Drag widgets
The drag family is click-and-scrub numeric editing: press inside the
widget, drag horizontally, release. The value tracks pixel movement
scaled by speed. Same call shape spans scalar / vector / range and
float / int — one mental model, ten widgets.
drag_float(IDENT, (text = "..", speed = 0.01f, format = "%.3f",
flags = ImGuiSliderFlags....))
drag_int(IDENT, (text = "..", speed = 1.0f, format = "%d"))
drag_float2 / drag_float3 / drag_float4 // vector forms
drag_int2 / drag_int3 / drag_int4
drag_float_range2(IDENT, (text, speed, format)) // paired lo / hi handles
drag_int_range2(IDENT, (text, speed, format))
Bounds live on the state struct (IDENT.bounds = (lo, hi)), set once
per frame from app code. Zero-init = unclamped — scrub goes anywhere.
Source: examples/tutorial/drag.das.
Walkthrough
1options gen2
2
3require imgui
4require imgui_app
5require opengl/opengl_boost
6require live/glfw_live
7require live/live_api
8require live/live_commands
9require live/live_vars
10require live_host
11require imgui/imgui_live
12require imgui/imgui_boost_runtime
13require imgui/imgui_boost_v2
14require imgui/imgui_widgets_builtin
15require imgui/imgui_containers_builtin
16require imgui/imgui_visual_aids
17
18// =============================================================================
19// TUTORIAL: drag widgets — click-and-scrub numeric editing.
20//
21// drag_float(IDENT, (text = "..", speed = 0.01f, format = "%.3f",
22// flags = ImGuiSliderFlags....))
23// drag_int / drag_float2/3/4 / drag_int2/3/4 / drag_float_range2 /
24// drag_int_range2 — same shape; scalar / vector / range variants.
25//
26// Bounds live on the state struct (`IDENT.bounds = (lo, hi)`), set once per
27// frame from app code. Zero-init = unclamped (drag scrubs to any value).
28// `speed` is units-per-pixel of horizontal drag; `format` is the printf-style
29// label format.
30//
31// STANDALONE: daslang.exe modules/dasImgui/examples/tutorial/drag.das
32// LIVE: daslang-live modules/dasImgui/examples/tutorial/drag.das
33//
34// DRIVE (when running live):
35// # Set scalar value directly:
36// curl -X POST -d '{"name":"imgui_force_set","args":{"target":"DRAG_WIN/D_FLOAT","value":0.75}}' \
37// localhost:9090/command
38// # Set vector value (one number per component):
39// curl -X POST -d '{"name":"imgui_force_set","args":{"target":"DRAG_WIN/D_VEC3","value":[1.0,2.0,3.0]}}' \
40// localhost:9090/command
41// # Set range (lo, hi):
42// curl -X POST -d '{"name":"imgui_force_set","args":{"target":"DRAG_WIN/D_RANGE","value":[10.0,40.0]}}' \
43// localhost:9090/command
44// =============================================================================
45
46[export]
47def init() {
48 live_create_window("dasImgui drag tutorial", 760, 520)
49 live_imgui_init(live_window)
50 let io & = unsafe(GetIO())
51 GetStyle().FontScaleMain = 1.4
52}
53
54[export]
55def update() {
56 if (!live_begin_frame()) return
57 begin_frame()
58
59 ImGui_ImplGlfw_NewFrame()
60 apply_synth_io_override()
61 NewFrame()
62
63 SetNextWindowPos(ImVec2(20.0f, 20.0f), ImGuiCond.Always)
64 SetNextWindowSize(ImVec2(720.0f, 480.0f), ImGuiCond.Always)
65 window(DRAG_WIN, (text = "drag tutorial", closable = false,
66 flags = ImGuiWindowFlags.None)) {
67
68 text("Click and drag horizontally to scrub the value.")
69 text(D_HINT, (text = "Bounds set via IDENT.bounds = (lo, hi). Zero-init = unclamped."))
70 separator()
71
72 // ---- Stage 1: scalar float, clamped 0..1 ----
73 D_FLOAT.bounds = (0.0f, 1.0f)
74 drag_float(D_FLOAT, (text = "opacity", speed = 0.005f, format = "%.3f"))
75 text("D_FLOAT.value = {D_FLOAT.value}")
76 spacing()
77
78 // ---- Stage 2: scalar int ----
79 D_INT.bounds = (0, 100)
80 drag_int(D_INT, (text = "score", speed = 1.0f, format = "%d"))
81 text("D_INT.value = {D_INT.value}")
82 spacing()
83
84 // ---- Stage 3: vector — three components on one row ----
85 D_VEC3.bounds = (-10.0f, 10.0f)
86 drag_float3(D_VEC3, (text = "position", speed = 0.05f, format = "%.2f"))
87 text("D_VEC3.value = ({D_VEC3.value.x}, {D_VEC3.value.y}, {D_VEC3.value.z})")
88 spacing()
89
90 // ---- Stage 4: range — paired min/max scrubbing, lo <= hi enforced ----
91 D_RANGE.bounds = (0.0f, 100.0f)
92 drag_float_range2(D_RANGE, (text = "band", speed = 0.5f, format = "%.1f"))
93 text("D_RANGE.value = [{D_RANGE.value.x}, {D_RANGE.value.y}]")
94 }
95
96 end_of_frame()
97 Render()
98 var w, h : int
99 live_get_framebuffer_size(w, h)
100 glViewport(0, 0, w, h)
101 glClearColor(0.10f, 0.10f, 0.12f, 1.0f)
102 glClear(GL_COLOR_BUFFER_BIT)
103 live_imgui_render()
104
105 live_end_frame()
106}
107
108[export]
109def shutdown() {
110 live_imgui_shutdown()
111 live_destroy_window()
112}
113
114[export]
115def main() {
116 init()
117 while (!exit_requested()) {
118 update()
119 }
120 shutdown()
121}
Requires
Already in the baseline boost layer:
imgui/imgui_widgets_builtin— everydrag_*rail.imgui/imgui_boost_runtime—DragStateFloat/DragStateInt/DragStateFloat3/DragStateRangeFloatstate structs.
Speed and format
speed is units-per-pixel of horizontal cursor movement:
drag_float(OPACITY, (text = "opacity", speed = 0.005f)) // 0.005 / px → 200 px = 1.0
drag_int(SCORE, (text = "score", speed = 1.0f)) // 1 / px → ImGui clamps to int
format is the printf-style label format. The default "%.3f" /
"%d" covers most cases; bump to "%.6f" for fine-grained float
values or "%+04d" for signed-padded ints.
Bounds
Bounds are a property of the state, not the call:
D_FLOAT.bounds = (0.0f, 1.0f)
drag_float(D_FLOAT, (text = "opacity", speed = 0.005f))
Set them every frame (idempotent assignment, no branching needed). The
wrapper passes (min, max) to ImGui’s DragFloat which clamps the
scrub. Zero-initialized bounds = (0, 0) = special-cased to mean
unclamped.
Vector forms
The 2 / 3 / 4 suffix puts that many components on one row,
each its own drag handle. state.value becomes float2 / float3
/ float4 (or int2 / int3 / int4):
D_VEC3.bounds = (-10.0f, 10.0f) // applies to every component
drag_float3(D_VEC3, (text = "position", speed = 0.05f))
// D_VEC3.value.x, D_VEC3.value.y, D_VEC3.value.z
Range forms
drag_float_range2 / drag_int_range2 render two handles sharing
one bar — useful for “filter between lo and hi” widgets:
D_RANGE.bounds = (0.0f, 100.0f)
drag_float_range2(D_RANGE, (text = "band", speed = 0.5f))
// D_RANGE.value.x = lo, D_RANGE.value.y = hi (ImGui enforces lo <= hi)
Driving from outside
Every drag widget exposes the same telemetry channel — imgui_force_set
writes state.pending_value which the next frame consumes:
# Scalar:
curl -X POST -d '{"name":"imgui_force_set","args":{"target":"DRAG_WIN/D_FLOAT","value":0.75}}' \
localhost:9090/command
# Vector — one number per component:
curl -X POST -d '{"name":"imgui_force_set","args":{"target":"DRAG_WIN/D_VEC3","value":[1.0,2.0,3.0]}}' \
localhost:9090/command
# Range — (lo, hi) tuple:
curl -X POST -d '{"name":"imgui_force_set","args":{"target":"DRAG_WIN/D_RANGE","value":[10.0,40.0]}}' \
localhost:9090/command
The dispatcher ([widget_dispatch] on the state struct) accepts the
right JSON shape per state type — scalar number, array of numbers, or
two-element array for ranges.
Drag vs slider vs input
The three numeric-edit families differ in interaction shape:
drag — click and scrub, no fixed track. Best for “tweak this value” where the absolute range is large or open-ended.
slider — click and drag along a fixed-width track between
v_min/v_max. Best for bounded percentages, settings sliders.input — type the number, optionally with
+/-step buttons. Best for precise values where the user knows the number.
All three families share the same vector / scalar / format conventions. See Slider widgets.
Caller-owned variant
For sites where the value lives on an external scalar (not a widget
state struct), use the edit_drag_* rail instead — it takes a
T? pointer via safe_addr and skips the state-struct allocation:
var g_opacity : float = 0.5f
edit_drag_float(safe_addr(g_opacity), (id = "OPACITY",
text = "opacity", speed = 0.005f))
See External-pointer editing rail.
See also
Full source: examples/tutorial/drag.das
Features-side demo: examples/features/inputs_drag.das — every drag
widget in one window, useful for imgui_force_set smoke testing.
Sibling tutorial: Slider widgets.
Boost macros — the macro layer.