last item ID if it is hovered or active.

bool UI::IsMouseDown(MouseButton button = UI::MouseButton::Left)

Returns true if the given mouse button is down.

Returns bool
bool UI::IsMouseClicked(MouseButton button = UI::MouseButton::Left, bool repeat = false)

Returns true if the given mouse button was just clicked.

Returns bool
bool UI::IsMouseReleased(MouseButton button = UI::MouseButton::Left)

Returns true if the given mouse button was just released.

Returns bool
bool UI::IsMouseDoubleClicked(MouseButton button = UI::MouseButton::Left)

Returns true if the given mouse button was just double clicked.

Returns bool
bool UI::IsMouseHoveringRect(const vec2&in r_min, const vec2&in r_max, bool clip = true)

Returns true if the mouse is hovering the given bounding rect (in screen space). Clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block.

Returns bool
vec2 UI::GetMouseDragDelta(MouseButton button = UI::MouseButton::Left, float lock_threshold = -1)

Returns the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and will return 0.0f until the mouse moves past a distance threshold at least once.

Returns vec2
void UI::SetItemTooltip(const string&in text)

Sets the last item's tooltip on mouse hover. This is a shorthand for IsItemHovered() and SetTooltip().

void UI::SetTooltip(const string&in text)

Sets the tooltip to currently show on the mouse cursor. See also SetItemTooltip().

void UI::BeginTooltip()

Begins a tooltip dialog.

bool UI::BeginItemTooltip()

Begins a tooltip when the last item has been hovered. This is a shortcut for IsItemHovered() and BeginTooltip().

Returns bool
void UI::EndTooltip()

Ends a tooltip dialog.

void UI::OpenPopup(const string&in id)

Opens a popup with the given ID. Must be within the same scope of ID's.

void UI::CloseCurrentPopup()

Closes the current popup.

bool UI::BeginPopupContextItem(const string&in id)

Begins a popup context item.

Returns bool
void UI::EndPopup()

Ends a popup.

bool UI::Selectable(const string&in label, bool selected, int flags = UI::SelectableFlags::None)

Represents a selectable item. Could be inside of a combo box.

Returns bool
void UI::SetItemDefaultFocus()

Puts default focus on the last added item.

void UI::EndCombo()

Ends a combo box.

void UI::SetKeyboardFocusHere(int offset = 0)

Sets the keyboard focus on the next widget. Use positive offsets to access sub components of a multiple component widget. Use -1 to access previous widget.

int UI::InputInt(const string&in label, int num, int step = 1)

Input integer. Returns the new value.

Returns int
Deprecated
bool UI::BeginChild(const string&in id, const vec2&in size, bool border, int flags = UI::WindowFlags::None)

Begins a self-container independent scrolling container using UI::ChildFlags::Border for the border parameter. This function exists for backwards compatibility only.

Returns bool
void UI::EndChild()

Ends a child container. Must always be called even if BeginChild returns false!

bool UI::BeginTabItem(const string&in label, int flags = UI::TabItemFlags::None)

Begins a tab item within a multi-tab container.

Returns bool
void UI::EndTabItem()

Ends a tab item within a multi-tab container.

void UI::EndTabBar()

Ends a multi-tab container.

void UI::EndTable()

Ends a table.

bool UI::TableNextColumn()

Append into the next column (or first column of new row) of a table. Returns true if visible.

Returns bool
bool UI::TableSetColumnIndex(int index)

Append into a specified column of a table. Returns true if visible.

Returns bool
void UI::TableSetupScrollFreeze(int cols, int rows)

Lock columns and rows in a table so they stay visible when scrolled.

void UI::TableHeadersRow()

Submit all table header cells based on data provided to TableSetupColumn.

void UI::TableHeader(const string&in label)

Submit one header cell manually. (Prefer TableHeadersRow!)

TableSortSpecs@ UI::TableGetSortSpecs()

Get latest sort specs for the table. Returns null when not sorting.

int UI::TableGetColumnCount()

Returns number of columns (value passed to BeginTable).

Returns int
int UI::TableGetColumnIndex()

Returns current column index.

Returns int
int UI::TableGetRowIndex()

Returns current row index.

Returns int
string UI::TableGetColumnName(int column_n = -1)

Returns an empty string if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column.

Returns string
TableColumnFlags UI::TableGetColumnFlags(int column_n = -1)

Returns column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column.

void UI::TableSetColumnEnabled(int column_n, bool v)

Change user accessible enabled/disabled state of a column. Set to false to hide the column. User can use the context menu to change this themselves (right-click in headers, or right-click in columns body with UI::TableFlags::ContextMenuInBody)

void UI::TableSetBgColor(TableBgTarget target, const vec4&in color, int column_n = -1)

Change the color of a cell, row, or column. See UI::TableBgTarget flags for details.

int UI::TableGetHoveredRow()

Return previous frame hovered row. Note that this is different from TableGetHoveredColumn.

Returns int
int UI::TableGetHoveredColumn()

Return hovered column. Returns -1 when table is not hovered. Return columns_count if the unused space at the right of visible columns is hovered. Can also use (TableGetColumnFlags() & UI::TableColumnFlags::IsHovered) instead.

Returns int
bool UI::BeginListBox(const string&in id, const vec2&in size = vec2())

Begins a listbox. This is essentially a thin wrapper to using BeginChild/EndChild with some stylistic changes.

Returns bool
void UI::EndListBox()

Ends a listbox.

void UI::AlignTextToFramePadding()

Vertically align upcoming text baseline to frame padding so that it will align properly to regularly framed items (call if you have text on a line before a framed item).

float UI::GetTextLineHeight()

Gets the line height of text. Typically the font size.

Returns float
float UI::GetTextLineHeightWithSpacing()

Gets the line height of text plus the distance between 2 consecutive lines of text.

Returns float
float UI::GetFrameHeight()

Gets the frame height.

Returns float
float UI::GetFrameHeightWithSpacing()

Gets the frame height plus the distance in pixels between 2 consecutive lines of framed widgets.

Returns float
vec2 UI::GetCursorPos()

Gets the current position of the UI cursor.

Returns vec2
void UI::SetCursorPos(const vec2&in pos)

Sets the current position of the UI cursor.

void UI::SetCursorPosX(float x)

Sets the current X position of the UI cursor.

void UI::SetCursorPosY(float y)

Sets the current Y position of the UI cursor.

vec2 UI::GetCursorScreenPos()

Cursor position in absolute coordinates. Prefer using this rather than GetCursorPos().

Returns vec2
void UI::SetCursorScreenPos(const vec2&in pos)

Set cursor position in absolute coordinates.

vec2 UI::GetWindowPos()

Gets the current position of the UI window.

Returns vec2
void UI::SetWindowPos(const vec2&in size, Cond cond = UI::Cond::None)

Sets the current position of the UI window.

vec2 UI::GetWindowSize()

Gets the current size of the UI window.

Returns vec2
bool UI::IsWindowFocused(int flags = UI::FocusedFlags::None)

Is the current window focused? Or its root/child, depending on flags.

Returns bool
void UI::SetMouseCursor(MouseCursor cursor)

Set the cursor shape of the mouse.

vec2 UI::GetContentRegionAvail()

Gets the currently available size in the window.

Returns vec2
Deprecated
vec2 UI::GetContentRegionMax()

Gets the current content boundaries. This is deprecated; you should never need this function. You can do everything with GetCursorScreenPos() and GetContentRegionAvail() in a more simple way.

Returns vec2
Deprecated
vec2 UI::GetWindowContentRegionMin()

Gets the content boundaries minimum. This is deprecated; you should never need this function. You can do everything with GetCursorScreenPos() and GetContentRegionAvail() in a more simple way.

Returns vec2
Deprecated
vec2 UI::GetWindowContentRegionMax()

Gets the content boundaries maximum. This is deprecated; you should never need this function. You can do everything with GetCursorScreenPos() and GetContentRegionAvail() in a more simple way.

Returns vec2
Deprecated
float UI::GetWindowContentRegionWidth()

Gets the content width. This is deprecated; you should never need this function. You can do everything with GetCursorScreenPos() and GetContentRegionAvail() in a more simple way.

Returns float
float UI::GetScale()

Returns the current scale of the UI. This can be set by the user in the Openplanet settings. You might need this if you are working with numbers that represent pixels and want to support high UI scales.

Returns float
bool UI::IsOverlayShown()

Returns true if the overlay is currently visible.

Returns bool
void UI::ShowOverlay()

Shows the overlay.

void UI::HideOverlay()

Hides the overlay.

bool UI::IsGameUIVisible()

Returns true if the game UI is currently visible, or false if it was hidden. By default, the button for this is asterisk on the numpad. Note that this also returns true if the player is not currently in game.

Returns bool
bool UI::IsRendering()

Returns true if Openplanet's overlay is rendering at all. For example, this can return false if the global option "Hide overlay on hidden game UI" is enabled.

Returns bool
string UI::CurrentActionMap()

Returns the name of the currently active action map in the game.

Returns string
bool UI::IsDockingEnabled()

Returns true if docking is enabled in the Openplanet settings.

Returns bool
void UI::ShowNotification(const string&in header, const string&in text, int time = 5000)

Shows a notification in the overlay with an additional header.

void UI::ShowNotification(const string&in header, const string&in text, const vec4&in colBackground, int time = 5000)

Shows a notification in the overlay with an additional header and background color.

vec2 UI::GetMousePos()

Get the current position of the mouse relative to the top-left corner of the window.

Returns vec2
float UI::GetMouseWheelDelta()

Get the vertical scroll amount since the last frame. 1 unit scrolls about 5 lines text. >0 scrolls Up, <0 scrolls Down.

Returns float
float UI::GetMouseWheelDeltaHor()

Get the horizontal scroll amount since the last frame. >0 scrolls Left, <0 scrolls Right. Most users don't have a mouse with a horizontal wheel.

Returns float
vec4 UI::HSV(float h, float s, float v)

Converts normalized HSV values into normalized RGB values.

Returns vec4
vec3 UI::ToHSV(float r, float g, float b)

Converts normalized RGB values into normalized HSV values.

Returns vec3
void UI::Markdown(const string&in str)

Renders a block of text with Markdown formatting.

DrawList@ UI::GetBackgroundDrawList()

Get background draw list. (Note: You might want to prefer using the Nvg API!)

Returns UI::DrawList@
DrawList@ UI::GetForegroundDrawList()

Get foreground draw list.

Returns UI::DrawList@
DrawList@ UI::GetWindowDrawList()

Get draw list associated to the current UI window. (Do not keep this handle around outside of windows this was called from!)

Returns UI::DrawList@
enum UI::InputBlocking

How to handle inputs going forward.

enum UI::WindowFlags

Window flags that can be passed to UI::Begin().

enum UI::ChildFlags

Child flags that can be passed to UI::BeginChild().

enum UI::ButtonFlags

Button flags that can be passed to UI::InvisibleButton().

enum UI::Col

Color variables that can be passed to UI::PushStyleColor().

enum UI::StyleVar

Style variables that can be passed to UI::PushStyleVar().

enum UI::FocusedFlags

Flags for UI::IsWindowFocused().

enum UI::ComboFlags

Combo flags that can be passed to UI::BeginCombo().

enum UI::SelectableFlags

Selectable flags that can be passed to UI::Selectable().

enum UI::TreeNodeFlags

Flags that can be passed to UI::TreeNode().

enum UI::ItemFlags

Flags that can be passed to UI::PushItemFlag().

enum UI::InputTextFlags

Flags that can be passed to UI::InputText().

enum UI::SliderFlags

Flags that can be passed to UI::Slider*().

enum UI::ColorEditFlags

Flags that can be passed to UI::InputColor*().

enum UI::SeparatorFlags

Flags that can be passed to UI::Separator().

enum UI::TableFlags

Flags that can be passed to UI::BeginTable().

enum UI::TableRowFlags

Flags that can be passed to UI::TableNextRow().

enum UI::TableColumnFlags

Flags that can be passed to UI::TableSetupColumn().

enum UI::TableBgTarget

Background colors are rendering in 3 layers: Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set. Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set. Layer 2: draw with CellBg color if set. The purpose of the two row/columns layers is to let you decide if a background color changes should override or blend with the existing color. When using UI::TableFlags::RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows. If you set the color of RowBg0 target, your color will override the existing RowBg0 color. If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color.

enum UI::TabBarFlags

Flags that can be passed to UI::BeginTabBar().

enum UI::TabItemFlags

Flags that can be passed to UI::BeginTabItem().

enum UI::Cond

Conditions for certain UI set operations.

enum UI::Key

UI-specific keys.

enum UI::MouseButton

UI-specific mouse buttons.

enum UI::HoveredFlags

Flags that can be passed to IsItemHovered.

enum UI::InputFlags

Flags that can be passed to Shortcut and SetNextItemShortcut.

enum UI::MouseCursor

Cursors that can be passed to SetMouseCursor.

(funcdef)
void UI::InputTextCallback(InputTextCallbackData@ data)

Callback function for UI::InputText.