ScummVM API documentation
imgui.h
1 // dear imgui, v1.90.7 WIP
2 // (headers)
3 
4 // Help:
5 // - See links below.
6 // - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
7 // - Read top of imgui.cpp for more details, links and comments.
8 
9 // Resources:
10 // - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md)
11 // - Homepage ................... https://github.com/ocornut/imgui
12 // - Releases & changelog ....... https://github.com/ocornut/imgui/releases
13 // - Gallery .................... https://github.com/ocornut/imgui/issues/7503 (please post your screenshots/video there!)
14 // - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there)
15 // - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code)
16 // - Third-party Extensions https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more)
17 // - Bindings/Backends https://github.com/ocornut/imgui/wiki/Bindings (language bindings, backends for various tech/engines)
18 // - Glossary https://github.com/ocornut/imgui/wiki/Glossary
19 // - Debug Tools https://github.com/ocornut/imgui/wiki/Debug-Tools
20 // - Software using Dear ImGui https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui
21 // - Issues & support ........... https://github.com/ocornut/imgui/issues
22 // - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps)
23 
24 // For first-time users having issues compiling/linking/running/loading fonts:
25 // please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
26 // Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there.
27 
28 // Library Version
29 // (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
30 #define IMGUI_VERSION "1.90.7 WIP"
31 #define IMGUI_VERSION_NUM 19067
32 #define IMGUI_HAS_TABLE
33 #define IMGUI_HAS_VIEWPORT // Viewport WIP branch
34 #define IMGUI_HAS_DOCK // Docking WIP branch
35 
36 /*
37 
38 Index of this file:
39 // [SECTION] Header mess
40 // [SECTION] Forward declarations and basic types
41 // [SECTION] Dear ImGui end-user API functions
42 // [SECTION] Flags & Enumerations
43 // [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
44 // [SECTION] Helpers: Memory allocations macros, ImVector<>
45 // [SECTION] ImGuiStyle
46 // [SECTION] ImGuiIO
47 // [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiWindowClass, ImGuiPayload)
48 // [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor)
49 // [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData)
50 // [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
51 // [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport)
52 // [SECTION] Platform Dependent Interfaces (ImGuiPlatformIO, ImGuiPlatformMonitor, ImGuiPlatformImeData)
53 // [SECTION] Obsolete functions and types
54 
55 */
56 
57 #pragma once
58 
59 // Configuration file with compile-time options
60 // (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system)
61 #ifdef IMGUI_USER_CONFIG
62 #include IMGUI_USER_CONFIG
63 #endif
64 #include "imconfig.h"
65 
66 #ifndef IMGUI_DISABLE
67 
68 //-----------------------------------------------------------------------------
69 // [SECTION] Header mess
70 //-----------------------------------------------------------------------------
71 
72 // Includes
73 #include <float.h> // FLT_MIN, FLT_MAX
74 #include <stdarg.h> // va_list, va_start, va_end
75 #include <stddef.h> // ptrdiff_t, NULL
76 #include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
77 
78 // Define attributes of all API symbols declarations (e.g. for DLL under Windows)
79 // IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h)
80 // Using dear imgui via a shared library is not recommended: we don't guarantee backward nor forward ABI compatibility + this is a call-heavy library and function call overhead adds up.
81 #ifndef IMGUI_API
82 #define IMGUI_API
83 #endif
84 #ifndef IMGUI_IMPL_API
85 #define IMGUI_IMPL_API IMGUI_API
86 #endif
87 
88 // Helper Macros
89 #ifndef IM_ASSERT
90 #include <assert.h>
91 #define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h
92 #endif
93 #define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers!
94 #define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
95 
96 // Check that version and structures layouts are matching between compiled imgui code and caller. Read comments above DebugCheckVersionAndDataLayout() for details.
97 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
98 
99 // Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions.
100 // (MSVC provides an equivalent mechanism via SAL Annotations but it would require the macros in a different
101 // location. e.g. #include <sal.h> + void myprintf(_Printf_format_string_ const char* format, ...))
102 #if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) && !defined(__clang__)
103 #define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1)))
104 #define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0)))
105 #elif !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__))
106 //#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1)))
107 //#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
108 #define IM_FMTARGS(FMT)
109 #define IM_FMTLIST(FMT)
110 #else
111 #define IM_FMTARGS(FMT)
112 #define IM_FMTLIST(FMT)
113 #endif
114 
115 // Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level functions)
116 #if defined(_MSC_VER) && !defined(__clang__) && !defined(__INTEL_COMPILER) && !defined(IMGUI_DEBUG_PARANOID)
117 #define IM_MSVC_RUNTIME_CHECKS_OFF __pragma(runtime_checks("",off)) __pragma(check_stack(off)) __pragma(strict_gs_check(push,off))
118 #define IM_MSVC_RUNTIME_CHECKS_RESTORE __pragma(runtime_checks("",restore)) __pragma(check_stack()) __pragma(strict_gs_check(pop))
119 #else
120 #define IM_MSVC_RUNTIME_CHECKS_OFF
121 #define IM_MSVC_RUNTIME_CHECKS_RESTORE
122 #endif
123 
124 // Warnings
125 #ifdef _MSC_VER
126 #pragma warning (push)
127 #pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
128 #endif
129 #if defined(__clang__)
130 #pragma clang diagnostic push
131 #if __has_warning("-Wunknown-warning-option")
132 #pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx'
133 #endif
134 #pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
135 #pragma clang diagnostic ignored "-Wold-style-cast"
136 #pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe
137 #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
138 #pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter
139 #pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access
140 #elif defined(__GNUC__)
141 #pragma GCC diagnostic push
142 #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
143 #pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
144 #endif
145 
146 //-----------------------------------------------------------------------------
147 // [SECTION] Forward declarations and basic types
148 //-----------------------------------------------------------------------------
149 
150 // Forward declarations
151 struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit()
152 struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)
153 struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.
154 struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder)
155 struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
156 struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back.
157 struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
158 struct ImFont; // Runtime data for a single font within a parent ImFontAtlas
159 struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
160 struct ImFontBuilderIO; // Opaque interface to a font builder (stb_truetype or FreeType).
161 struct ImFontConfig; // Configuration data when adding a font or merging fonts
162 struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset)
163 struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data
164 struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)
165 struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h)
166 struct ImGuiIO; // Main configuration and I/O between your application and ImGui
167 struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
168 struct ImGuiKeyData; // Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions.
169 struct ImGuiListClipper; // Helper to manually clip large list of items
170 struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame
171 struct ImGuiPayload; // User data payload for drag and drop operations
172 struct ImGuiPlatformIO; // Multi-viewport support: interface for Platform/Renderer backends + viewports to render
173 struct ImGuiPlatformMonitor; // Multi-viewport support: user-provided bounds for each connected monitor/display. Used when positioning popups and tooltips to avoid them straddling monitors
174 struct ImGuiPlatformImeData; // Platform IME data for io.SetPlatformImeDataFn() function.
175 struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
176 struct ImGuiStorage; // Helper for key->value storage
177 struct ImGuiStyle; // Runtime data for styling/colors
178 struct ImGuiTableSortSpecs; // Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
179 struct ImGuiTableColumnSortSpecs; // Sorting specification for one column of a table
180 struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder)
181 struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]")
182 struct ImGuiViewport; // A Platform Window (always 1 unless multi-viewport are enabled. One per platform window to output to). In the future may represent Platform Monitor
183 struct ImGuiWindowClass; // Window class (rare/advanced uses: provide hints to the platform backend via altered viewport flags and parent/child info)
184 
185 // Enumerations
186 // - We don't use strongly typed enums much because they add constraints (can't extend in private code, can't store typed in bit fields, extra casting on iteration)
187 // - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
188 // - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
189 // - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
190 // - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
191 enum ImGuiKey : int; // -> enum ImGuiKey // Enum: A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value)
192 enum ImGuiMouseSource : int; // -> enum ImGuiMouseSource // Enum; A mouse input source identifier (Mouse, TouchScreen, Pen)
193 typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling
194 typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions
195 typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type
196 typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction
197 typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle)
198 typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor shape
199 typedef int ImGuiSortDirection; // -> enum ImGuiSortDirection_ // Enum: A sorting direction (ascending or descending)
200 typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling
201 typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor()
202 
203 // Flags (declared as int to allow using as flags without overhead, and to not pollute the top of this file)
204 // - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
205 // - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
206 // - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
207 // - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
208 typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions
209 typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance
210 typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build
211 typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags
212 typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton()
213 typedef int ImGuiChildFlags; // -> enum ImGuiChildFlags_ // Flags: for BeginChild()
214 typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc.
215 typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags
216 typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo()
217 typedef int ImGuiDockNodeFlags; // -> enum ImGuiDockNodeFlags_ // Flags: for DockSpace()
218 typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload()
219 typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused()
220 typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc.
221 typedef int ImGuiInputFlags; // -> enum ImGuiInputFlags_ // Flags: for Shortcut(), SetNextItemShortcut()
222 typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline()
223 typedef int ImGuiKeyChord; // -> ImGuiKey | ImGuiMod_XXX // Flags: for IsKeyChordPressed(), Shortcut() etc. an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values.
224 typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen()
225 typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
226 typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
227 typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar()
228 typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem()
229 typedef int ImGuiTableFlags; // -> enum ImGuiTableFlags_ // Flags: For BeginTable()
230 typedef int ImGuiTableColumnFlags; // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn()
231 typedef int ImGuiTableRowFlags; // -> enum ImGuiTableRowFlags_ // Flags: For TableNextRow()
232 typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader()
233 typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport
234 typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild()
235 
236 // ImTexture: user data for renderer backend to identify a texture [Compile-time configurable type]
237 // - To use something else than an opaque void* pointer: override with e.g. '#define ImTextureID MyTextureType*' in your imconfig.h file.
238 // - This can be whatever to you want it to be! read the FAQ about ImTextureID for details.
239 #ifndef ImTextureID
240 typedef void* ImTextureID; // Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that)
241 #endif
242 
243 // ImDrawIdx: vertex index. [Compile-time configurable type]
244 // - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).
245 // - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.
246 #ifndef ImDrawIdx
247 typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends)
248 #endif
249 
250 // Scalar data types
251 typedef unsigned int ImGuiID;// A unique ID used by widgets (typically the result of hashing a stack of string)
252 typedef signed char ImS8; // 8-bit signed integer
253 typedef unsigned char ImU8; // 8-bit unsigned integer
254 typedef signed short ImS16; // 16-bit signed integer
255 typedef unsigned short ImU16; // 16-bit unsigned integer
256 typedef signed int ImS32; // 32-bit signed integer == int
257 typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors)
258 typedef signed long long ImS64; // 64-bit signed integer
259 typedef unsigned long long ImU64; // 64-bit unsigned integer
260 
261 // Character types
262 // (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display)
263 typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings.
264 typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings.
265 #ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16]
266 typedef ImWchar32 ImWchar;
267 #else
268 typedef ImWchar16 ImWchar;
269 #endif
270 
271 // Callback and functions types
272 typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText()
273 typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints()
274 typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
275 typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
276 
277 // ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type]
278 // This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type.
279 // Add '#define IMGUI_DEFINE_MATH_OPERATORS' in your imconfig.h file to benefit from courtesy maths operators for those types.
280 IM_MSVC_RUNTIME_CHECKS_OFF
281 struct ImVec2
282 {
283  float x, y;
284  constexpr ImVec2() : x(0.0f), y(0.0f) { }
285  constexpr ImVec2(float _x, float _y) : x(_x), y(_y) { }
286  float& operator[] (size_t idx) { IM_ASSERT(idx == 0 || idx == 1); return ((float*)(void*)(char*)this)[idx]; } // We very rarely use this [] operator, so the assert overhead is fine.
287  float operator[] (size_t idx) const { IM_ASSERT(idx == 0 || idx == 1); return ((const float*)(const void*)(const char*)this)[idx]; }
288 #ifdef IM_VEC2_CLASS_EXTRA
289  IM_VEC2_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2.
290 #endif
291 };
292 
293 // ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type]
294 struct ImVec4
295 {
296  float x, y, z, w;
297  constexpr ImVec4() : x(0.0f), y(0.0f), z(0.0f), w(0.0f) { }
298  constexpr ImVec4(float _x, float _y, float _z, float _w) : x(_x), y(_y), z(_z), w(_w) { }
299 #ifdef IM_VEC4_CLASS_EXTRA
300  IM_VEC4_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4.
301 #endif
302 };
303 IM_MSVC_RUNTIME_CHECKS_RESTORE
304 
305 //-----------------------------------------------------------------------------
306 // [SECTION] Dear ImGui end-user API functions
307 // (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!)
308 //-----------------------------------------------------------------------------
309 
310 namespace ImGui
311 {
312  // Context creation and access
313  // - Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between contexts.
314  // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
315  // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details.
316  IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
317  IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context
318  IMGUI_API ImGuiContext* GetCurrentContext();
319  IMGUI_API void SetCurrentContext(ImGuiContext* ctx);
320 
321  // Main
322  IMGUI_API ImGuiIO& GetIO(); // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
323  IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleColor(), PushStyleVar() to modify style mid-frame!
324  IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame().
325  IMGUI_API void EndFrame(); // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all!
326  IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData().
327  IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render.
328 
329  // Demo, Debug, Information
330  IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
331  IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc.
332  IMGUI_API void ShowDebugLogWindow(bool* p_open = NULL); // create Debug Log window. display a simplified log of important dear imgui events.
333  IMGUI_API void ShowIDStackToolWindow(bool* p_open = NULL); // create Stack Tool window. hover items with mouse to query information about the source of their unique ID.
334  IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information.
335  IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
336  IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles.
337  IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts.
338  IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as an end-user (mouse/keyboard controls).
339  IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.80 WIP" (essentially the value for IMGUI_VERSION from the compiled version of imgui.cpp)
340 
341  // Styles
342  IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default)
343  IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font
344  IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style
345 
346  // Windows
347  // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.
348  // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,
349  // which clicking will set the boolean to false when clicked.
350  // - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times.
351  // Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin().
352  // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
353  // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
354  // [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions
355  // such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding
356  // BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
357  // - Note that the bottom of window stack always contains a window called "Debug".
358  IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
359  IMGUI_API void End();
360 
361  // Child Windows
362  // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
363  // - Before 1.90 (November 2023), the "ImGuiChildFlags child_flags = 0" parameter was "bool border = false".
364  // This API is backward compatible with old code, as we guarantee that ImGuiChildFlags_Border == true.
365  // Consider updating your old code:
366  // BeginChild("Name", size, false) -> Begin("Name", size, 0); or Begin("Name", size, ImGuiChildFlags_None);
367  // BeginChild("Name", size, true) -> Begin("Name", size, ImGuiChildFlags_Border);
368  // - Manual sizing (each axis can use a different setting e.g. ImVec2(0.0f, 400.0f)):
369  // == 0.0f: use remaining parent window size for this axis.
370  // > 0.0f: use specified size for this axis.
371  // < 0.0f: right/bottom-align to specified distance from available content boundaries.
372  // - Specifying ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY makes the sizing automatic based on child contents.
373  // Combining both ImGuiChildFlags_AutoResizeX _and_ ImGuiChildFlags_AutoResizeY defeats purpose of a scrolling region and is NOT recommended.
374  // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
375  // anything to the window. Always call a matching EndChild() for each BeginChild() call, regardless of its return value.
376  // [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions
377  // such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding
378  // BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
379  IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0);
380  IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0);
381  IMGUI_API void EndChild();
382 
383  // Windows Utilities
384  // - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into.
385  IMGUI_API bool IsWindowAppearing();
386  IMGUI_API bool IsWindowCollapsed();
387  IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
388  IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options. IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details.
389  IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives
390  IMGUI_API float GetWindowDpiScale(); // get DPI scale currently associated to the current window's viewport.
391  IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (note: it is unlikely you need to use this. Consider using current layout pos instead, GetCursorScreenPos())
392  IMGUI_API ImVec2 GetWindowSize(); // get current window size (note: it is unlikely you need to use this. Consider using GetCursorScreenPos() and e.g. GetContentRegionAvail() instead)
393  IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x)
394  IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y)
395  IMGUI_API ImGuiViewport*GetWindowViewport(); // get viewport currently associated to the current window.
396 
397  // Window manipulation
398  // - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
399  IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0, 0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc.
400  IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()
401  IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use 0.0f or FLT_MAX if you don't want limits. Use -1 for both min and max of same axis to preserve current size (which itself is a constraint). Use callback to apply non-trivial programmatic constraints.
402  IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin()
403  IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin()
404  IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin()
405  IMGUI_API void SetNextWindowScroll(const ImVec2& scroll); // set next window scrolling value (use < 0.0f to not affect a given axis).
406  IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground.
407  IMGUI_API void SetNextWindowViewport(ImGuiID viewport_id); // set next window viewport
408  IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects.
409  IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.
410  IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
411  IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().
412  IMGUI_API void SetWindowFontScale(float scale); // [OBSOLETE] set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes().
413  IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position.
414  IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis.
415  IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state
416  IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus.
417 
418  // Content region
419  // - Retrieve available space from a given point. GetContentRegionAvail() is frequently useful.
420  // - Those functions are bound to be redesigned (they are confusing, incomplete and the Min/Max return values are in local window coordinates which increases confusion)
421  IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos()
422  IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
423  IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min for the full window (roughly (0,0)-Scroll), in window coordinates
424  IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max for the full window (roughly (0,0)+Size-Scroll) where Size can be overridden with SetNextWindowContentSize(), in window coordinates
425 
426  // Windows Scrolling
427  // - Any change of Scroll will be applied at the beginning of next frame in the first call to Begin().
428  // - You may instead use SetNextWindowScroll() prior to calling Begin() to avoid this delay, as an alternative to using SetScrollX()/SetScrollY().
429  IMGUI_API float GetScrollX(); // get scrolling amount [0 .. GetScrollMaxX()]
430  IMGUI_API float GetScrollY(); // get scrolling amount [0 .. GetScrollMaxY()]
431  IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0 .. GetScrollMaxX()]
432  IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0 .. GetScrollMaxY()]
433  IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x
434  IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y
435  IMGUI_API void 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.
436  IMGUI_API void 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.
437  IMGUI_API void 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.
438  IMGUI_API void 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.
439 
440  // Parameters stacks (shared)
441  IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font
442  IMGUI_API void PopFont();
443  IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); // modify a style color. always use this if you modify the style after NewFrame().
444  IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col);
445  IMGUI_API void PopStyleColor(int count = 1);
446  IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame().
447  IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. always use this if you modify the style after NewFrame().
448  IMGUI_API void PopStyleVar(int count = 1);
449  IMGUI_API void PushTabStop(bool tab_stop); // == tab stop enable. Allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
450  IMGUI_API void PopTabStop();
451  IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame.
452  IMGUI_API void PopButtonRepeat();
453 
454  // Parameters stacks (current window)
455  IMGUI_API void PushItemWidth(float item_width); // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side).
456  IMGUI_API void PopItemWidth();
457  IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side)
458  IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions.
459  IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // push word-wrapping position for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
460  IMGUI_API void PopTextWrapPos();
461 
462  // Style read access
463  // - Use the ShowStyleEditor() function to interactively see/edit the colors.
464  IMGUI_API ImFont* GetFont(); // get current font
465  IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied
466  IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
467  IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier, packed as a 32-bit value suitable for ImDrawList
468  IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
469  IMGUI_API ImU32 GetColorU32(ImU32 col, float alpha_mul = 1.0f); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
470  IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in.
471 
472  // Layout cursor positioning
473  // - By "cursor" we mean the current output position.
474  // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
475  // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget.
476  // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API:
477  // - Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. -> this is the preferred way forward.
478  // - Window-local coordinates: SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos()
479  // - GetCursorScreenPos() = GetCursorPos() + GetWindowPos(). GetWindowPos() is almost only ever useful to convert from window-local to absolute coordinates.
480  IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute coordinates (prefer using this, also more useful to work with ImDrawList API).
481  IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute coordinates
482  IMGUI_API ImVec2 GetCursorPos(); // [window-local] cursor position in window coordinates (relative to window position)
483  IMGUI_API float GetCursorPosX(); // [window-local] "
484  IMGUI_API float GetCursorPosY(); // [window-local] "
485  IMGUI_API void SetCursorPos(const ImVec2& local_pos); // [window-local] "
486  IMGUI_API void SetCursorPosX(float local_x); // [window-local] "
487  IMGUI_API void SetCursorPosY(float local_y); // [window-local] "
488  IMGUI_API ImVec2 GetCursorStartPos(); // [window-local] initial cursor position, in window coordinates
489 
490  // Other layout functions
491  IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
492  IMGUI_API void SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates.
493  IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in a horizontal-layout context.
494  IMGUI_API void Spacing(); // add vertical spacing.
495  IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into.
496  IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by indent_w, or style.IndentSpacing if indent_w <= 0
497  IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by indent_w, or style.IndentSpacing if indent_w <= 0
498  IMGUI_API void BeginGroup(); // lock horizontal starting position
499  IMGUI_API void EndGroup(); // unlock horizontal starting position + capture the whole group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
500  IMGUI_API void AlignTextToFramePadding(); // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item)
501  IMGUI_API float GetTextLineHeight(); // ~ FontSize
502  IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
503  IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2
504  IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)
505 
506  // ID stack/scopes
507  // Read the FAQ (docs/FAQ.md or http://dearimgui.com/faq) for more details about how ID are handled in dear imgui.
508  // - Those questions are answered and impacted by understanding of the ID stack system:
509  // - "Q: Why is my widget not reacting when I click on it?"
510  // - "Q: How can I have widgets with an empty label?"
511  // - "Q: How can I have multiple widgets with the same label?"
512  // - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely
513  // want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
514  // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others.
515  // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID,
516  // whereas "str_id" denote a string that is only used as an ID and not normally displayed.
517  IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string).
518  IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string).
519  IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer).
520  IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer).
521  IMGUI_API void PopID(); // pop from the ID stack.
522  IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself
523  IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end);
524  IMGUI_API ImGuiID GetID(const void* ptr_id);
525 
526  // Widgets: Text
527  IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text.
528  IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // formatted text
529  IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1);
530  IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
531  IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2);
532  IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
533  IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1);
534  IMGUI_API void TextWrapped(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize().
535  IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1);
536  IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets
537  IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2);
538  IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text()
539  IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1);
540  IMGUI_API void SeparatorText(const char* label); // currently: formatted text with an horizontal line
541 
542  // Widgets: Main
543  // - Most widgets return true when the value has been changed or when pressed/selected
544  // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state.
545  IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0, 0)); // button
546  IMGUI_API bool SmallButton(const char* label); // button with (FramePadding.y == 0) to easily embed within text
547  IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size, ImGuiButtonFlags flags = 0); // flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
548  IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape
549  IMGUI_API bool Checkbox(const char* label, bool* v);
550  IMGUI_API bool CheckboxFlags(const char* label, int* flags, int flags_value);
551  IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
552  IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }
553  IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer
554  IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL);
555  IMGUI_API void Bullet(); // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
556 
557  // Widgets: Images
558  // - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
559  // - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above.
560  // - Note that Image() may add +2.0f to provided size if a border is visible, ImageButton() adds style.FramePadding*2.0f to provided size.
561  IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& tint_col = ImVec4(1, 1, 1, 1), const ImVec4& border_col = ImVec4(0, 0, 0, 0));
562  IMGUI_API bool ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1));
563 
564  // Widgets: Combo Box (Dropdown)
565  // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
566  // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created.
567  IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
568  IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true!
569  IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);
570  IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items = -1); // Separate items with \0 within a string, end item-list with \0\0. e.g. "One\0Two\0Three\0"
571  IMGUI_API bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int popup_max_height_in_items = -1);
572 
573  // Widgets: Drag Sliders
574  // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
575  // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every function, note that a 'float v[X]' function argument is the same as 'float* v',
576  // the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
577  // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
578  // - Format string may also be set to NULL or use the default format ("%f" or "%d").
579  // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision).
580  // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used.
581  // - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum.
582  // - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.
583  // - Legacy: Pre-1.78 there are DragXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
584  // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
585  IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound
586  IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
587  IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
588  IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
589  IMGUI_API bool DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, ImGuiSliderFlags flags = 0);
590  IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound
591  IMGUI_API bool DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
592  IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
593  IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
594  IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL, ImGuiSliderFlags flags = 0);
595  IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0);
596  IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0);
597 
598  // Widgets: Regular Sliders
599  // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
600  // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
601  // - Format string may also be set to NULL or use the default format ("%f" or "%d").
602  // - Legacy: Pre-1.78 there are SliderXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
603  // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
604  IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display.
605  IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
606  IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
607  IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
608  IMGUI_API bool SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f, const char* format = "%.0f deg", ImGuiSliderFlags flags = 0);
609  IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
610  IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
611  IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
612  IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
613  IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
614  IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
615  IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
616  IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
617  IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
618 
619  // Widgets: Input with Keyboard
620  // - If you want to use InputText() with std::string or any custom dynamic string type, see misc/cpp/imgui_stdlib.h and comments in imgui_demo.cpp.
621  // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.
622  IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
623  IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
624  IMGUI_API bool InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
625  IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
626  IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
627  IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
628  IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
629  IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0);
630  IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0);
631  IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0);
632  IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0);
633  IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0, double step_fast = 0.0, const char* format = "%.6f", ImGuiInputTextFlags flags = 0);
634  IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
635  IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
636 
637  // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little color square that can be left-clicked to open a picker, and right-clicked to open an option menu.)
638  // - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible.
639  // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
640  IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
641  IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
642  IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
643  IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
644  IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed.
645  IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls.
646 
647  // Widgets: Trees
648  // - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents.
649  IMGUI_API bool TreeNode(const char* label);
650  IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to easily decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
651  IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // "
652  IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
653  IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
654  IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);
655  IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
656  IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
657  IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
658  IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
659  IMGUI_API void TreePush(const char* str_id); // ~ Indent()+PushID(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired.
660  IMGUI_API void TreePush(const void* ptr_id); // "
661  IMGUI_API void TreePop(); // ~ Unindent()+PopID()
662  IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
663  IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop().
664  IMGUI_API bool CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags = 0); // when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header.
665  IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state.
666 
667  // Widgets: Selectables
668  // - A selectable highlights when hovered, and can display another color when selected.
669  // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous.
670  IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height
671  IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper.
672 
673  // Widgets: List Boxes
674  // - This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label.
675  // - You can submit contents and manage your selection state however you want it, by creating e.g. Selectable() or any other items.
676  // - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analoguous to how Combos are created.
677  // - Choose frame width: size.x > 0.0f: custom / size.x < 0.0f or -FLT_MIN: right-align / size.x = 0.0f (default): use current ItemWidth
678  // - Choose frame height: size.y > 0.0f: custom / size.y < 0.0f or -FLT_MIN: bottom-align / size.y = 0.0f (default): arbitrary default height which can fit ~7 items
679  IMGUI_API bool BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region
680  IMGUI_API void EndListBox(); // only call EndListBox() if BeginListBox() returned true!
681  IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);
682  IMGUI_API bool ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int height_in_items = -1);
683 
684  // Widgets: Data Plotting
685  // - Consider using ImPlot (https://github.com/epezent/implot) which is much better!
686  IMGUI_API void PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float));
687  IMGUI_API void PlotLines(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0));
688  IMGUI_API void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float));
689  IMGUI_API void PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0));
690 
691  // Widgets: Value() Helpers.
692  // - Those are merely shortcut to calling Text() with a format string. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace)
693  IMGUI_API void Value(const char* prefix, bool b);
694  IMGUI_API void Value(const char* prefix, int v);
695  IMGUI_API void Value(const char* prefix, unsigned int v);
696  IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL);
697 
698  // Widgets: Menus
699  // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar.
700  // - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it.
701  // - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it.
702  // - Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment.
703  IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
704  IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true!
705  IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar.
706  IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
707  IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true!
708  IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true!
709  IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated.
710  IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL
711 
712  // Tooltips
713  // - Tooltips are windows following the mouse. They do not take focus away.
714  // - A tooltip window can contain items of any types.
715  // - SetTooltip() is more or less a shortcut for the 'if (BeginTooltip()) { Text(...); EndTooltip(); }' idiom (with a subtlety that it discard any previously submitted tooltip)
716  IMGUI_API bool BeginTooltip(); // begin/append a tooltip window.
717  IMGUI_API void EndTooltip(); // only call EndTooltip() if BeginTooltip()/BeginItemTooltip() returns true!
718  IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip. Often used after a ImGui::IsItemHovered() check. Override any previous call to SetTooltip().
719  IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
720 
721  // Tooltips: helpers for showing a tooltip when hovering an item
722  // - BeginItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip) && BeginTooltip())' idiom.
723  // - SetItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) { SetTooltip(...); }' idiom.
724  // - Where 'ImGuiHoveredFlags_ForTooltip' itself is a shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on active input type. For mouse it defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'.
725  IMGUI_API bool BeginItemTooltip(); // begin/append a tooltip window if preceding item was hovered.
726  IMGUI_API void SetItemTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip if preceding item was hovered. override any previous call to SetTooltip().
727  IMGUI_API void SetItemTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
728 
729  // Popups, Modals
730  // - They block normal mouse hovering detection (and therefore most mouse interactions) behind them.
731  // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
732  // - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls.
733  // - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time.
734  // - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered().
735  // - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to be at the same level of the stack.
736  // This is sometimes leading to confusing mistakes. May rework this in the future.
737  // - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards if returned true. ImGuiWindowFlags are forwarded to the window.
738  // - BeginPopupModal(): block every interaction behind the window, cannot be closed by user, add a dimming background, has a title bar.
739  IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it.
740  IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it.
741  IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true!
742 
743  // Popups: open/close functions
744  // - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options.
745  // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
746  // - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually.
747  // - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options).
748  // - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup().
749  // - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened.
750  // - IMPORTANT: Notice that for OpenPopupOnItemClick() we exceptionally default flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter
751  IMGUI_API void OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!).
752  IMGUI_API void OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks
753  IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors)
754  IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into.
755 
756  // Popups: open+begin combined functions helpers
757  // - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking.
758  // - They are convenient to easily create context menus, hence the name.
759  // - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future.
760  // - IMPORTANT: Notice that we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight.
761  IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!
762  IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window.
763  IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked in void (where there are no windows).
764 
765  // Popups: query functions
766  // - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack.
767  // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack.
768  // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open.
769  IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open.
770 
771  // Tables
772  // - Full-featured replacement for old Columns API.
773  // - See Demo->Tables for demo code. See top of imgui_tables.cpp for general commentary.
774  // - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags.
775  // The typical call flow is:
776  // - 1. Call BeginTable(), early out if returning false.
777  // - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults.
778  // - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows.
779  // - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data.
780  // - 5. Populate contents:
781  // - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column.
782  // - If you are using tables as a sort of grid, where every column is holding the same type of contents,
783  // you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex().
784  // TableNextColumn() will automatically wrap-around into the next row if needed.
785  // - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column!
786  // - Summary of possible call flow:
787  // - TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") // OK
788  // - TableNextRow() -> TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK
789  // - TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK: TableNextColumn() automatically gets to next row!
790  // - TableNextRow() -> Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear!
791  // - 5. Call EndTable()
792  IMGUI_API bool BeginTable(const char* str_id, int column, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f);
793  IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true!
794  IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row.
795  IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible.
796  IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible.
797 
798  // Tables: Headers & Columns declaration
799  // - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc.
800  // - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column.
801  // Headers are required to perform: reordering, sorting, and opening the context menu.
802  // The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody.
803  // - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in
804  // some advanced use cases (e.g. adding custom widgets in header row).
805  // - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled.
806  IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0);
807  IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled.
808  IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used)
809  IMGUI_API void TableHeadersRow(); // submit a row with headers cells based on data provided to TableSetupColumn() + submit context menu
810  IMGUI_API void TableAngledHeadersRow(); // submit a row with angled headers for every column with the ImGuiTableColumnFlags_AngledHeader flag. MUST BE FIRST ROW.
811 
812  // Tables: Sorting & Miscellaneous functions
813  // - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting.
814  // When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have
815  // changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting,
816  // else you may wastefully sort your data every frame!
817  // - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index.
818  IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting). Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable().
819  IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable)
820  IMGUI_API int TableGetColumnIndex(); // return current column index.
821  IMGUI_API int TableGetRowIndex(); // return current row index.
822  IMGUI_API const char* TableGetColumnName(int column_n = -1); // return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column.
823  IMGUI_API ImGuiTableColumnFlags TableGetColumnFlags(int column_n = -1); // return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column.
824  IMGUI_API void 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 ImGuiTableFlags_ContextMenuInBody)
825  IMGUI_API void TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n = -1); // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details.
826 
827  // Legacy Columns API (prefer using Tables!)
828  // - You can also use SameLine(pos_x) to mimic simplified columns.
829  IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true);
830  IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
831  IMGUI_API int GetColumnIndex(); // get current column index
832  IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column
833  IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column
834  IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f
835  IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column
836  IMGUI_API int GetColumnsCount();
837 
838  // Tab Bars, Tabs
839  // - Note: Tabs are automatically created by the docking system (when in 'docking' branch). Use this to create tab bars/tabs yourself.
840  IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar
841  IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true!
842  IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected.
843  IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true!
844  IMGUI_API bool TabItemButton(const char* label, ImGuiTabItemFlags flags = 0); // create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar.
845  IMGUI_API void SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name.
846 
847  // Docking
848  // [BETA API] Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable.
849  // Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Docking!
850  // - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking.
851  // - Drag from window menu button (upper-left button) to undock an entire node (all windows).
852  // - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to enable docking.
853  // About dockspaces:
854  // - Use DockSpaceOverViewport() to create a window covering the screen or a specific viewport + a dockspace inside it.
855  // This is often used with ImGuiDockNodeFlags_PassthruCentralNode to make it transparent.
856  // - Use DockSpace() to create an explicit dock node _within_ an existing window. See Docking demo for details.
857  // - Important: Dockspaces need to be submitted _before_ any window they can host. Submit it early in your frame!
858  // - Important: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked.
859  // e.g. if you have multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly.
860  IMGUI_API ImGuiID DockSpace(ImGuiID dockspace_id, const ImVec2& size = ImVec2(0, 0), ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL);
861  IMGUI_API ImGuiID DockSpaceOverViewport(ImGuiID dockspace_id = 0, const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL);
862  IMGUI_API void SetNextWindowDockID(ImGuiID dock_id, ImGuiCond cond = 0); // set next window dock id
863  IMGUI_API void SetNextWindowClass(const ImGuiWindowClass* window_class); // set next window class (control docking compatibility + provide hints to platform backend via custom viewport flags and platform parent/child relationship)
864  IMGUI_API ImGuiID GetWindowDockID();
865  IMGUI_API bool IsWindowDocked(); // is current window docked into another window?
866 
867  // Logging/Capture
868  // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.
869  IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout)
870  IMGUI_API void LogToFile(int auto_open_depth = -1, const char* filename = NULL); // start logging to file
871  IMGUI_API void LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard
872  IMGUI_API void LogFinish(); // stop logging (close file, etc.)
873  IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard
874  IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed)
875  IMGUI_API void LogTextV(const char* fmt, va_list args) IM_FMTLIST(1);
876 
877  // Drag and Drop
878  // - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource().
879  // - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget().
880  // - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip, see #1725)
881  // - An item can be both drag source and drop target.
882  IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call after submitting an item which may be dragged. when this return true, you can call SetDragDropPayload() + EndDragDropSource()
883  IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. Return true when payload has been accepted.
884  IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true!
885  IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
886  IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released.
887  IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
888  IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. returns NULL when drag and drop is finished or inactive. use ImGuiPayload::IsDataType() to test for the payload type.
889 
890  // Disabling [BETA API]
891  // - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors)
892  // - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled)
893  // - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it.
894  IMGUI_API void BeginDisabled(bool disabled = true);
895  IMGUI_API void EndDisabled();
896 
897  // Clipping
898  // - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only.
899  IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
900  IMGUI_API void PopClipRect();
901 
902  // Focus, Activation
903  // - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item"
904  IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window.
905  IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget.
906 
907  // Overlapping mode
908  IMGUI_API void SetNextItemAllowOverlap(); // allow next item to be overlapped by a subsequent item. Useful with invisible buttons, selectable, treenode covering an area where subsequent items may need to be added. Note that both Selectable() and TreeNode() have dedicated flags doing this.
909 
910  // Item/Widgets Utilities and Query Functions
911  // - Most of the functions are referring to the previous Item that has been submitted.
912  // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions.
913  IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options.
914  IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false)
915  IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation?
916  IMGUI_API bool IsItemClicked(ImGuiMouseButton mouse_button = 0); // is the last item hovered and mouse clicked on? (**) == IsMouseClicked(mouse_button) && IsItemHovered()Important. (**) this is NOT equivalent to the behavior of e.g. Button(). Read comments in function definition.
917  IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling)
918  IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets.
919  IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive).
920  IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that require continuous editing.
921  IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that require continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item).
922  IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode().
923  IMGUI_API bool IsAnyItemHovered(); // is any item hovered?
924  IMGUI_API bool IsAnyItemActive(); // is any item active?
925  IMGUI_API bool IsAnyItemFocused(); // is any item focused?
926  IMGUI_API ImGuiID GetItemID(); // get ID of last item (~~ often same ImGui::GetID(label) beforehand)
927  IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space)
928  IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space)
929  IMGUI_API ImVec2 GetItemRectSize(); // get size of last item
930 
931  // Viewports
932  // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
933  // - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
934  // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
935  IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. This can never be NULL.
936 
937  // Background/Foreground Draw Lists
938  IMGUI_API ImDrawList* GetBackgroundDrawList(); // get background draw list for the viewport associated to the current window. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.
939  IMGUI_API ImDrawList* GetForegroundDrawList(); // get foreground draw list for the viewport associated to the current window. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
940  IMGUI_API ImDrawList* GetBackgroundDrawList(ImGuiViewport* viewport); // get background draw list for the given viewport. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.
941  IMGUI_API ImDrawList* GetForegroundDrawList(ImGuiViewport* viewport); // get foreground draw list for the given viewport. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
942 
943  // Miscellaneous Utilities
944  IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
945  IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.
946  IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame.
947  IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame.
948  IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances.
949  IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.).
950  IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
951  IMGUI_API ImGuiStorage* GetStateStorage();
952 
953  // Text Utilities
954  IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
955 
956  // Color Utilities
957  IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in);
958  IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in);
959  IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
960  IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
961 
962  // Inputs Utilities: Keyboard/Mouse/Gamepad
963  // - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...).
964  // - before v1.87, we used ImGuiKey to carry native/user indices as defined by each backends. About use of those legacy ImGuiKey values:
965  // - without IMGUI_DISABLE_OBSOLETE_KEYIO (legacy support): you can still use your legacy native/user indices (< 512) according to how your backend/engine stored them in io.KeysDown[], but need to cast them to ImGuiKey.
966  // - with IMGUI_DISABLE_OBSOLETE_KEYIO (this is the way forward): any use of ImGuiKey will assert with key < 512. GetKeyIndex() is pass-through and therefore deprecated (gone if IMGUI_DISABLE_OBSOLETE_KEYIO is defined).
967  IMGUI_API bool IsKeyDown(ImGuiKey key); // is key being held.
968  IMGUI_API bool IsKeyPressed(ImGuiKey key, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
969  IMGUI_API bool IsKeyReleased(ImGuiKey key); // was key released (went from Down to !Down)?
970  IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord); // was key chord (mods + key) pressed, e.g. you can pass 'ImGuiMod_Ctrl | ImGuiKey_S' as a key-chord. This doesn't do any routing or focus check, please consider using Shortcut() function instead.
971  IMGUI_API int GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate
972  IMGUI_API const char* GetKeyName(ImGuiKey key); // [DEBUG] returns English name of the key. Those names a provided for debugging purpose and are not meant to be saved persistently not compared.
973  IMGUI_API void SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard); // Override io.WantCaptureKeyboard flag next frame (said flag is left for your application to handle, typically when true it instructs your app to ignore inputs). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard"; after the next NewFrame() call.
974 
975  // Inputs Utilities: Shortcut Testing & Routing
976  // - ImGuiKeyChord = a ImGuiKey + optional ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super.
977  // ImGuiKey_C // Accepted by functions taking ImGuiKey or ImGuiKeyChord arguments)
978  // ImGuiMod_Ctrl | ImGuiKey_C // Accepted by functions taking ImGuiKeyChord arguments)
979  // only ImGuiMod_XXX values are legal to combine with an ImGuiKey. You CANNOT combine two ImGuiKey values.
980  // - The general idea is that several callers may register interest in a shortcut, and only one owner gets it.
981  // Parent -> call Shortcut(Ctrl+S) // When Parent is focused, Parent gets the shortcut.
982  // Child1 -> call Shortcut(Ctrl+S) // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts)
983  // Child2 -> no call // When Child2 is focused, Parent gets the shortcut.
984  // The whole system is order independent, so if Child1 makes its calls before Parent, results will be identical.
985  // This is an important property as it facilitate working with foreign code or larger codebase.
986  // - To understand the difference:
987  // - IsKeyChordPressed() compares mods and call IsKeyPressed() -> function has no side-effect.
988  // - Shortcut() submits a route, routes are resolved, if it currently can be routed it calls IsKeyChordPressed() -> function has (desirable) side-effects as it can prevents another call from getting the route.
989  // - Visualize registered routes in 'Metrics/Debugger->Inputs'.
990  IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0);
991  IMGUI_API void SetNextItemShortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0);
992 
993  // Inputs Utilities: Mouse specific
994  // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.
995  // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
996  // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold')
997  IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held?
998  IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1.
999  IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down)
1000  IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? Same as GetMouseClickedCount() == 2. (note that a double-click will also report IsMouseClicked() == true)
1001  IMGUI_API int GetMouseClickedCount(ImGuiMouseButton button); // return the number of successive mouse-clicks at the time where a click happen (otherwise 0).
1002  IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block.
1003  IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available
1004  IMGUI_API bool IsAnyMouseDown(); // [WILL OBSOLETE] is any mouse button held? This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid.
1005  IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
1006  IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves)
1007  IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold)
1008  IMGUI_API ImVec2 GetMouseDragDelta(ImGuiMouseButton button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold)
1009  IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); //
1010  IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired mouse cursor shape. Important: reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
1011  IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired mouse cursor shape
1012  IMGUI_API void SetNextFrameWantCaptureMouse(bool want_capture_mouse); // Override io.WantCaptureMouse flag next frame (said flag is left for your application to handle, typical when true it instucts your app to ignore inputs). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse;" after the next NewFrame() call.
1013 
1014  // Clipboard Utilities
1015  // - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard.
1016  IMGUI_API const char* GetClipboardText();
1017  IMGUI_API void SetClipboardText(const char* text);
1018 
1019  // Settings/.Ini Utilities
1020  // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
1021  // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
1022  // - Important: default value "imgui.ini" is relative to current working dir! Most apps will want to lock this to an absolute path (e.g. same path as executables).
1023  IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
1024  IMGUI_API void LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size=0); // call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source.
1025  IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename); // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext).
1026  IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings.
1027 
1028  // Debug Utilities
1029  // - Your main debugging friend is the ShowMetricsWindow() function, which is also accessible from Demo->Tools->Metrics Debugger
1030  IMGUI_API void DebugTextEncoding(const char* text);
1031  IMGUI_API void DebugFlashStyleColor(ImGuiCol idx);
1032  IMGUI_API void DebugStartItemPicker();
1033  IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro.
1034 
1035  // Memory Allocators
1036  // - Those functions are not reliant on the current context.
1037  // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
1038  // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
1039  IMGUI_API void SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL);
1040  IMGUI_API void GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data);
1041  IMGUI_API void* MemAlloc(size_t size);
1042  IMGUI_API void MemFree(void* ptr);
1043 
1044  // (Optional) Platform/OS interface for multi-viewport support
1045  // Read comments around the ImGuiPlatformIO structure for more details.
1046  // Note: You may use GetWindowViewport() to get the current viewport of the current window.
1047  IMGUI_API ImGuiPlatformIO& GetPlatformIO(); // platform/renderer functions, for backend to setup + viewports list.
1048  IMGUI_API void UpdatePlatformWindows(); // call in main loop. will call CreateWindow/ResizeWindow/etc. platform functions for each secondary viewport, and DestroyWindow for each inactive viewport.
1049  IMGUI_API void RenderPlatformWindowsDefault(void* platform_render_arg = NULL, void* renderer_render_arg = NULL); // call in main loop. will call RenderWindow/SwapBuffers platform functions for each secondary viewport which doesn't have the ImGuiViewportFlags_Minimized flag set. May be reimplemented by user for custom rendering needs.
1050  IMGUI_API void DestroyPlatformWindows(); // call DestroyWindow platform functions for all viewports. call from backend Shutdown() if you need to close platform windows before imgui shutdown. otherwise will be called by DestroyContext().
1051  IMGUI_API ImGuiViewport* FindViewportByID(ImGuiID id); // this is a helper for backends.
1052  IMGUI_API ImGuiViewport* FindViewportByPlatformHandle(void* platform_handle); // this is a helper for backends. the type platform_handle is decided by the backend (e.g. HWND, MyWindow*, GLFWwindow* etc.)
1053 
1054 } // namespace ImGui
1055 
1056 //-----------------------------------------------------------------------------
1057 // [SECTION] Flags & Enumerations
1058 //-----------------------------------------------------------------------------
1059 
1060 // Flags for ImGui::Begin()
1061 // (Those are per-window flags. There are shared flags in ImGuiIO: io.ConfigWindowsResizeFromEdges and io.ConfigWindowsMoveFromTitleBarOnly)
1062 enum ImGuiWindowFlags_
1063 {
1064  ImGuiWindowFlags_None = 0,
1065  ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar
1066  ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip
1067  ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window
1068  ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically)
1069  ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set.
1070  ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it. Also referred to as Window Menu Button (e.g. within a docking node).
1071  ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame
1072  ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
1073  ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file
1074  ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through.
1075  ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar
1076  ImGuiWindowFlags_HorizontalScrollbar = 1 << 11, // Allow 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.
1077  ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state
1078  ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus)
1079  ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y)
1080  ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
1081  ImGuiWindowFlags_NoNavInputs = 1 << 16, // No gamepad/keyboard navigation within the window
1082  ImGuiWindowFlags_NoNavFocus = 1 << 17, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
1083  ImGuiWindowFlags_UnsavedDocument = 1 << 18, // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.
1084  ImGuiWindowFlags_NoDocking = 1 << 19, // Disable docking of this window
1085  ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
1086  ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,
1087  ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
1088 
1089  // [Internal]
1090  ImGuiWindowFlags_NavFlattened = 1 << 23, // [BETA] On child window: share focus scope, allow gamepad/keyboard navigation to cross over parent border to this child or between sibling child windows.
1091  ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild()
1092  ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip()
1093  ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
1094  ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal()
1095  ImGuiWindowFlags_ChildMenu = 1 << 28, // Don't use! For internal use by BeginMenu()
1096  ImGuiWindowFlags_DockNodeHost = 1 << 29, // Don't use! For internal use by Begin()/NewFrame()
1097 
1098  // Obsolete names
1099 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1100  ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 30, // Obsoleted in 1.90: Use ImGuiChildFlags_AlwaysUseWindowPadding in BeginChild() call.
1101 #endif
1102 };
1103 
1104 // Flags for ImGui::BeginChild()
1105 // (Legacy: bit 0 must always correspond to ImGuiChildFlags_Border to be backward compatible with old API using 'bool border = false'.
1106 // About using AutoResizeX/AutoResizeY flags:
1107 // - May be combined with SetNextWindowSizeConstraints() to set a min/max size for each axis (see "Demo->Child->Auto-resize with Constraints").
1108 // - Size measurement for a given axis is only performed when the child window is within visible boundaries, or is just appearing.
1109 // - This allows BeginChild() to return false when not within boundaries (e.g. when scrolling), which is more optimal. BUT it won't update its auto-size while clipped.
1110 // While not perfect, it is a better default behavior as the always-on performance gain is more valuable than the occasional "resizing after becoming visible again" glitch.
1111 // - You may also use ImGuiChildFlags_AlwaysAutoResize to force an update even when child window is not in view.
1112 // HOWEVER PLEASE UNDERSTAND THAT DOING SO WILL PREVENT BeginChild() FROM EVER RETURNING FALSE, disabling benefits of coarse clipping.
1113 enum ImGuiChildFlags_
1114 {
1115  ImGuiChildFlags_None = 0,
1116  ImGuiChildFlags_Border = 1 << 0, // Show an outer border and enable WindowPadding. (IMPORTANT: this is always == 1 == true for legacy reason)
1117  ImGuiChildFlags_AlwaysUseWindowPadding = 1 << 1, // Pad with style.WindowPadding even if no border are drawn (no padding by default for non-bordered child windows because it makes more sense)
1118  ImGuiChildFlags_ResizeX = 1 << 2, // Allow resize from right border (layout direction). Enable .ini saving (unless ImGuiWindowFlags_NoSavedSettings passed to window flags)
1119  ImGuiChildFlags_ResizeY = 1 << 3, // Allow resize from bottom border (layout direction). "
1120  ImGuiChildFlags_AutoResizeX = 1 << 4, // Enable auto-resizing width. Read "IMPORTANT: Size measurement" details above.
1121  ImGuiChildFlags_AutoResizeY = 1 << 5, // Enable auto-resizing height. Read "IMPORTANT: Size measurement" details above.
1122  ImGuiChildFlags_AlwaysAutoResize = 1 << 6, // Combined with AutoResizeX/AutoResizeY. Always measure size even when child is hidden, always return true, always disable clipping optimization! NOT RECOMMENDED.
1123  ImGuiChildFlags_FrameStyle = 1 << 7, // Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding.
1124 };
1125 
1126 // Flags for ImGui::InputText()
1127 // (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigInputTextCursorBlink and io.ConfigInputTextEnterKeepActive)
1128 enum ImGuiInputTextFlags_
1129 {
1130  ImGuiInputTextFlags_None = 0,
1131  ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/
1132  ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef
1133  ImGuiInputTextFlags_CharsUppercase = 1 << 2, // Turn a..z into A..Z
1134  ImGuiInputTextFlags_CharsNoBlank = 1 << 3, // Filter out spaces, tabs
1135  ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking mouse focus
1136  ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider looking at the IsItemDeactivatedAfterEdit() function.
1137  ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Callback on pressing TAB (for completion handling)
1138  ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Callback on pressing Up/Down arrows (for history handling)
1139  ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Callback on each iteration. User code may query cursor position, modify text buffer.
1140  ImGuiInputTextFlags_CallbackCharFilter = 1 << 9, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
1141  ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field
1142  ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 11, // In multi-line mode, unfocus with Enter, add new line with Ctrl+Enter (default is opposite: unfocus with Ctrl+Enter, add line with Enter).
1143  ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally
1144  ImGuiInputTextFlags_AlwaysOverwrite = 1 << 13, // Overwrite mode
1145  ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode
1146  ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*'
1147  ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable 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().
1148  ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input)
1149  ImGuiInputTextFlags_CallbackResize = 1 << 18, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this)
1150  ImGuiInputTextFlags_CallbackEdit = 1 << 19, // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
1151  ImGuiInputTextFlags_EscapeClearsAll = 1 << 20, // Escape key clears content if not empty, and deactivate otherwise (contrast to default behavior of Escape to revert)
1152 
1153  // Obsolete names
1154  //ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior
1155 };
1156 
1157 // Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
1158 enum ImGuiTreeNodeFlags_
1159 {
1160  ImGuiTreeNodeFlags_None = 0,
1161  ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected
1162  ImGuiTreeNodeFlags_Framed = 1 << 1, // Draw frame with background (e.g. for CollapsingHeader)
1163  ImGuiTreeNodeFlags_AllowOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one
1164  ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
1165  ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
1166  ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open
1167  ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node
1168  ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Only open when clicking on the arrow part. If ImGuiTreeNodeFlags_OpenOnDoubleClick is also set, single-click arrow or double-click all box to open.
1169  ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes).
1170  ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow. IMPORTANT: node can still be marked open/close if you don't set the _Leaf flag!
1171  ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding().
1172  ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, // Extend 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 without using AllowOverlap mode.
1173  ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (cover the indent area).
1174  ImGuiTreeNodeFlags_SpanTextWidth = 1 << 13, // Narrow hit box + narrow hovering highlight, will only cover the label text.
1175  ImGuiTreeNodeFlags_SpanAllColumns = 1 << 14, // Frame will span all columns of its container table (text will still fit in current column)
1176  ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 15, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
1177  //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 16, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
1178  ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog,
1179 
1180 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1181  ImGuiTreeNodeFlags_AllowItemOverlap = ImGuiTreeNodeFlags_AllowOverlap, // Renamed in 1.89.7
1182 #endif
1183 };
1184 
1185 // Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions.
1186 // - To be backward compatible with older API which took an 'int mouse_button = 1' argument instead of 'ImGuiPopupFlags flags',
1187 // we need to treat small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags.
1188 // It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags.
1189 // - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0.
1190 // IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter
1191 // and want to use another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag explicitly.
1192 // - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later).
1193 enum ImGuiPopupFlags_
1194 {
1195  ImGuiPopupFlags_None = 0,
1196  ImGuiPopupFlags_MouseButtonLeft = 0, // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left)
1197  ImGuiPopupFlags_MouseButtonRight = 1, // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right)
1198  ImGuiPopupFlags_MouseButtonMiddle = 2, // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle)
1199  ImGuiPopupFlags_MouseButtonMask_ = 0x1F,
1200  ImGuiPopupFlags_MouseButtonDefault_ = 1,
1201  ImGuiPopupFlags_NoReopen = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't reopen same popup if already open (won't reposition, won't reinitialize navigation)
1202  //ImGuiPopupFlags_NoReopenAlwaysNavInit = 1 << 6, // For OpenPopup*(), BeginPopupContext*(): focus and initialize navigation even when not reopening.
1203  ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 7, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack
1204  ImGuiPopupFlags_NoOpenOverItems = 1 << 8, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space
1205  ImGuiPopupFlags_AnyPopupId = 1 << 10, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup.
1206  ImGuiPopupFlags_AnyPopupLevel = 1 << 11, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level)
1207  ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel,
1208 };
1209 
1210 // Flags for ImGui::Selectable()
1211 enum ImGuiSelectableFlags_
1212 {
1213  ImGuiSelectableFlags_None = 0,
1214  ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this doesn't close parent popup window
1215  ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Frame will span all columns of its container table (text will still fit in current column)
1216  ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too
1217  ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text
1218  ImGuiSelectableFlags_AllowOverlap = 1 << 4, // (WIP) Hit testing to allow subsequent widgets to overlap this one
1219 
1220 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1221  ImGuiSelectableFlags_AllowItemOverlap = ImGuiSelectableFlags_AllowOverlap, // Renamed in 1.89.7
1222 #endif
1223 };
1224 
1225 // Flags for ImGui::BeginCombo()
1226 enum ImGuiComboFlags_
1227 {
1228  ImGuiComboFlags_None = 0,
1229  ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default
1230  ImGuiComboFlags_HeightSmall = 1 << 1, // Max ~4 items visible. Tip: If you want your combo popup to be a specific size you can use SetNextWindowSizeConstraints() prior to calling BeginCombo()
1231  ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default)
1232  ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible
1233  ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible
1234  ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button
1235  ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button
1236  ImGuiComboFlags_WidthFitPreview = 1 << 7, // Width dynamically calculated from preview contents
1237  ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest,
1238 };
1239 
1240 // Flags for ImGui::BeginTabBar()
1241 enum ImGuiTabBarFlags_
1242 {
1243  ImGuiTabBarFlags_None = 0,
1244  ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list
1245  ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear
1246  ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup
1247  ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
1248  ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll)
1249  ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab
1250  ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 6, // Resize tabs when they don't fit
1251  ImGuiTabBarFlags_FittingPolicyScroll = 1 << 7, // Add scroll buttons when tabs don't fit
1252  ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll,
1253  ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown,
1254 };
1255 
1256 // Flags for ImGui::BeginTabItem()
1257 enum ImGuiTabItemFlags_
1258 {
1259  ImGuiTabItemFlags_None = 0,
1260  ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Display a dot next to the title + set ImGuiTabItemFlags_NoAssumedClosure.
1261  ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem()
1262  ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
1263  ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID()/PopID() on BeginTabItem()/EndTabItem()
1264  ImGuiTabItemFlags_NoTooltip = 1 << 4, // Disable tooltip for the given tab
1265  ImGuiTabItemFlags_NoReorder = 1 << 5, // Disable reordering this tab or having another tab cross over this tab
1266  ImGuiTabItemFlags_Leading = 1 << 6, // Enforce the tab position to the left of the tab bar (after the tab list popup button)
1267  ImGuiTabItemFlags_Trailing = 1 << 7, // Enforce the tab position to the right of the tab bar (before the scrolling buttons)
1268  ImGuiTabItemFlags_NoAssumedClosure = 1 << 8, // Tab is selected when trying to close + closure is not immediately assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.
1269 };
1270 
1271 // Flags for ImGui::IsWindowFocused()
1272 enum ImGuiFocusedFlags_
1273 {
1274  ImGuiFocusedFlags_None = 0,
1275  ImGuiFocusedFlags_ChildWindows = 1 << 0, // Return true if any children of the window is focused
1276  ImGuiFocusedFlags_RootWindow = 1 << 1, // Test from root window (top most parent of the current hierarchy)
1277  ImGuiFocusedFlags_AnyWindow = 1 << 2, // 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!
1278  ImGuiFocusedFlags_NoPopupHierarchy = 1 << 3, // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
1279  ImGuiFocusedFlags_DockHierarchy = 1 << 4, // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
1280  ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows,
1281 };
1282 
1283 // Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
1284 // Note: if you are trying to check whether your mouse should be dispatched to Dear ImGui or to your app, you should use 'io.WantCaptureMouse' instead! Please read the FAQ!
1285 // Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.
1286 enum ImGuiHoveredFlags_
1287 {
1288  ImGuiHoveredFlags_None = 0, // 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.
1289  ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered
1290  ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
1291  ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered
1292  ImGuiHoveredFlags_NoPopupHierarchy = 1 << 3, // IsWindowHovered() only: Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
1293  ImGuiHoveredFlags_DockHierarchy = 1 << 4, // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
1294  ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 5, // Return true even if a popup window is normally blocking access to this item/window
1295  //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 6, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
1296  ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 7, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
1297  ImGuiHoveredFlags_AllowWhenOverlappedByItem = 1 << 8, // IsItemHovered() only: Return true even if the item uses AllowOverlap mode and is overlapped by another hoverable item.
1298  ImGuiHoveredFlags_AllowWhenOverlappedByWindow = 1 << 9, // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window.
1299  ImGuiHoveredFlags_AllowWhenDisabled = 1 << 10, // IsItemHovered() only: Return true even if the item is disabled
1300  ImGuiHoveredFlags_NoNavOverride = 1 << 11, // IsItemHovered() only: Disable using gamepad/keyboard navigation state when active, always query mouse
1301  ImGuiHoveredFlags_AllowWhenOverlapped = ImGuiHoveredFlags_AllowWhenOverlappedByItem | ImGuiHoveredFlags_AllowWhenOverlappedByWindow,
1302  ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
1303  ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows,
1304 
1305  // Tooltips mode
1306  // - typically used in IsItemHovered() + SetTooltip() sequence.
1307  // - this is a shortcut to pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' where you can reconfigure desired behavior.
1308  // e.g. 'TooltipHoveredFlagsForMouse' defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'.
1309  // - for frequently actioned or hovered items providing a tooltip, you want may to use ImGuiHoveredFlags_ForTooltip (stationary + delay) so the tooltip doesn't show too often.
1310  // - for items which main purpose is to be hovered, or items with low affordance, or in less consistent apps, prefer no delay or shorter delay.
1311  ImGuiHoveredFlags_ForTooltip = 1 << 12, // Shortcut for standard flags when using IsItemHovered() + SetTooltip() sequence.
1312 
1313  // (Advanced) Mouse Hovering delays.
1314  // - generally you can use ImGuiHoveredFlags_ForTooltip to use application-standardized flags.
1315  // - use those if you need specific overrides.
1316  ImGuiHoveredFlags_Stationary = 1 << 13, // Require mouse to be stationary for style.HoverStationaryDelay (~0.15 sec) _at least one time_. After this, can move on same item/window. Using the stationary test tends to reduces the need for a long delay.
1317  ImGuiHoveredFlags_DelayNone = 1 << 14, // IsItemHovered() only: Return true immediately (default). As this is the default you generally ignore this.
1318  ImGuiHoveredFlags_DelayShort = 1 << 15, // IsItemHovered() only: Return true after style.HoverDelayShort elapsed (~0.15 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item).
1319  ImGuiHoveredFlags_DelayNormal = 1 << 16, // IsItemHovered() only: Return true after style.HoverDelayNormal elapsed (~0.40 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item).
1320  ImGuiHoveredFlags_NoSharedDelay = 1 << 17, // IsItemHovered() only: Disable shared delay system where moving from one item to the next keeps the previous timer for a short time (standard for tooltips with long delays)
1321 };
1322 
1323 // Flags for ImGui::DockSpace(), shared/inherited by child nodes.
1324 // (Some flags can be applied to individual nodes directly)
1325 // FIXME-DOCK: Also see ImGuiDockNodeFlagsPrivate_ which may involve using the WIP and internal DockBuilder api.
1326 enum ImGuiDockNodeFlags_
1327 {
1328  ImGuiDockNodeFlags_None = 0,
1329  ImGuiDockNodeFlags_KeepAliveOnly = 1 << 0, // // Don't display the dockspace node but keep it alive. Windows docked into this dockspace node won't be undocked.
1330  //ImGuiDockNodeFlags_NoCentralNode = 1 << 1, // // Disable Central Node (the node which can stay empty)
1331  ImGuiDockNodeFlags_NoDockingOverCentralNode = 1 << 2, // // Disable docking over the Central Node, which will be always kept empty.
1332  ImGuiDockNodeFlags_PassthruCentralNode = 1 << 3, // // Enable passthru dockspace: 1) DockSpace() will render a ImGuiCol_WindowBg background covering everything excepted the Central Node when empty. Meaning the host window should probably use SetNextWindowBgAlpha(0.0f) prior to Begin() when using this. 2) When Central Node is empty: let inputs pass-through + won't display a DockingEmptyBg background. See demo for details.
1333  ImGuiDockNodeFlags_NoDockingSplit = 1 << 4, // // Disable other windows/nodes from splitting this node.
1334  ImGuiDockNodeFlags_NoResize = 1 << 5, // Saved // Disable resizing node using the splitter/separators. Useful with programmatically setup dockspaces.
1335  ImGuiDockNodeFlags_AutoHideTabBar = 1 << 6, // // Tab bar will automatically hide when there is a single window in the dock node.
1336  ImGuiDockNodeFlags_NoUndocking = 1 << 7, // // Disable undocking this node.
1337 
1338 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1339  ImGuiDockNodeFlags_NoSplit = ImGuiDockNodeFlags_NoDockingSplit, // Renamed in 1.90
1340  ImGuiDockNodeFlags_NoDockingInCentralNode = ImGuiDockNodeFlags_NoDockingOverCentralNode, // Renamed in 1.90
1341 #endif
1342 };
1343 
1344 // Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
1345 enum ImGuiDragDropFlags_
1346 {
1347  ImGuiDragDropFlags_None = 0,
1348  // BeginDragDropSource() flags
1349  ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, // Disable preview tooltip. By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disables this behavior.
1350  ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disables this behavior so you can still call IsItemHovered() on the source item.
1351  ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item.
1352  ImGuiDragDropFlags_SourceAllowNullID = 1 << 3, // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit.
1353  ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously.
1354  ImGuiDragDropFlags_SourceAutoExpirePayload = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)
1355  // AcceptDragDropPayload() flags
1356  ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered.
1357  ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target.
1358  ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.
1359  ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect, // For peeking ahead and inspecting the payload before delivery.
1360 };
1361 
1362 // Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.
1363 #define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type.
1364 #define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type.
1365 
1366 // A primary data type
1367 enum ImGuiDataType_
1368 {
1369  ImGuiDataType_S8, // signed char / char (with sensible compilers)
1370  ImGuiDataType_U8, // unsigned char
1371  ImGuiDataType_S16, // short
1372  ImGuiDataType_U16, // unsigned short
1373  ImGuiDataType_S32, // int
1374  ImGuiDataType_U32, // unsigned int
1375  ImGuiDataType_S64, // long long / __int64
1376  ImGuiDataType_U64, // unsigned long long / unsigned __int64
1377  ImGuiDataType_Float, // float
1378  ImGuiDataType_Double, // double
1379  ImGuiDataType_COUNT
1380 };
1381 
1382 // A cardinal direction
1383 enum ImGuiDir_
1384 {
1385  ImGuiDir_None = -1,
1386  ImGuiDir_Left = 0,
1387  ImGuiDir_Right = 1,
1388  ImGuiDir_Up = 2,
1389  ImGuiDir_Down = 3,
1390  ImGuiDir_COUNT
1391 };
1392 
1393 // A sorting direction
1394 enum ImGuiSortDirection_
1395 {
1396  ImGuiSortDirection_None = 0,
1397  ImGuiSortDirection_Ascending = 1, // Ascending = 0->9, A->Z etc.
1398  ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc.
1399 };
1400 
1401 // Since 1.90, defining IMGUI_DISABLE_OBSOLETE_FUNCTIONS automatically defines IMGUI_DISABLE_OBSOLETE_KEYIO as well.
1402 #if defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(IMGUI_DISABLE_OBSOLETE_KEYIO)
1403 #define IMGUI_DISABLE_OBSOLETE_KEYIO
1404 #endif
1405 
1406 // A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values.
1407 // All our named keys are >= 512. Keys value 0 to 511 are left unused as legacy native/opaque key values (< 1.87).
1408 // Since >= 1.89 we increased typing (went from int to enum), some legacy code may need a cast to ImGuiKey.
1409 // Read details about the 1.87 and 1.89 transition : https://github.com/ocornut/imgui/issues/4921
1410 // Note that "Keys" related to physical keys and are not the same concept as input "Characters", the later are submitted via io.AddInputCharacter().
1411 // The keyboard key enum values are named after the keys on a standard US keyboard, and on other keyboard types the keys reported may not match the keycaps.
1412 enum ImGuiKey : int
1413 {
1414  // Keyboard
1415  ImGuiKey_None = 0,
1416  ImGuiKey_Tab = 512, // == ImGuiKey_NamedKey_BEGIN
1417  ImGuiKey_LeftArrow,
1418  ImGuiKey_RightArrow,
1419  ImGuiKey_UpArrow,
1420  ImGuiKey_DownArrow,
1421  ImGuiKey_PageUp,
1422  ImGuiKey_PageDown,
1423  ImGuiKey_Home,
1424  ImGuiKey_End,
1425  ImGuiKey_Insert,
1426  ImGuiKey_Delete,
1427  ImGuiKey_Backspace,
1428  ImGuiKey_Space,
1429  ImGuiKey_Enter,
1430  ImGuiKey_Escape,
1431  ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper,
1432  ImGuiKey_RightCtrl, ImGuiKey_RightShift, ImGuiKey_RightAlt, ImGuiKey_RightSuper,
1433  ImGuiKey_Menu,
1434  ImGuiKey_0, ImGuiKey_1, ImGuiKey_2, ImGuiKey_3, ImGuiKey_4, ImGuiKey_5, ImGuiKey_6, ImGuiKey_7, ImGuiKey_8, ImGuiKey_9,
1435  ImGuiKey_A, ImGuiKey_B, ImGuiKey_C, ImGuiKey_D, ImGuiKey_E, ImGuiKey_F, ImGuiKey_G, ImGuiKey_H, ImGuiKey_I, ImGuiKey_J,
1436  ImGuiKey_K, ImGuiKey_L, ImGuiKey_M, ImGuiKey_N, ImGuiKey_O, ImGuiKey_P, ImGuiKey_Q, ImGuiKey_R, ImGuiKey_S, ImGuiKey_T,
1437  ImGuiKey_U, ImGuiKey_V, ImGuiKey_W, ImGuiKey_X, ImGuiKey_Y, ImGuiKey_Z,
1438  ImGuiKey_F1, ImGuiKey_F2, ImGuiKey_F3, ImGuiKey_F4, ImGuiKey_F5, ImGuiKey_F6,
1439  ImGuiKey_F7, ImGuiKey_F8, ImGuiKey_F9, ImGuiKey_F10, ImGuiKey_F11, ImGuiKey_F12,
1440  ImGuiKey_F13, ImGuiKey_F14, ImGuiKey_F15, ImGuiKey_F16, ImGuiKey_F17, ImGuiKey_F18,
1441  ImGuiKey_F19, ImGuiKey_F20, ImGuiKey_F21, ImGuiKey_F22, ImGuiKey_F23, ImGuiKey_F24,
1442  ImGuiKey_Apostrophe, // '
1443  ImGuiKey_Comma, // ,
1444  ImGuiKey_Minus, // -
1445  ImGuiKey_Period, // .
1446  ImGuiKey_Slash, // /
1447  ImGuiKey_Semicolon, // ;
1448  ImGuiKey_Equal, // =
1449  ImGuiKey_LeftBracket, // [
1450  ImGuiKey_Backslash, // \ (this text inhibit multiline comment caused by backslash)
1451  ImGuiKey_RightBracket, // ]
1452  ImGuiKey_GraveAccent, // `
1453  ImGuiKey_CapsLock,
1454  ImGuiKey_ScrollLock,
1455  ImGuiKey_NumLock,
1456  ImGuiKey_PrintScreen,
1457  ImGuiKey_Pause,
1458  ImGuiKey_Keypad0, ImGuiKey_Keypad1, ImGuiKey_Keypad2, ImGuiKey_Keypad3, ImGuiKey_Keypad4,
1459  ImGuiKey_Keypad5, ImGuiKey_Keypad6, ImGuiKey_Keypad7, ImGuiKey_Keypad8, ImGuiKey_Keypad9,
1460  ImGuiKey_KeypadDecimal,
1461  ImGuiKey_KeypadDivide,
1462  ImGuiKey_KeypadMultiply,
1463  ImGuiKey_KeypadSubtract,
1464  ImGuiKey_KeypadAdd,
1465  ImGuiKey_KeypadEnter,
1466  ImGuiKey_KeypadEqual,
1467  ImGuiKey_AppBack, // Available on some keyboard/mouses. Often referred as "Browser Back"
1468  ImGuiKey_AppForward,
1469 
1470  // Gamepad (some of those are analog values, 0.0f to 1.0f) // NAVIGATION ACTION
1471  // (download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets)
1472  ImGuiKey_GamepadStart, // Menu (Xbox) + (Switch) Start/Options (PS)
1473  ImGuiKey_GamepadBack, // View (Xbox) - (Switch) Share (PS)
1474  ImGuiKey_GamepadFaceLeft, // X (Xbox) Y (Switch) Square (PS) // Tap: Toggle Menu. Hold: Windowing mode (Focus/Move/Resize windows)
1475  ImGuiKey_GamepadFaceRight, // B (Xbox) A (Switch) Circle (PS) // Cancel / Close / Exit
1476  ImGuiKey_GamepadFaceUp, // Y (Xbox) X (Switch) Triangle (PS) // Text Input / On-screen Keyboard
1477  ImGuiKey_GamepadFaceDown, // A (Xbox) B (Switch) Cross (PS) // Activate / Open / Toggle / Tweak
1478  ImGuiKey_GamepadDpadLeft, // D-pad Left // Move / Tweak / Resize Window (in Windowing mode)
1479  ImGuiKey_GamepadDpadRight, // D-pad Right // Move / Tweak / Resize Window (in Windowing mode)
1480  ImGuiKey_GamepadDpadUp, // D-pad Up // Move / Tweak / Resize Window (in Windowing mode)
1481  ImGuiKey_GamepadDpadDown, // D-pad Down // Move / Tweak / Resize Window (in Windowing mode)
1482  ImGuiKey_GamepadL1, // L Bumper (Xbox) L (Switch) L1 (PS) // Tweak Slower / Focus Previous (in Windowing mode)
1483  ImGuiKey_GamepadR1, // R Bumper (Xbox) R (Switch) R1 (PS) // Tweak Faster / Focus Next (in Windowing mode)
1484  ImGuiKey_GamepadL2, // L Trig. (Xbox) ZL (Switch) L2 (PS) [Analog]
1485  ImGuiKey_GamepadR2, // R Trig. (Xbox) ZR (Switch) R2 (PS) [Analog]
1486  ImGuiKey_GamepadL3, // L Stick (Xbox) L3 (Switch) L3 (PS)
1487  ImGuiKey_GamepadR3, // R Stick (Xbox) R3 (Switch) R3 (PS)
1488  ImGuiKey_GamepadLStickLeft, // [Analog] // Move Window (in Windowing mode)
1489  ImGuiKey_GamepadLStickRight, // [Analog] // Move Window (in Windowing mode)
1490  ImGuiKey_GamepadLStickUp, // [Analog] // Move Window (in Windowing mode)
1491  ImGuiKey_GamepadLStickDown, // [Analog] // Move Window (in Windowing mode)
1492  ImGuiKey_GamepadRStickLeft, // [Analog]
1493  ImGuiKey_GamepadRStickRight, // [Analog]
1494  ImGuiKey_GamepadRStickUp, // [Analog]
1495  ImGuiKey_GamepadRStickDown, // [Analog]
1496 
1497  // Aliases: Mouse Buttons (auto-submitted from AddMouseButtonEvent() calls)
1498  // - This is mirroring the data also written to io.MouseDown[], io.MouseWheel, in a format allowing them to be accessed via standard key API.
1499  ImGuiKey_MouseLeft, ImGuiKey_MouseRight, ImGuiKey_MouseMiddle, ImGuiKey_MouseX1, ImGuiKey_MouseX2, ImGuiKey_MouseWheelX, ImGuiKey_MouseWheelY,
1500 
1501  // [Internal] Reserved for mod storage
1502  ImGuiKey_ReservedForModCtrl, ImGuiKey_ReservedForModShift, ImGuiKey_ReservedForModAlt, ImGuiKey_ReservedForModSuper,
1503  ImGuiKey_COUNT,
1504 
1505  // Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls)
1506  // - This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format allowing
1507  // them to be accessed via standard key API, allowing calls such as IsKeyPressed(), IsKeyReleased(), querying duration etc.
1508  // - Code polling every key (e.g. an interface to detect a key press for input mapping) might want to ignore those
1509  // and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiMod_Ctrl).
1510  // - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys.
1511  // In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and
1512  // backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user...
1513  // - On macOS, we swap Cmd(Super) and Ctrl keys at the time of the io.AddKeyEvent() call.
1514  ImGuiMod_None = 0,
1515  ImGuiMod_Ctrl = 1 << 12, // Ctrl (non-macOS), Cmd (macOS)
1516  ImGuiMod_Shift = 1 << 13, // Shift
1517  ImGuiMod_Alt = 1 << 14, // Option/Menu
1518  ImGuiMod_Super = 1 << 15, // Windows/Super (non-macOS), Ctrl (macOS)
1519  ImGuiMod_Mask_ = 0xF000, // 4-bits
1520 
1521  // [Internal] Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index + the io.KeyMap[] array.
1522  // We are ditching this method but keeping a legacy path for user code doing e.g. IsKeyPressed(MY_NATIVE_KEY_CODE)
1523  // If you need to iterate all keys (for e.g. an input mapper) you may use ImGuiKey_NamedKey_BEGIN..ImGuiKey_NamedKey_END.
1524  ImGuiKey_NamedKey_BEGIN = 512,
1525  ImGuiKey_NamedKey_END = ImGuiKey_COUNT,
1526  ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN,
1527 #ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
1528  ImGuiKey_KeysData_SIZE = ImGuiKey_NamedKey_COUNT, // Size of KeysData[]: only hold named keys
1529  ImGuiKey_KeysData_OFFSET = ImGuiKey_NamedKey_BEGIN, // Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET) index.
1530 #else
1531  ImGuiKey_KeysData_SIZE = ImGuiKey_COUNT, // Size of KeysData[]: hold legacy 0..512 keycodes + named keys
1532  ImGuiKey_KeysData_OFFSET = 0, // Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET) index.
1533 #endif
1534 
1535 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1536  ImGuiMod_Shortcut = ImGuiMod_Ctrl, // Removed in 1.90.7, you can now simply use ImGuiMod_Ctrl
1537  ImGuiKey_ModCtrl = ImGuiMod_Ctrl, ImGuiKey_ModShift = ImGuiMod_Shift, ImGuiKey_ModAlt = ImGuiMod_Alt, ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89
1538  //ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter, // Renamed in 1.87
1539 #endif
1540 };
1541 
1542 // Flags for Shortcut(), SetNextItemShortcut(),
1543 // (and for upcoming extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() that are still in imgui_internal.h)
1544 // Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function)
1545 enum ImGuiInputFlags_
1546 {
1547  ImGuiInputFlags_None = 0,
1548  ImGuiInputFlags_Repeat = 1 << 0, // Enable repeat. Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1.
1549 
1550  // Flags for Shortcut(), SetNextItemShortcut()
1551  // - Routing policies: RouteGlobalOverActive >> RouteActive or RouteFocused (if owner is active item) >> RouteGlobalOverFocused >> RouteFocused (if in focused window stack) >> RouteGlobal.
1552  // - Default policy is RouteFocused. Can select only 1 policy among all available.
1553  ImGuiInputFlags_RouteActive = 1 << 10, // Route to active item only.
1554  ImGuiInputFlags_RouteFocused = 1 << 11, // Route to windows in the focus stack (DEFAULT). Deep-most focused window takes inputs. Active item takes inputs over deep-most focused window.
1555  ImGuiInputFlags_RouteGlobal = 1 << 12, // Global route (unless a focused window or active item registered the route).
1556  ImGuiInputFlags_RouteAlways = 1 << 13, // Do not register route, poll keys directly.
1557  // - Routing options
1558  ImGuiInputFlags_RouteOverFocused = 1 << 14, // Option: global route: higher priority than focused route (unless active item in focused route).
1559  ImGuiInputFlags_RouteOverActive = 1 << 15, // Option: global route: higher priority than active item. Unlikely you need to use that: will interfere with every active items, e.g. CTRL+A registered by InputText will be overridden by this. May not be fully honored as user/internal code is likely to always assume they can access keys when active.
1560  ImGuiInputFlags_RouteUnlessBgFocused = 1 << 16, // Option: global route: will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications.
1561  ImGuiInputFlags_RouteFromRootWindow = 1 << 17, // Option: route evaluated from the point of view of root window rather than current window.
1562 
1563  // Flags for SetNextItemShortcut()
1564  ImGuiInputFlags_Tooltip = 1 << 18, // Automatically display a tooltip when hovering item.
1565 };
1566 
1567 #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1568 // OBSOLETED in 1.88 (from July 2022): ImGuiNavInput and io.NavInputs[].
1569 // Official backends between 1.60 and 1.86: will keep working and feed gamepad inputs as long as IMGUI_DISABLE_OBSOLETE_KEYIO is not set.
1570 // Custom backends: feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums.
1571 enum ImGuiNavInput
1572 {
1573  ImGuiNavInput_Activate, ImGuiNavInput_Cancel, ImGuiNavInput_Input, ImGuiNavInput_Menu, ImGuiNavInput_DpadLeft, ImGuiNavInput_DpadRight, ImGuiNavInput_DpadUp, ImGuiNavInput_DpadDown,
1574  ImGuiNavInput_LStickLeft, ImGuiNavInput_LStickRight, ImGuiNavInput_LStickUp, ImGuiNavInput_LStickDown, ImGuiNavInput_FocusPrev, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakSlow, ImGuiNavInput_TweakFast,
1575  ImGuiNavInput_COUNT,
1576 };
1577 #endif
1578 
1579 // Configuration flags stored in io.ConfigFlags. Set by user/application.
1580 enum ImGuiConfigFlags_
1581 {
1582  ImGuiConfigFlags_None = 0,
1583  ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. Enable full Tabbing + directional arrows + space/enter to activate.
1584  ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. Backend also needs to set ImGuiBackendFlags_HasGamepad.
1585  ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your backend, otherwise ImGui will react as if the mouse is jumping around back and forth.
1586  ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set.
1587  ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the backend.
1588  ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead.
1589 
1590  // [BETA] Docking
1591  ImGuiConfigFlags_DockingEnable = 1 << 6, // Docking enable flags.
1592 
1593  // [BETA] Viewports
1594  // When using viewports it is recommended that your default value for ImGuiCol_WindowBg is opaque (Alpha=1.0) so transition to a viewport won't be noticeable.
1595  ImGuiConfigFlags_ViewportsEnable = 1 << 10, // Viewport enable flags (require both ImGuiBackendFlags_PlatformHasViewports + ImGuiBackendFlags_RendererHasViewports set by the respective backends)
1596  ImGuiConfigFlags_DpiEnableScaleViewports= 1 << 14, // [BETA: Don't use] FIXME-DPI: Reposition and resize imgui windows when the DpiScale of a viewport changed (mostly useful for the main viewport hosting other window). Note that resizing the main window itself is up to your application.
1597  ImGuiConfigFlags_DpiEnableScaleFonts = 1 << 15, // [BETA: Don't use] FIXME-DPI: Request bitmap-scaled fonts to match DpiScale. This is a very low-quality workaround. The correct way to handle DPI is _currently_ to replace the atlas and/or fonts in the Platform_OnChangedViewport callback, but this is all early work in progress.
1598 
1599  // User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are NOT used by core Dear ImGui)
1600  ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware.
1601  ImGuiConfigFlags_IsTouchScreen = 1 << 21, // Application is using a touch screen instead of a mouse.
1602 };
1603 
1604 // Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend.
1605 enum ImGuiBackendFlags_
1606 {
1607  ImGuiBackendFlags_None = 0,
1608  ImGuiBackendFlags_HasGamepad = 1 << 0, // Backend Platform supports gamepad and currently has one connected.
1609  ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
1610  ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
1611  ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
1612 
1613  // [BETA] Viewports
1614  ImGuiBackendFlags_PlatformHasViewports = 1 << 10, // Backend Platform supports multiple viewports.
1615  ImGuiBackendFlags_HasMouseHoveredViewport=1 << 11, // Backend Platform supports calling io.AddMouseViewportEvent() with the viewport under the mouse. IF POSSIBLE, ignore viewports with the ImGuiViewportFlags_NoInputs flag (Win32 backend, GLFW 3.30+ backend can do this, SDL backend cannot). If this cannot be done, Dear ImGui needs to use a flawed heuristic to find the viewport under.
1616  ImGuiBackendFlags_RendererHasViewports = 1 << 12, // Backend Renderer supports multiple viewports.
1617 };
1618 
1619 // Enumeration for PushStyleColor() / PopStyleColor()
1620 enum ImGuiCol_
1621 {
1622  ImGuiCol_Text,
1623  ImGuiCol_TextDisabled,
1624  ImGuiCol_WindowBg, // Background of normal windows
1625  ImGuiCol_ChildBg, // Background of child windows
1626  ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows
1627  ImGuiCol_Border,
1628  ImGuiCol_BorderShadow,
1629  ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input
1630  ImGuiCol_FrameBgHovered,
1631  ImGuiCol_FrameBgActive,
1632  ImGuiCol_TitleBg, // Title bar
1633  ImGuiCol_TitleBgActive, // Title bar when focused
1634  ImGuiCol_TitleBgCollapsed, // Title bar when collapsed
1635  ImGuiCol_MenuBarBg,
1636  ImGuiCol_ScrollbarBg,
1637  ImGuiCol_ScrollbarGrab,
1638  ImGuiCol_ScrollbarGrabHovered,
1639  ImGuiCol_ScrollbarGrabActive,
1640  ImGuiCol_CheckMark, // Checkbox tick and RadioButton circle
1641  ImGuiCol_SliderGrab,
1642  ImGuiCol_SliderGrabActive,
1643  ImGuiCol_Button,
1644  ImGuiCol_ButtonHovered,
1645  ImGuiCol_ButtonActive,
1646  ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem
1647  ImGuiCol_HeaderHovered,
1648  ImGuiCol_HeaderActive,
1649  ImGuiCol_Separator,
1650  ImGuiCol_SeparatorHovered,
1651  ImGuiCol_SeparatorActive,
1652  ImGuiCol_ResizeGrip, // Resize grip in lower-right and lower-left corners of windows.
1653  ImGuiCol_ResizeGripHovered,
1654  ImGuiCol_ResizeGripActive,
1655  ImGuiCol_Tab, // TabItem in a TabBar
1656  ImGuiCol_TabHovered,
1657  ImGuiCol_TabActive,
1658  ImGuiCol_TabUnfocused,
1659  ImGuiCol_TabUnfocusedActive,
1660  ImGuiCol_DockingPreview, // Preview overlay color when about to docking something
1661  ImGuiCol_DockingEmptyBg, // Background color for empty node (e.g. CentralNode with no window docked into it)
1662  ImGuiCol_PlotLines,
1663  ImGuiCol_PlotLinesHovered,
1664  ImGuiCol_PlotHistogram,
1665  ImGuiCol_PlotHistogramHovered,
1666  ImGuiCol_TableHeaderBg, // Table header background
1667  ImGuiCol_TableBorderStrong, // Table outer and header borders (prefer using Alpha=1.0 here)
1668  ImGuiCol_TableBorderLight, // Table inner borders (prefer using Alpha=1.0 here)
1669  ImGuiCol_TableRowBg, // Table row background (even rows)
1670  ImGuiCol_TableRowBgAlt, // Table row background (odd rows)
1671  ImGuiCol_TextSelectedBg,
1672  ImGuiCol_DragDropTarget, // Rectangle highlighting a drop target
1673  ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item
1674  ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB
1675  ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active
1676  ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active
1677  ImGuiCol_COUNT
1678 };
1679 
1680 // Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
1681 // - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code.
1682 // During initialization or between frames, feel free to just poke into ImGuiStyle directly.
1683 // - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description.
1684 // - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
1685 // - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
1686 // - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
1687 // - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type.
1688 enum ImGuiStyleVar_
1689 {
1690  // Enum name -------------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
1691  ImGuiStyleVar_Alpha, // float Alpha
1692  ImGuiStyleVar_DisabledAlpha, // float DisabledAlpha
1693  ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding
1694  ImGuiStyleVar_WindowRounding, // float WindowRounding
1695  ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize
1696  ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize
1697  ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign
1698  ImGuiStyleVar_ChildRounding, // float ChildRounding
1699  ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize
1700  ImGuiStyleVar_PopupRounding, // float PopupRounding
1701  ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize
1702  ImGuiStyleVar_FramePadding, // ImVec2 FramePadding
1703  ImGuiStyleVar_FrameRounding, // float FrameRounding
1704  ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize
1705  ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing
1706  ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing
1707  ImGuiStyleVar_IndentSpacing, // float IndentSpacing
1708  ImGuiStyleVar_CellPadding, // ImVec2 CellPadding
1709  ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize
1710  ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding
1711  ImGuiStyleVar_GrabMinSize, // float GrabMinSize
1712  ImGuiStyleVar_GrabRounding, // float GrabRounding
1713  ImGuiStyleVar_TabRounding, // float TabRounding
1714  ImGuiStyleVar_TabBorderSize, // float TabBorderSize
1715  ImGuiStyleVar_TabBarBorderSize, // float TabBarBorderSize
1716  ImGuiStyleVar_TableAngledHeadersAngle, // float TableAngledHeadersAngle
1717  ImGuiStyleVar_TableAngledHeadersTextAlign,// ImVec2 TableAngledHeadersTextAlign
1718  ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign
1719  ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign
1720  ImGuiStyleVar_SeparatorTextBorderSize, // float SeparatorTextBorderSize
1721  ImGuiStyleVar_SeparatorTextAlign, // ImVec2 SeparatorTextAlign
1722  ImGuiStyleVar_SeparatorTextPadding, // ImVec2 SeparatorTextPadding
1723  ImGuiStyleVar_DockingSeparatorSize, // float DockingSeparatorSize
1724  ImGuiStyleVar_COUNT
1725 };
1726 
1727 // Flags for InvisibleButton() [extended in imgui_internal.h]
1728 enum ImGuiButtonFlags_
1729 {
1730  ImGuiButtonFlags_None = 0,
1731  ImGuiButtonFlags_MouseButtonLeft = 1 << 0, // React on left mouse button (default)
1732  ImGuiButtonFlags_MouseButtonRight = 1 << 1, // React on right mouse button
1733  ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button
1734 
1735  // [Internal]
1736  ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle,
1737  ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft,
1738 };
1739 
1740 // Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
1741 enum ImGuiColorEditFlags_
1742 {
1743  ImGuiColorEditFlags_None = 0,
1744  ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer).
1745  ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on color square.
1746  ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
1747  ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs)
1748  ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square).
1749  ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
1750  ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
1751  ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead.
1752  ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
1753  ImGuiColorEditFlags_NoBorder = 1 << 10, // // ColorButton: disable border (which is enforced by default)
1754 
1755  // User Options (right-click on widget to change some of them).
1756  ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
1757  ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.
1758  ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque.
1759  ImGuiColorEditFlags_HDR = 1 << 19, // // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well).
1760  ImGuiColorEditFlags_DisplayRGB = 1 << 20, // [Display] // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex.
1761  ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // "
1762  ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // "
1763  ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.
1764  ImGuiColorEditFlags_Float = 1 << 24, // [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.
1765  ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value.
1766  ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value.
1767  ImGuiColorEditFlags_InputRGB = 1 << 27, // [Input] // ColorEdit, ColorPicker: input and output data in RGB format.
1768  ImGuiColorEditFlags_InputHSV = 1 << 28, // [Input] // ColorEdit, ColorPicker: input and output data in HSV format.
1769 
1770  // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to
1771  // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup.
1772  ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar,
1773 
1774  // [Internal] Masks
1775  ImGuiColorEditFlags_DisplayMask_ = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex,
1776  ImGuiColorEditFlags_DataTypeMask_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float,
1777  ImGuiColorEditFlags_PickerMask_ = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar,
1778  ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV,
1779 
1780  // Obsolete names
1781  //ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69]
1782 };
1783 
1784 // Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
1785 // We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.
1786 // (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigDragClickToInputText)
1787 enum ImGuiSliderFlags_
1788 {
1789  ImGuiSliderFlags_None = 0,
1790  ImGuiSliderFlags_AlwaysClamp = 1 << 4, // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds.
1791  ImGuiSliderFlags_Logarithmic = 1 << 5, // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits.
1792  ImGuiSliderFlags_NoRoundToFormat = 1 << 6, // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits)
1793  ImGuiSliderFlags_NoInput = 1 << 7, // Disable CTRL+Click or Enter key allowing to input text directly into the widget
1794  ImGuiSliderFlags_InvalidMask_ = 0x7000000F, // [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.
1795 
1796  // Obsolete names
1797  //ImGuiSliderFlags_ClampOnInput = ImGuiSliderFlags_AlwaysClamp, // [renamed in 1.79]
1798 };
1799 
1800 // Identify a mouse button.
1801 // Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience.
1802 enum ImGuiMouseButton_
1803 {
1804  ImGuiMouseButton_Left = 0,
1805  ImGuiMouseButton_Right = 1,
1806  ImGuiMouseButton_Middle = 2,
1807  ImGuiMouseButton_COUNT = 5
1808 };
1809 
1810 // Enumeration for GetMouseCursor()
1811 // User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here
1812 enum ImGuiMouseCursor_
1813 {
1814  ImGuiMouseCursor_None = -1,
1815  ImGuiMouseCursor_Arrow = 0,
1816  ImGuiMouseCursor_TextInput, // When hovering over InputText, etc.
1817  ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions)
1818  ImGuiMouseCursor_ResizeNS, // When hovering over a horizontal border
1819  ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column
1820  ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window
1821  ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window
1822  ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks)
1823  ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle.
1824  ImGuiMouseCursor_COUNT
1825 };
1826 
1827 // Enumeration for AddMouseSourceEvent() actual source of Mouse Input data.
1828 // Historically we use "Mouse" terminology everywhere to indicate pointer data, e.g. MousePos, IsMousePressed(), io.AddMousePosEvent()
1829 // But that "Mouse" data can come from different source which occasionally may be useful for application to know about.
1830 // You can submit a change of pointer type using io.AddMouseSourceEvent().
1831 enum ImGuiMouseSource : int
1832 {
1833  ImGuiMouseSource_Mouse = 0, // Input is coming from an actual mouse.
1834  ImGuiMouseSource_TouchScreen, // Input is coming from a touch screen (no hovering prior to initial press, less precise initial press aiming, dual-axis wheeling possible).
1835  ImGuiMouseSource_Pen, // Input is coming from a pressure/magnetic pen (often used in conjunction with high-sampling rates).
1836  ImGuiMouseSource_COUNT
1837 };
1838 
1839 // Enumeration for ImGui::SetNextWindow***(), SetWindow***(), SetNextItem***() functions
1840 // Represent a condition.
1841 // Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always.
1842 enum ImGuiCond_
1843 {
1844  ImGuiCond_None = 0, // No condition (always set the variable), same as _Always
1845  ImGuiCond_Always = 1 << 0, // No condition (always set the variable), same as _None
1846  ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call will succeed)
1847  ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file)
1848  ImGuiCond_Appearing = 1 << 3, // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
1849 };
1850 
1851 //-----------------------------------------------------------------------------
1852 // [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
1853 //-----------------------------------------------------------------------------
1854 
1855 // Flags for ImGui::BeginTable()
1856 // - Important! Sizing policies have complex and subtle side effects, much more so than you would expect.
1857 // Read comments/demos carefully + experiment with live demos to get acquainted with them.
1858 // - The DEFAULT sizing policies are:
1859 // - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize.
1860 // - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off.
1861 // - When ScrollX is off:
1862 // - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight.
1863 // - Columns sizing policy allowed: Stretch (default), Fixed/Auto.
1864 // - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all).
1865 // - Stretch Columns will share the remaining width according to their respective weight.
1866 // - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors.
1867 // The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns.
1868 // (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing).
1869 // - When ScrollX is on:
1870 // - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed
1871 // - Columns sizing policy allowed: Fixed/Auto mostly.
1872 // - Fixed Columns can be enlarged as needed. Table will show a horizontal scrollbar if needed.
1873 // - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop.
1874 // - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable().
1875 // If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed Fixed/Stretch columns become meaningful again.
1876 // - Read on documentation at the top of imgui_tables.cpp for details.
1877 enum ImGuiTableFlags_
1878 {
1879  // Features
1880  ImGuiTableFlags_None = 0,
1881  ImGuiTableFlags_Resizable = 1 << 0, // Enable resizing columns.
1882  ImGuiTableFlags_Reorderable = 1 << 1, // Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers)
1883  ImGuiTableFlags_Hideable = 1 << 2, // Enable hiding/disabling columns in context menu.
1884  ImGuiTableFlags_Sortable = 1 << 3, // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate.
1885  ImGuiTableFlags_NoSavedSettings = 1 << 4, // Disable persisting columns order, width and sort settings in the .ini file.
1886  ImGuiTableFlags_ContextMenuInBody = 1 << 5, // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow().
1887  // Decorations
1888  ImGuiTableFlags_RowBg = 1 << 6, // Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent of calling TableSetBgColor with ImGuiTableBgFlags_RowBg0 on each row manually)
1889  ImGuiTableFlags_BordersInnerH = 1 << 7, // Draw horizontal borders between rows.
1890  ImGuiTableFlags_BordersOuterH = 1 << 8, // Draw horizontal borders at the top and bottom.
1891  ImGuiTableFlags_BordersInnerV = 1 << 9, // Draw vertical borders between columns.
1892  ImGuiTableFlags_BordersOuterV = 1 << 10, // Draw vertical borders on the left and right sides.
1893  ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders.
1894  ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders.
1895  ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders.
1896  ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders.
1897  ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, // Draw all borders.
1898  ImGuiTableFlags_NoBordersInBody = 1 << 11, // [ALPHA] Disable vertical borders in columns Body (borders will always appear in Headers). -> May move to style
1899  ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12, // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers). -> May move to style
1900  // Sizing Policy (read above for defaults)
1901  ImGuiTableFlags_SizingFixedFit = 1 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width.
1902  ImGuiTableFlags_SizingFixedSame = 2 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible.
1903  ImGuiTableFlags_SizingStretchProp = 3 << 13, // Columns default to _WidthStretch with default weights proportional to each columns contents widths.
1904  ImGuiTableFlags_SizingStretchSame = 4 << 13, // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn().
1905  // Sizing Extra Options
1906  ImGuiTableFlags_NoHostExtendX = 1 << 16, // Make outer width auto-fit to columns, overriding outer_size.x value. Only available when ScrollX/ScrollY are disabled and Stretch columns are not used.
1907  ImGuiTableFlags_NoHostExtendY = 1 << 17, // Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible.
1908  ImGuiTableFlags_NoKeepColumnsVisible = 1 << 18, // Disable keeping column always minimally visible when ScrollX is off and table gets too small. Not recommended if columns are resizable.
1909  ImGuiTableFlags_PreciseWidths = 1 << 19, // Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth.
1910  // Clipping
1911  ImGuiTableFlags_NoClip = 1 << 20, // Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze().
1912  // Padding
1913  ImGuiTableFlags_PadOuterX = 1 << 21, // Default if BordersOuterV is on. Enable outermost padding. Generally desirable if you have headers.
1914  ImGuiTableFlags_NoPadOuterX = 1 << 22, // Default if BordersOuterV is off. Disable outermost padding.
1915  ImGuiTableFlags_NoPadInnerX = 1 << 23, // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off).
1916  // Scrolling
1917  ImGuiTableFlags_ScrollX = 1 << 24, // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this creates a child window, ScrollY is currently generally recommended when using ScrollX.
1918  ImGuiTableFlags_ScrollY = 1 << 25, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size.
1919  // Sorting
1920  ImGuiTableFlags_SortMulti = 1 << 26, // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).
1921  ImGuiTableFlags_SortTristate = 1 << 27, // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).
1922  // Miscellaneous
1923  ImGuiTableFlags_HighlightHoveredColumn = 1 << 28, // Highlight column headers when hovered (may evolve into a fuller highlight)
1924 
1925  // [Internal] Combinations and masks
1926  ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame,
1927 };
1928 
1929 // Flags for ImGui::TableSetupColumn()
1930 enum ImGuiTableColumnFlags_
1931 {
1932  // Input configuration flags
1933  ImGuiTableColumnFlags_None = 0,
1934  ImGuiTableColumnFlags_Disabled = 1 << 0, // Overriding/master disable flag: hide column, won't show in context menu (unlike calling TableSetColumnEnabled() which manipulates the user accessible state)
1935  ImGuiTableColumnFlags_DefaultHide = 1 << 1, // Default as a hidden/disabled column.
1936  ImGuiTableColumnFlags_DefaultSort = 1 << 2, // Default as a sorting column.
1937  ImGuiTableColumnFlags_WidthStretch = 1 << 3, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp).
1938  ImGuiTableColumnFlags_WidthFixed = 1 << 4, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable).
1939  ImGuiTableColumnFlags_NoResize = 1 << 5, // Disable manual resizing.
1940  ImGuiTableColumnFlags_NoReorder = 1 << 6, // Disable manual reordering this column, this will also prevent other columns from crossing over this column.
1941  ImGuiTableColumnFlags_NoHide = 1 << 7, // Disable ability to hide/disable this column.
1942  ImGuiTableColumnFlags_NoClip = 1 << 8, // Disable clipping for this column (all NoClip columns will render in a same draw command).
1943  ImGuiTableColumnFlags_NoSort = 1 << 9, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table).
1944  ImGuiTableColumnFlags_NoSortAscending = 1 << 10, // Disable ability to sort in the ascending direction.
1945  ImGuiTableColumnFlags_NoSortDescending = 1 << 11, // Disable ability to sort in the descending direction.
1946  ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, // TableHeadersRow() will not submit horizontal label for this column. Convenient for some small columns. Name will still appear in context menu or in angled headers.
1947  ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, // Disable header text width contribution to automatic column width.
1948  ImGuiTableColumnFlags_PreferSortAscending = 1 << 14, // Make the initial sort direction Ascending when first sorting on this column (default).
1949  ImGuiTableColumnFlags_PreferSortDescending = 1 << 15, // Make the initial sort direction Descending when first sorting on this column.
1950  ImGuiTableColumnFlags_IndentEnable = 1 << 16, // Use current Indent value when entering cell (default for column 0).
1951  ImGuiTableColumnFlags_IndentDisable = 1 << 17, // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored.
1952  ImGuiTableColumnFlags_AngledHeader = 1 << 18, // TableHeadersRow() will submit an angled header row for this column. Note this will add an extra row.
1953 
1954  // Output status flags, read-only via TableGetColumnFlags()
1955  ImGuiTableColumnFlags_IsEnabled = 1 << 24, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags.
1956  ImGuiTableColumnFlags_IsVisible = 1 << 25, // Status: is visible == is enabled AND not clipped by scrolling.
1957  ImGuiTableColumnFlags_IsSorted = 1 << 26, // Status: is currently part of the sort specs
1958  ImGuiTableColumnFlags_IsHovered = 1 << 27, // Status: is hovered by mouse
1959 
1960  // [Internal] Combinations and masks
1961  ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed,
1962  ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable,
1963  ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered,
1964  ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30, // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge)
1965 };
1966 
1967 // Flags for ImGui::TableNextRow()
1968 enum ImGuiTableRowFlags_
1969 {
1970  ImGuiTableRowFlags_None = 0,
1971  ImGuiTableRowFlags_Headers = 1 << 0, // Identify header row (set default background color + width of its contents accounted differently for auto column width)
1972 };
1973 
1974 // Enum for ImGui::TableSetBgColor()
1975 // Background colors are rendering in 3 layers:
1976 // - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set.
1977 // - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set.
1978 // - Layer 2: draw with CellBg color if set.
1979 // The purpose of the two row/columns layers is to let you decide if a background color change should override or blend with the existing color.
1980 // When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows.
1981 // If you set the color of RowBg0 target, your color will override the existing RowBg0 color.
1982 // If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color.
1983 enum ImGuiTableBgTarget_
1984 {
1985  ImGuiTableBgTarget_None = 0,
1986  ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used)
1987  ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking)
1988  ImGuiTableBgTarget_CellBg = 3, // Set cell background color (top-most color)
1989 };
1990 
1991 // Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
1992 // Obtained by calling TableGetSortSpecs().
1993 // When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time.
1994 // Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame!
1996 {
1997  const ImGuiTableColumnSortSpecs* Specs; // Pointer to sort spec array.
1998  int SpecsCount; // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled.
1999  bool SpecsDirty; // Set to true when specs have changed since last time! Use this to sort again, then clear the flag.
2000 
2001  ImGuiTableSortSpecs() { memset(this, 0, sizeof(*this)); }
2002 };
2003 
2004 // Sorting specification for one column of a table (sizeof == 12 bytes)
2006 {
2007  ImGuiID ColumnUserID; // User id of the column (if specified by a TableSetupColumn() call)
2008  ImS16 ColumnIndex; // Index of the column
2009  ImS16 SortOrder; // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here)
2010  ImGuiSortDirection SortDirection : 8; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending
2011 
2012  ImGuiTableColumnSortSpecs() { memset(this, 0, sizeof(*this)); }
2013 };
2014 
2015 //-----------------------------------------------------------------------------
2016 // [SECTION] Helpers: Memory allocations macros, ImVector<>
2017 //-----------------------------------------------------------------------------
2018 
2019 //-----------------------------------------------------------------------------
2020 // IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE()
2021 // We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
2022 // Defining a custom placement new() with a custom parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.
2023 //-----------------------------------------------------------------------------
2024 
2025 struct ImNewWrapper {};
2026 inline void* operator new(size_t, ImNewWrapper, void* ptr) { return ptr; }
2027 inline void operator delete(void*, ImNewWrapper, void*) {} // This is only required so we can use the symmetrical new()
2028 #define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE)
2029 #define IM_FREE(_PTR) ImGui::MemFree(_PTR)
2030 #define IM_PLACEMENT_NEW(_PTR) new(ImNewWrapper(), _PTR)
2031 #define IM_NEW(_TYPE) new(ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
2032 template<typename T> void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } }
2033 
2034 //-----------------------------------------------------------------------------
2035 // ImVector<>
2036 // Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug).
2037 //-----------------------------------------------------------------------------
2038 // - You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our public structures are relying on it.
2039 // - We use std-like naming convention here, which is a little unusual for this codebase.
2040 // - Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally recycle allocated buffers across frames and amortize our costs.
2041 // - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,
2042 // Do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset.
2043 //-----------------------------------------------------------------------------
2044 
2045 IM_MSVC_RUNTIME_CHECKS_OFF
2046 template<typename T>
2047 struct ImVector
2048 {
2049  int Size;
2050  int Capacity;
2051  T* Data;
2052 
2053  // Provide standard typedefs but we don't use them ourselves.
2054  typedef T value_type;
2055  typedef value_type* iterator;
2056  typedef const value_type* const_iterator;
2057 
2058  // Constructors, destructor
2059  inline ImVector() { Size = Capacity = 0; Data = NULL; }
2060  inline ImVector(const ImVector<T>& src) { Size = Capacity = 0; Data = NULL; operator=(src); }
2061  inline ImVector<T>& operator=(const ImVector<T>& src) { clear(); resize(src.Size); if (src.Data) memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; }
2062  inline ~ImVector() { if (Data) IM_FREE(Data); } // Important: does not destruct anything
2063 
2064  inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } // Important: does not destruct anything
2065  inline void clear_delete() { for (int n = 0; n < Size; n++) IM_DELETE(Data[n]); clear(); } // Important: never called automatically! always explicit.
2066  inline void clear_destruct() { for (int n = 0; n < Size; n++) Data[n].~T(); clear(); } // Important: never called automatically! always explicit.
2067 
2068  inline bool empty() const { return Size == 0; }
2069  inline int size() const { return Size; }
2070  inline int size_in_bytes() const { return Size * (int)sizeof(T); }
2071  inline int max_size() const { return 0x7FFFFFFF / (int)sizeof(T); }
2072  inline int capacity() const { return Capacity; }
2073  inline T& operator[](int i) { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
2074  inline const T& operator[](int i) const { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
2075 
2076  inline T* begin() { return Data; }
2077  inline const T* begin() const { return Data; }
2078  inline T* end() { return Data + Size; }
2079  inline const T* end() const { return Data + Size; }
2080  inline T& front() { IM_ASSERT(Size > 0); return Data[0]; }
2081  inline const T& front() const { IM_ASSERT(Size > 0); return Data[0]; }
2082  inline T& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; }
2083  inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; }
2084  inline void swap(ImVector<T>& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; T* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; }
2085 
2086  inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8; return new_capacity > sz ? new_capacity : sz; }
2087  inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
2088  inline void resize(int new_size, const T& v) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; }
2089  inline void shrink(int new_size) { IM_ASSERT(new_size <= Size); Size = new_size; } // Resize a vector to a smaller size, guaranteed not to cause a reallocation
2090  inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; }
2091  inline void reserve_discard(int new_capacity) { if (new_capacity <= Capacity) return; if (Data) IM_FREE(Data); Data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); Capacity = new_capacity; }
2092 
2093  // NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden.
2094  inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }
2095  inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
2096  inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); }
2097  inline T* erase(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(T)); Size--; return Data + off; }
2098  inline T* erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data + Size && it_last >= it && it_last <= Data + Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - (size_t)count) * sizeof(T)); Size -= (int)count; return Data + off; }
2099  inline T* erase_unsorted(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; if (it < Data + Size - 1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; }
2100  inline T* insert(const T* it, const T& v) { IM_ASSERT(it >= Data && it <= Data + Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; }
2101  inline bool contains(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; }
2102  inline T* find(const T& v) { T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; }
2103  inline const T* find(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; }
2104  inline int find_index(const T& v) const { const T* data_end = Data + Size; const T* it = find(v); if (it == data_end) return -1; const ptrdiff_t off = it - Data; return (int)off; }
2105  inline bool find_erase(const T& v) { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; }
2106  inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; }
2107  inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; return (int)off; }
2108 };
2109 IM_MSVC_RUNTIME_CHECKS_RESTORE
2110 
2111 //-----------------------------------------------------------------------------
2112 // [SECTION] ImGuiStyle
2113 //-----------------------------------------------------------------------------
2114 // You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
2115 // During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,
2116 // and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
2117 //-----------------------------------------------------------------------------
2118 
2120 {
2121  float Alpha; // Global alpha applies to everything in Dear ImGui.
2122  float DisabledAlpha; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
2123  ImVec2 WindowPadding; // Padding within a window.
2124  float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
2125  float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
2126  ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constrain individual windows, use SetNextWindowSizeConstraints().
2127  ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
2128  ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left.
2129  float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
2130  float ChildBorderSize; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
2131  float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
2132  float PopupBorderSize; // Thickness of border around popup/tooltip windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
2133  ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets).
2134  float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
2135  float FrameBorderSize; // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
2136  ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines.
2137  ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
2138  ImVec2 CellPadding; // Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be altered between different rows.
2139  ImVec2 TouchExtraPadding; // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
2140  float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
2141  float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
2142  float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar.
2143  float ScrollbarRounding; // Radius of grab corners for scrollbar.
2144  float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.
2145  float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
2146  float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
2147  float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
2148  float TabBorderSize; // Thickness of border around tabs.
2149  float TabMinWidthForCloseButton; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
2150  float TabBarBorderSize; // Thickness of tab-bar separator, which takes on the tab active color to denote focus.
2151  float TableAngledHeadersAngle; // Angle of angled headers (supported values range from -50.0f degrees to +50.0f degrees).
2152  ImVec2 TableAngledHeadersTextAlign;// Alignment of angled headers within the cell
2153  ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
2154  ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
2155  ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
2156  float SeparatorTextBorderSize; // Thickkness of border in SeparatorText()
2157  ImVec2 SeparatorTextAlign; // Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
2158  ImVec2 SeparatorTextPadding; // Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y.
2159  ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.
2160  ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly!
2161  float DockingSeparatorSize; // Thickness of resizing border between docked windows
2162  float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). We apply per-monitor DPI scaling over this scale. May be removed later.
2163  bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
2164  bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). Latched at the beginning of the frame (copied to ImDrawList).
2165  bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
2166  float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
2167  float CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
2168  ImVec4 Colors[ImGuiCol_COUNT];
2169 
2170  // Behaviors
2171  // (It is possible to modify those fields mid-frame if specific behavior need it, unlike e.g. configuration fields in ImGuiIO)
2172  float HoverStationaryDelay; // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary.
2173  float HoverDelayShort; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay.
2174  float HoverDelayNormal; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). "
2175  ImGuiHoveredFlags HoverFlagsForTooltipMouse;// Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse.
2176  ImGuiHoveredFlags HoverFlagsForTooltipNav; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad.
2177 
2178  IMGUI_API ImGuiStyle();
2179  IMGUI_API void ScaleAllSizes(float scale_factor);
2180 };
2181 
2182 //-----------------------------------------------------------------------------
2183 // [SECTION] ImGuiIO
2184 //-----------------------------------------------------------------------------
2185 // Communicate most settings and inputs/outputs to Dear ImGui using this structure.
2186 // Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.
2187 // It is generally expected that:
2188 // - initialization: backends and user code writes to ImGuiIO.
2189 // - main loop: backends writes to ImGuiIO, user code and imgui code reads from ImGuiIO.
2190 //-----------------------------------------------------------------------------
2191 
2192 // [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions.
2193 // If prior to 1.87 you used io.KeysDownDuration[] (which was marked as internal), you should use GetKeyData(key)->DownDuration and *NOT* io.KeysData[key]->DownDuration.
2195 {
2196  bool Down; // True for if key is down
2197  float DownDuration; // Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held)
2198  float DownDurationPrev; // Last frame duration the key has been down
2199  float AnalogValue; // 0.0f..1.0f for gamepad values
2200 };
2201 
2202 struct ImGuiIO
2203 {
2204  //------------------------------------------------------------------
2205  // Configuration // Default value
2206  //------------------------------------------------------------------
2207 
2208  ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
2209  ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend.
2210  ImVec2 DisplaySize; // <unset> // Main display size, in pixels (generally == GetMainViewport()->Size). May change every frame.
2211  float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. May change every frame.
2212  float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
2213  const char* IniFilename; // = "imgui.ini" // Path to .ini file (important: default "imgui.ini" is relative to current working dir!). Set NULL to disable automatic .ini loading/saving or if you want to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions.
2214  const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
2215  void* UserData; // = NULL // Store your own data.
2216 
2217  ImFontAtlas*Fonts; // <auto> // Font atlas: load, rasterize and pack one or more fonts into a single texture.
2218  float FontGlobalScale; // = 1.0f // Global scale all fonts
2219  bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel.
2220  ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
2221  ImVec2 DisplayFramebufferScale; // = (1, 1) // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale.
2222 
2223  // Docking options (when ImGuiConfigFlags_DockingEnable is set)
2224  bool ConfigDockingNoSplit; // = false // Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars.
2225  bool ConfigDockingWithShift; // = false // Enable docking with holding Shift key (reduce visual noise, allows dropping in wider space)
2226  bool ConfigDockingAlwaysTabBar; // = false // [BETA] [FIXME: This currently creates regression with auto-sizing and general overhead] Make every single floating window display within a docking node.
2227  bool ConfigDockingTransparentPayload;// = false // [BETA] Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge.
2228 
2229  // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set)
2230  bool ConfigViewportsNoAutoMerge; // = false; // Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it. May also set ImGuiViewportFlags_NoAutoMerge on individual viewport.
2231  bool ConfigViewportsNoTaskBarIcon; // = false // Disable default OS task bar icon flag for secondary viewports. When a viewport doesn't want a task bar icon, ImGuiViewportFlags_NoTaskBarIcon will be set on it.
2232  bool ConfigViewportsNoDecoration; // = true // Disable default OS window decoration flag for secondary viewports. When a viewport doesn't want window decorations, ImGuiViewportFlags_NoDecoration will be set on it. Enabling decoration can create subsequent issues at OS levels (e.g. minimum window size).
2233  bool ConfigViewportsNoDefaultParent; // = false // Disable default OS parenting to main viewport for secondary viewports. By default, viewports are marked with ParentViewportId = <main_viewport>, expecting the platform backend to setup a parent/child relationship between the OS windows (some backend may ignore this). Set to true if you want the default to be 0, then all viewports will be top-level OS windows.
2234 
2235  // Miscellaneous options
2236  bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations.
2237  bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // Swap Cmd<>Ctrl keys + OS X style text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl.
2238  bool ConfigInputTrickleEventQueue; // = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates.
2239  bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting).
2240  bool ConfigInputTextEnterKeepActive; // = false // [BETA] Pressing Enter will keep item active and select contents (single-line only).
2241  bool ConfigDragClickToInputText; // = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard.
2242  bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
2243  bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar.
2244  float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable.
2245 
2246  // Inputs Behaviors
2247  // (other variables, ones which are expected to be tweaked within UI code, are exposed in ImGuiStyle)
2248  float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
2249  float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
2250  float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging.
2251  float KeyRepeatDelay; // = 0.275f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
2252  float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
2253 
2254  //------------------------------------------------------------------
2255  // Debug options
2256  //------------------------------------------------------------------
2257 
2258  // Option to enable various debug tools showing buttons that will call the IM_DEBUG_BREAK() macro.
2259  // - The Item Picker tool will be available regardless of this being enabled, in order to maximize its discoverability.
2260  // - Requires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application.
2261  // e.g. io.ConfigDebugIsDebuggerPresent = ::IsDebuggerPresent() on Win32, or refer to ImOsIsDebuggerPresent() imgui_test_engine/imgui_te_utils.cpp for a Unix compatible version).
2262  bool ConfigDebugIsDebuggerPresent; // = false // Enable various tools calling IM_DEBUG_BREAK().
2263 
2264  // Tools to test correct Begin/End and BeginChild/EndChild behaviors.
2265  // - Presently Begin()/End() and BeginChild()/EndChild() needs to ALWAYS be called in tandem, regardless of return value of BeginXXX()
2266  // - This is inconsistent with other BeginXXX functions and create confusion for many users.
2267  // - We expect to update the API eventually. In the meanwhile we provide tools to facilitate checking user-code behavior.
2268  bool ConfigDebugBeginReturnValueOnce;// = false // First-time calls to Begin()/BeginChild() will return false. NEEDS TO BE SET AT APPLICATION BOOT TIME if you don't want to miss windows.
2269  bool ConfigDebugBeginReturnValueLoop;// = false // Some calls to Begin()/BeginChild() will return false. Will cycle through window depths then repeat. Suggested use: add "io.ConfigDebugBeginReturnValue = io.KeyShift" in your main loop then occasionally press SHIFT. Windows should be flickering while running.
2270 
2271  // Option to deactivate io.AddFocusEvent(false) handling.
2272  // - May facilitate interactions with a debugger when focus loss leads to clearing inputs data.
2273  // - Backends may have other side-effects on focus loss, so this will reduce side-effects but not necessary remove all of them.
2274  bool ConfigDebugIgnoreFocusLoss; // = false // Ignore io.AddFocusEvent(false), consequently not calling io.ClearInputKeys() in input processing.
2275 
2276  // Option to audit .ini data
2277  bool ConfigDebugIniSettings; // = false // Save .ini data with extra comments (particularly helpful for Docking, but makes saving slower)
2278 
2279  //------------------------------------------------------------------
2280  // Platform Functions
2281  // (the imgui_impl_xxxx backend files are setting those up for you)
2282  //------------------------------------------------------------------
2283 
2284  // Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff.
2285  const char* BackendPlatformName; // = NULL
2286  const char* BackendRendererName; // = NULL
2287  void* BackendPlatformUserData; // = NULL // User data for platform backend
2288  void* BackendRendererUserData; // = NULL // User data for renderer backend
2289  void* BackendLanguageUserData; // = NULL // User data for non C++ programming language backend
2290 
2291  // Optional: Access OS clipboard
2292  // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
2293  const char* (*GetClipboardTextFn)(void* user_data);
2294  void (*SetClipboardTextFn)(void* user_data, const char* text);
2295  void* ClipboardUserData;
2296 
2297  // Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows)
2298  // (default to use native imm32 api on Windows)
2299  void (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data);
2300 
2301  // Optional: Platform locale
2302  ImWchar PlatformLocaleDecimalPoint; // '.' // [Experimental] Configure decimal point e.g. '.' or ',' useful for some languages (e.g. German), generally pulled from *localeconv()->decimal_point
2303 
2304  //------------------------------------------------------------------
2305  // Input - Call before calling NewFrame()
2306  //------------------------------------------------------------------
2307 
2308  // Input Functions
2309  IMGUI_API void AddKeyEvent(ImGuiKey key, bool down); // Queue a new key down/up event. Key should be "translated" (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
2310  IMGUI_API void AddKeyAnalogEvent(ImGuiKey key, bool down, float v); // Queue a new key down/up event for analog values (e.g. ImGuiKey_Gamepad_ values). Dead-zones should be handled by the backend.
2311  IMGUI_API void AddMousePosEvent(float x, float y); // Queue a mouse position update. Use -FLT_MAX,-FLT_MAX to signify no mouse (e.g. app not focused and not hovered)
2312  IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change
2313  IMGUI_API void AddMouseWheelEvent(float wheel_x, float wheel_y); // Queue a mouse wheel update. wheel_y<0: scroll down, wheel_y>0: scroll up, wheel_x<0: scroll right, wheel_x>0: scroll left.
2314  IMGUI_API void AddMouseSourceEvent(ImGuiMouseSource source); // Queue a mouse source change (Mouse/TouchScreen/Pen)
2315  IMGUI_API void AddMouseViewportEvent(ImGuiID id); // Queue a mouse hovered viewport. Requires backend to set ImGuiBackendFlags_HasMouseHoveredViewport to call this (for multi-viewport support).
2316  IMGUI_API void AddFocusEvent(bool focused); // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window)
2317  IMGUI_API void AddInputCharacter(unsigned int c); // Queue a new character input
2318  IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue a new character input from a UTF-16 character, it can be a surrogate
2319  IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue a new characters input from a UTF-8 string
2320 
2321  IMGUI_API void SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index = -1); // [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode.
2322  IMGUI_API void SetAppAcceptingEvents(bool accepting_events); // Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.
2323  IMGUI_API void ClearEventsQueue(); // Clear all incoming events.
2324  IMGUI_API void ClearInputKeys(); // Clear current keyboard/mouse/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.
2325 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2326  IMGUI_API void ClearInputCharacters(); // [Obsoleted in 1.89.8] Clear the current frame text input buffer. Now included within ClearInputKeys().
2327 #endif
2328 
2329  //------------------------------------------------------------------
2330  // Output - Updated by NewFrame() or EndFrame()/Render()
2331  // (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is
2332  // generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!)
2333  //------------------------------------------------------------------
2334 
2335  bool WantCaptureMouse; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.).
2336  bool WantCaptureKeyboard; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).
2337  bool WantTextInput; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
2338  bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
2339  bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving!
2340  bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
2341  bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
2342  float Framerate; // Estimate of application framerate (rolling average over 60 frames, based on io.DeltaTime), in frame per second. Solely for convenience. Slow applications may not want to use a moving average or may want to reset underlying buffers occasionally.
2343  int MetricsRenderVertices; // Vertices output during last call to Render()
2344  int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
2345  int MetricsRenderWindows; // Number of visible windows
2346  int MetricsActiveWindows; // Number of active windows
2347  ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta.
2348 
2349  //------------------------------------------------------------------
2350  // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed!
2351  //------------------------------------------------------------------
2352 
2353  ImGuiContext* Ctx; // Parent UI context (needs to be set explicitly by parent).
2354 
2355  // Main Input State
2356  // (this block used to be written by backend, since 1.87 it is best to NOT write to those directly, call the AddXXX functions above instead)
2357  // (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere)
2358  ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.)
2359  bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Other buttons allow us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
2360  float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. >0 scrolls Up, <0 scrolls Down. Hold SHIFT to turn vertical scroll into horizontal scroll.
2361  float MouseWheelH; // Mouse wheel Horizontal. >0 scrolls Left, <0 scrolls Right. Most users don't have a mouse with a horizontal wheel, may not be filled by all backends.
2362  ImGuiMouseSource MouseSource; // Mouse actual input peripheral (Mouse/TouchScreen/Pen).
2363  ImGuiID MouseHoveredViewport; // (Optional) Modify using io.AddMouseViewportEvent(). With multi-viewports: viewport the OS mouse is hovering. If possible _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag is much better (few backends can handle that). Set io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport if you can provide this info. If you don't imgui will infer the value using the rectangles and last focused time of the viewports it knows about (ignoring other OS windows).
2364  bool KeyCtrl; // Keyboard modifier down: Control
2365  bool KeyShift; // Keyboard modifier down: Shift
2366  bool KeyAlt; // Keyboard modifier down: Alt
2367  bool KeySuper; // Keyboard modifier down: Cmd/Super/Windows
2368 
2369  // Other state maintained from data above + IO function calls
2370  ImGuiKeyChord KeyMods; // Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags. Read-only, updated by NewFrame()
2371  ImGuiKeyData KeysData[ImGuiKey_KeysData_SIZE]; // Key state for all known keys. Use IsKeyXXX() functions to access this.
2372  bool WantCaptureMouseUnlessPopupClose; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup.
2373  ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
2374  ImVec2 MouseClickedPos[5]; // Position at time of clicking
2375  double MouseClickedTime[5]; // Time of last click (used to figure out double-click)
2376  bool MouseClicked[5]; // Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0)
2377  bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2)
2378  ImU16 MouseClickedCount[5]; // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down
2379  ImU16 MouseClickedLastCount[5]; // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done.
2380  bool MouseReleased[5]; // Mouse button went from Down to !Down
2381  bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds.
2382  bool MouseDownOwnedUnlessPopupClose[5]; // Track if button was clicked inside a dear imgui window.
2383  bool MouseWheelRequestAxisSwap; // On a non-Mac system, holding SHIFT requests WheelY to perform the equivalent of a WheelX event. On a Mac system this is already enforced by the system.
2384  bool MouseCtrlLeftAsRightClick; // (OSX) Set to true when the current click was a ctrl-click that spawned a simulated right click
2385  float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
2386  float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
2387  ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
2388  float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds)
2389  float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui.
2390  bool AppFocusLost; // Only modify via AddFocusEvent()
2391  bool AppAcceptingEvents; // Only modify via SetAppAcceptingEvents()
2392  ImS8 BackendUsingLegacyKeyArrays; // -1: unknown, 0: using AddKeyEvent(), 1: using legacy io.KeysDown[]
2393  bool BackendUsingLegacyNavInputArray; // 0: using AddKeyAnalogEvent(), 1: writing to legacy io.NavInputs[] directly
2394  ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16()
2395  ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.
2396 
2397  // Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame.
2398  // This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent().
2399  // Old (<1.87): ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space)
2400 #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
2401  int KeyMap[ImGuiKey_COUNT]; // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512.
2402  bool KeysDown[ImGuiKey_COUNT]; // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow.
2403  float NavInputs[ImGuiNavInput_COUNT]; // [LEGACY] Since 1.88, NavInputs[] was removed. Backends from 1.60 to 1.86 won't build. Feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums.
2404  //void* ImeWindowHandle; // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning.
2405 #endif
2406 
2407  IMGUI_API ImGuiIO();
2408 };
2409 
2410 //-----------------------------------------------------------------------------
2411 // [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
2412 //-----------------------------------------------------------------------------
2413 
2414 // Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
2415 // The callback function should return 0 by default.
2416 // Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
2417 // - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
2418 // - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration
2419 // - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB
2420 // - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows
2421 // - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
2422 // - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
2424 {
2425  ImGuiContext* Ctx; // Parent UI context
2426  ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only
2427  ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only
2428  void* UserData; // What user passed to InputText() // Read-only
2429 
2430  // Arguments for the different callback events
2431  // - During Resize callback, Buf will be same as your input buffer.
2432  // - However, during Completion/History/Always callback, Buf always points to our own internal data (it is not the same as your buffer)! Changes to it will be reflected into your own buffer shortly after the callback.
2433  // - To modify the text buffer in a callback, prefer using the InsertChars() / DeleteChars() function. InsertChars() will take care of calling the resize callback if necessary.
2434  // - If you know your edits are not going to resize the underlying buffer allocation, you may modify the contents of 'Buf[]' directly. You need to update 'BufTextLen' accordingly (0 <= BufTextLen < BufSize) and set 'BufDirty'' to true so InputText can update its internal state.
2435  ImWchar EventChar; // Character input // Read-write // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0;
2436  ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History]
2437  char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
2438  int BufTextLen; // Text length (in bytes) // Read-write // [Resize,Completion,History,Always] Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length()
2439  int BufSize; // Buffer size (in bytes) = capacity+1 // Read-only // [Resize,Completion,History,Always] Include zero-terminator storage. In C land == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1
2440  bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always]
2441  int CursorPos; // // Read-write // [Completion,History,Always]
2442  int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection)
2443  int SelectionEnd; // // Read-write // [Completion,History,Always]
2444 
2445  // Helper functions for text manipulation.
2446  // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection.
2447  IMGUI_API ImGuiInputTextCallbackData();
2448  IMGUI_API void DeleteChars(int pos, int bytes_count);
2449  IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL);
2450  void SelectAll() { SelectionStart = 0; SelectionEnd = BufTextLen; }
2451  void ClearSelection() { SelectionStart = SelectionEnd = BufTextLen; }
2452  bool HasSelection() const { return SelectionStart != SelectionEnd; }
2453 };
2454 
2455 // Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
2456 // NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
2458 {
2459  void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints(). Generally store an integer or float in here (need reinterpret_cast<>).
2460  ImVec2 Pos; // Read-only. Window position, for reference.
2461  ImVec2 CurrentSize; // Read-only. Current window size.
2462  ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing.
2463 };
2464 
2465 // [ALPHA] Rarely used / very advanced uses only. Use with SetNextWindowClass() and DockSpace() functions.
2466 // Important: the content of this class is still highly WIP and likely to change and be refactored
2467 // before we stabilize Docking features. Please be mindful if using this.
2468 // Provide hints:
2469 // - To the platform backend via altered viewport flags (enable/disable OS decoration, OS task bar icons, etc.)
2470 // - To the platform backend for OS level parent/child relationships of viewport.
2471 // - To the docking system for various options and filtering.
2473 {
2474  ImGuiID ClassId; // User data. 0 = Default class (unclassed). Windows of different classes cannot be docked with each others.
2475  ImGuiID ParentViewportId; // Hint for the platform backend. -1: use default. 0: request platform backend to not parent the platform. != 0: request platform backend to create a parent<>child relationship between the platform windows. Not conforming backends are free to e.g. parent every viewport to the main viewport or not.
2476  ImGuiID FocusRouteParentWindowId; // ID of parent window for shortcut focus route evaluation, e.g. Shortcut() call from Parent Window will succeed when this window is focused.
2477  ImGuiViewportFlags ViewportFlagsOverrideSet; // Viewport flags to set when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis.
2478  ImGuiViewportFlags ViewportFlagsOverrideClear; // Viewport flags to clear when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis.
2479  ImGuiTabItemFlags TabItemFlagsOverrideSet; // [EXPERIMENTAL] TabItem flags to set when a window of this class gets submitted into a dock node tab bar. May use with ImGuiTabItemFlags_Leading or ImGuiTabItemFlags_Trailing.
2480  ImGuiDockNodeFlags DockNodeFlagsOverrideSet; // [EXPERIMENTAL] Dock node flags to set when a window of this class is hosted by a dock node (it doesn't have to be selected!)
2481  bool DockingAlwaysTabBar; // Set to true to enforce single floating windows of this class always having their own docking node (equivalent of setting the global io.ConfigDockingAlwaysTabBar)
2482  bool DockingAllowUnclassed; // Set to true to allow windows of this class to be docked/merged with an unclassed window. // FIXME-DOCK: Move to DockNodeFlags override?
2483 
2484  ImGuiWindowClass() { memset(this, 0, sizeof(*this)); ParentViewportId = (ImGuiID)-1; DockingAllowUnclassed = true; }
2485 };
2486 
2487 // Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()
2489 {
2490  // Members
2491  void* Data; // Data (copied and owned by dear imgui)
2492  int DataSize; // Data size
2493 
2494  // [Internal]
2495  ImGuiID SourceId; // Source item id
2496  ImGuiID SourceParentId; // Source parent id (if available)
2497  int DataFrameCount; // Data timestamp
2498  char DataType[32 + 1]; // Data type tag (short user-supplied string, 32 characters max)
2499  bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)
2500  bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.
2501 
2502  ImGuiPayload() { Clear(); }
2503  void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; }
2504  bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; }
2505  bool IsPreview() const { return Preview; }
2506  bool IsDelivery() const { return Delivery; }
2507 };
2508 
2509 //-----------------------------------------------------------------------------
2510 // [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor)
2511 //-----------------------------------------------------------------------------
2512 
2513 // Helper: Unicode defines
2514 #define IM_UNICODE_CODEPOINT_INVALID 0xFFFD // Invalid Unicode code point (standard value).
2515 #ifdef IMGUI_USE_WCHAR32
2516 #define IM_UNICODE_CODEPOINT_MAX 0x10FFFF // Maximum Unicode code point supported by this build.
2517 #else
2518 #define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Maximum Unicode code point supported by this build.
2519 #endif
2520 
2521 // Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create a UI within deep-nested code that runs multiple times every frame.
2522 // Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame");
2524 {
2525  ImGuiOnceUponAFrame() { RefFrame = -1; }
2526  mutable int RefFrame;
2527  operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
2528 };
2529 
2530 // Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
2532 {
2533  IMGUI_API ImGuiTextFilter(const char* default_filter = "");
2534  IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build
2535  IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const;
2536  IMGUI_API void Build();
2537  void Clear() { InputBuf[0] = 0; Build(); }
2538  bool IsActive() const { return !Filters.empty(); }
2539 
2540  // [Internal]
2542  {
2543  const char* b;
2544  const char* e;
2545 
2546  ImGuiTextRange() { b = e = NULL; }
2547  ImGuiTextRange(const char* _b, const char* _e) { b = _b; e = _e; }
2548  bool empty() const { return b == e; }
2549  IMGUI_API void split(char separator, ImVector<ImGuiTextRange>* out) const;
2550  };
2551  char InputBuf[256];
2552  ImVector<ImGuiTextRange>Filters;
2553  int CountGrep;
2554 };
2555 
2556 // Helper: Growable text buffer for logging/accumulating text
2557 // (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')
2559 {
2560  ImVector<char> Buf;
2561  IMGUI_API static char EmptyString[1];
2562 
2563  ImGuiTextBuffer() { }
2564  inline char operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }
2565  const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; }
2566  const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator
2567  int size() const { return Buf.Size ? Buf.Size - 1 : 0; }
2568  bool empty() const { return Buf.Size <= 1; }
2569  void clear() { Buf.clear(); }
2570  void reserve(int capacity) { Buf.reserve(capacity); }
2571  const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; }
2572  IMGUI_API void append(const char* str, const char* str_end = NULL);
2573  IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2);
2574  IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2);
2575 };
2576 
2577 // Helper: Key->Value storage
2578 // Typically you don't have to worry about this since a storage is held within each Window.
2579 // We use it to e.g. store collapse state for a tree (Int 0/1)
2580 // This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)
2581 // You can use it as custom user storage for temporary values. Declare your own storage if, for example:
2582 // - You want to manipulate the open/close state of a particular sub-tree in your interface (tree node uses Int 0/1 to store their state).
2583 // - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)
2584 // Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
2586 {
2587  // [Internal]
2589  {
2590  ImGuiID key;
2591  union { int val_i; float val_f; void* val_p; };
2592  ImGuiStoragePair(ImGuiID _key, int _val) { key = _key; val_i = _val; }
2593  ImGuiStoragePair(ImGuiID _key, float _val) { key = _key; val_f = _val; }
2594  ImGuiStoragePair(ImGuiID _key, void* _val) { key = _key; val_p = _val; }
2595  };
2596 
2598 
2599  // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
2600  // - Set***() functions find pair, insertion on demand if missing.
2601  // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
2602  void Clear() { Data.clear(); }
2603  IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const;
2604  IMGUI_API void SetInt(ImGuiID key, int val);
2605  IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const;
2606  IMGUI_API void SetBool(ImGuiID key, bool val);
2607  IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const;
2608  IMGUI_API void SetFloat(ImGuiID key, float val);
2609  IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL
2610  IMGUI_API void SetVoidPtr(ImGuiID key, void* val);
2611 
2612  // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
2613  // - References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.
2614  // - A typical use case where this is convenient for quick hacking (e.g. add storage during a live Edit&Continue session if you can't modify existing struct)
2615  // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
2616  IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0);
2617  IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false);
2618  IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f);
2619  IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
2620 
2621  // Advanced: for quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
2622  IMGUI_API void BuildSortByKey();
2623  // Obsolete: use on your own storage if you know only integer are being stored (open/close all tree nodes)
2624  IMGUI_API void SetAllInt(int val);
2625 };
2626 
2627 // Helper: Manually clip large list of items.
2628 // If you have lots evenly spaced items and you have random access to the list, you can perform coarse
2629 // clipping based on visibility to only submit items that are in view.
2630 // The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
2631 // (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally
2632 // fetching/submitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to easily
2633 // scale using lists with tens of thousands of items without a problem)
2634 // Usage:
2635 // ImGuiListClipper clipper;
2636 // clipper.Begin(1000); // We have 1000 elements, evenly spaced.
2637 // while (clipper.Step())
2638 // for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
2639 // ImGui::Text("line number %d", i);
2640 // Generally what happens is:
2641 // - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not.
2642 // - User code submit that one element.
2643 // - Clipper can measure the height of the first element
2644 // - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element.
2645 // - User code submit visible elements.
2646 // - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc.
2648 {
2649  ImGuiContext* Ctx; // Parent UI context
2650  int DisplayStart; // First item to display, updated by each call to Step()
2651  int DisplayEnd; // End of items to display (exclusive)
2652  int ItemsCount; // [Internal] Number of items
2653  float ItemsHeight; // [Internal] Height of item after a first step and item submission can calculate it
2654  float StartPosY; // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed
2655  void* TempData; // [Internal] Internal data
2656 
2657  // items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step)
2658  // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
2659  IMGUI_API ImGuiListClipper();
2660  IMGUI_API ~ImGuiListClipper();
2661  IMGUI_API void Begin(int items_count, float items_height = -1.0f);
2662  IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
2663  IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
2664 
2665  // Call IncludeItemByIndex() or IncludeItemsByIndex() *BEFORE* first call to Step() if you need a range of items to not be clipped, regardless of their visibility.
2666  // (Due to alignment / padding of certain items it is possible that an extra item may be included on either end of the display range).
2667  inline void IncludeItemByIndex(int item_index) { IncludeItemsByIndex(item_index, item_index + 1); }
2668  IMGUI_API void IncludeItemsByIndex(int item_begin, int item_end); // item_end is exclusive e.g. use (42, 42+1) to make item 42 never clipped.
2669 
2670 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2671  inline void IncludeRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.9]
2672  inline void ForceDisplayRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.6]
2673  //inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset(this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79]
2674 #endif
2675 };
2676 
2677 // Helpers: ImVec2/ImVec4 operators
2678 // - It is important that we are keeping those disabled by default so they don't leak in user space.
2679 // - This is in order to allow user enabling implicit cast operators between ImVec2/ImVec4 and their own types (using IM_VEC2_CLASS_EXTRA in imconfig.h)
2680 // - You can use '#define IMGUI_DEFINE_MATH_OPERATORS' to import our operators, provided as a courtesy.
2681 #ifdef IMGUI_DEFINE_MATH_OPERATORS
2682 #define IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED
2683 IM_MSVC_RUNTIME_CHECKS_OFF
2684 static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x * rhs, lhs.y * rhs); }
2685 static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x / rhs, lhs.y / rhs); }
2686 static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); }
2687 static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); }
2688 static inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
2689 static inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); }
2690 static inline ImVec2 operator-(const ImVec2& lhs) { return ImVec2(-lhs.x, -lhs.y); }
2691 static inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; }
2692 static inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; }
2693 static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; }
2694 static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; }
2695 static inline ImVec2& operator*=(ImVec2& lhs, const ImVec2& rhs) { lhs.x *= rhs.x; lhs.y *= rhs.y; return lhs; }
2696 static inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs) { lhs.x /= rhs.x; lhs.y /= rhs.y; return lhs; }
2697 static inline bool operator==(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y; }
2698 static inline bool operator!=(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y; }
2699 static inline ImVec4 operator+(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w); }
2700 static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w); }
2701 static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z, lhs.w * rhs.w); }
2702 static inline bool operator==(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z && lhs.w == rhs.w; }
2703 static inline bool operator!=(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y || lhs.z != rhs.z || lhs.w != rhs.w; }
2704 IM_MSVC_RUNTIME_CHECKS_RESTORE
2705 #endif
2706 
2707 // Helpers macros to generate 32-bit encoded colors
2708 // User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file.
2709 #ifndef IM_COL32_R_SHIFT
2710 #ifdef IMGUI_USE_BGRA_PACKED_COLOR
2711 #define IM_COL32_R_SHIFT 16
2712 #define IM_COL32_G_SHIFT 8
2713 #define IM_COL32_B_SHIFT 0
2714 #define IM_COL32_A_SHIFT 24
2715 #define IM_COL32_A_MASK 0xFF000000
2716 #else
2717 #define IM_COL32_R_SHIFT 0
2718 #define IM_COL32_G_SHIFT 8
2719 #define IM_COL32_B_SHIFT 16
2720 #define IM_COL32_A_SHIFT 24
2721 #define IM_COL32_A_MASK 0xFF000000
2722 #endif
2723 #endif
2724 #define IM_COL32(R,G,B,A) (((ImU32)(A)<<IM_COL32_A_SHIFT) | ((ImU32)(B)<<IM_COL32_B_SHIFT) | ((ImU32)(G)<<IM_COL32_G_SHIFT) | ((ImU32)(R)<<IM_COL32_R_SHIFT))
2725 #define IM_COL32_WHITE IM_COL32(255,255,255,255) // Opaque white = 0xFFFFFFFF
2726 #define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black
2727 #define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black = 0x00000000
2728 
2729 // Helper: ImColor() implicitly converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
2730 // Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
2731 // **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
2732 // **None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either ImU32 or ImVec4 formats. Explicitly cast to ImU32 or ImVec4 if needed.
2733 struct ImColor
2734 {
2735  ImVec4 Value;
2736 
2737  constexpr ImColor() { }
2738  constexpr ImColor(float r, float g, float b, float a = 1.0f) : Value(r, g, b, a) { }
2739  constexpr ImColor(const ImVec4& col) : Value(col) {}
2740  constexpr ImColor(int r, int g, int b, int a = 255) : Value((float)r * (1.0f / 255.0f), (float)g * (1.0f / 255.0f), (float)b * (1.0f / 255.0f), (float)a* (1.0f / 255.0f)) {}
2741  constexpr ImColor(ImU32 rgba) : Value((float)((rgba >> IM_COL32_R_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_G_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_B_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_A_SHIFT) & 0xFF) * (1.0f / 255.0f)) {}
2742  inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); }
2743  inline operator ImVec4() const { return Value; }
2744 
2745  // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.
2746  inline void SetHSV(float h, float s, float v, float a = 1.0f){ ImGui::ColorConvertHSVtoRGB(h, s, v, Value.x, Value.y, Value.z); Value.w = a; }
2747  static ImColor HSV(float h, float s, float v, float a = 1.0f) { float r, g, b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r, g, b, a); }
2748 };
2749 
2750 //-----------------------------------------------------------------------------
2751 // [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)
2752 // Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
2753 //-----------------------------------------------------------------------------
2754 
2755 // The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking.
2756 #ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX
2757 #define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (63)
2758 #endif
2759 
2760 // ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h]
2761 // NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
2762 // you can poke into the draw list for that! Draw callback may be useful for example to:
2763 // A) Change your GPU render state,
2764 // B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
2765 // The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
2766 // If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering backend accordingly.
2767 #ifndef ImDrawCallback
2768 typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
2769 #endif
2770 
2771 // Special Draw callback value to request renderer backend to reset the graphics/render state.
2772 // The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address.
2773 // This is useful, for example, if you submitted callbacks which you know have altered the render state and you want it to be restored.
2774 // Render state is not reset by default because they are many perfectly useful way of altering render state (e.g. changing shader/blending settings before an Image call).
2775 #define ImDrawCallback_ResetRenderState (ImDrawCallback)(-8)
2776 
2777 // Typically, 1 command = 1 GPU draw call (unless command is a callback)
2778 // - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,
2779 // this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
2780 // Backends made for <1.71. will typically ignore the VtxOffset fields.
2781 // - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for).
2783 {
2784  ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
2785  ImTextureID TextureId; // 4-8 // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
2786  unsigned int VtxOffset; // 4 // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices.
2787  unsigned int IdxOffset; // 4 // Start offset in index buffer.
2788  unsigned int ElemCount; // 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
2789  ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
2790  void* UserCallbackData; // 4-8 // The draw callback code can access this.
2791 
2792  ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed
2793 
2794  // Since 1.83: returns ImTextureID associated with this draw call. Warning: DO NOT assume this is always same as 'TextureId' (we will change this function for an upcoming feature)
2795  inline ImTextureID GetTexID() const { return TextureId; }
2796 };
2797 
2798 // Vertex layout
2799 #ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
2801 {
2802  ImVec2 pos;
2803  ImVec2 uv;
2804  ImU32 col;
2805 };
2806 #else
2807 // You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
2808 // The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine.
2809 // The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared at the time you'd want to set your type up.
2810 // NOTE: IMGUI DOESN'T CLEAR THE STRUCTURE AND DOESN'T CALL A CONSTRUCTOR SO ANY CUSTOM FIELD WILL BE UNINITIALIZED. IF YOU ADD EXTRA FIELDS (SUCH AS A 'Z' COORDINATES) YOU WILL NEED TO CLEAR THEM DURING RENDER OR TO IGNORE THEM.
2811 IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
2812 #endif
2813 
2814 // [Internal] For use by ImDrawList
2816 {
2817  ImVec4 ClipRect;
2818  ImTextureID TextureId;
2819  unsigned int VtxOffset;
2820 };
2821 
2822 // [Internal] For use by ImDrawListSplitter
2824 {
2825  ImVector<ImDrawCmd> _CmdBuffer;
2826  ImVector<ImDrawIdx> _IdxBuffer;
2827 };
2828 
2829 
2830 // Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order.
2831 // This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call.
2833 {
2834  int _Current; // Current channel number (0)
2835  int _Count; // Number of active channels (1+)
2836  ImVector<ImDrawChannel> _Channels; // Draw channels (not resized down so _Count might be < Channels.Size)
2837 
2838  inline ImDrawListSplitter() { memset(this, 0, sizeof(*this)); }
2839  inline ~ImDrawListSplitter() { ClearFreeMemory(); }
2840  inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame
2841  IMGUI_API void ClearFreeMemory();
2842  IMGUI_API void Split(ImDrawList* draw_list, int count);
2843  IMGUI_API void Merge(ImDrawList* draw_list);
2844  IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx);
2845 };
2846 
2847 // Flags for ImDrawList functions
2848 // (Legacy: bit 0 must always correspond to ImDrawFlags_Closed to be backward compatible with old API using a bool. Bits 1..3 must be unused)
2849 enum ImDrawFlags_
2850 {
2851  ImDrawFlags_None = 0,
2852  ImDrawFlags_Closed = 1 << 0, // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason)
2853  ImDrawFlags_RoundCornersTopLeft = 1 << 4, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners). Was 0x01.
2854  ImDrawFlags_RoundCornersTopRight = 1 << 5, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners). Was 0x02.
2855  ImDrawFlags_RoundCornersBottomLeft = 1 << 6, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners). Was 0x04.
2856  ImDrawFlags_RoundCornersBottomRight = 1 << 7, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f, we default to all corners). Wax 0x08.
2857  ImDrawFlags_RoundCornersNone = 1 << 8, // AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag!
2858  ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight,
2859  ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
2860  ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft,
2861  ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight,
2862  ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
2863  ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified.
2864  ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone,
2865 };
2866 
2867 // Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly.
2868 // It is however possible to temporarily alter flags between calls to ImDrawList:: functions.
2869 enum ImDrawListFlags_
2870 {
2871  ImDrawListFlags_None = 0,
2872  ImDrawListFlags_AntiAliasedLines = 1 << 0, // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough to be drawn using textures, otherwise *3 the number of triangles)
2873  ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
2874  ImDrawListFlags_AntiAliasedFill = 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles).
2875  ImDrawListFlags_AllowVtxOffset = 1 << 3, // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.
2876 };
2877 
2878 // Draw command list
2879 // This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame,
2880 // all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
2881 // Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to
2882 // access the current window draw list and draw custom primitives.
2883 // You can interleave normal ImGui:: calls and adding primitives to the current draw list.
2884 // In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize).
2885 // You are totally free to apply whatever transformation matrix to want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!)
2886 // Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects.
2888 {
2889  // This is what you have to render
2890  ImVector<ImDrawCmd> CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.
2891  ImVector<ImDrawIdx> IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those
2892  ImVector<ImDrawVert> VtxBuffer; // Vertex buffer.
2893  ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
2894 
2895  // [Internal, used while building lists]
2896  unsigned int _VtxCurrentIdx; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.
2897  ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
2898  ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
2899  ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
2900  ImVector<ImVec2> _Path; // [Internal] current path building
2901  ImDrawCmdHeader _CmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back().
2902  ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!)
2903  ImVector<ImVec4> _ClipRectStack; // [Internal]
2904  ImVector<ImTextureID> _TextureIdStack; // [Internal]
2905  float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content
2906  const char* _OwnerName; // Pointer to owner window's name for debugging
2907 
2908  // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui)
2909  ImDrawList(ImDrawListSharedData* shared_data) { memset(this, 0, sizeof(*this)); _Data = shared_data; }
2910 
2911  ~ImDrawList() { _ClearFreeMemory(); }
2912  IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
2913  IMGUI_API void PushClipRectFullScreen();
2914  IMGUI_API void PopClipRect();
2915  IMGUI_API void PushTextureID(ImTextureID texture_id);
2916  IMGUI_API void PopTextureID();
2917  inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }
2918  inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
2919 
2920  // Primitives
2921  // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
2922  // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
2923  // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred).
2924  // In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12.
2925  // In future versions we will use textures to provide cheaper and higher-quality circles.
2926  // Use AddNgon() and AddNgonFilled() functions if you need to guarantee a specific number of sides.
2927  IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f);
2928  IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size)
2929  IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0); // a: upper-left, b: lower-right (== upper-left + size)
2930  IMGUI_API void AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);
2931  IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f);
2932  IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col);
2933  IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f);
2934  IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col);
2935  IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 0, float thickness = 1.0f);
2936  IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0);
2937  IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f);
2938  IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments);
2939  IMGUI_API void AddEllipse(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f);
2940  IMGUI_API void AddEllipseFilled(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0);
2941  IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
2942  IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL);
2943  IMGUI_API void AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Cubic Bezier (4 control points)
2944  IMGUI_API void AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0); // Quadratic Bezier (3 control points)
2945 
2946  // General polygon
2947  // - Only simple polygons are supported by filling functions (no self-intersections, no holes).
2948  // - Concave polygon fill is more expensive than convex one: it has O(N^2) complexity. Provided as a convenience fo user but not used by main library.
2949  IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness);
2950  IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col);
2951  IMGUI_API void AddConcavePolyFilled(const ImVec2* points, int num_points, ImU32 col);
2952 
2953  // Image primitives
2954  // - Read FAQ to understand what ImTextureID is.
2955  // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle.
2956  // - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture.
2957  IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE);
2958  IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE);
2959  IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0);
2960 
2961  // Stateful path API, add points then finish with PathFillConvex() or PathStroke()
2962  // - Important: filled shapes must always use clockwise winding order! The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
2963  // so e.g. 'PathArcTo(center, radius, PI * -0.5f, PI)' is ok, whereas 'PathArcTo(center, radius, PI, PI * -0.5f)' won't have correct anti-aliasing when followed by PathFillConvex().
2964  inline void PathClear() { _Path.Size = 0; }
2965  inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); }
2966  inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); }
2967  inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; }
2968  inline void PathFillConcave(ImU32 col) { AddConcavePolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; }
2969  inline void PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; }
2970  IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0);
2971  IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle
2972  IMGUI_API void PathEllipticalArcTo(const ImVec2& center, const ImVec2& radius, float rot, float a_min, float a_max, int num_segments = 0); // Ellipse
2973  IMGUI_API void PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points)
2974  IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quadratic Bezier (3 control points)
2975  IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0);
2976 
2977  // Advanced
2978  IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles.
2979  IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible
2980  IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.
2981 
2982  // Advanced: Channels
2983  // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives)
2984  // - Use to minimize draw calls (e.g. if going back-and-forth between multiple clipping rectangles, prefer to append into separate channels then merge at the end)
2985  // - This API shouldn't have been in ImDrawList in the first place!
2986  // Prefer using your own persistent instance of ImDrawListSplitter as you can stack them.
2987  // Using the ImDrawList::ChannelsXXXX you cannot stack a split over another.
2988  inline void ChannelsSplit(int count) { _Splitter.Split(this, count); }
2989  inline void ChannelsMerge() { _Splitter.Merge(this); }
2990  inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); }
2991 
2992  // Advanced: Primitives allocations
2993  // - We render triangles (three vertices)
2994  // - All primitives needs to be reserved via PrimReserve() beforehand.
2995  IMGUI_API void PrimReserve(int idx_count, int vtx_count);
2996  IMGUI_API void PrimUnreserve(int idx_count, int vtx_count);
2997  IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles)
2998  IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
2999  IMGUI_API void PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col);
3000  inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
3001  inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; }
3002  inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index
3003 
3004  // Obsolete names
3005  //inline void AddEllipse(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f) { AddEllipse(center, ImVec2(radius_x, radius_y), col, rot, num_segments, thickness); } // OBSOLETED in 1.90.5 (Mar 2024)
3006  //inline void AddEllipseFilled(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0) { AddEllipseFilled(center, ImVec2(radius_x, radius_y), col, rot, num_segments); } // OBSOLETED in 1.90.5 (Mar 2024)
3007  //inline void PathEllipticalArcTo(const ImVec2& center, float radius_x, float radius_y, float rot, float a_min, float a_max, int num_segments = 0) { PathEllipticalArcTo(center, ImVec2(radius_x, radius_y), rot, a_min, a_max, num_segments); } // OBSOLETED in 1.90.5 (Mar 2024)
3008  //inline void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); } // OBSOLETED in 1.80 (Jan 2021)
3009  //inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); } // OBSOLETED in 1.80 (Jan 2021)
3010 
3011  // [Internal helpers]
3012  IMGUI_API void _ResetForNewFrame();
3013  IMGUI_API void _ClearFreeMemory();
3014  IMGUI_API void _PopUnusedDrawCmd();
3015  IMGUI_API void _TryMergeDrawCmds();
3016  IMGUI_API void _OnChangedClipRect();
3017  IMGUI_API void _OnChangedTextureID();
3018  IMGUI_API void _OnChangedVtxOffset();
3019  IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const;
3020  IMGUI_API void _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step);
3021  IMGUI_API void _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments);
3022 };
3023 
3024 // All draw data to render a Dear ImGui frame
3025 // (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose,
3026 // as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList)
3028 {
3029  bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
3030  int CmdListsCount; // Number of ImDrawList* to render
3031  int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size
3032  int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size
3033  ImVector<ImDrawList*> CmdLists; // Array of ImDrawList* to render. The ImDrawLists are owned by ImGuiContext and only pointed to from here.
3034  ImVec2 DisplayPos; // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications)
3035  ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications)
3036  ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display.
3037  ImGuiViewport* OwnerViewport; // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not).
3038 
3039  // Functions
3040  ImDrawData() { Clear(); }
3041  IMGUI_API void Clear();
3042  IMGUI_API void AddDrawList(ImDrawList* draw_list); // Helper to add an external draw list into an existing ImDrawData.
3043  IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
3044  IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
3045 };
3046 
3047 //-----------------------------------------------------------------------------
3048 // [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)
3049 //-----------------------------------------------------------------------------
3050 
3052 {
3053  void* FontData; // // TTF/OTF data
3054  int FontDataSize; // // TTF/OTF data size
3055  bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
3056  int FontNo; // 0 // Index of font within TTF/OTF file
3057  float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height).
3058  int OversampleH; // 2 // Rasterize at higher quality for sub-pixel positioning. Note the difference between 2 and 3 is minimal. You can reduce this to 1 for large glyphs save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.
3059  int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. This is not really useful as we don't use sub-pixel positions on the Y axis.
3060  bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1.
3061  ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
3062  ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input.
3063  const ImWchar* GlyphRanges; // NULL // THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list).
3064  float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font
3065  float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs
3066  bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights.
3067  unsigned int FontBuilderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure.
3068  float RasterizerMultiply; // 1.0f // Linearly brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. This is a silly thing we may remove in the future.
3069  float RasterizerDensity; // 1.0f // DPI scale for rasterization, not altering other font metrics: make it easy to swap between e.g. a 100% and a 400% fonts for a zooming display. IMPORTANT: If you increase this it is expected that you increase font scale accordingly, otherwise quality may look lowered.
3070  ImWchar EllipsisChar; // -1 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.
3071 
3072  // [Internal]
3073  char Name[40]; // Name (strictly to ease debugging)
3074  ImFont* DstFont;
3075 
3076  IMGUI_API ImFontConfig();
3077 };
3078 
3079 // Hold rendering data for one glyph.
3080 // (Note: some language parsers may fail to convert the 31+1 bitfield members, in this case maybe drop store a single u32 or we can rework this)
3082 {
3083  unsigned int Colored : 1; // Flag to indicate glyph is colored and should generally ignore tinting (make it usable with no shift on little-endian as this is used in loops)
3084  unsigned int Visible : 1; // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering.
3085  unsigned int Codepoint : 30; // 0x0000..0x10FFFF
3086  float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in)
3087  float X0, Y0, X1, Y1; // Glyph corners
3088  float U0, V0, U1, V1; // Texture coordinates
3089 };
3090 
3091 // Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges().
3092 // This is essentially a tightly packed of vector of 64k booleans = 8KB storage.
3094 {
3095  ImVector<ImU32> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used)
3096 
3097  ImFontGlyphRangesBuilder() { Clear(); }
3098  inline void Clear() { int size_in_bytes = (IM_UNICODE_CODEPOINT_MAX + 1) / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); }
3099  inline bool GetBit(size_t n) const { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array
3100  inline void SetBit(size_t n) { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array
3101  inline void AddChar(ImWchar c) { SetBit(c); } // Add character
3102  IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added)
3103  IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
3104  IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges); // Output new ranges
3105 };
3106 
3107 // See ImFontAtlas::AddCustomRectXXX functions.
3109 {
3110  unsigned short Width, Height; // Input // Desired rectangle dimension
3111  unsigned short X, Y; // Output // Packed position in Atlas
3112  unsigned int GlyphID; // Input // For custom font glyphs only (ID < 0x110000)
3113  float GlyphAdvanceX; // Input // For custom font glyphs only: glyph xadvance
3114  ImVec2 GlyphOffset; // Input // For custom font glyphs only: glyph display offset
3115  ImFont* Font; // Input // For custom font glyphs only: target font
3116  ImFontAtlasCustomRect() { Width = Height = 0; X = Y = 0xFFFF; GlyphID = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; }
3117  bool IsPacked() const { return X != 0xFFFF; }
3118 };
3119 
3120 // Flags for ImFontAtlas build
3121 enum ImFontAtlasFlags_
3122 {
3123  ImFontAtlasFlags_None = 0,
3124  ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two
3125  ImFontAtlasFlags_NoMouseCursors = 1 << 1, // Don't build software mouse cursors into the atlas (save a little texture memory)
3126  ImFontAtlasFlags_NoBakedLines = 1 << 2, // Don't build thick line textures into the atlas (save a little texture memory, allow support for point/nearest filtering). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU).
3127 };
3128 
3129 // Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
3130 // - One or more fonts.
3131 // - Custom graphics data needed to render the shapes needed by Dear ImGui.
3132 // - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas).
3133 // It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api.
3134 // - Optionally, call any of the AddFont*** functions. If you don't call any, the default font embedded in the code will be loaded for you.
3135 // - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
3136 // - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples)
3137 // - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
3138 // This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details.
3139 // Common pitfalls:
3140 // - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the
3141 // atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
3142 // - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.
3143 // You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
3144 // - Even though many functions are suffixed with "TTF", OTF data is supported just as well.
3145 // - This is an old API and it is currently awkward for those and various other reasons! We will address them in the future!
3147 {
3148  IMGUI_API ImFontAtlas();
3149  IMGUI_API ~ImFontAtlas();
3150  IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg);
3151  IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL);
3152  IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
3153  IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed.
3154  IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_data_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp.
3155  IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter.
3156  IMGUI_API void ClearInputData(); // Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts.
3157  IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory.
3158  IMGUI_API void ClearFonts(); // Clear output font data (glyphs storage, UV coordinates).
3159  IMGUI_API void Clear(); // Clear all input and output.
3160 
3161  // Build atlas, retrieve pixel data.
3162  // User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID().
3163  // The pitch is always = Width * BytesPerPixels (1 or 4)
3164  // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
3165  // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste.
3166  IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions.
3167  IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
3168  IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
3169  bool IsBuilt() const { return Fonts.Size > 0 && TexReady; } // Bit ambiguous: used to detect when user didn't build texture but effectively we should check TexID != 0 except that would be backend dependent...
3170  void SetTexID(ImTextureID id) { TexID = id; }
3171 
3172  //-------------------------------------------
3173  // Glyph Ranges
3174  //-------------------------------------------
3175 
3176  // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
3177  // NB: Make sure that your string are UTF-8 and NOT in your local code page.
3178  // Read https://github.com/ocornut/imgui/blob/master/docs/FONTS.md/#about-utf-8-encoding for details.
3179  // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.
3180  IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
3181  IMGUI_API const ImWchar* GetGlyphRangesGreek(); // Default + Greek and Coptic
3182  IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters
3183  IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs
3184  IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs
3185  IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
3186  IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters
3187  IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters
3188  IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters
3189 
3190  //-------------------------------------------
3191  // [BETA] Custom Rectangles/Glyphs API
3192  //-------------------------------------------
3193 
3194  // You can request arbitrary rectangles to be packed into the atlas, for your own purposes.
3195  // - After calling Build(), you can query the rectangle position and render your pixels.
3196  // - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of preferred texture format.
3197  // - You can also request your rectangles to be mapped as font glyph (given a font + Unicode point),
3198  // so you can render e.g. custom colorful icons and use them as regular glyphs.
3199  // - Read docs/FONTS.md for more details about using colorful icons.
3200  // - Note: this API may be redesigned later in order to support multi-monitor varying DPI settings.
3201  IMGUI_API int AddCustomRectRegular(int width, int height);
3202  IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0));
3203  ImFontAtlasCustomRect* GetCustomRectByIndex(int index) { IM_ASSERT(index >= 0); return &CustomRects[index]; }
3204 
3205  // [Internal]
3206  IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const;
3207  IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]);
3208 
3209  //-------------------------------------------
3210  // Members
3211  //-------------------------------------------
3212 
3213  ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_)
3214  ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure.
3215  int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.
3216  int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false).
3217  bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
3218  void* UserData; // Store your own atlas related user-data (if e.g. you have multiple font atlas).
3219 
3220  // [Internal]
3221  // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
3222  bool TexReady; // Set when texture was built matching current font input
3223  bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format.
3224  unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
3225  unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
3226  int TexWidth; // Texture width calculated during Build().
3227  int TexHeight; // Texture height calculated during Build().
3228  ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight)
3229  ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel
3230  ImVector<ImFont*> Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font.
3231  ImVector<ImFontAtlasCustomRect> CustomRects; // Rectangles for packing custom texture data into the atlas.
3232  ImVector<ImFontConfig> ConfigData; // Configuration data
3233  ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines
3234 
3235  // [Internal] Font builder
3236  const ImFontBuilderIO* FontBuilderIO; // Opaque interface to a font builder (default to stb_truetype, can be changed to use FreeType by defining IMGUI_ENABLE_FREETYPE).
3237  unsigned int FontBuilderFlags; // Shared flags (for all fonts) for custom font builder. THIS IS BUILD IMPLEMENTATION DEPENDENT. Per-font override is also available in ImFontConfig.
3238 
3239  // [Internal] Packing data
3240  int PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors
3241  int PackIdLines; // Custom texture rectangle ID for baked anti-aliased lines
3242 
3243  // [Obsolete]
3244  //typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+
3245  //typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
3246 };
3247 
3248 // Font runtime data and rendering
3249 // ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
3250 struct ImFont
3251 {
3252  // Members: Hot ~20/24 bytes (for CalcTextSize)
3253  ImVector<float> IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this this info, and are often bottleneck in large UI).
3254  float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX
3255  float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading)
3256 
3257  // Members: Hot ~28/40 bytes (for CalcTextSize + render loop)
3258  ImVector<ImWchar> IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point.
3259  ImVector<ImFontGlyph> Glyphs; // 12-16 // out // // All glyphs.
3260  const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar)
3261 
3262  // Members: Cold ~32/40 bytes
3263  ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into
3264  const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData
3265  short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
3266  ImWchar FallbackChar; // 2 // out // = FFFD/'?' // Character used if a glyph isn't found.
3267  ImWchar EllipsisChar; // 2 // out // = '...'/'.'// Character used for ellipsis rendering.
3268  short EllipsisCharCount; // 1 // out // 1 or 3
3269  float EllipsisWidth; // 4 // out // Width
3270  float EllipsisCharStep; // 4 // out // Step between characters when EllipsisCount > 0
3271  bool DirtyLookupTables; // 1 // out //
3272  float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
3273  float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
3274  int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
3275  ImU8 Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/4096/8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints.
3276 
3277  // Methods
3278  IMGUI_API ImFont();
3279  IMGUI_API ~ImFont();
3280  IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const;
3281  IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const;
3282  float GetCharAdvance(ImWchar c) const { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; }
3283  bool IsLoaded() const { return ContainerAtlas != NULL; }
3284  const char* GetDebugName() const { return ConfigData ? ConfigData->Name : "<unknown>"; }
3285 
3286  // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
3287  // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
3288  IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8
3289  IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
3290  IMGUI_API void RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c) const;
3291  IMGUI_API void RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const;
3292 
3293  // [Internal] Don't use!
3294  IMGUI_API void BuildLookupTable();
3295  IMGUI_API void ClearOutputData();
3296  IMGUI_API void GrowIndex(int new_size);
3297  IMGUI_API void AddGlyph(const ImFontConfig* src_cfg, ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x);
3298  IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built.
3299  IMGUI_API void SetGlyphVisible(ImWchar c, bool visible);
3300  IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last);
3301 };
3302 
3303 //-----------------------------------------------------------------------------
3304 // [SECTION] Viewports
3305 //-----------------------------------------------------------------------------
3306 
3307 // Flags stored in ImGuiViewport::Flags, giving indications to the platform backends.
3308 enum ImGuiViewportFlags_
3309 {
3310  ImGuiViewportFlags_None = 0,
3311  ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window
3312  ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet)
3313  ImGuiViewportFlags_OwnedByApp = 1 << 2, // Platform Window: Was created/managed by the user application? (rather than our backend)
3314  ImGuiViewportFlags_NoDecoration = 1 << 3, // Platform Window: Disable platform decorations: title bar, borders, etc. (generally set all windows, but if ImGuiConfigFlags_ViewportsDecoration is set we only set this on popups/tooltips)
3315  ImGuiViewportFlags_NoTaskBarIcon = 1 << 4, // Platform Window: Disable platform task bar icon (generally set on popups/tooltips, or all windows if ImGuiConfigFlags_ViewportsNoTaskBarIcon is set)
3316  ImGuiViewportFlags_NoFocusOnAppearing = 1 << 5, // Platform Window: Don't take focus when created.
3317  ImGuiViewportFlags_NoFocusOnClick = 1 << 6, // Platform Window: Don't take focus when clicked on.
3318  ImGuiViewportFlags_NoInputs = 1 << 7, // Platform Window: Make mouse pass through so we can drag this window while peaking behind it.
3319  ImGuiViewportFlags_NoRendererClear = 1 << 8, // Platform Window: Renderer doesn't need to clear the framebuffer ahead (because we will fill it entirely).
3320  ImGuiViewportFlags_NoAutoMerge = 1 << 9, // Platform Window: Avoid merging this window into another host window. This can only be set via ImGuiWindowClass viewport flags override (because we need to now ahead if we are going to create a viewport in the first place!).
3321  ImGuiViewportFlags_TopMost = 1 << 10, // Platform Window: Display on top (for tooltips only).
3322  ImGuiViewportFlags_CanHostOtherWindows = 1 << 11, // Viewport can host multiple imgui windows (secondary viewports are associated to a single window). // FIXME: In practice there's still probably code making the assumption that this is always and only on the MainViewport. Will fix once we add support for "no main viewport".
3323 
3324  // Output status flags (from Platform)
3325  ImGuiViewportFlags_IsMinimized = 1 << 12, // Platform Window: Window is minimized, can skip render. When minimized we tend to avoid using the viewport pos/size for clipping window or testing if they are contained in the viewport.
3326  ImGuiViewportFlags_IsFocused = 1 << 13, // Platform Window: Window is focused (last call to Platform_GetWindowFocus() returned true)
3327 };
3328 
3329 // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
3330 // - With multi-viewport enabled, we extend this concept to have multiple active viewports.
3331 // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
3332 // - About Main Area vs Work Area:
3333 // - Main Area = entire viewport.
3334 // - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor).
3335 // - Windows are generally trying to stay within the Work Area of their host viewport.
3337 {
3338  ImGuiID ID; // Unique identifier for the viewport
3339  ImGuiViewportFlags Flags; // See ImGuiViewportFlags_
3340  ImVec2 Pos; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates)
3341  ImVec2 Size; // Main Area: Size of the viewport.
3342  ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos)
3343  ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)
3344  float DpiScale; // 1.0f = 96 DPI = No extra scale.
3345  ImGuiID ParentViewportId; // (Advanced) 0: no parent. Instruct the platform backend to setup a parent/child relationship between platform windows.
3346  ImDrawData* DrawData; // The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame().
3347 
3348  // Platform/Backend Dependent Data
3349  // Our design separate the Renderer and Platform backends to facilitate combining default backends with each others.
3350  // When our create your own backend for a custom engine, it is possible that both Renderer and Platform will be handled
3351  // by the same system and you may not need to use all the UserData/Handle fields.
3352  // The library never uses those fields, they are merely storage to facilitate backend implementation.
3353  void* RendererUserData; // void* to hold custom data structure for the renderer (e.g. swap chain, framebuffers etc.). generally set by your Renderer_CreateWindow function.
3354  void* PlatformUserData; // void* to hold custom data structure for the OS / platform (e.g. windowing info, render context). generally set by your Platform_CreateWindow function.
3355  void* PlatformHandle; // void* for FindViewportByPlatformHandle(). (e.g. suggested to use natural platform handle such as HWND, GLFWWindow*, SDL_Window*)
3356  void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (under Win32 this is expected to be a HWND, unused for other platforms), when using an abstraction layer like GLFW or SDL (where PlatformHandle would be a SDL_Window*)
3357  bool PlatformWindowCreated; // Platform window has been created (Platform_CreateWindow() has been called). This is false during the first frame where a viewport is being created.
3358  bool PlatformRequestMove; // Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position)
3359  bool PlatformRequestResize; // Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size)
3360  bool PlatformRequestClose; // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4)
3361 
3362  ImGuiViewport() { memset(this, 0, sizeof(*this)); }
3363  ~ImGuiViewport() { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); }
3364 
3365  // Helpers
3366  ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); }
3367  ImVec2 GetWorkCenter() const { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); }
3368 };
3369 
3370 //-----------------------------------------------------------------------------
3371 // [SECTION] Platform Dependent Interfaces (for e.g. multi-viewport support)
3372 //-----------------------------------------------------------------------------
3373 // [BETA] (Optional) This is completely optional, for advanced users!
3374 // If you are new to Dear ImGui and trying to integrate it into your engine, you can probably ignore this for now.
3375 //
3376 // This feature allows you to seamlessly drag Dear ImGui windows outside of your application viewport.
3377 // This is achieved by creating new Platform/OS windows on the fly, and rendering into them.
3378 // Dear ImGui manages the viewport structures, and the backend create and maintain one Platform/OS window for each of those viewports.
3379 //
3380 // See Glossary https://github.com/ocornut/imgui/wiki/Glossary for details about some of the terminology.
3381 // See Thread https://github.com/ocornut/imgui/issues/1542 for gifs, news and questions about this evolving feature.
3382 //
3383 // About the coordinates system:
3384 // - When multi-viewports are enabled, all Dear ImGui coordinates become absolute coordinates (same as OS coordinates!)
3385 // - So e.g. ImGui::SetNextWindowPos(ImVec2(0,0)) will position a window relative to your primary monitor!
3386 // - If you want to position windows relative to your main application viewport, use ImGui::GetMainViewport()->Pos as a base position.
3387 //
3388 // Steps to use multi-viewports in your application, when using a default backend from the examples/ folder:
3389 // - Application: Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
3390 // - Backend: The backend initialization will setup all necessary ImGuiPlatformIO's functions and update monitors info every frame.
3391 // - Application: In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render().
3392 // - Application: Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls.
3393 //
3394 // Steps to use multi-viewports in your application, when using a custom backend:
3395 // - Important: THIS IS NOT EASY TO DO and comes with many subtleties not described here!
3396 // It's also an experimental feature, so some of the requirements may evolve.
3397 // Consider using default backends if you can. Either way, carefully follow and refer to examples/ backends for details.
3398 // - Application: Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
3399 // - Backend: Hook ImGuiPlatformIO's Platform_* and Renderer_* callbacks (see below).
3400 // Set 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports' and 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports'.
3401 // Update ImGuiPlatformIO's Monitors list every frame.
3402 // Update MousePos every frame, in absolute coordinates.
3403 // - Application: In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render().
3404 // You may skip calling RenderPlatformWindowsDefault() if its API is not convenient for your needs. Read comments below.
3405 // - Application: Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls.
3406 //
3407 // About ImGui::RenderPlatformWindowsDefault():
3408 // - This function is a mostly a _helper_ for the common-most cases, and to facilitate using default backends.
3409 // - You can check its simple source code to understand what it does.
3410 // It basically iterates secondary viewports and call 4 functions that are setup in ImGuiPlatformIO, if available:
3411 // Platform_RenderWindow(), Renderer_RenderWindow(), Platform_SwapBuffers(), Renderer_SwapBuffers()
3412 // Those functions pointers exists only for the benefit of RenderPlatformWindowsDefault().
3413 // - If you have very specific rendering needs (e.g. flipping multiple swap-chain simultaneously, unusual sync/threading issues, etc.),
3414 // you may be tempted to ignore RenderPlatformWindowsDefault() and write customized code to perform your renderingg.
3415 // You may decide to setup the platform_io's *RenderWindow and *SwapBuffers pointers and call your functions through those pointers,
3416 // or you may decide to never setup those pointers and call your code directly. They are a convenience, not an obligatory interface.
3417 //-----------------------------------------------------------------------------
3418 
3419 // (Optional) Access via ImGui::GetPlatformIO()
3421 {
3422  //------------------------------------------------------------------
3423  // Input - Backend interface/functions + Monitor List
3424  //------------------------------------------------------------------
3425 
3426  // (Optional) Platform functions (e.g. Win32, GLFW, SDL2)
3427  // For reference, the second column shows which function are generally calling the Platform Functions:
3428  // N = ImGui::NewFrame() ~ beginning of the dear imgui frame: read info from platform/OS windows (latest size/position)
3429  // F = ImGui::Begin(), ImGui::EndFrame() ~ during the dear imgui frame
3430  // U = ImGui::UpdatePlatformWindows() ~ after the dear imgui frame: create and update all platform/OS windows
3431  // R = ImGui::RenderPlatformWindowsDefault() ~ render
3432  // D = ImGui::DestroyPlatformWindows() ~ shutdown
3433  // The general idea is that NewFrame() we will read the current Platform/OS state, and UpdatePlatformWindows() will write to it.
3434  //
3435  // The functions are designed so we can mix and match 2 imgui_impl_xxxx files, one for the Platform (~window/input handling), one for Renderer.
3436  // Custom engine backends will often provide both Platform and Renderer interfaces and so may not need to use all functions.
3437  // Platform functions are typically called before their Renderer counterpart, apart from Destroy which are called the other way.
3438 
3439  // Platform function --------------------------------------------------- Called by -----
3440  void (*Platform_CreateWindow)(ImGuiViewport* vp); // . . U . . // Create a new platform window for the given viewport
3441  void (*Platform_DestroyWindow)(ImGuiViewport* vp); // N . U . D //
3442  void (*Platform_ShowWindow)(ImGuiViewport* vp); // . . U . . // Newly created windows are initially hidden so SetWindowPos/Size/Title can be called on them before showing the window
3443  void (*Platform_SetWindowPos)(ImGuiViewport* vp, ImVec2 pos); // . . U . . // Set platform window position (given the upper-left corner of client area)
3444  ImVec2 (*Platform_GetWindowPos)(ImGuiViewport* vp); // N . . . . //
3445  void (*Platform_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // . . U . . // Set platform window client area size (ignoring OS decorations such as OS title bar etc.)
3446  ImVec2 (*Platform_GetWindowSize)(ImGuiViewport* vp); // N . . . . // Get platform window client area size
3447  void (*Platform_SetWindowFocus)(ImGuiViewport* vp); // N . . . . // Move window to front and set input focus
3448  bool (*Platform_GetWindowFocus)(ImGuiViewport* vp); // . . U . . //
3449  bool (*Platform_GetWindowMinimized)(ImGuiViewport* vp); // N . . . . // Get platform window minimized state. When minimized, we generally won't attempt to get/set size and contents will be culled more easily
3450  void (*Platform_SetWindowTitle)(ImGuiViewport* vp, const char* str); // . . U . . // Set platform window title (given an UTF-8 string)
3451  void (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha); // . . U . . // (Optional) Setup global transparency (not per-pixel transparency)
3452  void (*Platform_UpdateWindow)(ImGuiViewport* vp); // . . U . . // (Optional) Called by UpdatePlatformWindows(). Optional hook to allow the platform backend from doing general book-keeping every frame.
3453  void (*Platform_RenderWindow)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Main rendering (platform side! This is often unused, or just setting a "current" context for OpenGL bindings). 'render_arg' is the value passed to RenderPlatformWindowsDefault().
3454  void (*Platform_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers (platform side! This is often unused!). 'render_arg' is the value passed to RenderPlatformWindowsDefault().
3455  float (*Platform_GetWindowDpiScale)(ImGuiViewport* vp); // N . . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Return DPI scale for this viewport. 1.0f = 96 DPI.
3456  void (*Platform_OnChangedViewport)(ImGuiViewport* vp); // . F . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Called during Begin() every time the viewport we are outputting into changes, so backend has a chance to swap fonts to adjust style.
3457  int (*Platform_CreateVkSurface)(ImGuiViewport* vp, ImU64 vk_inst, const void* vk_allocators, ImU64* out_vk_surface); // (Optional) For a Vulkan Renderer to call into Platform code (since the surface creation needs to tie them both).
3458 
3459  // (Optional) Renderer functions (e.g. DirectX, OpenGL, Vulkan)
3460  void (*Renderer_CreateWindow)(ImGuiViewport* vp); // . . U . . // Create swap chain, frame buffers etc. (called after Platform_CreateWindow)
3461  void (*Renderer_DestroyWindow)(ImGuiViewport* vp); // N . U . D // Destroy swap chain, frame buffers etc. (called before Platform_DestroyWindow)
3462  void (*Renderer_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // . . U . . // Resize swap chain, frame buffers etc. (called after Platform_SetWindowSize)
3463  void (*Renderer_RenderWindow)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Clear framebuffer, setup render target, then render the viewport->DrawData. 'render_arg' is the value passed to RenderPlatformWindowsDefault().
3464  void (*Renderer_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers. 'render_arg' is the value passed to RenderPlatformWindowsDefault().
3465 
3466  // (Optional) Monitor list
3467  // - Updated by: app/backend. Update every frame to dynamically support changing monitor or DPI configuration.
3468  // - Used by: dear imgui to query DPI info, clamp popups/tooltips within same monitor and not have them straddle monitors.
3470 
3471  //------------------------------------------------------------------
3472  // Output - List of viewports to render into platform windows
3473  //------------------------------------------------------------------
3474 
3475  // Viewports list (the list is updated by calling ImGui::EndFrame or ImGui::Render)
3476  // (in the future we will attempt to organize this feature to remove the need for a "main viewport")
3477  ImVector<ImGuiViewport*> Viewports; // Main viewports, followed by all secondary viewports.
3478  ImGuiPlatformIO() { memset(this, 0, sizeof(*this)); } // Zero clear
3479 };
3480 
3481 // (Optional) This is required when enabling multi-viewport. Represent the bounds of each connected monitor/display and their DPI.
3482 // We use this information for multiple DPI support + clamping the position of popups and tooltips so they don't straddle multiple monitors.
3484 {
3485  ImVec2 MainPos, MainSize; // Coordinates of the area displayed on this monitor (Min = upper left, Max = bottom right)
3486  ImVec2 WorkPos, WorkSize; // Coordinates without task bars / side bars / menu bars. Used to avoid positioning popups/tooltips inside this region. If you don't have this info, please copy the value for MainPos/MainSize.
3487  float DpiScale; // 1.0f = 96 DPI
3488  void* PlatformHandle; // Backend dependant data (e.g. HMONITOR, GLFWmonitor*, SDL Display Index, NSScreen*)
3489  ImGuiPlatformMonitor() { MainPos = MainSize = WorkPos = WorkSize = ImVec2(0, 0); DpiScale = 1.0f; PlatformHandle = NULL; }
3490 };
3491 
3492 // (Optional) Support for IME (Input Method Editor) via the io.SetPlatformImeDataFn() function.
3494 {
3495  bool WantVisible; // A widget wants the IME to be visible
3496  ImVec2 InputPos; // Position of the input cursor
3497  float InputLineHeight; // Line height
3498 
3499  ImGuiPlatformImeData() { memset(this, 0, sizeof(*this)); }
3500 };
3501 
3502 //-----------------------------------------------------------------------------
3503 // [SECTION] Obsolete functions and types
3504 // (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
3505 // Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead.
3506 //-----------------------------------------------------------------------------
3507 
3508 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3509 namespace ImGui
3510 {
3511  // OBSOLETED in 1.90.0 (from September 2023)
3512  static inline bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags window_flags = 0) { return BeginChild(id, size, ImGuiChildFlags_FrameStyle, window_flags); }
3513  static inline void EndChildFrame() { EndChild(); }
3514  //static inline bool BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags window_flags){ return BeginChild(str_id, size_arg, border ? ImGuiChildFlags_Border : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Border
3515  //static inline bool BeginChild(ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags window_flags) { return BeginChild(id, size_arg, border ? ImGuiChildFlags_Border : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Border
3516  static inline void ShowStackToolWindow(bool* p_open = NULL) { ShowIDStackToolWindow(p_open); }
3517  IMGUI_API bool ListBox(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int height_in_items = -1);
3518  IMGUI_API bool Combo(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int popup_max_height_in_items = -1);
3519  // OBSOLETED in 1.89.7 (from June 2023)
3520  IMGUI_API void SetItemAllowOverlap(); // Use SetNextItemAllowOverlap() before item.
3521  // OBSOLETED in 1.89.4 (from March 2023)
3522  static inline void PushAllowKeyboardFocus(bool tab_stop) { PushTabStop(tab_stop); }
3523  static inline void PopAllowKeyboardFocus() { PopTabStop(); }
3524  // OBSOLETED in 1.89 (from August 2022)
3525  IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); // Use new ImageButton() signature (explicit item id, regular FramePadding)
3526  // OBSOLETED in 1.88 (from May 2022)
3527  static inline void CaptureKeyboardFromApp(bool want_capture_keyboard = true) { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value.
3528  static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value.
3529  // OBSOLETED in 1.87 (from February 2022)
3530  IMGUI_API ImGuiKey GetKeyIndex(ImGuiKey key); // Map ImGuiKey_* values into legacy native key index. == io.KeyMap[key]. When using a 1.87+ backend using io.AddKeyEvent(), calling GetKeyIndex() with ANY ImGuiKey_XXXX values will return the same value!
3531  //static inline ImGuiKey GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); return key; }
3532 
3533  // Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE)
3534  //-- OBSOLETED in 1.86 (from November 2021)
3535  //IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Code removed, see 1.90 for last version of the code. Calculate range of visible items for large list of evenly sized items. Prefer using ImGuiListClipper.
3536  //-- OBSOLETED in 1.85 (from August 2021)
3537  //static inline float GetWindowContentRegionWidth() { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; }
3538  //-- OBSOLETED in 1.81 (from February 2021)
3539  //static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); }
3540  //static inline bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1) { float height = GetTextLineHeightWithSpacing() * ((height_in_items < 0 ? ImMin(items_count, 7) : height_in_items) + 0.25f) + GetStyle().FramePadding.y * 2.0f; return BeginListBox(label, ImVec2(0.0f, height)); } // Helper to calculate size from items_count and height_in_items
3541  //static inline void ListBoxFooter() { EndListBox(); }
3542  //-- OBSOLETED in 1.79 (from August 2020)
3543  //static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry!
3544  //-- OBSOLETED in 1.78 (from June 2020): Old drag/sliders functions that took a 'float power > 1.0f' argument instead of ImGuiSliderFlags_Logarithmic. See github.com/ocornut/imgui/issues/3361 for details.
3545  //IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f) // OBSOLETED in 1.78 (from June 2020)
3546  //IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020)
3547  //IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020)
3548  //IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020)
3549  //static inline bool DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
3550  //static inline bool DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
3551  //static inline bool DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
3552  //static inline bool DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
3553  //static inline bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
3554  //static inline bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
3555  //static inline bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
3556  //static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
3557  //-- OBSOLETED in 1.77 and before
3558  //static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); } // OBSOLETED in 1.77 (from June 2020)
3559  //static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } // OBSOLETED in 1.72 (from July 2019)
3560  //static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } // OBSOLETED in 1.71 (from June 2019)
3561  //static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } // OBSOLETED in 1.70 (from May 2019)
3562  //static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } // OBSOLETED in 1.69 (from Mar 2019)
3563  //static inline void SetScrollHere(float ratio = 0.5f) { SetScrollHereY(ratio); } // OBSOLETED in 1.66 (from Nov 2018)
3564  //static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); } // OBSOLETED in 1.63 (from Aug 2018)
3565  //-- OBSOLETED in 1.60 and before
3566  //static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } // OBSOLETED in 1.60 (from Apr 2018)
3567  //static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)
3568  //static inline void ShowTestWindow() { return ShowDemoWindow(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
3569  //static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
3570  //static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
3571  //static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
3572  //static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
3573  //IMGUI_API bool Begin(char* name, bool* p_open, ImVec2 size_first_use, float bg_alpha = -1.0f, ImGuiWindowFlags flags=0); // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017): Equivalent of using SetNextWindowSize(size, ImGuiCond_FirstUseEver) and SetNextWindowBgAlpha().
3574  //static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
3575  //static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
3576  //static inline void SetNextWindowPosCenter(ImGuiCond c=0) { SetNextWindowPos(GetMainViewport()->GetCenter(), c, ImVec2(0.5f,0.5f)); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
3577  //static inline bool IsItemHoveredRect() { return IsItemHovered(ImGuiHoveredFlags_RectOnly); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
3578  //static inline bool IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017): This was misleading and partly broken. You probably want to use the io.WantCaptureMouse flag instead.
3579  //static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
3580  //static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
3581  //-- OBSOLETED in 1.50 and before
3582  //static inline bool CollapsingHeader(char* label, const char* str_id, bool framed = true, bool default_open = false) { return CollapsingHeader(label, (default_open ? (1 << 5) : 0)); } // OBSOLETED in 1.49
3583  //static inline ImFont*GetWindowFont() { return GetFont(); } // OBSOLETED in 1.48
3584  //static inline float GetWindowFontSize() { return GetFontSize(); } // OBSOLETED in 1.48
3585  //static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETED in 1.42
3586 }
3587 
3588 //-- OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect()
3589 //typedef ImDrawFlags ImDrawCornerFlags;
3590 //enum ImDrawCornerFlags_
3591 //{
3592 // ImDrawCornerFlags_None = ImDrawFlags_RoundCornersNone, // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit
3593 // ImDrawCornerFlags_TopLeft = ImDrawFlags_RoundCornersTopLeft, // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally).
3594 // ImDrawCornerFlags_TopRight = ImDrawFlags_RoundCornersTopRight, // Was == 0x02 (1 << 1) prior to 1.82.
3595 // ImDrawCornerFlags_BotLeft = ImDrawFlags_RoundCornersBottomLeft, // Was == 0x04 (1 << 2) prior to 1.82.
3596 // ImDrawCornerFlags_BotRight = ImDrawFlags_RoundCornersBottomRight, // Was == 0x08 (1 << 3) prior to 1.82.
3597 // ImDrawCornerFlags_All = ImDrawFlags_RoundCornersAll, // Was == 0x0F prior to 1.82
3598 // ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight,
3599 // ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight,
3600 // ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft,
3601 // ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight,
3602 //};
3603 
3604 // RENAMED and MERGED both ImGuiKey_ModXXX and ImGuiModFlags_XXX into ImGuiMod_XXX (from September 2022)
3605 // RENAMED ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022). Exceptionally commented out ahead of obscolescence schedule to reduce confusion and because they were not meant to be used in the first place.
3606 typedef ImGuiKeyChord ImGuiModFlags; // == int. We generally use ImGuiKeyChord to mean "a ImGuiKey or-ed with any number of ImGuiMod_XXX value", but you may store only mods in there.
3607 enum ImGuiModFlags_ { ImGuiModFlags_None = 0, ImGuiModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiModFlags_Shift = ImGuiMod_Shift, ImGuiModFlags_Alt = ImGuiMod_Alt, ImGuiModFlags_Super = ImGuiMod_Super };
3608 //typedef ImGuiKeyChord ImGuiKeyModFlags; // == int
3609 //enum ImGuiKeyModFlags_ { ImGuiKeyModFlags_None = 0, ImGuiKeyModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiKeyModFlags_Shift = ImGuiMod_Shift, ImGuiKeyModFlags_Alt = ImGuiMod_Alt, ImGuiKeyModFlags_Super = ImGuiMod_Super };
3610 
3611 #define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // OBSOLETED IN 1.90 (now using C++11 standard version)
3612 
3613 #endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3614 
3615 // RENAMED IMGUI_DISABLE_METRICS_WINDOW > IMGUI_DISABLE_DEBUG_TOOLS in 1.88 (from June 2022)
3616 #if defined(IMGUI_DISABLE_METRICS_WINDOW) && !defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(IMGUI_DISABLE_DEBUG_TOOLS)
3617 #define IMGUI_DISABLE_DEBUG_TOOLS
3618 #endif
3619 #if defined(IMGUI_DISABLE_METRICS_WINDOW) && defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS)
3620 #error IMGUI_DISABLE_METRICS_WINDOW was renamed to IMGUI_DISABLE_DEBUG_TOOLS, please use new name.
3621 #endif
3622 
3623 //-----------------------------------------------------------------------------
3624 
3625 #if defined(__clang__)
3626 #pragma clang diagnostic pop
3627 #elif defined(__GNUC__)
3628 #pragma GCC diagnostic pop
3629 #endif
3630 
3631 #ifdef _MSC_VER
3632 #pragma warning (pop)
3633 #endif
3634 
3635 // Include imgui_user.h at the end of imgui.h
3636 // May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included.
3637 #ifdef IMGUI_INCLUDE_IMGUI_USER_H
3638 #ifdef IMGUI_USER_H_FILENAME
3639 #include IMGUI_USER_H_FILENAME
3640 #else
3641 #include "imgui_user.h"
3642 #endif
3643 #endif
3644 
3645 #endif // #ifndef IMGUI_DISABLE
Definition: imgui_internal.h:782
Definition: imgui.h:3051
Definition: imgui.h:2558
Definition: imgui.h:2025
Definition: imgui.h:2782
Definition: imgui.h:3108
Definition: imgui.h:3146
In find(In first, In last, const T &v)
Definition: algorithm.h:225
Definition: imgui.h:294
Definition: imgui.h:3420
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Definition: imgui.h:3093
Graphics::Surface * scale(const Graphics::Surface &srcImage, int xSize, int ySize)
Definition: lobject.h:59
Definition: imgui.h:2202
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Definition: imgui_internal.h:3857
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Definition: imgui_internal.h:2103
Definition: input.h:69
Definition: imgui.h:3081
Definition: movie_decoder.h:32
Definition: imgui.h:2523
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Definition: imgui.h:2800