ScummVM API documentation
imgui.h
1 // dear imgui, v1.91.3
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 // - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4.
9 
10 // Resources:
11 // - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md)
12 // - Homepage ................... https://github.com/ocornut/imgui
13 // - Releases & changelog ....... https://github.com/ocornut/imgui/releases
14 // - Gallery .................... https://github.com/ocornut/imgui/issues?q=label%3Agallery (please post your screenshots/video there!)
15 // - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there)
16 // - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code)
17 // - Third-party Extensions https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more)
18 // - Bindings/Backends https://github.com/ocornut/imgui/wiki/Bindings (language bindings, backends for various tech/engines)
19 // - Glossary https://github.com/ocornut/imgui/wiki/Glossary
20 // - Debug Tools https://github.com/ocornut/imgui/wiki/Debug-Tools
21 // - Software using Dear ImGui https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui
22 // - Issues & support ........... https://github.com/ocornut/imgui/issues
23 // - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps)
24 
25 // For first-time users having issues compiling/linking/running/loading fonts:
26 // please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
27 // Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there.
28 
29 // Library Version
30 // (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
31 #define IMGUI_VERSION "1.91.3"
32 #define IMGUI_VERSION_NUM 19130
33 #define IMGUI_HAS_TABLE
34 #define IMGUI_HAS_VIEWPORT // Viewport WIP branch
35 #define IMGUI_HAS_DOCK // Docking WIP branch
36 
37 /*
38 
39 Index of this file:
40 // [SECTION] Header mess
41 // [SECTION] Forward declarations and basic types
42 // [SECTION] Dear ImGui end-user API functions
43 // [SECTION] Flags & Enumerations
44 // [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
45 // [SECTION] Helpers: Debug log, Memory allocations macros, ImVector<>
46 // [SECTION] ImGuiStyle
47 // [SECTION] ImGuiIO
48 // [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiWindowClass, ImGuiPayload)
49 // [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor)
50 // [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiMultiSelectIO, ImGuiSelectionRequest, ImGuiSelectionBasicStorage, ImGuiSelectionExternalStorage)
51 // [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData)
52 // [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
53 // [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport)
54 // [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformMonitor, ImGuiPlatformImeData)
55 // [SECTION] Obsolete functions and types
56 
57 */
58 
59 #pragma once
60 
61 // Configuration file with compile-time options
62 // (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system)
63 #ifdef IMGUI_USER_CONFIG
64 #include IMGUI_USER_CONFIG
65 #endif
66 #include "imconfig.h"
67 
68 #ifndef IMGUI_DISABLE
69 
70 //-----------------------------------------------------------------------------
71 // [SECTION] Header mess
72 //-----------------------------------------------------------------------------
73 
74 // Includes
75 #include <float.h> // FLT_MIN, FLT_MAX
76 #include <stdarg.h> // va_list, va_start, va_end
77 #include <stddef.h> // ptrdiff_t, NULL
78 #include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
79 
80 // Define attributes of all API symbols declarations (e.g. for DLL under Windows)
81 // IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h)
82 // 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.
83 #ifndef IMGUI_API
84 #define IMGUI_API
85 #endif
86 #ifndef IMGUI_IMPL_API
87 #define IMGUI_IMPL_API IMGUI_API
88 #endif
89 
90 // Helper Macros
91 #ifndef IM_ASSERT
92 #include <assert.h>
93 #define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h
94 #endif
95 #define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers!
96 #define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
97 
98 // Check that version and structures layouts are matching between compiled imgui code and caller. Read comments above DebugCheckVersionAndDataLayout() for details.
99 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
100 
101 // Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions.
102 // (MSVC provides an equivalent mechanism via SAL Annotations but it would require the macros in a different
103 // location. e.g. #include <sal.h> + void myprintf(_Printf_format_string_ const char* format, ...))
104 #if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) && !defined(__clang__)
105 #define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1)))
106 #define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0)))
107 #elif !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__))
108 //#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1)))
109 //#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
110 #define IM_FMTARGS(FMT)
111 #define IM_FMTLIST(FMT)
112 #else
113 #define IM_FMTARGS(FMT)
114 #define IM_FMTLIST(FMT)
115 #endif
116 
117 // Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level functions)
118 #if defined(_MSC_VER) && !defined(__clang__) && !defined(__INTEL_COMPILER) && !defined(IMGUI_DEBUG_PARANOID)
119 #define IM_MSVC_RUNTIME_CHECKS_OFF __pragma(runtime_checks("",off)) __pragma(check_stack(off)) __pragma(strict_gs_check(push,off))
120 #define IM_MSVC_RUNTIME_CHECKS_RESTORE __pragma(runtime_checks("",restore)) __pragma(check_stack()) __pragma(strict_gs_check(pop))
121 #else
122 #define IM_MSVC_RUNTIME_CHECKS_OFF
123 #define IM_MSVC_RUNTIME_CHECKS_RESTORE
124 #endif
125 
126 // Warnings
127 #ifdef _MSC_VER
128 #pragma warning (push)
129 #pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
130 #endif
131 #if defined(__clang__)
132 #pragma clang diagnostic push
133 #if __has_warning("-Wunknown-warning-option")
134 #pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx'
135 #endif
136 #pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
137 #pragma clang diagnostic ignored "-Wold-style-cast"
138 #pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe
139 #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
140 #pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter
141 #pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access
142 #elif defined(__GNUC__)
143 #pragma GCC diagnostic push
144 #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
145 #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
146 #endif
147 
148 //-----------------------------------------------------------------------------
149 // [SECTION] Forward declarations and basic types
150 //-----------------------------------------------------------------------------
151 
152 // Scalar data types
153 typedef unsigned int ImGuiID;// A unique ID used by widgets (typically the result of hashing a stack of string)
154 typedef signed char ImS8; // 8-bit signed integer
155 typedef unsigned char ImU8; // 8-bit unsigned integer
156 typedef signed short ImS16; // 16-bit signed integer
157 typedef unsigned short ImU16; // 16-bit unsigned integer
158 typedef signed int ImS32; // 32-bit signed integer == int
159 typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors)
160 typedef signed long long ImS64; // 64-bit signed integer
161 typedef unsigned long long ImU64; // 64-bit unsigned integer
162 
163 // Forward declarations
164 struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit()
165 struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)
166 struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.
167 struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder)
168 struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
169 struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back.
170 struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
171 struct ImFont; // Runtime data for a single font within a parent ImFontAtlas
172 struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
173 struct ImFontBuilderIO; // Opaque interface to a font builder (stb_truetype or FreeType).
174 struct ImFontConfig; // Configuration data when adding a font or merging fonts
175 struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset)
176 struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data
177 struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)
178 struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h)
179 struct ImGuiIO; // Main configuration and I/O between your application and ImGui (also see: ImGuiPlatformIO)
180 struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
181 struct ImGuiKeyData; // Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions.
182 struct ImGuiListClipper; // Helper to manually clip large list of items
183 struct ImGuiMultiSelectIO; // Structure to interact with a BeginMultiSelect()/EndMultiSelect() block
184 struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame
185 struct ImGuiPayload; // User data payload for drag and drop operations
186 struct ImGuiPlatformIO; // Interface between platform/renderer backends and ImGui (e.g. Clipboard, IME, Multi-Viewport support). Extends ImGuiIO.
187 struct ImGuiPlatformImeData; // Platform IME data for io.PlatformSetImeDataFn() function.
188 struct ImGuiPlatformMonitor; // Multi-viewport support: user-provided bounds for each connected monitor/display. Used when positioning popups and tooltips to avoid them straddling monitors
189 struct ImGuiSelectionBasicStorage; // Optional helper to store multi-selection state + apply multi-selection requests.
190 struct ImGuiSelectionExternalStorage;//Optional helper to apply multi-selection requests to existing randomly accessible storage.
191 struct ImGuiSelectionRequest; // A selection request (stored in ImGuiMultiSelectIO)
192 struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
193 struct ImGuiStorage; // Helper for key->value storage (container sorted by key)
194 struct ImGuiStoragePair; // Helper for key->value storage (pair)
195 struct ImGuiStyle; // Runtime data for styling/colors
196 struct ImGuiTableSortSpecs; // Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
197 struct ImGuiTableColumnSortSpecs; // Sorting specification for one column of a table
198 struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder)
199 struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]")
200 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
201 struct ImGuiWindowClass; // Window class (rare/advanced uses: provide hints to the platform backend via altered viewport flags and parent/child info)
202 
203 // Enumerations
204 // - 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)
205 // - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
206 // - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
207 // - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
208 // - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
209 enum ImGuiDir : int; // -> enum ImGuiDir // Enum: A cardinal direction (Left, Right, Up, Down)
210 enum ImGuiKey : int; // -> enum ImGuiKey // Enum: A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value)
211 enum ImGuiMouseSource : int; // -> enum ImGuiMouseSource // Enum; A mouse input source identifier (Mouse, TouchScreen, Pen)
212 enum ImGuiSortDirection : ImU8; // -> enum ImGuiSortDirection // Enum: A sorting direction (ascending or descending)
213 typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling
214 typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions
215 typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type
216 typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle)
217 typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor shape
218 typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling
219 typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor()
220 
221 // Flags (declared as int to allow using as flags without overhead, and to not pollute the top of this file)
222 // - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
223 // - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
224 // - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
225 // - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
226 typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions
227 typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance
228 typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build
229 typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags
230 typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton()
231 typedef int ImGuiChildFlags; // -> enum ImGuiChildFlags_ // Flags: for BeginChild()
232 typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc.
233 typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags
234 typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo()
235 typedef int ImGuiDockNodeFlags; // -> enum ImGuiDockNodeFlags_ // Flags: for DockSpace()
236 typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload()
237 typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused()
238 typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc.
239 typedef int ImGuiInputFlags; // -> enum ImGuiInputFlags_ // Flags: for Shortcut(), SetNextItemShortcut()
240 typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline()
241 typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag(), shared by all items
242 typedef int ImGuiKeyChord; // -> ImGuiKey | ImGuiMod_XXX // Flags: for IsKeyChordPressed(), Shortcut() etc. an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values.
243 typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen()
244 typedef int ImGuiMultiSelectFlags; // -> enum ImGuiMultiSelectFlags_// Flags: for BeginMultiSelect()
245 typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
246 typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
247 typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar()
248 typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem()
249 typedef int ImGuiTableFlags; // -> enum ImGuiTableFlags_ // Flags: For BeginTable()
250 typedef int ImGuiTableColumnFlags; // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn()
251 typedef int ImGuiTableRowFlags; // -> enum ImGuiTableRowFlags_ // Flags: For TableNextRow()
252 typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader()
253 typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport
254 typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild()
255 
256 // ImTexture: user data for renderer backend to identify a texture [Compile-time configurable type]
257 // - To use something else than an opaque void* pointer: override with e.g. '#define ImTextureID MyTextureType*' in your imconfig.h file.
258 // - This can be whatever to you want it to be! read the FAQ about ImTextureID for details.
259 #ifndef ImTextureID
260 typedef void* ImTextureID; // Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that)
261 #endif
262 
263 // ImDrawIdx: vertex index. [Compile-time configurable type]
264 // - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).
265 // - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.
266 #ifndef ImDrawIdx
267 typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends)
268 #endif
269 
270 // Character types
271 // (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display)
272 typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings.
273 typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings.
274 #ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16]
275 typedef ImWchar32 ImWchar;
276 #else
277 typedef ImWchar16 ImWchar;
278 #endif
279 
280 // Multi-Selection item index or identifier when using BeginMultiSelect()
281 // - Used by SetNextItemSelectionUserData() + and inside ImGuiMultiSelectIO structure.
282 // - Most users are likely to use this store an item INDEX but this may be used to store a POINTER/ID as well. Read comments near ImGuiMultiSelectIO for details.
283 typedef ImS64 ImGuiSelectionUserData;
284 
285 // Callback and functions types
286 typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText()
287 typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints()
288 typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
289 typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
290 
291 // ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type]
292 // - This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type.
293 // - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4.
294 IM_MSVC_RUNTIME_CHECKS_OFF
295 struct ImVec2
296 {
297  float x, y;
298  constexpr ImVec2() : x(0.0f), y(0.0f) { }
299  constexpr ImVec2(float _x, float _y) : x(_x), y(_y) { }
300  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.
301  float operator[] (size_t idx) const { IM_ASSERT(idx == 0 || idx == 1); return ((const float*)(const void*)(const char*)this)[idx]; }
302 #ifdef IM_VEC2_CLASS_EXTRA
303  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.
304 #endif
305 };
306 
307 // ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type]
308 struct ImVec4
309 {
310  float x, y, z, w;
311  constexpr ImVec4() : x(0.0f), y(0.0f), z(0.0f), w(0.0f) { }
312  constexpr ImVec4(float _x, float _y, float _z, float _w) : x(_x), y(_y), z(_z), w(_w) { }
313 #ifdef IM_VEC4_CLASS_EXTRA
314  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.
315 #endif
316 };
317 IM_MSVC_RUNTIME_CHECKS_RESTORE
318 
319 //-----------------------------------------------------------------------------
320 // [SECTION] Dear ImGui end-user API functions
321 // (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!)
322 //-----------------------------------------------------------------------------
323 
324 namespace ImGui
325 {
326  // Context creation and access
327  // - 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.
328  // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
329  // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details.
330  IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
331  IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context
332  IMGUI_API ImGuiContext* GetCurrentContext();
333  IMGUI_API void SetCurrentContext(ImGuiContext* ctx);
334 
335  // Main
336  IMGUI_API ImGuiIO& GetIO(); // access the ImGuiIO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
337  IMGUI_API ImGuiPlatformIO& GetPlatformIO(); // access the ImGuiPlatformIO structure (mostly hooks/functions to connect to platform/renderer and OS Clipboard, IME etc.)
338  IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleColor(), PushStyleVar() to modify style mid-frame!
339  IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame().
340  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!
341  IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData().
342  IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render.
343 
344  // Demo, Debug, Information
345  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!
346  IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc.
347  IMGUI_API void ShowDebugLogWindow(bool* p_open = NULL); // create Debug Log window. display a simplified log of important dear imgui events.
348  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.
349  IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information.
350  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)
351  IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles.
352  IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts.
353  IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as an end-user (mouse/keyboard controls).
354  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)
355 
356  // Styles
357  IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default)
358  IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font
359  IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style
360 
361  // Windows
362  // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.
363  // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,
364  // which clicking will set the boolean to false when clicked.
365  // - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times.
366  // Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin().
367  // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
368  // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
369  // [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions
370  // such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding
371  // BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
372  // - Note that the bottom of window stack always contains a window called "Debug".
373  IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
374  IMGUI_API void End();
375 
376  // Child Windows
377  // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
378  // - Before 1.90 (November 2023), the "ImGuiChildFlags child_flags = 0" parameter was "bool border = false".
379  // This API is backward compatible with old code, as we guarantee that ImGuiChildFlags_Borders == true.
380  // Consider updating your old code:
381  // BeginChild("Name", size, false) -> Begin("Name", size, 0); or Begin("Name", size, ImGuiChildFlags_None);
382  // BeginChild("Name", size, true) -> Begin("Name", size, ImGuiChildFlags_Borders);
383  // - Manual sizing (each axis can use a different setting e.g. ImVec2(0.0f, 400.0f)):
384  // == 0.0f: use remaining parent window size for this axis.
385  // > 0.0f: use specified size for this axis.
386  // < 0.0f: right/bottom-align to specified distance from available content boundaries.
387  // - Specifying ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY makes the sizing automatic based on child contents.
388  // Combining both ImGuiChildFlags_AutoResizeX _and_ ImGuiChildFlags_AutoResizeY defeats purpose of a scrolling region and is NOT recommended.
389  // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
390  // anything to the window. Always call a matching EndChild() for each BeginChild() call, regardless of its return value.
391  // [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions
392  // such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding
393  // BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
394  IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0);
395  IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0);
396  IMGUI_API void EndChild();
397 
398  // Windows Utilities
399  // - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into.
400  IMGUI_API bool IsWindowAppearing();
401  IMGUI_API bool IsWindowCollapsed();
402  IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
403  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.
404  IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives
405  IMGUI_API float GetWindowDpiScale(); // get DPI scale currently associated to the current window's viewport.
406  IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead)
407  IMGUI_API ImVec2 GetWindowSize(); // get current window size (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead)
408  IMGUI_API float GetWindowWidth(); // get current window width (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().x.
409  IMGUI_API float GetWindowHeight(); // get current window height (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().y.
410  IMGUI_API ImGuiViewport*GetWindowViewport(); // get viewport currently associated to the current window.
411 
412  // Window manipulation
413  // - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
414  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.
415  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()
416  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.
417  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()
418  IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin()
419  IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin()
420  IMGUI_API void SetNextWindowScroll(const ImVec2& scroll); // set next window scrolling value (use < 0.0f to not affect a given axis).
421  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.
422  IMGUI_API void SetNextWindowViewport(ImGuiID viewport_id); // set next window viewport
423  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.
424  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.
425  IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
426  IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().
427  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().
428  IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position.
429  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.
430  IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state
431  IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus.
432 
433  // Windows Scrolling
434  // - Any change of Scroll will be applied at the beginning of next frame in the first call to Begin().
435  // - You may instead use SetNextWindowScroll() prior to calling Begin() to avoid this delay, as an alternative to using SetScrollX()/SetScrollY().
436  IMGUI_API float GetScrollX(); // get scrolling amount [0 .. GetScrollMaxX()]
437  IMGUI_API float GetScrollY(); // get scrolling amount [0 .. GetScrollMaxY()]
438  IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0 .. GetScrollMaxX()]
439  IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0 .. GetScrollMaxY()]
440  IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x
441  IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y
442  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.
443  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.
444  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.
445  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.
446 
447  // Parameters stacks (shared)
448  IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font
449  IMGUI_API void PopFont();
450  IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); // modify a style color. always use this if you modify the style after NewFrame().
451  IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col);
452  IMGUI_API void PopStyleColor(int count = 1);
453  IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame()!
454  IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. "
455  IMGUI_API void PushStyleVarX(ImGuiStyleVar idx, float val_x); // modify X component of a style ImVec2 variable. "
456  IMGUI_API void PushStyleVarY(ImGuiStyleVar idx, float val_y); // modify Y component of a style ImVec2 variable. "
457  IMGUI_API void PopStyleVar(int count = 1);
458  IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); // modify specified shared item flag, e.g. PushItemFlag(ImGuiItemFlags_NoTabStop, true)
459  IMGUI_API void PopItemFlag();
460 
461  // Parameters stacks (current window)
462  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).
463  IMGUI_API void PopItemWidth();
464  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)
465  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.
466  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
467  IMGUI_API void PopTextWrapPos();
468 
469  // Style read access
470  // - Use the ShowStyleEditor() function to interactively see/edit the colors.
471  IMGUI_API ImFont* GetFont(); // get current font
472  IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied
473  IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a white pixel, useful to draw custom shapes via the ImDrawList API
474  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
475  IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
476  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
477  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.
478 
479  // Layout cursor positioning
480  // - By "cursor" we mean the current output position.
481  // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
482  // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget.
483  // - YOU CAN DO 99% OF WHAT YOU NEED WITH ONLY GetCursorScreenPos() and GetContentRegionAvail().
484  // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API:
485  // - Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. -> this is the preferred way forward.
486  // - Window-local coordinates: SameLine(offset), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), PushTextWrapPos()
487  // - Window-local coordinates: GetContentRegionMax(), GetWindowContentRegionMin(), GetWindowContentRegionMax() --> all obsoleted. YOU DON'T NEED THEM.
488  // - GetCursorScreenPos() = GetCursorPos() + GetWindowPos(). GetWindowPos() is almost only ever useful to convert from window-local to absolute coordinates. Try not to use it.
489  IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND (prefer using this rather than GetCursorPos(), also more useful to work with ImDrawList API).
490  IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND.
491  IMGUI_API ImVec2 GetContentRegionAvail(); // available space from current position. THIS IS YOUR BEST FRIEND.
492  IMGUI_API ImVec2 GetCursorPos(); // [window-local] cursor position in window-local coordinates. This is not your best friend.
493  IMGUI_API float GetCursorPosX(); // [window-local] "
494  IMGUI_API float GetCursorPosY(); // [window-local] "
495  IMGUI_API void SetCursorPos(const ImVec2& local_pos); // [window-local] "
496  IMGUI_API void SetCursorPosX(float local_x); // [window-local] "
497  IMGUI_API void SetCursorPosY(float local_y); // [window-local] "
498  IMGUI_API ImVec2 GetCursorStartPos(); // [window-local] initial cursor position, in window-local coordinates. Call GetCursorScreenPos() after Begin() to get the absolute coordinates version.
499 
500  // Other layout functions
501  IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
502  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.
503  IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in a horizontal-layout context.
504  IMGUI_API void Spacing(); // add vertical spacing.
505  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.
506  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
507  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
508  IMGUI_API void BeginGroup(); // lock horizontal starting position
509  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.)
510  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)
511  IMGUI_API float GetTextLineHeight(); // ~ FontSize
512  IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
513  IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2
514  IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)
515 
516  // ID stack/scopes
517  // Read the FAQ (docs/FAQ.md or http://dearimgui.com/faq) for more details about how ID are handled in dear imgui.
518  // - Those questions are answered and impacted by understanding of the ID stack system:
519  // - "Q: Why is my widget not reacting when I click on it?"
520  // - "Q: How can I have widgets with an empty label?"
521  // - "Q: How can I have multiple widgets with the same label?"
522  // - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely
523  // want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
524  // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others.
525  // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID,
526  // whereas "str_id" denote a string that is only used as an ID and not normally displayed.
527  IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string).
528  IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string).
529  IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer).
530  IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer).
531  IMGUI_API void PopID(); // pop from the ID stack.
532  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
533  IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end);
534  IMGUI_API ImGuiID GetID(const void* ptr_id);
535  IMGUI_API ImGuiID GetID(int int_id);
536 
537  // Widgets: Text
538  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.
539  IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // formatted text
540  IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1);
541  IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
542  IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2);
543  IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
544  IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1);
545  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().
546  IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1);
547  IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets
548  IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2);
549  IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text()
550  IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1);
551  IMGUI_API void SeparatorText(const char* label); // currently: formatted text with an horizontal line
552 
553  // Widgets: Main
554  // - Most widgets return true when the value has been changed or when pressed/selected
555  // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state.
556  IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0, 0)); // button
557  IMGUI_API bool SmallButton(const char* label); // button with (FramePadding.y == 0) to easily embed within text
558  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.)
559  IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape
560  IMGUI_API bool Checkbox(const char* label, bool* v);
561  IMGUI_API bool CheckboxFlags(const char* label, int* flags, int flags_value);
562  IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
563  IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }
564  IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer
565  IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL);
566  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
567  IMGUI_API bool TextLink(const char* label); // hyperlink text button, return true when clicked
568  IMGUI_API void TextLinkOpenURL(const char* label, const char* url = NULL); // hyperlink text button, automatically open file/url when clicked
569 
570  // Widgets: Images
571  // - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
572  // - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above.
573  // - Note that Image() may add +2.0f to provided size if a border is visible, ImageButton() adds style.FramePadding*2.0f to provided size.
574  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));
575  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));
576 
577  // Widgets: Combo Box (Dropdown)
578  // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
579  // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created.
580  IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
581  IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true!
582  IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);
583  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"
584  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);
585 
586  // Widgets: Drag Sliders
587  // - 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.
588  // - 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',
589  // 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
590  // - 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.
591  // - Format string may also be set to NULL or use the default format ("%f" or "%d").
592  // - 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).
593  // - 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.
594  // - 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.
595  // - 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.
596  // - 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.
597  // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
598  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
599  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);
600  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);
601  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);
602  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);
603  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
604  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);
605  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);
606  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);
607  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);
608  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);
609  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);
610 
611  // Widgets: Regular Sliders
612  // - 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.
613  // - 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.
614  // - Format string may also be set to NULL or use the default format ("%f" or "%d").
615  // - 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.
616  // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
617  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.
618  IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
619  IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
620  IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
621  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);
622  IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
623  IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
624  IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
625  IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
626  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);
627  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);
628  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);
629  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);
630  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);
631 
632  // Widgets: Input with Keyboard
633  // - 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.
634  // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.
635  IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
636  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);
637  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);
638  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);
639  IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
640  IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
641  IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
642  IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0);
643  IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0);
644  IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0);
645  IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0);
646  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);
647  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);
648  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);
649 
650  // 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.)
651  // - 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.
652  // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
653  IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
654  IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
655  IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
656  IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
657  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.
658  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.
659 
660  // Widgets: Trees
661  // - 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.
662  IMGUI_API bool TreeNode(const char* label);
663  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().
664  IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // "
665  IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
666  IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
667  IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);
668  IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
669  IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
670  IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
671  IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
672  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.
673  IMGUI_API void TreePush(const void* ptr_id); // "
674  IMGUI_API void TreePop(); // ~ Unindent()+PopID()
675  IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
676  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().
677  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.
678  IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state.
679  IMGUI_API void SetNextItemStorageID(ImGuiID storage_id); // set id to use for open/close storage (default to same as item id).
680 
681  // Widgets: Selectables
682  // - A selectable highlights when hovered, and can display another color when selected.
683  // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous.
684  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
685  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.
686 
687  // Multi-selection system for Selectable(), Checkbox(), TreeNode() functions [BETA]
688  // - This enables standard multi-selection/range-selection idioms (CTRL+Mouse/Keyboard, SHIFT+Mouse/Keyboard, etc.) in a way that also allow a clipper to be used.
689  // - ImGuiSelectionUserData is often used to store your item index within the current view (but may store something else).
690  // - Read comments near ImGuiMultiSelectIO for instructions/details and see 'Demo->Widgets->Selection State & Multi-Select' for demo.
691  // - TreeNode() is technically supported but... using this correctly is more complicated. You need some sort of linear/random access to your tree,
692  // which is suited to advanced trees setups already implementing filters and clipper. We will work simplifying the current demo.
693  // - 'selection_size' and 'items_count' parameters are optional and used by a few features. If they are costly for you to compute, you may avoid them.
694  IMGUI_API ImGuiMultiSelectIO* BeginMultiSelect(ImGuiMultiSelectFlags flags, int selection_size = -1, int items_count = -1);
695  IMGUI_API ImGuiMultiSelectIO* EndMultiSelect();
696  IMGUI_API void SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data);
697  IMGUI_API bool IsItemToggledSelection(); // Was the last item selection state toggled? Useful if you need the per-item information _before_ reaching EndMultiSelect(). We only returns toggle _event_ in order to handle clipping correctly.
698 
699  // Widgets: List Boxes
700  // - This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label.
701  // - You can submit contents and manage your selection state however you want it, by creating e.g. Selectable() or any other items.
702  // - 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.
703  // - 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
704  // - 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
705  IMGUI_API bool BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region
706  IMGUI_API void EndListBox(); // only call EndListBox() if BeginListBox() returned true!
707  IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);
708  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);
709 
710  // Widgets: Data Plotting
711  // - Consider using ImPlot (https://github.com/epezent/implot) which is much better!
712  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));
713  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));
714  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));
715  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));
716 
717  // Widgets: Value() Helpers.
718  // - 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)
719  IMGUI_API void Value(const char* prefix, bool b);
720  IMGUI_API void Value(const char* prefix, int v);
721  IMGUI_API void Value(const char* prefix, unsigned int v);
722  IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL);
723 
724  // Widgets: Menus
725  // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar.
726  // - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it.
727  // - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it.
728  // - Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment.
729  IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
730  IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true!
731  IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar.
732  IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
733  IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true!
734  IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true!
735  IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated.
736  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
737 
738  // Tooltips
739  // - Tooltips are windows following the mouse. They do not take focus away.
740  // - A tooltip window can contain items of any types.
741  // - SetTooltip() is more or less a shortcut for the 'if (BeginTooltip()) { Text(...); EndTooltip(); }' idiom (with a subtlety that it discard any previously submitted tooltip)
742  IMGUI_API bool BeginTooltip(); // begin/append a tooltip window.
743  IMGUI_API void EndTooltip(); // only call EndTooltip() if BeginTooltip()/BeginItemTooltip() returns true!
744  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().
745  IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
746 
747  // Tooltips: helpers for showing a tooltip when hovering an item
748  // - BeginItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip) && BeginTooltip())' idiom.
749  // - SetItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) { SetTooltip(...); }' idiom.
750  // - 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'.
751  IMGUI_API bool BeginItemTooltip(); // begin/append a tooltip window if preceding item was hovered.
752  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().
753  IMGUI_API void SetItemTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
754 
755  // Popups, Modals
756  // - They block normal mouse hovering detection (and therefore most mouse interactions) behind them.
757  // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
758  // - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls.
759  // - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time.
760  // - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered().
761  // - 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.
762  // This is sometimes leading to confusing mistakes. May rework this in the future.
763  // - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards if returned true. ImGuiWindowFlags are forwarded to the window.
764  // - BeginPopupModal(): block every interaction behind the window, cannot be closed by user, add a dimming background, has a title bar.
765  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.
766  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.
767  IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true!
768 
769  // Popups: open/close functions
770  // - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options.
771  // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
772  // - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually.
773  // - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options).
774  // - 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().
775  // - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened.
776  // - 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
777  IMGUI_API void OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!).
778  IMGUI_API void OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks
779  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)
780  IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into.
781 
782  // Popups: open+begin combined functions helpers
783  // - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking.
784  // - They are convenient to easily create context menus, hence the name.
785  // - 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.
786  // - 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.
787  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!
788  IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window.
789  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).
790 
791  // Popups: query functions
792  // - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack.
793  // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack.
794  // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open.
795  IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open.
796 
797  // Tables
798  // - Full-featured replacement for old Columns API.
799  // - See Demo->Tables for demo code. See top of imgui_tables.cpp for general commentary.
800  // - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags.
801  // The typical call flow is:
802  // - 1. Call BeginTable(), early out if returning false.
803  // - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults.
804  // - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows.
805  // - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data.
806  // - 5. Populate contents:
807  // - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column.
808  // - If you are using tables as a sort of grid, where every column is holding the same type of contents,
809  // you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex().
810  // TableNextColumn() will automatically wrap-around into the next row if needed.
811  // - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column!
812  // - Summary of possible call flow:
813  // - TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") // OK
814  // - TableNextRow() -> TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK
815  // - TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK: TableNextColumn() automatically gets to next row!
816  // - TableNextRow() -> Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear!
817  // - 5. Call EndTable()
818  IMGUI_API bool BeginTable(const char* str_id, int columns, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f);
819  IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true!
820  IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row.
821  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.
822  IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible.
823 
824  // Tables: Headers & Columns declaration
825  // - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc.
826  // - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column.
827  // Headers are required to perform: reordering, sorting, and opening the context menu.
828  // The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody.
829  // - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in
830  // some advanced use cases (e.g. adding custom widgets in header row).
831  // - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled.
832  IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0);
833  IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled.
834  IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used)
835  IMGUI_API void TableHeadersRow(); // submit a row with headers cells based on data provided to TableSetupColumn() + submit context menu
836  IMGUI_API void TableAngledHeadersRow(); // submit a row with angled headers for every column with the ImGuiTableColumnFlags_AngledHeader flag. MUST BE FIRST ROW.
837 
838  // Tables: Sorting & Miscellaneous functions
839  // - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting.
840  // When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have
841  // changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting,
842  // else you may wastefully sort your data every frame!
843  // - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index.
844  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().
845  IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable)
846  IMGUI_API int TableGetColumnIndex(); // return current column index.
847  IMGUI_API int TableGetRowIndex(); // return current row index.
848  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.
849  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.
850  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)
851  IMGUI_API int TableGetHoveredColumn(); // return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered. Can also use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead.
852  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.
853 
854  // Legacy Columns API (prefer using Tables!)
855  // - You can also use SameLine(pos_x) to mimic simplified columns.
856  IMGUI_API void Columns(int count = 1, const char* id = NULL, bool borders = true);
857  IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
858  IMGUI_API int GetColumnIndex(); // get current column index
859  IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column
860  IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column
861  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
862  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
863  IMGUI_API int GetColumnsCount();
864 
865  // Tab Bars, Tabs
866  // - Note: Tabs are automatically created by the docking system (when in 'docking' branch). Use this to create tab bars/tabs yourself.
867  IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar
868  IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true!
869  IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected.
870  IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true!
871  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.
872  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.
873 
874  // Docking
875  // [BETA API] Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable.
876  // Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Docking!
877  // - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking.
878  // - Drag from window menu button (upper-left button) to undock an entire node (all windows).
879  // - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to enable docking.
880  // About dockspaces:
881  // - Use DockSpaceOverViewport() to create a window covering the screen or a specific viewport + a dockspace inside it.
882  // This is often used with ImGuiDockNodeFlags_PassthruCentralNode to make it transparent.
883  // - Use DockSpace() to create an explicit dock node _within_ an existing window. See Docking demo for details.
884  // - Important: Dockspaces need to be submitted _before_ any window they can host. Submit it early in your frame!
885  // - Important: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked.
886  // e.g. if you have multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly.
887  IMGUI_API ImGuiID DockSpace(ImGuiID dockspace_id, const ImVec2& size = ImVec2(0, 0), ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL);
888  IMGUI_API ImGuiID DockSpaceOverViewport(ImGuiID dockspace_id = 0, const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL);
889  IMGUI_API void SetNextWindowDockID(ImGuiID dock_id, ImGuiCond cond = 0); // set next window dock id
890  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)
891  IMGUI_API ImGuiID GetWindowDockID();
892  IMGUI_API bool IsWindowDocked(); // is current window docked into another window?
893 
894  // Logging/Capture
895  // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.
896  IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout)
897  IMGUI_API void LogToFile(int auto_open_depth = -1, const char* filename = NULL); // start logging to file
898  IMGUI_API void LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard
899  IMGUI_API void LogFinish(); // stop logging (close file, etc.)
900  IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard
901  IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed)
902  IMGUI_API void LogTextV(const char* fmt, va_list args) IM_FMTLIST(1);
903 
904  // Drag and Drop
905  // - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource().
906  // - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget().
907  // - 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)
908  // - An item can be both drag source and drop target.
909  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()
910  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.
911  IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true!
912  IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
913  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.
914  IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
915  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.
916 
917  // Disabling [BETA API]
918  // - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors)
919  // - 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)
920  // - Tooltips windows by exception are opted out of disabling.
921  // - BeginDisabled(false)/EndDisabled() essentially does nothing but is provided to facilitate use of boolean expressions (as a micro-optimization: if you have tens of thousands of BeginDisabled(false)/EndDisabled() pairs, you might want to reformulate your code to avoid making those calls)
922  IMGUI_API void BeginDisabled(bool disabled = true);
923  IMGUI_API void EndDisabled();
924 
925  // Clipping
926  // - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only.
927  IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
928  IMGUI_API void PopClipRect();
929 
930  // Focus, Activation
931  // - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item"
932  IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window.
933  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.
934 
935  // Overlapping mode
936  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.
937 
938  // Item/Widgets Utilities and Query Functions
939  // - Most of the functions are referring to the previous Item that has been submitted.
940  // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions.
941  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.
942  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)
943  IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation?
944  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.
945  IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling)
946  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.
947  IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive).
948  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.
949  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).
950  IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode().
951  IMGUI_API bool IsAnyItemHovered(); // is any item hovered?
952  IMGUI_API bool IsAnyItemActive(); // is any item active?
953  IMGUI_API bool IsAnyItemFocused(); // is any item focused?
954  IMGUI_API ImGuiID GetItemID(); // get ID of last item (~~ often same ImGui::GetID(label) beforehand)
955  IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space)
956  IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space)
957  IMGUI_API ImVec2 GetItemRectSize(); // get size of last item
958 
959  // Viewports
960  // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
961  // - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
962  // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
963  IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. This can never be NULL.
964 
965  // Background/Foreground Draw Lists
966  IMGUI_API ImDrawList* GetBackgroundDrawList(ImGuiViewport* viewport = NULL); // get background draw list for the given viewport or 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.
967  IMGUI_API ImDrawList* GetForegroundDrawList(ImGuiViewport* viewport = NULL); // get foreground draw list for the given viewport or viewport associated to the current window. this draw list will be the top-most rendered one. Useful to quickly draw shapes/text over dear imgui contents.
968 
969  // Miscellaneous Utilities
970  IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
971  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.
972  IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame.
973  IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame.
974  IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances.
975  IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.).
976  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)
977  IMGUI_API ImGuiStorage* GetStateStorage();
978 
979  // Text Utilities
980  IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
981 
982  // Color Utilities
983  IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in);
984  IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in);
985  IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
986  IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
987 
988  // Inputs Utilities: Keyboard/Mouse/Gamepad
989  // - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...).
990  // - before v1.87, we used ImGuiKey to carry native/user indices as defined by each backends. About use of those legacy ImGuiKey values:
991  // - 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.
992  // - 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).
993  IMGUI_API bool IsKeyDown(ImGuiKey key); // is key being held.
994  IMGUI_API bool IsKeyPressed(ImGuiKey key, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
995  IMGUI_API bool IsKeyReleased(ImGuiKey key); // was key released (went from Down to !Down)?
996  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.
997  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
998  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.
999  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.
1000 
1001  // Inputs Utilities: Shortcut Testing & Routing [BETA]
1002  // - ImGuiKeyChord = a ImGuiKey + optional ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super.
1003  // ImGuiKey_C // Accepted by functions taking ImGuiKey or ImGuiKeyChord arguments)
1004  // ImGuiMod_Ctrl | ImGuiKey_C // Accepted by functions taking ImGuiKeyChord arguments)
1005  // only ImGuiMod_XXX values are legal to combine with an ImGuiKey. You CANNOT combine two ImGuiKey values.
1006  // - The general idea is that several callers may register interest in a shortcut, and only one owner gets it.
1007  // Parent -> call Shortcut(Ctrl+S) // When Parent is focused, Parent gets the shortcut.
1008  // Child1 -> call Shortcut(Ctrl+S) // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts)
1009  // Child2 -> no call // When Child2 is focused, Parent gets the shortcut.
1010  // The whole system is order independent, so if Child1 makes its calls before Parent, results will be identical.
1011  // This is an important property as it facilitate working with foreign code or larger codebase.
1012  // - To understand the difference:
1013  // - IsKeyChordPressed() compares mods and call IsKeyPressed() -> function has no side-effect.
1014  // - 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.
1015  // - Visualize registered routes in 'Metrics/Debugger->Inputs'.
1016  IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0);
1017  IMGUI_API void SetNextItemShortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0);
1018 
1019  // Inputs Utilities: Key/Input Ownership [BETA]
1020  // - One common use case would be to allow your items to disable standard inputs behaviors such
1021  // as Tab or Alt key handling, Mouse Wheel scrolling, etc.
1022  // e.g. Button(...); SetItemKeyOwner(ImGuiKey_MouseWheelY); to make hovering/activating a button disable wheel for scrolling.
1023  // - Reminder ImGuiKey enum include access to mouse buttons and gamepad, so key ownership can apply to them.
1024  // - Many related features are still in imgui_internal.h. For instance, most IsKeyXXX()/IsMouseXXX() functions have an owner-id-aware version.
1025  IMGUI_API void SetItemKeyOwner(ImGuiKey key); // Set key owner to last item ID if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'.
1026 
1027  // Inputs Utilities: Mouse specific
1028  // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.
1029  // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
1030  // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold')
1031  IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held?
1032  IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1.
1033  IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down)
1034  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)
1035  IMGUI_API int GetMouseClickedCount(ImGuiMouseButton button); // return the number of successive mouse-clicks at the time where a click happen (otherwise 0).
1036  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.
1037  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
1038  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.
1039  IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
1040  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)
1041  IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (uses io.MouseDraggingThreshold if lock_threshold < 0.0f)
1042  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 (uses io.MouseDraggingThreshold if lock_threshold < 0.0f)
1043  IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); //
1044  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
1045  IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired mouse cursor shape
1046  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.
1047 
1048  // Clipboard Utilities
1049  // - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard.
1050  IMGUI_API const char* GetClipboardText();
1051  IMGUI_API void SetClipboardText(const char* text);
1052 
1053  // Settings/.Ini Utilities
1054  // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
1055  // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
1056  // - 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).
1057  IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
1058  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.
1059  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).
1060  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.
1061 
1062  // Debug Utilities
1063  // - Your main debugging friend is the ShowMetricsWindow() function, which is also accessible from Demo->Tools->Metrics Debugger
1064  IMGUI_API void DebugTextEncoding(const char* text);
1065  IMGUI_API void DebugFlashStyleColor(ImGuiCol idx);
1066  IMGUI_API void DebugStartItemPicker();
1067  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.
1068 #ifndef IMGUI_DISABLE_DEBUG_TOOLS
1069  IMGUI_API void DebugLog(const char* fmt, ...) IM_FMTARGS(1); // Call via IMGUI_DEBUG_LOG() for maximum stripping in caller code!
1070  IMGUI_API void DebugLogV(const char* fmt, va_list args) IM_FMTLIST(1);
1071 #endif
1072 
1073  // Memory Allocators
1074  // - Those functions are not reliant on the current context.
1075  // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
1076  // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
1077  IMGUI_API void SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL);
1078  IMGUI_API void GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data);
1079  IMGUI_API void* MemAlloc(size_t size);
1080  IMGUI_API void MemFree(void* ptr);
1081 
1082  // (Optional) Platform/OS interface for multi-viewport support
1083  // Read comments around the ImGuiPlatformIO structure for more details.
1084  // Note: You may use GetWindowViewport() to get the current viewport of the current window.
1085  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.
1086  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.
1087  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().
1088  IMGUI_API ImGuiViewport* FindViewportByID(ImGuiID id); // this is a helper for backends.
1089  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.)
1090 
1091 } // namespace ImGui
1092 
1093 //-----------------------------------------------------------------------------
1094 // [SECTION] Flags & Enumerations
1095 //-----------------------------------------------------------------------------
1096 
1097 // Flags for ImGui::Begin()
1098 // (Those are per-window flags. There are shared flags in ImGuiIO: io.ConfigWindowsResizeFromEdges and io.ConfigWindowsMoveFromTitleBarOnly)
1099 enum ImGuiWindowFlags_
1100 {
1101  ImGuiWindowFlags_None = 0,
1102  ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar
1103  ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip
1104  ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window
1105  ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically)
1106  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.
1107  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).
1108  ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame
1109  ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
1110  ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file
1111  ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through.
1112  ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar
1113  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.
1114  ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state
1115  ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus)
1116  ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y)
1117  ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
1118  ImGuiWindowFlags_NoNavInputs = 1 << 16, // No gamepad/keyboard navigation within the window
1119  ImGuiWindowFlags_NoNavFocus = 1 << 17, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
1120  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.
1121  ImGuiWindowFlags_NoDocking = 1 << 19, // Disable docking of this window
1122  ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
1123  ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,
1124  ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
1125 
1126  // [Internal]
1127  ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild()
1128  ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip()
1129  ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
1130  ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal()
1131  ImGuiWindowFlags_ChildMenu = 1 << 28, // Don't use! For internal use by BeginMenu()
1132  ImGuiWindowFlags_DockNodeHost = 1 << 29, // Don't use! For internal use by Begin()/NewFrame()
1133 
1134  // Obsolete names
1135 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1136  ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 30, // Obsoleted in 1.90.0: Use ImGuiChildFlags_AlwaysUseWindowPadding in BeginChild() call.
1137  ImGuiWindowFlags_NavFlattened = 1 << 31, // Obsoleted in 1.90.9: Use ImGuiChildFlags_NavFlattened in BeginChild() call.
1138 #endif
1139 };
1140 
1141 // Flags for ImGui::BeginChild()
1142 // (Legacy: bit 0 must always correspond to ImGuiChildFlags_Borders to be backward compatible with old API using 'bool border = false'.
1143 // About using AutoResizeX/AutoResizeY flags:
1144 // - May be combined with SetNextWindowSizeConstraints() to set a min/max size for each axis (see "Demo->Child->Auto-resize with Constraints").
1145 // - Size measurement for a given axis is only performed when the child window is within visible boundaries, or is just appearing.
1146 // - 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.
1147 // 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.
1148 // - You may also use ImGuiChildFlags_AlwaysAutoResize to force an update even when child window is not in view.
1149 // HOWEVER PLEASE UNDERSTAND THAT DOING SO WILL PREVENT BeginChild() FROM EVER RETURNING FALSE, disabling benefits of coarse clipping.
1150 enum ImGuiChildFlags_
1151 {
1152  ImGuiChildFlags_None = 0,
1153  ImGuiChildFlags_Borders = 1 << 0, // Show an outer border and enable WindowPadding. (IMPORTANT: this is always == 1 == true for legacy reason)
1154  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)
1155  ImGuiChildFlags_ResizeX = 1 << 2, // Allow resize from right border (layout direction). Enable .ini saving (unless ImGuiWindowFlags_NoSavedSettings passed to window flags)
1156  ImGuiChildFlags_ResizeY = 1 << 3, // Allow resize from bottom border (layout direction). "
1157  ImGuiChildFlags_AutoResizeX = 1 << 4, // Enable auto-resizing width. Read "IMPORTANT: Size measurement" details above.
1158  ImGuiChildFlags_AutoResizeY = 1 << 5, // Enable auto-resizing height. Read "IMPORTANT: Size measurement" details above.
1159  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.
1160  ImGuiChildFlags_FrameStyle = 1 << 7, // Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding.
1161  ImGuiChildFlags_NavFlattened = 1 << 8, // [BETA] Share focus scope, allow gamepad/keyboard navigation to cross over parent border to this child or between sibling child windows.
1162 
1163  // Obsolete names
1164 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1165  ImGuiChildFlags_Border = ImGuiChildFlags_Borders, // Renamed in 1.91.1 (August 2024) for consistency.
1166 #endif
1167 };
1168 
1169 // Flags for ImGui::PushItemFlag()
1170 // (Those are shared by all items)
1171 enum ImGuiItemFlags_
1172 {
1173  ImGuiItemFlags_None = 0, // (Default)
1174  ImGuiItemFlags_NoTabStop = 1 << 0, // false // Disable keyboard tabbing. This is a "lighter" version of ImGuiItemFlags_NoNav.
1175  ImGuiItemFlags_NoNav = 1 << 1, // false // Disable any form of focusing (keyboard/gamepad directional navigation and SetKeyboardFocusHere() calls).
1176  ImGuiItemFlags_NoNavDefaultFocus = 1 << 2, // false // Disable item being a candidate for default focus (e.g. used by title bar items).
1177  ImGuiItemFlags_ButtonRepeat = 1 << 3, // false // Any button-like behavior will have repeat mode enabled (based on io.KeyRepeatDelay and io.KeyRepeatRate values). Note that you can also call IsItemActive() after any button to tell if it is being held.
1178  ImGuiItemFlags_AutoClosePopups = 1 << 4, // true // MenuItem()/Selectable() automatically close their parent popup window.
1179  ImGuiItemFlags_AllowDuplicateId = 1 << 5, // false // Allow submitting an item with the same identifier as an item already submitted this frame without triggering a warning tooltip if io.ConfigDebugHighlightIdConflicts is set.
1180 };
1181 
1182 // Flags for ImGui::InputText()
1183 // (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigInputTextCursorBlink and io.ConfigInputTextEnterKeepActive)
1184 enum ImGuiInputTextFlags_
1185 {
1186  // Basic filters (also see ImGuiInputTextFlags_CallbackCharFilter)
1187  ImGuiInputTextFlags_None = 0,
1188  ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/
1189  ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef
1190  ImGuiInputTextFlags_CharsScientific = 1 << 2, // Allow 0123456789.+-*/eE (Scientific notation input)
1191  ImGuiInputTextFlags_CharsUppercase = 1 << 3, // Turn a..z into A..Z
1192  ImGuiInputTextFlags_CharsNoBlank = 1 << 4, // Filter out spaces, tabs
1193 
1194  // Inputs
1195  ImGuiInputTextFlags_AllowTabInput = 1 << 5, // Pressing TAB input a '\t' character into the text field
1196  ImGuiInputTextFlags_EnterReturnsTrue = 1 << 6, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider looking at the IsItemDeactivatedAfterEdit() function.
1197  ImGuiInputTextFlags_EscapeClearsAll = 1 << 7, // Escape key clears content if not empty, and deactivate otherwise (contrast to default behavior of Escape to revert)
1198  ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 8, // In multi-line mode, validate with Enter, add new line with Ctrl+Enter (default is opposite: validate with Ctrl+Enter, add line with Enter).
1199 
1200  // Other options
1201  ImGuiInputTextFlags_ReadOnly = 1 << 9, // Read-only mode
1202  ImGuiInputTextFlags_Password = 1 << 10, // Password mode, display all characters as '*', disable copy
1203  ImGuiInputTextFlags_AlwaysOverwrite = 1 << 11, // Overwrite mode
1204  ImGuiInputTextFlags_AutoSelectAll = 1 << 12, // Select entire text when first taking mouse focus
1205  ImGuiInputTextFlags_ParseEmptyRefVal = 1 << 13, // InputFloat(), InputInt(), InputScalar() etc. only: parse empty string as zero value.
1206  ImGuiInputTextFlags_DisplayEmptyRefVal = 1 << 14, // InputFloat(), InputInt(), InputScalar() etc. only: when value is zero, do not display it. Generally used with ImGuiInputTextFlags_ParseEmptyRefVal.
1207  ImGuiInputTextFlags_NoHorizontalScroll = 1 << 15, // Disable following the cursor horizontally
1208  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().
1209 
1210  // Callback features
1211  ImGuiInputTextFlags_CallbackCompletion = 1 << 17, // Callback on pressing TAB (for completion handling)
1212  ImGuiInputTextFlags_CallbackHistory = 1 << 18, // Callback on pressing Up/Down arrows (for history handling)
1213  ImGuiInputTextFlags_CallbackAlways = 1 << 19, // Callback on each iteration. User code may query cursor position, modify text buffer.
1214  ImGuiInputTextFlags_CallbackCharFilter = 1 << 20, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
1215  ImGuiInputTextFlags_CallbackResize = 1 << 21, // 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)
1216  ImGuiInputTextFlags_CallbackEdit = 1 << 22, // 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)
1217 
1218  // Obsolete names
1219  //ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior
1220 };
1221 
1222 // Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
1223 enum ImGuiTreeNodeFlags_
1224 {
1225  ImGuiTreeNodeFlags_None = 0,
1226  ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected
1227  ImGuiTreeNodeFlags_Framed = 1 << 1, // Draw frame with background (e.g. for CollapsingHeader)
1228  ImGuiTreeNodeFlags_AllowOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one
1229  ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
1230  ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
1231  ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open
1232  ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Open on double-click instead of simple click (default for multi-select unless any _OpenOnXXX behavior is set explicitly). Both behaviors may be combined.
1233  ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Open when clicking on the arrow part (default for multi-select unless any _OpenOnXXX behavior is set explicitly). Both behaviors may be combined.
1234  ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes).
1235  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!
1236  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() before the node.
1237  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.
1238  ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (cover the indent area).
1239  ImGuiTreeNodeFlags_SpanTextWidth = 1 << 13, // Narrow hit box + narrow hovering highlight, will only cover the label text.
1240  ImGuiTreeNodeFlags_SpanAllColumns = 1 << 14, // Frame will span all columns of its container table (text will still fit in current column)
1241  ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 15, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
1242  //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 16, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
1243  ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog,
1244 
1245 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1246  ImGuiTreeNodeFlags_AllowItemOverlap = ImGuiTreeNodeFlags_AllowOverlap, // Renamed in 1.89.7
1247 #endif
1248 };
1249 
1250 // Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions.
1251 // - To be backward compatible with older API which took an 'int mouse_button = 1' argument instead of 'ImGuiPopupFlags flags',
1252 // 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.
1253 // It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags.
1254 // - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0.
1255 // IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter
1256 // and want to use another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag explicitly.
1257 // - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later).
1258 enum ImGuiPopupFlags_
1259 {
1260  ImGuiPopupFlags_None = 0,
1261  ImGuiPopupFlags_MouseButtonLeft = 0, // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left)
1262  ImGuiPopupFlags_MouseButtonRight = 1, // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right)
1263  ImGuiPopupFlags_MouseButtonMiddle = 2, // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle)
1264  ImGuiPopupFlags_MouseButtonMask_ = 0x1F,
1265  ImGuiPopupFlags_MouseButtonDefault_ = 1,
1266  ImGuiPopupFlags_NoReopen = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't reopen same popup if already open (won't reposition, won't reinitialize navigation)
1267  //ImGuiPopupFlags_NoReopenAlwaysNavInit = 1 << 6, // For OpenPopup*(), BeginPopupContext*(): focus and initialize navigation even when not reopening.
1268  ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 7, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack
1269  ImGuiPopupFlags_NoOpenOverItems = 1 << 8, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space
1270  ImGuiPopupFlags_AnyPopupId = 1 << 10, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup.
1271  ImGuiPopupFlags_AnyPopupLevel = 1 << 11, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level)
1272  ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel,
1273 };
1274 
1275 // Flags for ImGui::Selectable()
1276 enum ImGuiSelectableFlags_
1277 {
1278  ImGuiSelectableFlags_None = 0,
1279  ImGuiSelectableFlags_NoAutoClosePopups = 1 << 0, // Clicking this doesn't close parent popup window (overrides ImGuiItemFlags_AutoClosePopups)
1280  ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Frame will span all columns of its container table (text will still fit in current column)
1281  ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too
1282  ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text
1283  ImGuiSelectableFlags_AllowOverlap = 1 << 4, // (WIP) Hit testing to allow subsequent widgets to overlap this one
1284  ImGuiSelectableFlags_Highlight = 1 << 5, // Make the item be displayed as if it is hovered
1285 
1286 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1287  ImGuiSelectableFlags_DontClosePopups = ImGuiSelectableFlags_NoAutoClosePopups, // Renamed in 1.91.0
1288  ImGuiSelectableFlags_AllowItemOverlap = ImGuiSelectableFlags_AllowOverlap, // Renamed in 1.89.7
1289 #endif
1290 };
1291 
1292 // Flags for ImGui::BeginCombo()
1293 enum ImGuiComboFlags_
1294 {
1295  ImGuiComboFlags_None = 0,
1296  ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default
1297  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()
1298  ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default)
1299  ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible
1300  ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible
1301  ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button
1302  ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button
1303  ImGuiComboFlags_WidthFitPreview = 1 << 7, // Width dynamically calculated from preview contents
1304  ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest,
1305 };
1306 
1307 // Flags for ImGui::BeginTabBar()
1308 enum ImGuiTabBarFlags_
1309 {
1310  ImGuiTabBarFlags_None = 0,
1311  ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list
1312  ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear
1313  ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup
1314  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.
1315  ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll)
1316  ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab
1317  ImGuiTabBarFlags_DrawSelectedOverline = 1 << 6, // Draw selected overline markers over selected tab
1318  ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 7, // Resize tabs when they don't fit
1319  ImGuiTabBarFlags_FittingPolicyScroll = 1 << 8, // Add scroll buttons when tabs don't fit
1320  ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll,
1321  ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown,
1322 };
1323 
1324 // Flags for ImGui::BeginTabItem()
1325 enum ImGuiTabItemFlags_
1326 {
1327  ImGuiTabItemFlags_None = 0,
1328  ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Display a dot next to the title + set ImGuiTabItemFlags_NoAssumedClosure.
1329  ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem()
1330  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.
1331  ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID()/PopID() on BeginTabItem()/EndTabItem()
1332  ImGuiTabItemFlags_NoTooltip = 1 << 4, // Disable tooltip for the given tab
1333  ImGuiTabItemFlags_NoReorder = 1 << 5, // Disable reordering this tab or having another tab cross over this tab
1334  ImGuiTabItemFlags_Leading = 1 << 6, // Enforce the tab position to the left of the tab bar (after the tab list popup button)
1335  ImGuiTabItemFlags_Trailing = 1 << 7, // Enforce the tab position to the right of the tab bar (before the scrolling buttons)
1336  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.
1337 };
1338 
1339 // Flags for ImGui::IsWindowFocused()
1340 enum ImGuiFocusedFlags_
1341 {
1342  ImGuiFocusedFlags_None = 0,
1343  ImGuiFocusedFlags_ChildWindows = 1 << 0, // Return true if any children of the window is focused
1344  ImGuiFocusedFlags_RootWindow = 1 << 1, // Test from root window (top most parent of the current hierarchy)
1345  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!
1346  ImGuiFocusedFlags_NoPopupHierarchy = 1 << 3, // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
1347  ImGuiFocusedFlags_DockHierarchy = 1 << 4, // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
1348  ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows,
1349 };
1350 
1351 // Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
1352 // 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!
1353 // Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.
1354 enum ImGuiHoveredFlags_
1355 {
1356  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.
1357  ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered
1358  ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
1359  ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered
1360  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)
1361  ImGuiHoveredFlags_DockHierarchy = 1 << 4, // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
1362  ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 5, // Return true even if a popup window is normally blocking access to this item/window
1363  //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 6, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
1364  ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 7, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
1365  ImGuiHoveredFlags_AllowWhenOverlappedByItem = 1 << 8, // IsItemHovered() only: Return true even if the item uses AllowOverlap mode and is overlapped by another hoverable item.
1366  ImGuiHoveredFlags_AllowWhenOverlappedByWindow = 1 << 9, // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window.
1367  ImGuiHoveredFlags_AllowWhenDisabled = 1 << 10, // IsItemHovered() only: Return true even if the item is disabled
1368  ImGuiHoveredFlags_NoNavOverride = 1 << 11, // IsItemHovered() only: Disable using gamepad/keyboard navigation state when active, always query mouse
1369  ImGuiHoveredFlags_AllowWhenOverlapped = ImGuiHoveredFlags_AllowWhenOverlappedByItem | ImGuiHoveredFlags_AllowWhenOverlappedByWindow,
1370  ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
1371  ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows,
1372 
1373  // Tooltips mode
1374  // - typically used in IsItemHovered() + SetTooltip() sequence.
1375  // - this is a shortcut to pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' where you can reconfigure desired behavior.
1376  // e.g. 'TooltipHoveredFlagsForMouse' defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'.
1377  // - 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.
1378  // - 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.
1379  ImGuiHoveredFlags_ForTooltip = 1 << 12, // Shortcut for standard flags when using IsItemHovered() + SetTooltip() sequence.
1380 
1381  // (Advanced) Mouse Hovering delays.
1382  // - generally you can use ImGuiHoveredFlags_ForTooltip to use application-standardized flags.
1383  // - use those if you need specific overrides.
1384  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.
1385  ImGuiHoveredFlags_DelayNone = 1 << 14, // IsItemHovered() only: Return true immediately (default). As this is the default you generally ignore this.
1386  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).
1387  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).
1388  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)
1389 };
1390 
1391 // Flags for ImGui::DockSpace(), shared/inherited by child nodes.
1392 // (Some flags can be applied to individual nodes directly)
1393 // FIXME-DOCK: Also see ImGuiDockNodeFlagsPrivate_ which may involve using the WIP and internal DockBuilder api.
1394 enum ImGuiDockNodeFlags_
1395 {
1396  ImGuiDockNodeFlags_None = 0,
1397  ImGuiDockNodeFlags_KeepAliveOnly = 1 << 0, // // Don't display the dockspace node but keep it alive. Windows docked into this dockspace node won't be undocked.
1398  //ImGuiDockNodeFlags_NoCentralNode = 1 << 1, // // Disable Central Node (the node which can stay empty)
1399  ImGuiDockNodeFlags_NoDockingOverCentralNode = 1 << 2, // // Disable docking over the Central Node, which will be always kept empty.
1400  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.
1401  ImGuiDockNodeFlags_NoDockingSplit = 1 << 4, // // Disable other windows/nodes from splitting this node.
1402  ImGuiDockNodeFlags_NoResize = 1 << 5, // Saved // Disable resizing node using the splitter/separators. Useful with programmatically setup dockspaces.
1403  ImGuiDockNodeFlags_AutoHideTabBar = 1 << 6, // // Tab bar will automatically hide when there is a single window in the dock node.
1404  ImGuiDockNodeFlags_NoUndocking = 1 << 7, // // Disable undocking this node.
1405 
1406 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1407  ImGuiDockNodeFlags_NoSplit = ImGuiDockNodeFlags_NoDockingSplit, // Renamed in 1.90
1408  ImGuiDockNodeFlags_NoDockingInCentralNode = ImGuiDockNodeFlags_NoDockingOverCentralNode, // Renamed in 1.90
1409 #endif
1410 };
1411 
1412 // Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
1413 enum ImGuiDragDropFlags_
1414 {
1415  ImGuiDragDropFlags_None = 0,
1416  // BeginDragDropSource() flags
1417  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.
1418  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.
1419  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.
1420  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.
1421  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.
1422  ImGuiDragDropFlags_PayloadAutoExpire = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)
1423  ImGuiDragDropFlags_PayloadNoCrossContext = 1 << 6, // Hint to specify that the payload may not be copied outside current dear imgui context.
1424  ImGuiDragDropFlags_PayloadNoCrossProcess = 1 << 7, // Hint to specify that the payload may not be copied outside current process.
1425  // AcceptDragDropPayload() flags
1426  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.
1427  ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target.
1428  ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.
1429  ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect, // For peeking ahead and inspecting the payload before delivery.
1430 
1431 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1432  ImGuiDragDropFlags_SourceAutoExpirePayload = ImGuiDragDropFlags_PayloadAutoExpire, // Renamed in 1.90.9
1433 #endif
1434 };
1435 
1436 // Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.
1437 #define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type.
1438 #define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type.
1439 
1440 // A primary data type
1441 enum ImGuiDataType_
1442 {
1443  ImGuiDataType_S8, // signed char / char (with sensible compilers)
1444  ImGuiDataType_U8, // unsigned char
1445  ImGuiDataType_S16, // short
1446  ImGuiDataType_U16, // unsigned short
1447  ImGuiDataType_S32, // int
1448  ImGuiDataType_U32, // unsigned int
1449  ImGuiDataType_S64, // long long / __int64
1450  ImGuiDataType_U64, // unsigned long long / unsigned __int64
1451  ImGuiDataType_Float, // float
1452  ImGuiDataType_Double, // double
1453  ImGuiDataType_Bool, // bool (provided for user convenience, not supported by scalar widgets)
1454  ImGuiDataType_COUNT
1455 };
1456 
1457 // A cardinal direction
1458 enum ImGuiDir : int
1459 {
1460  ImGuiDir_None = -1,
1461  ImGuiDir_Left = 0,
1462  ImGuiDir_Right = 1,
1463  ImGuiDir_Up = 2,
1464  ImGuiDir_Down = 3,
1465  ImGuiDir_COUNT
1466 };
1467 
1468 // A sorting direction
1469 enum ImGuiSortDirection : ImU8
1470 {
1471  ImGuiSortDirection_None = 0,
1472  ImGuiSortDirection_Ascending = 1, // Ascending = 0->9, A->Z etc.
1473  ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc.
1474 };
1475 
1476 // Since 1.90, defining IMGUI_DISABLE_OBSOLETE_FUNCTIONS automatically defines IMGUI_DISABLE_OBSOLETE_KEYIO as well.
1477 #if defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(IMGUI_DISABLE_OBSOLETE_KEYIO)
1478 #define IMGUI_DISABLE_OBSOLETE_KEYIO
1479 #endif
1480 
1481 // A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values.
1482 // All our named keys are >= 512. Keys value 0 to 511 are left unused as legacy native/opaque key values (< 1.87).
1483 // Since >= 1.89 we increased typing (went from int to enum), some legacy code may need a cast to ImGuiKey.
1484 // Read details about the 1.87 and 1.89 transition : https://github.com/ocornut/imgui/issues/4921
1485 // Note that "Keys" related to physical keys and are not the same concept as input "Characters", the later are submitted via io.AddInputCharacter().
1486 // 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.
1487 enum ImGuiKey : int
1488 {
1489  // Keyboard
1490  ImGuiKey_None = 0,
1491  ImGuiKey_Tab = 512, // == ImGuiKey_NamedKey_BEGIN
1492  ImGuiKey_LeftArrow,
1493  ImGuiKey_RightArrow,
1494  ImGuiKey_UpArrow,
1495  ImGuiKey_DownArrow,
1496  ImGuiKey_PageUp,
1497  ImGuiKey_PageDown,
1498  ImGuiKey_Home,
1499  ImGuiKey_End,
1500  ImGuiKey_Insert,
1501  ImGuiKey_Delete,
1502  ImGuiKey_Backspace,
1503  ImGuiKey_Space,
1504  ImGuiKey_Enter,
1505  ImGuiKey_Escape,
1506  ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper,
1507  ImGuiKey_RightCtrl, ImGuiKey_RightShift, ImGuiKey_RightAlt, ImGuiKey_RightSuper,
1508  ImGuiKey_Menu,
1509  ImGuiKey_0, ImGuiKey_1, ImGuiKey_2, ImGuiKey_3, ImGuiKey_4, ImGuiKey_5, ImGuiKey_6, ImGuiKey_7, ImGuiKey_8, ImGuiKey_9,
1510  ImGuiKey_A, ImGuiKey_B, ImGuiKey_C, ImGuiKey_D, ImGuiKey_E, ImGuiKey_F, ImGuiKey_G, ImGuiKey_H, ImGuiKey_I, ImGuiKey_J,
1511  ImGuiKey_K, ImGuiKey_L, ImGuiKey_M, ImGuiKey_N, ImGuiKey_O, ImGuiKey_P, ImGuiKey_Q, ImGuiKey_R, ImGuiKey_S, ImGuiKey_T,
1512  ImGuiKey_U, ImGuiKey_V, ImGuiKey_W, ImGuiKey_X, ImGuiKey_Y, ImGuiKey_Z,
1513  ImGuiKey_F1, ImGuiKey_F2, ImGuiKey_F3, ImGuiKey_F4, ImGuiKey_F5, ImGuiKey_F6,
1514  ImGuiKey_F7, ImGuiKey_F8, ImGuiKey_F9, ImGuiKey_F10, ImGuiKey_F11, ImGuiKey_F12,
1515  ImGuiKey_F13, ImGuiKey_F14, ImGuiKey_F15, ImGuiKey_F16, ImGuiKey_F17, ImGuiKey_F18,
1516  ImGuiKey_F19, ImGuiKey_F20, ImGuiKey_F21, ImGuiKey_F22, ImGuiKey_F23, ImGuiKey_F24,
1517  ImGuiKey_Apostrophe, // '
1518  ImGuiKey_Comma, // ,
1519  ImGuiKey_Minus, // -
1520  ImGuiKey_Period, // .
1521  ImGuiKey_Slash, // /
1522  ImGuiKey_Semicolon, // ;
1523  ImGuiKey_Equal, // =
1524  ImGuiKey_LeftBracket, // [
1525  ImGuiKey_Backslash, // \ (this text inhibit multiline comment caused by backslash)
1526  ImGuiKey_RightBracket, // ]
1527  ImGuiKey_GraveAccent, // `
1528  ImGuiKey_CapsLock,
1529  ImGuiKey_ScrollLock,
1530  ImGuiKey_NumLock,
1531  ImGuiKey_PrintScreen,
1532  ImGuiKey_Pause,
1533  ImGuiKey_Keypad0, ImGuiKey_Keypad1, ImGuiKey_Keypad2, ImGuiKey_Keypad3, ImGuiKey_Keypad4,
1534  ImGuiKey_Keypad5, ImGuiKey_Keypad6, ImGuiKey_Keypad7, ImGuiKey_Keypad8, ImGuiKey_Keypad9,
1535  ImGuiKey_KeypadDecimal,
1536  ImGuiKey_KeypadDivide,
1537  ImGuiKey_KeypadMultiply,
1538  ImGuiKey_KeypadSubtract,
1539  ImGuiKey_KeypadAdd,
1540  ImGuiKey_KeypadEnter,
1541  ImGuiKey_KeypadEqual,
1542  ImGuiKey_AppBack, // Available on some keyboard/mouses. Often referred as "Browser Back"
1543  ImGuiKey_AppForward,
1544 
1545  // Gamepad (some of those are analog values, 0.0f to 1.0f) // NAVIGATION ACTION
1546  // (download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets)
1547  ImGuiKey_GamepadStart, // Menu (Xbox) + (Switch) Start/Options (PS)
1548  ImGuiKey_GamepadBack, // View (Xbox) - (Switch) Share (PS)
1549  ImGuiKey_GamepadFaceLeft, // X (Xbox) Y (Switch) Square (PS) // Tap: Toggle Menu. Hold: Windowing mode (Focus/Move/Resize windows)
1550  ImGuiKey_GamepadFaceRight, // B (Xbox) A (Switch) Circle (PS) // Cancel / Close / Exit
1551  ImGuiKey_GamepadFaceUp, // Y (Xbox) X (Switch) Triangle (PS) // Text Input / On-screen Keyboard
1552  ImGuiKey_GamepadFaceDown, // A (Xbox) B (Switch) Cross (PS) // Activate / Open / Toggle / Tweak
1553  ImGuiKey_GamepadDpadLeft, // D-pad Left // Move / Tweak / Resize Window (in Windowing mode)
1554  ImGuiKey_GamepadDpadRight, // D-pad Right // Move / Tweak / Resize Window (in Windowing mode)
1555  ImGuiKey_GamepadDpadUp, // D-pad Up // Move / Tweak / Resize Window (in Windowing mode)
1556  ImGuiKey_GamepadDpadDown, // D-pad Down // Move / Tweak / Resize Window (in Windowing mode)
1557  ImGuiKey_GamepadL1, // L Bumper (Xbox) L (Switch) L1 (PS) // Tweak Slower / Focus Previous (in Windowing mode)
1558  ImGuiKey_GamepadR1, // R Bumper (Xbox) R (Switch) R1 (PS) // Tweak Faster / Focus Next (in Windowing mode)
1559  ImGuiKey_GamepadL2, // L Trig. (Xbox) ZL (Switch) L2 (PS) [Analog]
1560  ImGuiKey_GamepadR2, // R Trig. (Xbox) ZR (Switch) R2 (PS) [Analog]
1561  ImGuiKey_GamepadL3, // L Stick (Xbox) L3 (Switch) L3 (PS)
1562  ImGuiKey_GamepadR3, // R Stick (Xbox) R3 (Switch) R3 (PS)
1563  ImGuiKey_GamepadLStickLeft, // [Analog] // Move Window (in Windowing mode)
1564  ImGuiKey_GamepadLStickRight, // [Analog] // Move Window (in Windowing mode)
1565  ImGuiKey_GamepadLStickUp, // [Analog] // Move Window (in Windowing mode)
1566  ImGuiKey_GamepadLStickDown, // [Analog] // Move Window (in Windowing mode)
1567  ImGuiKey_GamepadRStickLeft, // [Analog]
1568  ImGuiKey_GamepadRStickRight, // [Analog]
1569  ImGuiKey_GamepadRStickUp, // [Analog]
1570  ImGuiKey_GamepadRStickDown, // [Analog]
1571 
1572  // Aliases: Mouse Buttons (auto-submitted from AddMouseButtonEvent() calls)
1573  // - This is mirroring the data also written to io.MouseDown[], io.MouseWheel, in a format allowing them to be accessed via standard key API.
1574  ImGuiKey_MouseLeft, ImGuiKey_MouseRight, ImGuiKey_MouseMiddle, ImGuiKey_MouseX1, ImGuiKey_MouseX2, ImGuiKey_MouseWheelX, ImGuiKey_MouseWheelY,
1575 
1576  // [Internal] Reserved for mod storage
1577  ImGuiKey_ReservedForModCtrl, ImGuiKey_ReservedForModShift, ImGuiKey_ReservedForModAlt, ImGuiKey_ReservedForModSuper,
1578  ImGuiKey_COUNT,
1579 
1580  // Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls)
1581  // - This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format allowing
1582  // them to be accessed via standard key API, allowing calls such as IsKeyPressed(), IsKeyReleased(), querying duration etc.
1583  // - Code polling every key (e.g. an interface to detect a key press for input mapping) might want to ignore those
1584  // and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiMod_Ctrl).
1585  // - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys.
1586  // In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and
1587  // backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user...
1588  // - On macOS, we swap Cmd(Super) and Ctrl keys at the time of the io.AddKeyEvent() call.
1589  ImGuiMod_None = 0,
1590  ImGuiMod_Ctrl = 1 << 12, // Ctrl (non-macOS), Cmd (macOS)
1591  ImGuiMod_Shift = 1 << 13, // Shift
1592  ImGuiMod_Alt = 1 << 14, // Option/Menu
1593  ImGuiMod_Super = 1 << 15, // Windows/Super (non-macOS), Ctrl (macOS)
1594  ImGuiMod_Mask_ = 0xF000, // 4-bits
1595 
1596  // [Internal] Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index + the io.KeyMap[] array.
1597  // We are ditching this method but keeping a legacy path for user code doing e.g. IsKeyPressed(MY_NATIVE_KEY_CODE)
1598  // If you need to iterate all keys (for e.g. an input mapper) you may use ImGuiKey_NamedKey_BEGIN..ImGuiKey_NamedKey_END.
1599  ImGuiKey_NamedKey_BEGIN = 512,
1600  ImGuiKey_NamedKey_END = ImGuiKey_COUNT,
1601  ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN,
1602 #ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
1603  ImGuiKey_KeysData_SIZE = ImGuiKey_NamedKey_COUNT, // Size of KeysData[]: only hold named keys
1604  ImGuiKey_KeysData_OFFSET = ImGuiKey_NamedKey_BEGIN, // Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET) index.
1605 #else
1606  ImGuiKey_KeysData_SIZE = ImGuiKey_COUNT, // Size of KeysData[]: hold legacy 0..512 keycodes + named keys
1607  ImGuiKey_KeysData_OFFSET = 0, // Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET) index.
1608 #endif
1609 
1610 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1611  ImGuiMod_Shortcut = ImGuiMod_Ctrl, // Removed in 1.90.7, you can now simply use ImGuiMod_Ctrl
1612  ImGuiKey_ModCtrl = ImGuiMod_Ctrl, ImGuiKey_ModShift = ImGuiMod_Shift, ImGuiKey_ModAlt = ImGuiMod_Alt, ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89
1613  //ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter, // Renamed in 1.87
1614 #endif
1615 };
1616 
1617 // Flags for Shortcut(), SetNextItemShortcut(),
1618 // (and for upcoming extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() that are still in imgui_internal.h)
1619 // Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function)
1620 enum ImGuiInputFlags_
1621 {
1622  ImGuiInputFlags_None = 0,
1623  ImGuiInputFlags_Repeat = 1 << 0, // Enable repeat. Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1.
1624 
1625  // Flags for Shortcut(), SetNextItemShortcut()
1626  // - Routing policies: RouteGlobal+OverActive >> RouteActive or RouteFocused (if owner is active item) >> RouteGlobal+OverFocused >> RouteFocused (if in focused window stack) >> RouteGlobal.
1627  // - Default policy is RouteFocused. Can select only 1 policy among all available.
1628  ImGuiInputFlags_RouteActive = 1 << 10, // Route to active item only.
1629  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.
1630  ImGuiInputFlags_RouteGlobal = 1 << 12, // Global route (unless a focused window or active item registered the route).
1631  ImGuiInputFlags_RouteAlways = 1 << 13, // Do not register route, poll keys directly.
1632  // - Routing options
1633  ImGuiInputFlags_RouteOverFocused = 1 << 14, // Option: global route: higher priority than focused route (unless active item in focused route).
1634  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.
1635  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.
1636  ImGuiInputFlags_RouteFromRootWindow = 1 << 17, // Option: route evaluated from the point of view of root window rather than current window.
1637 
1638  // Flags for SetNextItemShortcut()
1639  ImGuiInputFlags_Tooltip = 1 << 18, // Automatically display a tooltip when hovering item [BETA] Unsure of right api (opt-in/opt-out)
1640 };
1641 
1642 #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1643 // OBSOLETED in 1.88 (from July 2022): ImGuiNavInput and io.NavInputs[].
1644 // 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.
1645 // Custom backends: feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums.
1646 enum ImGuiNavInput
1647 {
1648  ImGuiNavInput_Activate, ImGuiNavInput_Cancel, ImGuiNavInput_Input, ImGuiNavInput_Menu, ImGuiNavInput_DpadLeft, ImGuiNavInput_DpadRight, ImGuiNavInput_DpadUp, ImGuiNavInput_DpadDown,
1649  ImGuiNavInput_LStickLeft, ImGuiNavInput_LStickRight, ImGuiNavInput_LStickUp, ImGuiNavInput_LStickDown, ImGuiNavInput_FocusPrev, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakSlow, ImGuiNavInput_TweakFast,
1650  ImGuiNavInput_COUNT,
1651 };
1652 #endif
1653 
1654 // Configuration flags stored in io.ConfigFlags. Set by user/application.
1655 enum ImGuiConfigFlags_
1656 {
1657  ImGuiConfigFlags_None = 0,
1658  ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. Enable full Tabbing + directional arrows + space/enter to activate.
1659  ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. Backend also needs to set ImGuiBackendFlags_HasGamepad.
1660  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.
1661  ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set.
1662  ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct dear imgui to disable mouse inputs and interactions.
1663  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.
1664  ImGuiConfigFlags_NoKeyboard = 1 << 6, // Instruct dear imgui to disable keyboard inputs and interactions. This is done by ignoring keyboard events and clearing existing states.
1665 
1666  // [BETA] Docking
1667  ImGuiConfigFlags_DockingEnable = 1 << 7, // Docking enable flags.
1668 
1669  // [BETA] Viewports
1670  // 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.
1671  ImGuiConfigFlags_ViewportsEnable = 1 << 10, // Viewport enable flags (require both ImGuiBackendFlags_PlatformHasViewports + ImGuiBackendFlags_RendererHasViewports set by the respective backends)
1672  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.
1673  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.
1674 
1675  // 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)
1676  ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware.
1677  ImGuiConfigFlags_IsTouchScreen = 1 << 21, // Application is using a touch screen instead of a mouse.
1678 };
1679 
1680 // Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend.
1681 enum ImGuiBackendFlags_
1682 {
1683  ImGuiBackendFlags_None = 0,
1684  ImGuiBackendFlags_HasGamepad = 1 << 0, // Backend Platform supports gamepad and currently has one connected.
1685  ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
1686  ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
1687  ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
1688 
1689  // [BETA] Viewports
1690  ImGuiBackendFlags_PlatformHasViewports = 1 << 10, // Backend Platform supports multiple viewports.
1691  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.
1692  ImGuiBackendFlags_RendererHasViewports = 1 << 12, // Backend Renderer supports multiple viewports.
1693 };
1694 
1695 // Enumeration for PushStyleColor() / PopStyleColor()
1696 enum ImGuiCol_
1697 {
1698  ImGuiCol_Text,
1699  ImGuiCol_TextDisabled,
1700  ImGuiCol_WindowBg, // Background of normal windows
1701  ImGuiCol_ChildBg, // Background of child windows
1702  ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows
1703  ImGuiCol_Border,
1704  ImGuiCol_BorderShadow,
1705  ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input
1706  ImGuiCol_FrameBgHovered,
1707  ImGuiCol_FrameBgActive,
1708  ImGuiCol_TitleBg, // Title bar
1709  ImGuiCol_TitleBgActive, // Title bar when focused
1710  ImGuiCol_TitleBgCollapsed, // Title bar when collapsed
1711  ImGuiCol_MenuBarBg,
1712  ImGuiCol_ScrollbarBg,
1713  ImGuiCol_ScrollbarGrab,
1714  ImGuiCol_ScrollbarGrabHovered,
1715  ImGuiCol_ScrollbarGrabActive,
1716  ImGuiCol_CheckMark, // Checkbox tick and RadioButton circle
1717  ImGuiCol_SliderGrab,
1718  ImGuiCol_SliderGrabActive,
1719  ImGuiCol_Button,
1720  ImGuiCol_ButtonHovered,
1721  ImGuiCol_ButtonActive,
1722  ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem
1723  ImGuiCol_HeaderHovered,
1724  ImGuiCol_HeaderActive,
1725  ImGuiCol_Separator,
1726  ImGuiCol_SeparatorHovered,
1727  ImGuiCol_SeparatorActive,
1728  ImGuiCol_ResizeGrip, // Resize grip in lower-right and lower-left corners of windows.
1729  ImGuiCol_ResizeGripHovered,
1730  ImGuiCol_ResizeGripActive,
1731  ImGuiCol_TabHovered, // Tab background, when hovered
1732  ImGuiCol_Tab, // Tab background, when tab-bar is focused & tab is unselected
1733  ImGuiCol_TabSelected, // Tab background, when tab-bar is focused & tab is selected
1734  ImGuiCol_TabSelectedOverline, // Tab horizontal overline, when tab-bar is focused & tab is selected
1735  ImGuiCol_TabDimmed, // Tab background, when tab-bar is unfocused & tab is unselected
1736  ImGuiCol_TabDimmedSelected, // Tab background, when tab-bar is unfocused & tab is selected
1737  ImGuiCol_TabDimmedSelectedOverline,//..horizontal overline, when tab-bar is unfocused & tab is selected
1738  ImGuiCol_DockingPreview, // Preview overlay color when about to docking something
1739  ImGuiCol_DockingEmptyBg, // Background color for empty node (e.g. CentralNode with no window docked into it)
1740  ImGuiCol_PlotLines,
1741  ImGuiCol_PlotLinesHovered,
1742  ImGuiCol_PlotHistogram,
1743  ImGuiCol_PlotHistogramHovered,
1744  ImGuiCol_TableHeaderBg, // Table header background
1745  ImGuiCol_TableBorderStrong, // Table outer and header borders (prefer using Alpha=1.0 here)
1746  ImGuiCol_TableBorderLight, // Table inner borders (prefer using Alpha=1.0 here)
1747  ImGuiCol_TableRowBg, // Table row background (even rows)
1748  ImGuiCol_TableRowBgAlt, // Table row background (odd rows)
1749  ImGuiCol_TextLink, // Hyperlink color
1750  ImGuiCol_TextSelectedBg,
1751  ImGuiCol_DragDropTarget, // Rectangle highlighting a drop target
1752  ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item
1753  ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB
1754  ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active
1755  ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active
1756  ImGuiCol_COUNT,
1757 
1758 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1759  ImGuiCol_TabActive = ImGuiCol_TabSelected, // [renamed in 1.90.9]
1760  ImGuiCol_TabUnfocused = ImGuiCol_TabDimmed, // [renamed in 1.90.9]
1761  ImGuiCol_TabUnfocusedActive = ImGuiCol_TabDimmedSelected, // [renamed in 1.90.9]
1762 #endif
1763 };
1764 
1765 // Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
1766 // - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code.
1767 // During initialization or between frames, feel free to just poke into ImGuiStyle directly.
1768 // - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description.
1769 // - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
1770 // - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
1771 // - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
1772 // - 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.
1773 enum ImGuiStyleVar_
1774 {
1775  // Enum name -------------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
1776  ImGuiStyleVar_Alpha, // float Alpha
1777  ImGuiStyleVar_DisabledAlpha, // float DisabledAlpha
1778  ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding
1779  ImGuiStyleVar_WindowRounding, // float WindowRounding
1780  ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize
1781  ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize
1782  ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign
1783  ImGuiStyleVar_ChildRounding, // float ChildRounding
1784  ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize
1785  ImGuiStyleVar_PopupRounding, // float PopupRounding
1786  ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize
1787  ImGuiStyleVar_FramePadding, // ImVec2 FramePadding
1788  ImGuiStyleVar_FrameRounding, // float FrameRounding
1789  ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize
1790  ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing
1791  ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing
1792  ImGuiStyleVar_IndentSpacing, // float IndentSpacing
1793  ImGuiStyleVar_CellPadding, // ImVec2 CellPadding
1794  ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize
1795  ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding
1796  ImGuiStyleVar_GrabMinSize, // float GrabMinSize
1797  ImGuiStyleVar_GrabRounding, // float GrabRounding
1798  ImGuiStyleVar_TabRounding, // float TabRounding
1799  ImGuiStyleVar_TabBorderSize, // float TabBorderSize
1800  ImGuiStyleVar_TabBarBorderSize, // float TabBarBorderSize
1801  ImGuiStyleVar_TabBarOverlineSize, // float TabBarOverlineSize
1802  ImGuiStyleVar_TableAngledHeadersAngle, // float TableAngledHeadersAngle
1803  ImGuiStyleVar_TableAngledHeadersTextAlign,// ImVec2 TableAngledHeadersTextAlign
1804  ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign
1805  ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign
1806  ImGuiStyleVar_SeparatorTextBorderSize, // float SeparatorTextBorderSize
1807  ImGuiStyleVar_SeparatorTextAlign, // ImVec2 SeparatorTextAlign
1808  ImGuiStyleVar_SeparatorTextPadding, // ImVec2 SeparatorTextPadding
1809  ImGuiStyleVar_DockingSeparatorSize, // float DockingSeparatorSize
1810  ImGuiStyleVar_COUNT
1811 };
1812 
1813 // Flags for InvisibleButton() [extended in imgui_internal.h]
1814 enum ImGuiButtonFlags_
1815 {
1816  ImGuiButtonFlags_None = 0,
1817  ImGuiButtonFlags_MouseButtonLeft = 1 << 0, // React on left mouse button (default)
1818  ImGuiButtonFlags_MouseButtonRight = 1 << 1, // React on right mouse button
1819  ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button
1820  ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, // [Internal]
1821  //ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft,
1822 };
1823 
1824 // Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
1825 enum ImGuiColorEditFlags_
1826 {
1827  ImGuiColorEditFlags_None = 0,
1828  ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer).
1829  ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on color square.
1830  ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
1831  ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs)
1832  ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square).
1833  ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
1834  ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
1835  ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead.
1836  ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
1837  ImGuiColorEditFlags_NoBorder = 1 << 10, // // ColorButton: disable border (which is enforced by default)
1838 
1839  // User Options (right-click on widget to change some of them).
1840  ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
1841  ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.
1842  ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque.
1843  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).
1844  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.
1845  ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // "
1846  ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // "
1847  ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.
1848  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.
1849  ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value.
1850  ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value.
1851  ImGuiColorEditFlags_InputRGB = 1 << 27, // [Input] // ColorEdit, ColorPicker: input and output data in RGB format.
1852  ImGuiColorEditFlags_InputHSV = 1 << 28, // [Input] // ColorEdit, ColorPicker: input and output data in HSV format.
1853 
1854  // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to
1855  // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup.
1856  ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar,
1857 
1858  // [Internal] Masks
1859  ImGuiColorEditFlags_DisplayMask_ = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex,
1860  ImGuiColorEditFlags_DataTypeMask_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float,
1861  ImGuiColorEditFlags_PickerMask_ = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar,
1862  ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV,
1863 
1864  // Obsolete names
1865  //ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69]
1866 };
1867 
1868 // Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
1869 // 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.
1870 // (Those are per-item flags. There is shared behavior flag too: ImGuiIO: io.ConfigDragClickToInputText)
1871 enum ImGuiSliderFlags_
1872 {
1873  ImGuiSliderFlags_None = 0,
1874  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.
1875  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).
1876  ImGuiSliderFlags_NoInput = 1 << 7, // Disable CTRL+Click or Enter key allowing to input text directly into the widget.
1877  ImGuiSliderFlags_WrapAround = 1 << 8, // Enable wrapping around from max to min and from min to max. Only supported by DragXXX() functions for now.
1878  ImGuiSliderFlags_ClampOnInput = 1 << 9, // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds.
1879  ImGuiSliderFlags_ClampZeroRange = 1 << 10, // Clamp even if min==max==0.0f. Otherwise due to legacy reason DragXXX functions don't clamp with those values. When your clamping limits are dynamic you almost always want to use it.
1880  ImGuiSliderFlags_AlwaysClamp = ImGuiSliderFlags_ClampOnInput | ImGuiSliderFlags_ClampZeroRange,
1881  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.
1882 };
1883 
1884 // Identify a mouse button.
1885 // Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience.
1886 enum ImGuiMouseButton_
1887 {
1888  ImGuiMouseButton_Left = 0,
1889  ImGuiMouseButton_Right = 1,
1890  ImGuiMouseButton_Middle = 2,
1891  ImGuiMouseButton_COUNT = 5
1892 };
1893 
1894 // Enumeration for GetMouseCursor()
1895 // User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here
1896 enum ImGuiMouseCursor_
1897 {
1898  ImGuiMouseCursor_None = -1,
1899  ImGuiMouseCursor_Arrow = 0,
1900  ImGuiMouseCursor_TextInput, // When hovering over InputText, etc.
1901  ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions)
1902  ImGuiMouseCursor_ResizeNS, // When hovering over a horizontal border
1903  ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column
1904  ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window
1905  ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window
1906  ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks)
1907  ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle.
1908  ImGuiMouseCursor_COUNT
1909 };
1910 
1911 // Enumeration for AddMouseSourceEvent() actual source of Mouse Input data.
1912 // Historically we use "Mouse" terminology everywhere to indicate pointer data, e.g. MousePos, IsMousePressed(), io.AddMousePosEvent()
1913 // But that "Mouse" data can come from different source which occasionally may be useful for application to know about.
1914 // You can submit a change of pointer type using io.AddMouseSourceEvent().
1915 enum ImGuiMouseSource : int
1916 {
1917  ImGuiMouseSource_Mouse = 0, // Input is coming from an actual mouse.
1918  ImGuiMouseSource_TouchScreen, // Input is coming from a touch screen (no hovering prior to initial press, less precise initial press aiming, dual-axis wheeling possible).
1919  ImGuiMouseSource_Pen, // Input is coming from a pressure/magnetic pen (often used in conjunction with high-sampling rates).
1920  ImGuiMouseSource_COUNT
1921 };
1922 
1923 // Enumeration for ImGui::SetNextWindow***(), SetWindow***(), SetNextItem***() functions
1924 // Represent a condition.
1925 // 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.
1926 enum ImGuiCond_
1927 {
1928  ImGuiCond_None = 0, // No condition (always set the variable), same as _Always
1929  ImGuiCond_Always = 1 << 0, // No condition (always set the variable), same as _None
1930  ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call will succeed)
1931  ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file)
1932  ImGuiCond_Appearing = 1 << 3, // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
1933 };
1934 
1935 //-----------------------------------------------------------------------------
1936 // [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
1937 //-----------------------------------------------------------------------------
1938 
1939 // Flags for ImGui::BeginTable()
1940 // - Important! Sizing policies have complex and subtle side effects, much more so than you would expect.
1941 // Read comments/demos carefully + experiment with live demos to get acquainted with them.
1942 // - The DEFAULT sizing policies are:
1943 // - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize.
1944 // - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off.
1945 // - When ScrollX is off:
1946 // - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight.
1947 // - Columns sizing policy allowed: Stretch (default), Fixed/Auto.
1948 // - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all).
1949 // - Stretch Columns will share the remaining width according to their respective weight.
1950 // - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors.
1951 // The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns.
1952 // (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing).
1953 // - When ScrollX is on:
1954 // - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed
1955 // - Columns sizing policy allowed: Fixed/Auto mostly.
1956 // - Fixed Columns can be enlarged as needed. Table will show a horizontal scrollbar if needed.
1957 // - 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.
1958 // - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable().
1959 // 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.
1960 // - Read on documentation at the top of imgui_tables.cpp for details.
1961 enum ImGuiTableFlags_
1962 {
1963  // Features
1964  ImGuiTableFlags_None = 0,
1965  ImGuiTableFlags_Resizable = 1 << 0, // Enable resizing columns.
1966  ImGuiTableFlags_Reorderable = 1 << 1, // Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers)
1967  ImGuiTableFlags_Hideable = 1 << 2, // Enable hiding/disabling columns in context menu.
1968  ImGuiTableFlags_Sortable = 1 << 3, // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate.
1969  ImGuiTableFlags_NoSavedSettings = 1 << 4, // Disable persisting columns order, width and sort settings in the .ini file.
1970  ImGuiTableFlags_ContextMenuInBody = 1 << 5, // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow().
1971  // Decorations
1972  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)
1973  ImGuiTableFlags_BordersInnerH = 1 << 7, // Draw horizontal borders between rows.
1974  ImGuiTableFlags_BordersOuterH = 1 << 8, // Draw horizontal borders at the top and bottom.
1975  ImGuiTableFlags_BordersInnerV = 1 << 9, // Draw vertical borders between columns.
1976  ImGuiTableFlags_BordersOuterV = 1 << 10, // Draw vertical borders on the left and right sides.
1977  ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders.
1978  ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders.
1979  ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders.
1980  ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders.
1981  ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, // Draw all borders.
1982  ImGuiTableFlags_NoBordersInBody = 1 << 11, // [ALPHA] Disable vertical borders in columns Body (borders will always appear in Headers). -> May move to style
1983  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
1984  // Sizing Policy (read above for defaults)
1985  ImGuiTableFlags_SizingFixedFit = 1 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width.
1986  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.
1987  ImGuiTableFlags_SizingStretchProp = 3 << 13, // Columns default to _WidthStretch with default weights proportional to each columns contents widths.
1988  ImGuiTableFlags_SizingStretchSame = 4 << 13, // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn().
1989  // Sizing Extra Options
1990  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.
1991  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.
1992  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.
1993  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.
1994  // Clipping
1995  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().
1996  // Padding
1997  ImGuiTableFlags_PadOuterX = 1 << 21, // Default if BordersOuterV is on. Enable outermost padding. Generally desirable if you have headers.
1998  ImGuiTableFlags_NoPadOuterX = 1 << 22, // Default if BordersOuterV is off. Disable outermost padding.
1999  ImGuiTableFlags_NoPadInnerX = 1 << 23, // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off).
2000  // Scrolling
2001  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.
2002  ImGuiTableFlags_ScrollY = 1 << 25, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size.
2003  // Sorting
2004  ImGuiTableFlags_SortMulti = 1 << 26, // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).
2005  ImGuiTableFlags_SortTristate = 1 << 27, // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).
2006  // Miscellaneous
2007  ImGuiTableFlags_HighlightHoveredColumn = 1 << 28, // Highlight column headers when hovered (may evolve into a fuller highlight)
2008 
2009  // [Internal] Combinations and masks
2010  ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame,
2011 };
2012 
2013 // Flags for ImGui::TableSetupColumn()
2014 enum ImGuiTableColumnFlags_
2015 {
2016  // Input configuration flags
2017  ImGuiTableColumnFlags_None = 0,
2018  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)
2019  ImGuiTableColumnFlags_DefaultHide = 1 << 1, // Default as a hidden/disabled column.
2020  ImGuiTableColumnFlags_DefaultSort = 1 << 2, // Default as a sorting column.
2021  ImGuiTableColumnFlags_WidthStretch = 1 << 3, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp).
2022  ImGuiTableColumnFlags_WidthFixed = 1 << 4, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable).
2023  ImGuiTableColumnFlags_NoResize = 1 << 5, // Disable manual resizing.
2024  ImGuiTableColumnFlags_NoReorder = 1 << 6, // Disable manual reordering this column, this will also prevent other columns from crossing over this column.
2025  ImGuiTableColumnFlags_NoHide = 1 << 7, // Disable ability to hide/disable this column.
2026  ImGuiTableColumnFlags_NoClip = 1 << 8, // Disable clipping for this column (all NoClip columns will render in a same draw command).
2027  ImGuiTableColumnFlags_NoSort = 1 << 9, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table).
2028  ImGuiTableColumnFlags_NoSortAscending = 1 << 10, // Disable ability to sort in the ascending direction.
2029  ImGuiTableColumnFlags_NoSortDescending = 1 << 11, // Disable ability to sort in the descending direction.
2030  ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, // TableHeadersRow() will submit an empty label for this column. Convenient for some small columns. Name will still appear in context menu or in angled headers. You may append into this cell by calling TableSetColumnIndex() right after the TableHeadersRow() call.
2031  ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, // Disable header text width contribution to automatic column width.
2032  ImGuiTableColumnFlags_PreferSortAscending = 1 << 14, // Make the initial sort direction Ascending when first sorting on this column (default).
2033  ImGuiTableColumnFlags_PreferSortDescending = 1 << 15, // Make the initial sort direction Descending when first sorting on this column.
2034  ImGuiTableColumnFlags_IndentEnable = 1 << 16, // Use current Indent value when entering cell (default for column 0).
2035  ImGuiTableColumnFlags_IndentDisable = 1 << 17, // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored.
2036  ImGuiTableColumnFlags_AngledHeader = 1 << 18, // TableHeadersRow() will submit an angled header row for this column. Note this will add an extra row.
2037 
2038  // Output status flags, read-only via TableGetColumnFlags()
2039  ImGuiTableColumnFlags_IsEnabled = 1 << 24, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags.
2040  ImGuiTableColumnFlags_IsVisible = 1 << 25, // Status: is visible == is enabled AND not clipped by scrolling.
2041  ImGuiTableColumnFlags_IsSorted = 1 << 26, // Status: is currently part of the sort specs
2042  ImGuiTableColumnFlags_IsHovered = 1 << 27, // Status: is hovered by mouse
2043 
2044  // [Internal] Combinations and masks
2045  ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed,
2046  ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable,
2047  ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered,
2048  ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30, // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge)
2049 };
2050 
2051 // Flags for ImGui::TableNextRow()
2052 enum ImGuiTableRowFlags_
2053 {
2054  ImGuiTableRowFlags_None = 0,
2055  ImGuiTableRowFlags_Headers = 1 << 0, // Identify header row (set default background color + width of its contents accounted differently for auto column width)
2056 };
2057 
2058 // Enum for ImGui::TableSetBgColor()
2059 // Background colors are rendering in 3 layers:
2060 // - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set.
2061 // - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set.
2062 // - Layer 2: draw with CellBg color if set.
2063 // 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.
2064 // When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows.
2065 // If you set the color of RowBg0 target, your color will override the existing RowBg0 color.
2066 // If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color.
2067 enum ImGuiTableBgTarget_
2068 {
2069  ImGuiTableBgTarget_None = 0,
2070  ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used)
2071  ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking)
2072  ImGuiTableBgTarget_CellBg = 3, // Set cell background color (top-most color)
2073 };
2074 
2075 // Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
2076 // Obtained by calling TableGetSortSpecs().
2077 // When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time.
2078 // Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame!
2080 {
2081  const ImGuiTableColumnSortSpecs* Specs; // Pointer to sort spec array.
2082  int SpecsCount; // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled.
2083  bool SpecsDirty; // Set to true when specs have changed since last time! Use this to sort again, then clear the flag.
2084 
2085  ImGuiTableSortSpecs() { memset(this, 0, sizeof(*this)); }
2086 };
2087 
2088 // Sorting specification for one column of a table (sizeof == 12 bytes)
2090 {
2091  ImGuiID ColumnUserID; // User id of the column (if specified by a TableSetupColumn() call)
2092  ImS16 ColumnIndex; // Index of the column
2093  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)
2094  ImGuiSortDirection SortDirection; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending
2095 
2096  ImGuiTableColumnSortSpecs() { memset(this, 0, sizeof(*this)); }
2097 };
2098 
2099 //-----------------------------------------------------------------------------
2100 // [SECTION] Helpers: Debug log, memory allocations macros, ImVector<>
2101 //-----------------------------------------------------------------------------
2102 
2103 //-----------------------------------------------------------------------------
2104 // Debug Logging into ShowDebugLogWindow(), tty and more.
2105 //-----------------------------------------------------------------------------
2106 
2107 #ifndef IMGUI_DISABLE_DEBUG_TOOLS
2108 #define IMGUI_DEBUG_LOG(...) ImGui::DebugLog(__VA_ARGS__)
2109 #else
2110 #define IMGUI_DEBUG_LOG(...) ((void)0)
2111 #endif
2112 
2113 //-----------------------------------------------------------------------------
2114 // IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE()
2115 // We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
2116 // 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.
2117 //-----------------------------------------------------------------------------
2118 
2119 struct ImNewWrapper {};
2120 inline void* operator new(size_t, ImNewWrapper, void* ptr) { return ptr; }
2121 inline void operator delete(void*, ImNewWrapper, void*) {} // This is only required so we can use the symmetrical new()
2122 #define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE)
2123 #define IM_FREE(_PTR) ImGui::MemFree(_PTR)
2124 #define IM_PLACEMENT_NEW(_PTR) new(ImNewWrapper(), _PTR)
2125 #define IM_NEW(_TYPE) new(ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
2126 template<typename T> void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } }
2127 
2128 //-----------------------------------------------------------------------------
2129 // ImVector<>
2130 // 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).
2131 //-----------------------------------------------------------------------------
2132 // - 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.
2133 // - We use std-like naming convention here, which is a little unusual for this codebase.
2134 // - 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.
2135 // - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,
2136 // 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.
2137 //-----------------------------------------------------------------------------
2138 
2139 IM_MSVC_RUNTIME_CHECKS_OFF
2140 template<typename T>
2141 struct ImVector
2142 {
2143  int Size;
2144  int Capacity;
2145  T* Data;
2146 
2147  // Provide standard typedefs but we don't use them ourselves.
2148  typedef T value_type;
2149  typedef value_type* iterator;
2150  typedef const value_type* const_iterator;
2151 
2152  // Constructors, destructor
2153  inline ImVector() { Size = Capacity = 0; Data = NULL; }
2154  inline ImVector(const ImVector<T>& src) { Size = Capacity = 0; Data = NULL; operator=(src); }
2155  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; }
2156  inline ~ImVector() { if (Data) IM_FREE(Data); } // Important: does not destruct anything
2157 
2158  inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } // Important: does not destruct anything
2159  inline void clear_delete() { for (int n = 0; n < Size; n++) IM_DELETE(Data[n]); clear(); } // Important: never called automatically! always explicit.
2160  inline void clear_destruct() { for (int n = 0; n < Size; n++) Data[n].~T(); clear(); } // Important: never called automatically! always explicit.
2161 
2162  inline bool empty() const { return Size == 0; }
2163  inline int size() const { return Size; }
2164  inline int size_in_bytes() const { return Size * (int)sizeof(T); }
2165  inline int max_size() const { return 0x7FFFFFFF / (int)sizeof(T); }
2166  inline int capacity() const { return Capacity; }
2167  inline T& operator[](int i) { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
2168  inline const T& operator[](int i) const { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
2169 
2170  inline T* begin() { return Data; }
2171  inline const T* begin() const { return Data; }
2172  inline T* end() { return Data + Size; }
2173  inline const T* end() const { return Data + Size; }
2174  inline T& front() { IM_ASSERT(Size > 0); return Data[0]; }
2175  inline const T& front() const { IM_ASSERT(Size > 0); return Data[0]; }
2176  inline T& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; }
2177  inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; }
2178  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; }
2179 
2180  inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8; return new_capacity > sz ? new_capacity : sz; }
2181  inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
2182  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; }
2183  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
2184  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; }
2185  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; }
2186 
2187  // 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.
2188  inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }
2189  inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
2190  inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); }
2191  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; }
2192  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; }
2193  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; }
2194  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; }
2195  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; }
2196  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; }
2197  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; }
2198  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; }
2199  inline bool find_erase(const T& v) { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; }
2200  inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; }
2201  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; }
2202 };
2203 IM_MSVC_RUNTIME_CHECKS_RESTORE
2204 
2205 //-----------------------------------------------------------------------------
2206 // [SECTION] ImGuiStyle
2207 //-----------------------------------------------------------------------------
2208 // You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
2209 // During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,
2210 // and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
2211 //-----------------------------------------------------------------------------
2212 
2214 {
2215  float Alpha; // Global alpha applies to everything in Dear ImGui.
2216  float DisabledAlpha; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
2217  ImVec2 WindowPadding; // Padding within a window.
2218  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.
2219  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).
2220  ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constrain individual windows, use SetNextWindowSizeConstraints().
2221  ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
2222  ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left.
2223  float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
2224  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).
2225  float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
2226  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).
2227  ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets).
2228  float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
2229  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).
2230  ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines.
2231  ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
2232  ImVec2 CellPadding; // Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be altered between different rows.
2233  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!
2234  float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
2235  float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
2236  float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar.
2237  float ScrollbarRounding; // Radius of grab corners for scrollbar.
2238  float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.
2239  float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
2240  float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
2241  float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
2242  float TabBorderSize; // Thickness of border around tabs.
2243  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.
2244  float TabBarBorderSize; // Thickness of tab-bar separator, which takes on the tab active color to denote focus.
2245  float TabBarOverlineSize; // Thickness of tab-bar overline, which highlights the selected tab-bar.
2246  float TableAngledHeadersAngle; // Angle of angled headers (supported values range from -50.0f degrees to +50.0f degrees).
2247  ImVec2 TableAngledHeadersTextAlign;// Alignment of angled headers within the cell
2248  ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
2249  ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
2250  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.
2251  float SeparatorTextBorderSize; // Thickness of border in SeparatorText()
2252  ImVec2 SeparatorTextAlign; // Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
2253  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.
2254  ImVec2 DisplayWindowPadding; // Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen.
2255  ImVec2 DisplaySafeAreaPadding; // Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured).
2256  float DockingSeparatorSize; // Thickness of resizing border between docked windows
2257  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.
2258  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).
2259  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).
2260  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).
2261  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.
2262  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.
2263  ImVec4 Colors[ImGuiCol_COUNT];
2264 
2265  // Behaviors
2266  // (It is possible to modify those fields mid-frame if specific behavior need it, unlike e.g. configuration fields in ImGuiIO)
2267  float HoverStationaryDelay; // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary.
2268  float HoverDelayShort; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay.
2269  float HoverDelayNormal; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). "
2270  ImGuiHoveredFlags HoverFlagsForTooltipMouse;// Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse.
2271  ImGuiHoveredFlags HoverFlagsForTooltipNav; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad.
2272 
2273  IMGUI_API ImGuiStyle();
2274  IMGUI_API void ScaleAllSizes(float scale_factor);
2275 };
2276 
2277 //-----------------------------------------------------------------------------
2278 // [SECTION] ImGuiIO
2279 //-----------------------------------------------------------------------------
2280 // Communicate most settings and inputs/outputs to Dear ImGui using this structure.
2281 // Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.
2282 // It is generally expected that:
2283 // - initialization: backends and user code writes to ImGuiIO.
2284 // - main loop: backends writes to ImGuiIO, user code and imgui code reads from ImGuiIO.
2285 //-----------------------------------------------------------------------------
2286 // Also see ImGui::GetPlatformIO() and ImGuiPlatformIO struct for OS/platform related functions: clipboard, IME etc.
2287 //-----------------------------------------------------------------------------
2288 
2289 // [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions.
2290 // 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.
2292 {
2293  bool Down; // True for if key is down
2294  float DownDuration; // Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held)
2295  float DownDurationPrev; // Last frame duration the key has been down
2296  float AnalogValue; // 0.0f..1.0f for gamepad values
2297 };
2298 
2299 struct ImGuiIO
2300 {
2301  //------------------------------------------------------------------
2302  // Configuration // Default value
2303  //------------------------------------------------------------------
2304 
2305  ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
2306  ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend.
2307  ImVec2 DisplaySize; // <unset> // Main display size, in pixels (generally == GetMainViewport()->Size). May change every frame.
2308  float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. May change every frame.
2309  float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
2310  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.
2311  const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
2312  void* UserData; // = NULL // Store your own data.
2313 
2314  // Font system
2315  ImFontAtlas*Fonts; // <auto> // Font atlas: load, rasterize and pack one or more fonts into a single texture.
2316  float FontGlobalScale; // = 1.0f // Global scale all fonts
2317  bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel.
2318  ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
2319  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.
2320 
2321  // Docking options (when ImGuiConfigFlags_DockingEnable is set)
2322  bool ConfigDockingNoSplit; // = false // Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars.
2323  bool ConfigDockingWithShift; // = false // Enable docking with holding Shift key (reduce visual noise, allows dropping in wider space)
2324  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.
2325  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.
2326 
2327  // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set)
2328  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.
2329  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.
2330  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).
2331  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.
2332 
2333  // Miscellaneous options
2334  // (you can visualize and interact with all options in 'Demo->Configuration')
2335  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.
2336  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.
2337  bool ConfigNavSwapGamepadButtons; // = false // Swap Activate<>Cancel (A<>B) buttons, matching typical "Nintendo/Japanese style" gamepad layout.
2338  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.
2339  bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting).
2340  bool ConfigInputTextEnterKeepActive; // = false // [BETA] Pressing Enter will keep item active and select contents (single-line only).
2341  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.
2342  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)
2343  bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar.
2344  bool ConfigScrollbarScrollByPage; // = true // Enable scrolling page by page when clicking outside the scrollbar grab. When disabled, always scroll to clicked location. When enabled, Shift+Click scrolls to clicked location.
2345  float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable.
2346 
2347  // Inputs Behaviors
2348  // (other variables, ones which are expected to be tweaked within UI code, are exposed in ImGuiStyle)
2349  float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
2350  float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
2351  float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging.
2352  float KeyRepeatDelay; // = 0.275f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
2353  float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
2354 
2355  //------------------------------------------------------------------
2356  // Debug options
2357  //------------------------------------------------------------------
2358 
2359  // Options to configure Error Handling and how we handle recoverable errors [EXPERIMENTAL]
2360  // - Error recovery is provided as a way to facilitate:
2361  // - Recovery after a programming error (native code or scripting language - the later tends to facilitate iterating on code while running).
2362  // - Recovery after running an exception handler or any error processing which may skip code after an error has been detected.
2363  // - Error recovery is not perfect nor guaranteed! It is a feature to ease development.
2364  // You not are not supposed to rely on it in the course of a normal application run.
2365  // - Functions that support error recovery are using IM_ASSERT_USER_ERROR() instead of IM_ASSERT().
2366  // - By design, we do NOT allow error recovery to be 100% silent. One of the three options needs to be checked!
2367  // - Always ensure that on programmers seats you have at minimum Asserts or Tooltips enabled when making direct imgui API calls!
2368  // Otherwise it would severely hinder your ability to catch and correct mistakes!
2369  // Read https://github.com/ocornut/imgui/wiki/Error-Handling for details.
2370  // - Programmer seats: keep asserts (default), or disable asserts and keep error tooltips (new and nice!)
2371  // - Non-programmer seats: maybe disable asserts, but make sure errors are resurfaced (tooltips, visible log entries, use callback etc.)
2372  // - Recovery after error/exception: record stack sizes with ErrorRecoveryStoreState(), disable assert, set log callback (to e.g. trigger high-level breakpoint), recover with ErrorRecoveryTryToRecoverState(), restore settings.
2373  bool ConfigErrorRecovery; // = true // Enable error recovery support. Some errors won't be detected and lead to direct crashes if recovery is disabled.
2374  bool ConfigErrorRecoveryEnableAssert; // = true // Enable asserts on recoverable error. By default call IM_ASSERT() when returning from a failing IM_ASSERT_USER_ERROR()
2375  bool ConfigErrorRecoveryEnableDebugLog; // = true // Enable debug log output on recoverable errors.
2376  bool ConfigErrorRecoveryEnableTooltip; // = true // Enable tooltip on recoverable errors. The tooltip include a way to enable asserts if they were disabled.
2377 
2378  // Option to enable various debug tools showing buttons that will call the IM_DEBUG_BREAK() macro.
2379  // - The Item Picker tool will be available regardless of this being enabled, in order to maximize its discoverability.
2380  // - Requires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application.
2381  // e.g. io.ConfigDebugIsDebuggerPresent = ::IsDebuggerPresent() on Win32, or refer to ImOsIsDebuggerPresent() imgui_test_engine/imgui_te_utils.cpp for a Unix compatible version).
2382  bool ConfigDebugIsDebuggerPresent; // = false // Enable various tools calling IM_DEBUG_BREAK().
2383 
2384  // Tools to detect code submitting items with conflicting/duplicate IDs
2385  // - Code should use PushID()/PopID() in loops, or append "##xx" to same-label identifiers.
2386  // - Empty label e.g. Button("") == same ID as parent widget/node. Use Button("##xx") instead!
2387  // - See FAQ https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-about-the-id-stack-system
2388  bool ConfigDebugHighlightIdConflicts;// = true // Highlight and show an error message when multiple items have conflicting identifiers.
2389 
2390  // Tools to test correct Begin/End and BeginChild/EndChild behaviors.
2391  // - Presently Begin()/End() and BeginChild()/EndChild() needs to ALWAYS be called in tandem, regardless of return value of BeginXXX()
2392  // - This is inconsistent with other BeginXXX functions and create confusion for many users.
2393  // - We expect to update the API eventually. In the meanwhile we provide tools to facilitate checking user-code behavior.
2394  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.
2395  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.
2396 
2397  // Option to deactivate io.AddFocusEvent(false) handling.
2398  // - May facilitate interactions with a debugger when focus loss leads to clearing inputs data.
2399  // - Backends may have other side-effects on focus loss, so this will reduce side-effects but not necessary remove all of them.
2400  bool ConfigDebugIgnoreFocusLoss; // = false // Ignore io.AddFocusEvent(false), consequently not calling io.ClearInputKeys()/io.ClearInputMouse() in input processing.
2401 
2402  // Option to audit .ini data
2403  bool ConfigDebugIniSettings; // = false // Save .ini data with extra comments (particularly helpful for Docking, but makes saving slower)
2404 
2405  //------------------------------------------------------------------
2406  // Platform Identifiers
2407  // (the imgui_impl_xxxx backend files are setting those up for you)
2408  //------------------------------------------------------------------
2409 
2410  // Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff.
2411  const char* BackendPlatformName; // = NULL
2412  const char* BackendRendererName; // = NULL
2413  void* BackendPlatformUserData; // = NULL // User data for platform backend
2414  void* BackendRendererUserData; // = NULL // User data for renderer backend
2415  void* BackendLanguageUserData; // = NULL // User data for non C++ programming language backend
2416 
2417  //------------------------------------------------------------------
2418  // Input - Call before calling NewFrame()
2419  //------------------------------------------------------------------
2420 
2421  // Input Functions
2422  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)
2423  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.
2424  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)
2425  IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change
2426  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.
2427  IMGUI_API void AddMouseSourceEvent(ImGuiMouseSource source); // Queue a mouse source change (Mouse/TouchScreen/Pen)
2428  IMGUI_API void AddMouseViewportEvent(ImGuiID id); // Queue a mouse hovered viewport. Requires backend to set ImGuiBackendFlags_HasMouseHoveredViewport to call this (for multi-viewport support).
2429  IMGUI_API void AddFocusEvent(bool focused); // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window)
2430  IMGUI_API void AddInputCharacter(unsigned int c); // Queue a new character input
2431  IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue a new character input from a UTF-16 character, it can be a surrogate
2432  IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue a new characters input from a UTF-8 string
2433 
2434  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.
2435  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.
2436  IMGUI_API void ClearEventsQueue(); // Clear all incoming events.
2437  IMGUI_API void ClearInputKeys(); // Clear current keyboard/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.
2438  IMGUI_API void ClearInputMouse(); // Clear current mouse state.
2439 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2440  IMGUI_API void ClearInputCharacters(); // [Obsoleted in 1.89.8] Clear the current frame text input buffer. Now included within ClearInputKeys().
2441 #endif
2442 
2443  //------------------------------------------------------------------
2444  // Output - Updated by NewFrame() or EndFrame()/Render()
2445  // (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is
2446  // generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!)
2447  //------------------------------------------------------------------
2448 
2449  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.).
2450  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.).
2451  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).
2452  bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
2453  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!
2454  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.
2455  bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
2456  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.
2457  int MetricsRenderVertices; // Vertices output during last call to Render()
2458  int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
2459  int MetricsRenderWindows; // Number of visible windows
2460  int MetricsActiveWindows; // Number of active windows
2461  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.
2462 
2463  //------------------------------------------------------------------
2464  // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed!
2465  //------------------------------------------------------------------
2466 
2467  ImGuiContext* Ctx; // Parent UI context (needs to be set explicitly by parent).
2468 
2469  // Main Input State
2470  // (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)
2471  // (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere)
2472  ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.)
2473  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.
2474  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.
2475  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.
2476  ImGuiMouseSource MouseSource; // Mouse actual input peripheral (Mouse/TouchScreen/Pen).
2477  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).
2478  bool KeyCtrl; // Keyboard modifier down: Control
2479  bool KeyShift; // Keyboard modifier down: Shift
2480  bool KeyAlt; // Keyboard modifier down: Alt
2481  bool KeySuper; // Keyboard modifier down: Cmd/Super/Windows
2482 
2483  // Other state maintained from data above + IO function calls
2484  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()
2485  ImGuiKeyData KeysData[ImGuiKey_KeysData_SIZE]; // Key state for all known keys. Use IsKeyXXX() functions to access this.
2486  bool WantCaptureMouseUnlessPopupClose; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup.
2487  ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
2488  ImVec2 MouseClickedPos[5]; // Position at time of clicking
2489  double MouseClickedTime[5]; // Time of last click (used to figure out double-click)
2490  bool MouseClicked[5]; // Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0)
2491  bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2)
2492  ImU16 MouseClickedCount[5]; // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down
2493  ImU16 MouseClickedLastCount[5]; // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done.
2494  bool MouseReleased[5]; // Mouse button went from Down to !Down
2495  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.
2496  bool MouseDownOwnedUnlessPopupClose[5]; // Track if button was clicked inside a dear imgui window.
2497  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.
2498  bool MouseCtrlLeftAsRightClick; // (OSX) Set to true when the current click was a ctrl-click that spawned a simulated right click
2499  float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
2500  float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
2501  ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
2502  float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds)
2503  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.
2504  bool AppFocusLost; // Only modify via AddFocusEvent()
2505  bool AppAcceptingEvents; // Only modify via SetAppAcceptingEvents()
2506  ImS8 BackendUsingLegacyKeyArrays; // -1: unknown, 0: using AddKeyEvent(), 1: using legacy io.KeysDown[]
2507  bool BackendUsingLegacyNavInputArray; // 0: using AddKeyAnalogEvent(), 1: writing to legacy io.NavInputs[] directly
2508  ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16()
2509  ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.
2510 
2511  // Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame.
2512  // This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent().
2513  // Old (<1.87): ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space)
2514 #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
2515  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.
2516  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.
2517  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.
2518  //void* ImeWindowHandle; // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning.
2519 #endif
2520 
2521  // Legacy: before 1.91.1, clipboard functions were stored in ImGuiIO instead of ImGuiPlatformIO.
2522  // As this is will affect all users of custom engines/backends, we are providing proper legacy redirection (will obsolete).
2523 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2524  const char* (*GetClipboardTextFn)(void* user_data);
2525  void (*SetClipboardTextFn)(void* user_data, const char* text);
2526  void* ClipboardUserData;
2527 #endif
2528 
2529  IMGUI_API ImGuiIO();
2530 };
2531 
2532 //-----------------------------------------------------------------------------
2533 // [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
2534 //-----------------------------------------------------------------------------
2535 
2536 // Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
2537 // The callback function should return 0 by default.
2538 // Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
2539 // - 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)
2540 // - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration
2541 // - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB
2542 // - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows
2543 // - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
2544 // - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
2546 {
2547  ImGuiContext* Ctx; // Parent UI context
2548  ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only
2549  ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only
2550  void* UserData; // What user passed to InputText() // Read-only
2551 
2552  // Arguments for the different callback events
2553  // - During Resize callback, Buf will be same as your input buffer.
2554  // - 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.
2555  // - 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.
2556  // - 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.
2557  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;
2558  ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History]
2559  char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
2560  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()
2561  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
2562  bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always]
2563  int CursorPos; // // Read-write // [Completion,History,Always]
2564  int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection)
2565  int SelectionEnd; // // Read-write // [Completion,History,Always]
2566 
2567  // Helper functions for text manipulation.
2568  // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection.
2569  IMGUI_API ImGuiInputTextCallbackData();
2570  IMGUI_API void DeleteChars(int pos, int bytes_count);
2571  IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL);
2572  void SelectAll() { SelectionStart = 0; SelectionEnd = BufTextLen; }
2573  void ClearSelection() { SelectionStart = SelectionEnd = BufTextLen; }
2574  bool HasSelection() const { return SelectionStart != SelectionEnd; }
2575 };
2576 
2577 // Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
2578 // NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
2580 {
2581  void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints(). Generally store an integer or float in here (need reinterpret_cast<>).
2582  ImVec2 Pos; // Read-only. Window position, for reference.
2583  ImVec2 CurrentSize; // Read-only. Current window size.
2584  ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing.
2585 };
2586 
2587 // [ALPHA] Rarely used / very advanced uses only. Use with SetNextWindowClass() and DockSpace() functions.
2588 // Important: the content of this class is still highly WIP and likely to change and be refactored
2589 // before we stabilize Docking features. Please be mindful if using this.
2590 // Provide hints:
2591 // - To the platform backend via altered viewport flags (enable/disable OS decoration, OS task bar icons, etc.)
2592 // - To the platform backend for OS level parent/child relationships of viewport.
2593 // - To the docking system for various options and filtering.
2595 {
2596  ImGuiID ClassId; // User data. 0 = Default class (unclassed). Windows of different classes cannot be docked with each others.
2597  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.
2598  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.
2599  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.
2600  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.
2601  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.
2602  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!)
2603  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)
2604  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?
2605 
2606  ImGuiWindowClass() { memset(this, 0, sizeof(*this)); ParentViewportId = (ImGuiID)-1; DockingAllowUnclassed = true; }
2607 };
2608 
2609 // Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()
2611 {
2612  // Members
2613  void* Data; // Data (copied and owned by dear imgui)
2614  int DataSize; // Data size
2615 
2616  // [Internal]
2617  ImGuiID SourceId; // Source item id
2618  ImGuiID SourceParentId; // Source parent id (if available)
2619  int DataFrameCount; // Data timestamp
2620  char DataType[32 + 1]; // Data type tag (short user-supplied string, 32 characters max)
2621  bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)
2622  bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.
2623 
2624  ImGuiPayload() { Clear(); }
2625  void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; }
2626  bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; }
2627  bool IsPreview() const { return Preview; }
2628  bool IsDelivery() const { return Delivery; }
2629 };
2630 
2631 //-----------------------------------------------------------------------------
2632 // [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor)
2633 //-----------------------------------------------------------------------------
2634 
2635 // Helper: Unicode defines
2636 #define IM_UNICODE_CODEPOINT_INVALID 0xFFFD // Invalid Unicode code point (standard value).
2637 #ifdef IMGUI_USE_WCHAR32
2638 #define IM_UNICODE_CODEPOINT_MAX 0x10FFFF // Maximum Unicode code point supported by this build.
2639 #else
2640 #define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Maximum Unicode code point supported by this build.
2641 #endif
2642 
2643 // 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.
2644 // Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame");
2646 {
2647  ImGuiOnceUponAFrame() { RefFrame = -1; }
2648  mutable int RefFrame;
2649  operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
2650 };
2651 
2652 // Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
2654 {
2655  IMGUI_API ImGuiTextFilter(const char* default_filter = "");
2656  IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build
2657  IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const;
2658  IMGUI_API void Build();
2659  void Clear() { InputBuf[0] = 0; Build(); }
2660  bool IsActive() const { return !Filters.empty(); }
2661 
2662  // [Internal]
2664  {
2665  const char* b;
2666  const char* e;
2667 
2668  ImGuiTextRange() { b = e = NULL; }
2669  ImGuiTextRange(const char* _b, const char* _e) { b = _b; e = _e; }
2670  bool empty() const { return b == e; }
2671  IMGUI_API void split(char separator, ImVector<ImGuiTextRange>* out) const;
2672  };
2673  char InputBuf[256];
2674  ImVector<ImGuiTextRange>Filters;
2675  int CountGrep;
2676 };
2677 
2678 // Helper: Growable text buffer for logging/accumulating text
2679 // (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')
2681 {
2682  ImVector<char> Buf;
2683  IMGUI_API static char EmptyString[1];
2684 
2685  ImGuiTextBuffer() { }
2686  inline char operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }
2687  const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; }
2688  const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator
2689  int size() const { return Buf.Size ? Buf.Size - 1 : 0; }
2690  bool empty() const { return Buf.Size <= 1; }
2691  void clear() { Buf.clear(); }
2692  void reserve(int capacity) { Buf.reserve(capacity); }
2693  const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; }
2694  IMGUI_API void append(const char* str, const char* str_end = NULL);
2695  IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2);
2696  IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2);
2697 };
2698 
2699 // [Internal] Key+Value for ImGuiStorage
2701 {
2702  ImGuiID key;
2703  union { int val_i; float val_f; void* val_p; };
2704  ImGuiStoragePair(ImGuiID _key, int _val) { key = _key; val_i = _val; }
2705  ImGuiStoragePair(ImGuiID _key, float _val) { key = _key; val_f = _val; }
2706  ImGuiStoragePair(ImGuiID _key, void* _val) { key = _key; val_p = _val; }
2707 };
2708 
2709 // Helper: Key->Value storage
2710 // Typically you don't have to worry about this since a storage is held within each Window.
2711 // We use it to e.g. store collapse state for a tree (Int 0/1)
2712 // This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)
2713 // You can use it as custom user storage for temporary values. Declare your own storage if, for example:
2714 // - 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).
2715 // - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)
2716 // Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
2718 {
2719  // [Internal]
2721 
2722  // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
2723  // - Set***() functions find pair, insertion on demand if missing.
2724  // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
2725  void Clear() { Data.clear(); }
2726  IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const;
2727  IMGUI_API void SetInt(ImGuiID key, int val);
2728  IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const;
2729  IMGUI_API void SetBool(ImGuiID key, bool val);
2730  IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const;
2731  IMGUI_API void SetFloat(ImGuiID key, float val);
2732  IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL
2733  IMGUI_API void SetVoidPtr(ImGuiID key, void* val);
2734 
2735  // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
2736  // - 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.
2737  // - 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)
2738  // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
2739  IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0);
2740  IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false);
2741  IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f);
2742  IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
2743 
2744  // Advanced: for quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
2745  IMGUI_API void BuildSortByKey();
2746  // Obsolete: use on your own storage if you know only integer are being stored (open/close all tree nodes)
2747  IMGUI_API void SetAllInt(int val);
2748 
2749 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2750  //typedef ::ImGuiStoragePair ImGuiStoragePair; // 1.90.8: moved type outside struct
2751 #endif
2752 };
2753 
2754 // Helper: Manually clip large list of items.
2755 // If you have lots evenly spaced items and you have random access to the list, you can perform coarse
2756 // clipping based on visibility to only submit items that are in view.
2757 // The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
2758 // (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally
2759 // fetching/submitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to easily
2760 // scale using lists with tens of thousands of items without a problem)
2761 // Usage:
2762 // ImGuiListClipper clipper;
2763 // clipper.Begin(1000); // We have 1000 elements, evenly spaced.
2764 // while (clipper.Step())
2765 // for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
2766 // ImGui::Text("line number %d", i);
2767 // Generally what happens is:
2768 // - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not.
2769 // - User code submit that one element.
2770 // - Clipper can measure the height of the first element
2771 // - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element.
2772 // - User code submit visible elements.
2773 // - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc.
2775 {
2776  ImGuiContext* Ctx; // Parent UI context
2777  int DisplayStart; // First item to display, updated by each call to Step()
2778  int DisplayEnd; // End of items to display (exclusive)
2779  int ItemsCount; // [Internal] Number of items
2780  float ItemsHeight; // [Internal] Height of item after a first step and item submission can calculate it
2781  float StartPosY; // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed
2782  double StartSeekOffsetY; // [Internal] Account for frozen rows in a table and initial loss of precision in very large windows.
2783  void* TempData; // [Internal] Internal data
2784 
2785  // 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, and you can call SeekCursorForItem() manually if you need)
2786  // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
2787  IMGUI_API ImGuiListClipper();
2788  IMGUI_API ~ImGuiListClipper();
2789  IMGUI_API void Begin(int items_count, float items_height = -1.0f);
2790  IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
2791  IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
2792 
2793  // Call IncludeItemByIndex() or IncludeItemsByIndex() *BEFORE* first call to Step() if you need a range of items to not be clipped, regardless of their visibility.
2794  // (Due to alignment / padding of certain items it is possible that an extra item may be included on either end of the display range).
2795  inline void IncludeItemByIndex(int item_index) { IncludeItemsByIndex(item_index, item_index + 1); }
2796  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.
2797 
2798  // Seek cursor toward given item. This is automatically called while stepping.
2799  // - The only reason to call this is: you can use ImGuiListClipper::Begin(INT_MAX) if you don't know item count ahead of time.
2800  // - In this case, after all steps are done, you'll want to call SeekCursorForItem(item_count).
2801  IMGUI_API void SeekCursorForItem(int item_index);
2802 
2803 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2804  inline void IncludeRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.9]
2805  inline void ForceDisplayRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.6]
2806  //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]
2807 #endif
2808 };
2809 
2810 // Helpers: ImVec2/ImVec4 operators
2811 // - It is important that we are keeping those disabled by default so they don't leak in user space.
2812 // - 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)
2813 // - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4.
2814 #ifdef IMGUI_DEFINE_MATH_OPERATORS
2815 #define IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED
2816 IM_MSVC_RUNTIME_CHECKS_OFF
2817 static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x * rhs, lhs.y * rhs); }
2818 static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x / rhs, lhs.y / rhs); }
2819 static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); }
2820 static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); }
2821 static inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
2822 static inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); }
2823 static inline ImVec2 operator-(const ImVec2& lhs) { return ImVec2(-lhs.x, -lhs.y); }
2824 static inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; }
2825 static inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; }
2826 static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; }
2827 static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; }
2828 static inline ImVec2& operator*=(ImVec2& lhs, const ImVec2& rhs) { lhs.x *= rhs.x; lhs.y *= rhs.y; return lhs; }
2829 static inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs) { lhs.x /= rhs.x; lhs.y /= rhs.y; return lhs; }
2830 static inline bool operator==(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y; }
2831 static inline bool operator!=(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y; }
2832 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); }
2833 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); }
2834 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); }
2835 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; }
2836 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; }
2837 IM_MSVC_RUNTIME_CHECKS_RESTORE
2838 #endif
2839 
2840 // Helpers macros to generate 32-bit encoded colors
2841 // User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file.
2842 #ifndef IM_COL32_R_SHIFT
2843 #ifdef IMGUI_USE_BGRA_PACKED_COLOR
2844 #define IM_COL32_R_SHIFT 16
2845 #define IM_COL32_G_SHIFT 8
2846 #define IM_COL32_B_SHIFT 0
2847 #define IM_COL32_A_SHIFT 24
2848 #define IM_COL32_A_MASK 0xFF000000
2849 #else
2850 #define IM_COL32_R_SHIFT 0
2851 #define IM_COL32_G_SHIFT 8
2852 #define IM_COL32_B_SHIFT 16
2853 #define IM_COL32_A_SHIFT 24
2854 #define IM_COL32_A_MASK 0xFF000000
2855 #endif
2856 #endif
2857 #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))
2858 #define IM_COL32_WHITE IM_COL32(255,255,255,255) // Opaque white = 0xFFFFFFFF
2859 #define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black
2860 #define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black = 0x00000000
2861 
2862 // Helper: ImColor() implicitly converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
2863 // Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
2864 // **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
2865 // **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.
2866 struct ImColor
2867 {
2868  ImVec4 Value;
2869 
2870  constexpr ImColor() { }
2871  constexpr ImColor(float r, float g, float b, float a = 1.0f) : Value(r, g, b, a) { }
2872  constexpr ImColor(const ImVec4& col) : Value(col) {}
2873  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)) {}
2874  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)) {}
2875  inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); }
2876  inline operator ImVec4() const { return Value; }
2877 
2878  // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.
2879  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; }
2880  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); }
2881 };
2882 
2883 //-----------------------------------------------------------------------------
2884 // [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiSelectionRequestType, ImGuiSelectionRequest, ImGuiMultiSelectIO, ImGuiSelectionBasicStorage)
2885 //-----------------------------------------------------------------------------
2886 
2887 // Multi-selection system
2888 // Documentation at: https://github.com/ocornut/imgui/wiki/Multi-Select
2889 // - Refer to 'Demo->Widgets->Selection State & Multi-Select' for demos using this.
2890 // - This system implements standard multi-selection idioms (CTRL+Mouse/Keyboard, SHIFT+Mouse/Keyboard, etc)
2891 // with support for clipper (skipping non-visible items), box-select and many other details.
2892 // - Selectable(), Checkbox() are supported but custom widgets may use it as well.
2893 // - TreeNode() is technically supported but... using this correctly is more complicated: you need some sort of linear/random access to your tree,
2894 // which is suited to advanced trees setups also implementing filters and clipper. We will work toward simplifying and demoing it.
2895 // - In the spirit of Dear ImGui design, your code owns actual selection data.
2896 // This is designed to allow all kinds of selection storage you may use in your application e.g. set/map/hash.
2897 // About ImGuiSelectionBasicStorage:
2898 // - This is an optional helper to store a selection state and apply selection requests.
2899 // - It is used by our demos and provided as a convenience to quickly implement multi-selection.
2900 // Usage:
2901 // - Identify submitted items with SetNextItemSelectionUserData(), most likely using an index into your current data-set.
2902 // - Store and maintain actual selection data using persistent object identifiers.
2903 // - Usage flow:
2904 // BEGIN - (1) Call BeginMultiSelect() and retrieve the ImGuiMultiSelectIO* result.
2905 // - (2) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 6.
2906 // - (3) [If using clipper] You need to make sure RangeSrcItem is always submitted. Calculate its index and pass to clipper.IncludeItemByIndex(). If storing indices in ImGuiSelectionUserData, a simple clipper.IncludeItemByIndex(ms_io->RangeSrcItem) call will work.
2907 // LOOP - (4) Submit your items with SetNextItemSelectionUserData() + Selectable()/TreeNode() calls.
2908 // END - (5) Call EndMultiSelect() and retrieve the ImGuiMultiSelectIO* result.
2909 // - (6) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 2.
2910 // If you submit all items (no clipper), Step 2 and 3 are optional and will be handled by each item themselves. It is fine to always honor those steps.
2911 // About ImGuiSelectionUserData:
2912 // - This can store an application-defined identifier (e.g. index or pointer) submitted via SetNextItemSelectionUserData().
2913 // - In return we store them into RangeSrcItem/RangeFirstItem/RangeLastItem and other fields in ImGuiMultiSelectIO.
2914 // - Most applications will store an object INDEX, hence the chosen name and type. Storing an index is natural, because
2915 // SetRange requests will give you two end-points and you will need to iterate/interpolate between them to update your selection.
2916 // - However it is perfectly possible to store a POINTER or another IDENTIFIER inside ImGuiSelectionUserData.
2917 // Our system never assume that you identify items by indices, it never attempts to interpolate between two values.
2918 // - If you enable ImGuiMultiSelectFlags_NoRangeSelect then it is guaranteed that you will never have to interpolate
2919 // between two ImGuiSelectionUserData, which may be a convenient way to use part of the feature with less code work.
2920 // - As most users will want to store an index, for convenience and to reduce confusion we use ImS64 instead of void*,
2921 // being syntactically easier to downcast. Feel free to reinterpret_cast and store a pointer inside.
2922 
2923 // Flags for BeginMultiSelect()
2924 enum ImGuiMultiSelectFlags_
2925 {
2926  ImGuiMultiSelectFlags_None = 0,
2927  ImGuiMultiSelectFlags_SingleSelect = 1 << 0, // Disable selecting more than one item. This is available to allow single-selection code to share same code/logic if desired. It essentially disables the main purpose of BeginMultiSelect() tho!
2928  ImGuiMultiSelectFlags_NoSelectAll = 1 << 1, // Disable CTRL+A shortcut to select all.
2929  ImGuiMultiSelectFlags_NoRangeSelect = 1 << 2, // Disable Shift+selection mouse/keyboard support (useful for unordered 2D selection). With BoxSelect is also ensure contiguous SetRange requests are not combined into one. This allows not handling interpolation in SetRange requests.
2930  ImGuiMultiSelectFlags_NoAutoSelect = 1 << 3, // Disable selecting items when navigating (useful for e.g. supporting range-select in a list of checkboxes).
2931  ImGuiMultiSelectFlags_NoAutoClear = 1 << 4, // Disable clearing selection when navigating or selecting another one (generally used with ImGuiMultiSelectFlags_NoAutoSelect. useful for e.g. supporting range-select in a list of checkboxes).
2932  ImGuiMultiSelectFlags_NoAutoClearOnReselect = 1 << 5, // Disable clearing selection when clicking/selecting an already selected item.
2933  ImGuiMultiSelectFlags_BoxSelect1d = 1 << 6, // Enable box-selection with same width and same x pos items (e.g. full row Selectable()). Box-selection works better with little bit of spacing between items hit-box in order to be able to aim at empty space.
2934  ImGuiMultiSelectFlags_BoxSelect2d = 1 << 7, // Enable box-selection with varying width or varying x pos items support (e.g. different width labels, or 2D layout/grid). This is slower: alters clipping logic so that e.g. horizontal movements will update selection of normally clipped items.
2935  ImGuiMultiSelectFlags_BoxSelectNoScroll = 1 << 8, // Disable scrolling when box-selecting near edges of scope.
2936  ImGuiMultiSelectFlags_ClearOnEscape = 1 << 9, // Clear selection when pressing Escape while scope is focused.
2937  ImGuiMultiSelectFlags_ClearOnClickVoid = 1 << 10, // Clear selection when clicking on empty location within scope.
2938  ImGuiMultiSelectFlags_ScopeWindow = 1 << 11, // Scope for _BoxSelect and _ClearOnClickVoid is whole window (Default). Use if BeginMultiSelect() covers a whole window or used a single time in same window.
2939  ImGuiMultiSelectFlags_ScopeRect = 1 << 12, // Scope for _BoxSelect and _ClearOnClickVoid is rectangle encompassing BeginMultiSelect()/EndMultiSelect(). Use if BeginMultiSelect() is called multiple times in same window.
2940  ImGuiMultiSelectFlags_SelectOnClick = 1 << 13, // Apply selection on mouse down when clicking on unselected item. (Default)
2941  ImGuiMultiSelectFlags_SelectOnClickRelease = 1 << 14, // Apply selection on mouse release when clicking an unselected item. Allow dragging an unselected item without altering selection.
2942  //ImGuiMultiSelectFlags_RangeSelect2d = 1 << 15, // Shift+Selection uses 2d geometry instead of linear sequence, so possible to use Shift+up/down to select vertically in grid. Analogous to what BoxSelect does.
2943  ImGuiMultiSelectFlags_NavWrapX = 1 << 16, // [Temporary] Enable navigation wrapping on X axis. Provided as a convenience because we don't have a design for the general Nav API for this yet. When the more general feature be public we may obsolete this flag in favor of new one.
2944 };
2945 
2946 // Main IO structure returned by BeginMultiSelect()/EndMultiSelect().
2947 // This mainly contains a list of selection requests.
2948 // - Use 'Demo->Tools->Debug Log->Selection' to see requests as they happen.
2949 // - Some fields are only useful if your list is dynamic and allows deletion (getting post-deletion focus/state right is shown in the demo)
2950 // - Below: who reads/writes each fields? 'r'=read, 'w'=write, 'ms'=multi-select code, 'app'=application/user code.
2952 {
2953  //------------------------------------------// BeginMultiSelect / EndMultiSelect
2954  ImVector<ImGuiSelectionRequest> Requests; // ms:w, app:r / ms:w app:r // Requests to apply to your selection data.
2955  ImGuiSelectionUserData RangeSrcItem; // ms:w app:r / // (If using clipper) Begin: Source item (often the first selected item) must never be clipped: use clipper.IncludeItemByIndex() to ensure it is submitted.
2956  ImGuiSelectionUserData NavIdItem; // ms:w, app:r / // (If using deletion) Last known SetNextItemSelectionUserData() value for NavId (if part of submitted items).
2957  bool NavIdSelected; // ms:w, app:r / app:r // (If using deletion) Last known selection state for NavId (if part of submitted items).
2958  bool RangeSrcReset; // app:w / ms:r // (If using deletion) Set before EndMultiSelect() to reset ResetSrcItem (e.g. if deleted selection).
2959  int ItemsCount; // ms:w, app:r / app:r // 'int items_count' parameter to BeginMultiSelect() is copied here for convenience, allowing simpler calls to your ApplyRequests handler. Not used internally.
2960 };
2961 
2962 // Selection request type
2963 enum ImGuiSelectionRequestType
2964 {
2965  ImGuiSelectionRequestType_None = 0,
2966  ImGuiSelectionRequestType_SetAll, // Request app to clear selection (if Selected==false) or select all items (if Selected==true). We cannot set RangeFirstItem/RangeLastItem as its contents is entirely up to user (not necessarily an index)
2967  ImGuiSelectionRequestType_SetRange, // Request app to select/unselect [RangeFirstItem..RangeLastItem] items (inclusive) based on value of Selected. Only EndMultiSelect() request this, app code can read after BeginMultiSelect() and it will always be false.
2968 };
2969 
2970 // Selection request item
2972 {
2973  //------------------------------------------// BeginMultiSelect / EndMultiSelect
2974  ImGuiSelectionRequestType Type; // ms:w, app:r / ms:w, app:r // Request type. You'll most often receive 1 Clear + 1 SetRange with a single-item range.
2975  bool Selected; // ms:w, app:r / ms:w, app:r // Parameter for SetAll/SetRange requests (true = select, false = unselect)
2976  ImS8 RangeDirection; // / ms:w app:r // Parameter for SetRange request: +1 when RangeFirstItem comes before RangeLastItem, -1 otherwise. Useful if you want to preserve selection order on a backward Shift+Click.
2977  ImGuiSelectionUserData RangeFirstItem; // / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from top to bottom).
2978  ImGuiSelectionUserData RangeLastItem; // / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from bottom to top). Inclusive!
2979 };
2980 
2981 // Optional helper to store multi-selection state + apply multi-selection requests.
2982 // - Used by our demos and provided as a convenience to easily implement basic multi-selection.
2983 // - Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }'
2984 // Or you can check 'if (Contains(id)) { ... }' for each possible object if their number is not too high to iterate.
2985 // - USING THIS IS NOT MANDATORY. This is only a helper and not a required API.
2986 // To store a multi-selection, in your application you could:
2987 // - Use this helper as a convenience. We use our simple key->value ImGuiStorage as a std::set<ImGuiID> replacement.
2988 // - Use your own external storage: e.g. std::set<MyObjectId>, std::vector<MyObjectId>, interval trees, intrusively stored selection etc.
2989 // In ImGuiSelectionBasicStorage we:
2990 // - always use indices in the multi-selection API (passed to SetNextItemSelectionUserData(), retrieved in ImGuiMultiSelectIO)
2991 // - use the AdapterIndexToStorageId() indirection layer to abstract how persistent selection data is derived from an index.
2992 // - use decently optimized logic to allow queries and insertion of very large selection sets.
2993 // - do not preserve selection order.
2994 // Many combinations are possible depending on how you prefer to store your items and how you prefer to store your selection.
2995 // Large applications are likely to eventually want to get rid of this indirection layer and do their own thing.
2996 // See https://github.com/ocornut/imgui/wiki/Multi-Select for details and pseudo-code using this helper.
2998 {
2999  // Members
3000  int Size; // // Number of selected items, maintained by this helper.
3001  bool PreserveOrder; // = false // GetNextSelectedItem() will return ordered selection (currently implemented by two additional sorts of selection. Could be improved)
3002  void* UserData; // = NULL // User data for use by adapter function // e.g. selection.UserData = (void*)my_items;
3003  ImGuiID (*AdapterIndexToStorageId)(ImGuiSelectionBasicStorage* self, int idx); // e.g. selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { return ((MyItems**)self->UserData)[idx]->ID; };
3004  int _SelectionOrder;// [Internal] Increasing counter to store selection order
3005  ImGuiStorage _Storage; // [Internal] Selection set. Think of this as similar to e.g. std::set<ImGuiID>. Prefer not accessing directly: iterate with GetNextSelectedItem().
3006 
3007  // Methods
3008  IMGUI_API ImGuiSelectionBasicStorage();
3009  IMGUI_API void ApplyRequests(ImGuiMultiSelectIO* ms_io); // Apply selection requests coming from BeginMultiSelect() and EndMultiSelect() functions. It uses 'items_count' passed to BeginMultiSelect()
3010  IMGUI_API bool Contains(ImGuiID id) const; // Query if an item id is in selection.
3011  IMGUI_API void Clear(); // Clear selection
3012  IMGUI_API void Swap(ImGuiSelectionBasicStorage& r); // Swap two selections
3013  IMGUI_API void SetItemSelected(ImGuiID id, bool selected); // Add/remove an item from selection (generally done by ApplyRequests() function)
3014  IMGUI_API bool GetNextSelectedItem(void** opaque_it, ImGuiID* out_id); // Iterate selection with 'void* it = NULL; ImGuiId id; while (selection.GetNextSelectedItem(&it, &id)) { ... }'
3015  inline ImGuiID GetStorageIdFromIndex(int idx) { return AdapterIndexToStorageId(this, idx); } // Convert index to item id based on provided adapter.
3016 };
3017 
3018 // Optional helper to apply multi-selection requests to existing randomly accessible storage.
3019 // Convenient if you want to quickly wire multi-select API on e.g. an array of bool or items storing their own selection state.
3021 {
3022  // Members
3023  void* UserData; // User data for use by adapter function // e.g. selection.UserData = (void*)my_items;
3024  void (*AdapterSetItemSelected)(ImGuiSelectionExternalStorage* self, int idx, bool selected); // e.g. AdapterSetItemSelected = [](ImGuiSelectionExternalStorage* self, int idx, bool selected) { ((MyItems**)self->UserData)[idx]->Selected = selected; }
3025 
3026  // Methods
3027  IMGUI_API ImGuiSelectionExternalStorage();
3028  IMGUI_API void ApplyRequests(ImGuiMultiSelectIO* ms_io); // Apply selection requests by using AdapterSetItemSelected() calls
3029 };
3030 
3031 //-----------------------------------------------------------------------------
3032 // [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)
3033 // Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
3034 //-----------------------------------------------------------------------------
3035 
3036 // The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking.
3037 #ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX
3038 #define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (63)
3039 #endif
3040 
3041 // ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h]
3042 // NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
3043 // you can poke into the draw list for that! Draw callback may be useful for example to:
3044 // A) Change your GPU render state,
3045 // B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
3046 // The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
3047 // 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.
3048 #ifndef ImDrawCallback
3049 typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
3050 #endif
3051 
3052 // Special Draw callback value to request renderer backend to reset the graphics/render state.
3053 // The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address.
3054 // This is useful, for example, if you submitted callbacks which you know have altered the render state and you want it to be restored.
3055 // 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).
3056 #define ImDrawCallback_ResetRenderState (ImDrawCallback)(-8)
3057 
3058 // Typically, 1 command = 1 GPU draw call (unless command is a callback)
3059 // - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,
3060 // this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
3061 // Backends made for <1.71. will typically ignore the VtxOffset fields.
3062 // - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for).
3064 {
3065  ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
3066  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.
3067  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.
3068  unsigned int IdxOffset; // 4 // Start offset in index buffer.
3069  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[].
3070  ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
3071  void* UserCallbackData; // 4-8 // The draw callback code can access this.
3072 
3073  ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed
3074 
3075  // 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)
3076  inline ImTextureID GetTexID() const { return TextureId; }
3077 };
3078 
3079 // Vertex layout
3080 #ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
3082 {
3083  ImVec2 pos;
3084  ImVec2 uv;
3085  ImU32 col;
3086 };
3087 #else
3088 // You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
3089 // 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.
3090 // 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.
3091 // 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.
3092 IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
3093 #endif
3094 
3095 // [Internal] For use by ImDrawList
3097 {
3098  ImVec4 ClipRect;
3099  ImTextureID TextureId;
3100  unsigned int VtxOffset;
3101 };
3102 
3103 // [Internal] For use by ImDrawListSplitter
3105 {
3106  ImVector<ImDrawCmd> _CmdBuffer;
3107  ImVector<ImDrawIdx> _IdxBuffer;
3108 };
3109 
3110 
3111 // Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order.
3112 // This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call.
3114 {
3115  int _Current; // Current channel number (0)
3116  int _Count; // Number of active channels (1+)
3117  ImVector<ImDrawChannel> _Channels; // Draw channels (not resized down so _Count might be < Channels.Size)
3118 
3119  inline ImDrawListSplitter() { memset(this, 0, sizeof(*this)); }
3120  inline ~ImDrawListSplitter() { ClearFreeMemory(); }
3121  inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame
3122  IMGUI_API void ClearFreeMemory();
3123  IMGUI_API void Split(ImDrawList* draw_list, int count);
3124  IMGUI_API void Merge(ImDrawList* draw_list);
3125  IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx);
3126 };
3127 
3128 // Flags for ImDrawList functions
3129 // (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)
3130 enum ImDrawFlags_
3131 {
3132  ImDrawFlags_None = 0,
3133  ImDrawFlags_Closed = 1 << 0, // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason)
3134  ImDrawFlags_RoundCornersTopLeft = 1 << 4, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners). Was 0x01.
3135  ImDrawFlags_RoundCornersTopRight = 1 << 5, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners). Was 0x02.
3136  ImDrawFlags_RoundCornersBottomLeft = 1 << 6, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners). Was 0x04.
3137  ImDrawFlags_RoundCornersBottomRight = 1 << 7, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f, we default to all corners). Wax 0x08.
3138  ImDrawFlags_RoundCornersNone = 1 << 8, // AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag!
3139  ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight,
3140  ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
3141  ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft,
3142  ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight,
3143  ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
3144  ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified.
3145  ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone,
3146 };
3147 
3148 // Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly.
3149 // It is however possible to temporarily alter flags between calls to ImDrawList:: functions.
3150 enum ImDrawListFlags_
3151 {
3152  ImDrawListFlags_None = 0,
3153  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)
3154  ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
3155  ImDrawListFlags_AntiAliasedFill = 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles).
3156  ImDrawListFlags_AllowVtxOffset = 1 << 3, // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.
3157 };
3158 
3159 // Draw command list
3160 // This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame,
3161 // all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
3162 // Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to
3163 // access the current window draw list and draw custom primitives.
3164 // You can interleave normal ImGui:: calls and adding primitives to the current draw list.
3165 // In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize).
3166 // 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!)
3167 // 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.
3169 {
3170  // This is what you have to render
3171  ImVector<ImDrawCmd> CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.
3172  ImVector<ImDrawIdx> IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those
3173  ImVector<ImDrawVert> VtxBuffer; // Vertex buffer.
3174  ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
3175 
3176  // [Internal, used while building lists]
3177  unsigned int _VtxCurrentIdx; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.
3178  ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
3179  ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
3180  ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
3181  ImVector<ImVec2> _Path; // [Internal] current path building
3182  ImDrawCmdHeader _CmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back().
3183  ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!)
3184  ImVector<ImVec4> _ClipRectStack; // [Internal]
3185  ImVector<ImTextureID> _TextureIdStack; // [Internal]
3186  float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content
3187  const char* _OwnerName; // Pointer to owner window's name for debugging
3188 
3189  // 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)
3190  ImDrawList(ImDrawListSharedData* shared_data) { memset(this, 0, sizeof(*this)); _Data = shared_data; }
3191 
3192  ~ImDrawList() { _ClearFreeMemory(); }
3193  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)
3194  IMGUI_API void PushClipRectFullScreen();
3195  IMGUI_API void PopClipRect();
3196  IMGUI_API void PushTextureID(ImTextureID texture_id);
3197  IMGUI_API void PopTextureID();
3198  inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }
3199  inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
3200 
3201  // Primitives
3202  // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
3203  // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
3204  // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred).
3205  // In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12.
3206  // In future versions we will use textures to provide cheaper and higher-quality circles.
3207  // Use AddNgon() and AddNgonFilled() functions if you need to guarantee a specific number of sides.
3208  IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f);
3209  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)
3210  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)
3211  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);
3212  IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f);
3213  IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col);
3214  IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f);
3215  IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col);
3216  IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 0, float thickness = 1.0f);
3217  IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0);
3218  IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f);
3219  IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments);
3220  IMGUI_API void AddEllipse(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f);
3221  IMGUI_API void AddEllipseFilled(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0);
3222  IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
3223  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);
3224  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)
3225  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)
3226 
3227  // General polygon
3228  // - Only simple polygons are supported by filling functions (no self-intersections, no holes).
3229  // - 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.
3230  IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness);
3231  IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col);
3232  IMGUI_API void AddConcavePolyFilled(const ImVec2* points, int num_points, ImU32 col);
3233 
3234  // Image primitives
3235  // - Read FAQ to understand what ImTextureID is.
3236  // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle.
3237  // - "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.
3238  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);
3239  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);
3240  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);
3241 
3242  // Stateful path API, add points then finish with PathFillConvex() or PathStroke()
3243  // - Important: filled shapes must always use clockwise winding order! The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
3244  // 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().
3245  inline void PathClear() { _Path.Size = 0; }
3246  inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); }
3247  inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); }
3248  inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; }
3249  inline void PathFillConcave(ImU32 col) { AddConcavePolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; }
3250  inline void PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; }
3251  IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0);
3252  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
3253  IMGUI_API void PathEllipticalArcTo(const ImVec2& center, const ImVec2& radius, float rot, float a_min, float a_max, int num_segments = 0); // Ellipse
3254  IMGUI_API void PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points)
3255  IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quadratic Bezier (3 control points)
3256  IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0);
3257 
3258  // Advanced
3259  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.
3260  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
3261  IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.
3262 
3263  // Advanced: Channels
3264  // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives)
3265  // - 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)
3266  // - This API shouldn't have been in ImDrawList in the first place!
3267  // Prefer using your own persistent instance of ImDrawListSplitter as you can stack them.
3268  // Using the ImDrawList::ChannelsXXXX you cannot stack a split over another.
3269  inline void ChannelsSplit(int count) { _Splitter.Split(this, count); }
3270  inline void ChannelsMerge() { _Splitter.Merge(this); }
3271  inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); }
3272 
3273  // Advanced: Primitives allocations
3274  // - We render triangles (three vertices)
3275  // - All primitives needs to be reserved via PrimReserve() beforehand.
3276  IMGUI_API void PrimReserve(int idx_count, int vtx_count);
3277  IMGUI_API void PrimUnreserve(int idx_count, int vtx_count);
3278  IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles)
3279  IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
3280  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);
3281  inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
3282  inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; }
3283  inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index
3284 
3285  // Obsolete names
3286  //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)
3287  //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)
3288  //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)
3289  //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)
3290  //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)
3291 
3292  // [Internal helpers]
3293  IMGUI_API void _ResetForNewFrame();
3294  IMGUI_API void _ClearFreeMemory();
3295  IMGUI_API void _PopUnusedDrawCmd();
3296  IMGUI_API void _TryMergeDrawCmds();
3297  IMGUI_API void _OnChangedClipRect();
3298  IMGUI_API void _OnChangedTextureID();
3299  IMGUI_API void _OnChangedVtxOffset();
3300  IMGUI_API void _SetTextureID(ImTextureID texture_id);
3301  IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const;
3302  IMGUI_API void _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step);
3303  IMGUI_API void _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments);
3304 };
3305 
3306 // All draw data to render a Dear ImGui frame
3307 // (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose,
3308 // as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList)
3310 {
3311  bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
3312  int CmdListsCount; // Number of ImDrawList* to render
3313  int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size
3314  int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size
3315  ImVector<ImDrawList*> CmdLists; // Array of ImDrawList* to render. The ImDrawLists are owned by ImGuiContext and only pointed to from here.
3316  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)
3317  ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications)
3318  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.
3319  ImGuiViewport* OwnerViewport; // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not).
3320 
3321  // Functions
3322  ImDrawData() { Clear(); }
3323  IMGUI_API void Clear();
3324  IMGUI_API void AddDrawList(ImDrawList* draw_list); // Helper to add an external draw list into an existing ImDrawData.
3325  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!
3326  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.
3327 };
3328 
3329 //-----------------------------------------------------------------------------
3330 // [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)
3331 //-----------------------------------------------------------------------------
3332 
3334 {
3335  void* FontData; // // TTF/OTF data
3336  int FontDataSize; // // TTF/OTF data size
3337  bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
3338  int FontNo; // 0 // Index of font within TTF/OTF file
3339  float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height).
3340  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.
3341  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.
3342  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.
3343  ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
3344  ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input.
3345  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).
3346  float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font
3347  float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs
3348  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.
3349  unsigned int FontBuilderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure.
3350  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.
3351  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.
3352  ImWchar EllipsisChar; // -1 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.
3353 
3354  // [Internal]
3355  char Name[40]; // Name (strictly to ease debugging)
3356  ImFont* DstFont;
3357 
3358  IMGUI_API ImFontConfig();
3359 };
3360 
3361 // Hold rendering data for one glyph.
3362 // (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)
3364 {
3365  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)
3366  unsigned int Visible : 1; // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering.
3367  unsigned int Codepoint : 30; // 0x0000..0x10FFFF
3368  float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in)
3369  float X0, Y0, X1, Y1; // Glyph corners
3370  float U0, V0, U1, V1; // Texture coordinates
3371 };
3372 
3373 // Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges().
3374 // This is essentially a tightly packed of vector of 64k booleans = 8KB storage.
3376 {
3377  ImVector<ImU32> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used)
3378 
3379  ImFontGlyphRangesBuilder() { Clear(); }
3380  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); }
3381  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
3382  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
3383  inline void AddChar(ImWchar c) { SetBit(c); } // Add character
3384  IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added)
3385  IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
3386  IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges); // Output new ranges
3387 };
3388 
3389 // See ImFontAtlas::AddCustomRectXXX functions.
3391 {
3392  unsigned short Width, Height; // Input // Desired rectangle dimension
3393  unsigned short X, Y; // Output // Packed position in Atlas
3394  unsigned int GlyphID; // Input // For custom font glyphs only (ID < 0x110000)
3395  float GlyphAdvanceX; // Input // For custom font glyphs only: glyph xadvance
3396  ImVec2 GlyphOffset; // Input // For custom font glyphs only: glyph display offset
3397  ImFont* Font; // Input // For custom font glyphs only: target font
3398  ImFontAtlasCustomRect() { Width = Height = 0; X = Y = 0xFFFF; GlyphID = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; }
3399  bool IsPacked() const { return X != 0xFFFF; }
3400 };
3401 
3402 // Flags for ImFontAtlas build
3403 enum ImFontAtlasFlags_
3404 {
3405  ImFontAtlasFlags_None = 0,
3406  ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two
3407  ImFontAtlasFlags_NoMouseCursors = 1 << 1, // Don't build software mouse cursors into the atlas (save a little texture memory)
3408  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).
3409 };
3410 
3411 // Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
3412 // - One or more fonts.
3413 // - Custom graphics data needed to render the shapes needed by Dear ImGui.
3414 // - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas).
3415 // It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api.
3416 // - 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.
3417 // - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
3418 // - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples)
3419 // - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
3420 // This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details.
3421 // Common pitfalls:
3422 // - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the
3423 // atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
3424 // - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.
3425 // You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
3426 // - Even though many functions are suffixed with "TTF", OTF data is supported just as well.
3427 // - This is an old API and it is currently awkward for those and various other reasons! We will address them in the future!
3429 {
3430  IMGUI_API ImFontAtlas();
3431  IMGUI_API ~ImFontAtlas();
3432  IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg);
3433  IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL);
3434  IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
3435  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.
3436  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.
3437  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.
3438  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.
3439  IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory.
3440  IMGUI_API void ClearFonts(); // Clear output font data (glyphs storage, UV coordinates).
3441  IMGUI_API void Clear(); // Clear all input and output.
3442 
3443  // Build atlas, retrieve pixel data.
3444  // 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().
3445  // The pitch is always = Width * BytesPerPixels (1 or 4)
3446  // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
3447  // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste.
3448  IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions.
3449  IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
3450  IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
3451  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...
3452  void SetTexID(ImTextureID id) { TexID = id; }
3453 
3454  //-------------------------------------------
3455  // Glyph Ranges
3456  //-------------------------------------------
3457 
3458  // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
3459  // NB: Make sure that your string are UTF-8 and NOT in your local code page.
3460  // Read https://github.com/ocornut/imgui/blob/master/docs/FONTS.md/#about-utf-8-encoding for details.
3461  // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.
3462  IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
3463  IMGUI_API const ImWchar* GetGlyphRangesGreek(); // Default + Greek and Coptic
3464  IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters
3465  IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs
3466  IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs
3467  IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
3468  IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters
3469  IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters
3470  IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters
3471 
3472  //-------------------------------------------
3473  // [BETA] Custom Rectangles/Glyphs API
3474  //-------------------------------------------
3475 
3476  // You can request arbitrary rectangles to be packed into the atlas, for your own purposes.
3477  // - After calling Build(), you can query the rectangle position and render your pixels.
3478  // - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of preferred texture format.
3479  // - You can also request your rectangles to be mapped as font glyph (given a font + Unicode point),
3480  // so you can render e.g. custom colorful icons and use them as regular glyphs.
3481  // - Read docs/FONTS.md for more details about using colorful icons.
3482  // - Note: this API may be redesigned later in order to support multi-monitor varying DPI settings.
3483  IMGUI_API int AddCustomRectRegular(int width, int height);
3484  IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0));
3485  ImFontAtlasCustomRect* GetCustomRectByIndex(int index) { IM_ASSERT(index >= 0); return &CustomRects[index]; }
3486 
3487  // [Internal]
3488  IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const;
3489  IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]);
3490 
3491  //-------------------------------------------
3492  // Members
3493  //-------------------------------------------
3494 
3495  ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_)
3496  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.
3497  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.
3498  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).
3499  bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
3500  void* UserData; // Store your own atlas related user-data (if e.g. you have multiple font atlas).
3501 
3502  // [Internal]
3503  // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
3504  bool TexReady; // Set when texture was built matching current font input
3505  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.
3506  unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
3507  unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
3508  int TexWidth; // Texture width calculated during Build().
3509  int TexHeight; // Texture height calculated during Build().
3510  ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight)
3511  ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel
3512  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.
3513  ImVector<ImFontAtlasCustomRect> CustomRects; // Rectangles for packing custom texture data into the atlas.
3514  ImVector<ImFontConfig> ConfigData; // Configuration data
3515  ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines
3516 
3517  // [Internal] Font builder
3518  const ImFontBuilderIO* FontBuilderIO; // Opaque interface to a font builder (default to stb_truetype, can be changed to use FreeType by defining IMGUI_ENABLE_FREETYPE).
3519  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.
3520 
3521  // [Internal] Packing data
3522  int PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors
3523  int PackIdLines; // Custom texture rectangle ID for baked anti-aliased lines
3524 
3525  // [Obsolete]
3526  //typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+
3527  //typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
3528 };
3529 
3530 // Font runtime data and rendering
3531 // ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
3532 struct ImFont
3533 {
3534  // Members: Hot ~20/24 bytes (for CalcTextSize)
3535  ImVector<float> IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this info, and are often bottleneck in large UI).
3536  float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX
3537  float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading)
3538 
3539  // Members: Hot ~28/40 bytes (for CalcTextSize + render loop)
3540  ImVector<ImWchar> IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point.
3541  ImVector<ImFontGlyph> Glyphs; // 12-16 // out // // All glyphs.
3542  const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar)
3543 
3544  // Members: Cold ~32/40 bytes
3545  ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into
3546  const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData
3547  short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
3548  ImWchar FallbackChar; // 2 // out // = FFFD/'?' // Character used if a glyph isn't found.
3549  ImWchar EllipsisChar; // 2 // out // = '...'/'.'// Character used for ellipsis rendering.
3550  short EllipsisCharCount; // 1 // out // 1 or 3
3551  float EllipsisWidth; // 4 // out // Width
3552  float EllipsisCharStep; // 4 // out // Step between characters when EllipsisCount > 0
3553  bool DirtyLookupTables; // 1 // out //
3554  float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
3555  float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] (unscaled)
3556  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)
3557  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.
3558 
3559  // Methods
3560  IMGUI_API ImFont();
3561  IMGUI_API ~ImFont();
3562  IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const;
3563  IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const;
3564  float GetCharAdvance(ImWchar c) const { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; }
3565  bool IsLoaded() const { return ContainerAtlas != NULL; }
3566  const char* GetDebugName() const { return ConfigData ? ConfigData->Name : "<unknown>"; }
3567 
3568  // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
3569  // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
3570  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
3571  IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
3572  IMGUI_API void RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c) const;
3573  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;
3574 
3575  // [Internal] Don't use!
3576  IMGUI_API void BuildLookupTable();
3577  IMGUI_API void ClearOutputData();
3578  IMGUI_API void GrowIndex(int new_size);
3579  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);
3580  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.
3581  IMGUI_API void SetGlyphVisible(ImWchar c, bool visible);
3582  IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last);
3583 };
3584 
3585 //-----------------------------------------------------------------------------
3586 // [SECTION] Viewports
3587 //-----------------------------------------------------------------------------
3588 
3589 // Flags stored in ImGuiViewport::Flags, giving indications to the platform backends.
3590 enum ImGuiViewportFlags_
3591 {
3592  ImGuiViewportFlags_None = 0,
3593  ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window
3594  ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet)
3595  ImGuiViewportFlags_OwnedByApp = 1 << 2, // Platform Window: Is created/managed by the user application? (rather than our backend)
3596  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)
3597  ImGuiViewportFlags_NoTaskBarIcon = 1 << 4, // Platform Window: Disable platform task bar icon (generally set on popups/tooltips, or all windows if ImGuiConfigFlags_ViewportsNoTaskBarIcon is set)
3598  ImGuiViewportFlags_NoFocusOnAppearing = 1 << 5, // Platform Window: Don't take focus when created.
3599  ImGuiViewportFlags_NoFocusOnClick = 1 << 6, // Platform Window: Don't take focus when clicked on.
3600  ImGuiViewportFlags_NoInputs = 1 << 7, // Platform Window: Make mouse pass through so we can drag this window while peaking behind it.
3601  ImGuiViewportFlags_NoRendererClear = 1 << 8, // Platform Window: Renderer doesn't need to clear the framebuffer ahead (because we will fill it entirely).
3602  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!).
3603  ImGuiViewportFlags_TopMost = 1 << 10, // Platform Window: Display on top (for tooltips only).
3604  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".
3605 
3606  // Output status flags (from Platform)
3607  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.
3608  ImGuiViewportFlags_IsFocused = 1 << 13, // Platform Window: Window is focused (last call to Platform_GetWindowFocus() returned true)
3609 };
3610 
3611 // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
3612 // - With multi-viewport enabled, we extend this concept to have multiple active viewports.
3613 // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
3614 // - About Main Area vs Work Area:
3615 // - Main Area = entire viewport.
3616 // - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor).
3617 // - Windows are generally trying to stay within the Work Area of their host viewport.
3619 {
3620  ImGuiID ID; // Unique identifier for the viewport
3621  ImGuiViewportFlags Flags; // See ImGuiViewportFlags_
3622  ImVec2 Pos; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates)
3623  ImVec2 Size; // Main Area: Size of the viewport.
3624  ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos)
3625  ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)
3626  float DpiScale; // 1.0f = 96 DPI = No extra scale.
3627  ImGuiID ParentViewportId; // (Advanced) 0: no parent. Instruct the platform backend to setup a parent/child relationship between platform windows.
3628  ImDrawData* DrawData; // The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame().
3629 
3630  // Platform/Backend Dependent Data
3631  // Our design separate the Renderer and Platform backends to facilitate combining default backends with each others.
3632  // When our create your own backend for a custom engine, it is possible that both Renderer and Platform will be handled
3633  // by the same system and you may not need to use all the UserData/Handle fields.
3634  // The library never uses those fields, they are merely storage to facilitate backend implementation.
3635  void* RendererUserData; // void* to hold custom data structure for the renderer (e.g. swap chain, framebuffers etc.). generally set by your Renderer_CreateWindow function.
3636  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.
3637  void* PlatformHandle; // void* to hold higher-level, platform window handle (e.g. HWND, GLFWWindow*, SDL_Window*), for FindViewportByPlatformHandle().
3638  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*)
3639  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.
3640  bool PlatformRequestMove; // Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position)
3641  bool PlatformRequestResize; // Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size)
3642  bool PlatformRequestClose; // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4)
3643 
3644  ImGuiViewport() { memset(this, 0, sizeof(*this)); }
3645  ~ImGuiViewport() { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); }
3646 
3647  // Helpers
3648  ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); }
3649  ImVec2 GetWorkCenter() const { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); }
3650 };
3651 
3652 //-----------------------------------------------------------------------------
3653 // [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformMonitor, ImGuiPlatformImeData)
3654 //-----------------------------------------------------------------------------
3655 
3656 // [BETA] (Optional) Multi-Viewport Support!
3657 // If you are new to Dear ImGui and trying to integrate it into your engine, you can probably ignore this for now.
3658 //
3659 // This feature allows you to seamlessly drag Dear ImGui windows outside of your application viewport.
3660 // This is achieved by creating new Platform/OS windows on the fly, and rendering into them.
3661 // Dear ImGui manages the viewport structures, and the backend create and maintain one Platform/OS window for each of those viewports.
3662 //
3663 // See Recap: https://github.com/ocornut/imgui/wiki/Multi-Viewports
3664 // See Glossary https://github.com/ocornut/imgui/wiki/Glossary for details about some of the terminology.
3665 //
3666 // About the coordinates system:
3667 // - When multi-viewports are enabled, all Dear ImGui coordinates become absolute coordinates (same as OS coordinates!)
3668 // - So e.g. ImGui::SetNextWindowPos(ImVec2(0,0)) will position a window relative to your primary monitor!
3669 // - If you want to position windows relative to your main application viewport, use ImGui::GetMainViewport()->Pos as a base position.
3670 //
3671 // Steps to use multi-viewports in your application, when using a default backend from the examples/ folder:
3672 // - Application: Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
3673 // - Backend: The backend initialization will setup all necessary ImGuiPlatformIO's functions and update monitors info every frame.
3674 // - Application: In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render().
3675 // - Application: Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls.
3676 //
3677 // Steps to use multi-viewports in your application, when using a custom backend:
3678 // - Important: THIS IS NOT EASY TO DO and comes with many subtleties not described here!
3679 // It's also an experimental feature, so some of the requirements may evolve.
3680 // Consider using default backends if you can. Either way, carefully follow and refer to examples/ backends for details.
3681 // - Application: Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
3682 // - Backend: Hook ImGuiPlatformIO's Platform_* and Renderer_* callbacks (see below).
3683 // Set 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports' and 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports'.
3684 // Update ImGuiPlatformIO's Monitors list every frame.
3685 // Update MousePos every frame, in absolute coordinates.
3686 // - Application: In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render().
3687 // You may skip calling RenderPlatformWindowsDefault() if its API is not convenient for your needs. Read comments below.
3688 // - Application: Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls.
3689 //
3690 // About ImGui::RenderPlatformWindowsDefault():
3691 // - This function is a mostly a _helper_ for the common-most cases, and to facilitate using default backends.
3692 // - You can check its simple source code to understand what it does.
3693 // It basically iterates secondary viewports and call 4 functions that are setup in ImGuiPlatformIO, if available:
3694 // Platform_RenderWindow(), Renderer_RenderWindow(), Platform_SwapBuffers(), Renderer_SwapBuffers()
3695 // Those functions pointers exists only for the benefit of RenderPlatformWindowsDefault().
3696 // - If you have very specific rendering needs (e.g. flipping multiple swap-chain simultaneously, unusual sync/threading issues, etc.),
3697 // you may be tempted to ignore RenderPlatformWindowsDefault() and write customized code to perform your renderingg.
3698 // You may decide to setup the platform_io's *RenderWindow and *SwapBuffers pointers and call your functions through those pointers,
3699 // or you may decide to never setup those pointers and call your code directly. They are a convenience, not an obligatory interface.
3700 //-----------------------------------------------------------------------------
3701 
3702 // Access via ImGui::GetPlatformIO()
3704 {
3705  IMGUI_API ImGuiPlatformIO();
3706 
3707  //------------------------------------------------------------------
3708  // Input - Interface with OS/backends (basic)
3709  //------------------------------------------------------------------
3710 
3711  // Optional: Access OS clipboard
3712  // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
3713  const char* (*Platform_GetClipboardTextFn)(ImGuiContext* ctx);
3714  void (*Platform_SetClipboardTextFn)(ImGuiContext* ctx, const char* text);
3715  void* Platform_ClipboardUserData;
3716 
3717  // Optional: Open link/folder/file in OS Shell
3718  // (default to use ShellExecuteA() on Windows, system() on Linux/Mac)
3719  bool (*Platform_OpenInShellFn)(ImGuiContext* ctx, const char* path);
3720  void* Platform_OpenInShellUserData;
3721 
3722  // 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)
3723  // (default to use native imm32 api on Windows)
3724  void (*Platform_SetImeDataFn)(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data);
3725  void* Platform_ImeUserData;
3726  //void (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data); // [Renamed to platform_io.PlatformSetImeDataFn in 1.91.1]
3727 
3728  // Optional: Platform locale
3729  // [Experimental] Configure decimal point e.g. '.' or ',' useful for some languages (e.g. German), generally pulled from *localeconv()->decimal_point
3730  ImWchar Platform_LocaleDecimalPoint; // '.'
3731 
3732  //------------------------------------------------------------------
3733  // Input - Interface with OS/backends (Multi-Viewport support!)
3734  //------------------------------------------------------------------
3735 
3736  // For reference, the second column shows which function are generally calling the Platform Functions:
3737  // N = ImGui::NewFrame() ~ beginning of the dear imgui frame: read info from platform/OS windows (latest size/position)
3738  // F = ImGui::Begin(), ImGui::EndFrame() ~ during the dear imgui frame
3739  // U = ImGui::UpdatePlatformWindows() ~ after the dear imgui frame: create and update all platform/OS windows
3740  // R = ImGui::RenderPlatformWindowsDefault() ~ render
3741  // D = ImGui::DestroyPlatformWindows() ~ shutdown
3742  // The general idea is that NewFrame() we will read the current Platform/OS state, and UpdatePlatformWindows() will write to it.
3743 
3744  // The handlers are designed so we can mix and match two imgui_impl_xxxx files, one Platform backend and one Renderer backend.
3745  // Custom engine backends will often provide both Platform and Renderer interfaces together and so may not need to use all functions.
3746  // Platform functions are typically called _before_ their Renderer counterpart, apart from Destroy which are called the other way.
3747 
3748  // Platform Backend functions (e.g. Win32, GLFW, SDL) ------------------- Called by -----
3749  void (*Platform_CreateWindow)(ImGuiViewport* vp); // . . U . . // Create a new platform window for the given viewport
3750  void (*Platform_DestroyWindow)(ImGuiViewport* vp); // N . U . D //
3751  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
3752  void (*Platform_SetWindowPos)(ImGuiViewport* vp, ImVec2 pos); // . . U . . // Set platform window position (given the upper-left corner of client area)
3753  ImVec2 (*Platform_GetWindowPos)(ImGuiViewport* vp); // N . . . . //
3754  void (*Platform_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // . . U . . // Set platform window client area size (ignoring OS decorations such as OS title bar etc.)
3755  ImVec2 (*Platform_GetWindowSize)(ImGuiViewport* vp); // N . . . . // Get platform window client area size
3756  void (*Platform_SetWindowFocus)(ImGuiViewport* vp); // N . . . . // Move window to front and set input focus
3757  bool (*Platform_GetWindowFocus)(ImGuiViewport* vp); // . . U . . //
3758  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
3759  void (*Platform_SetWindowTitle)(ImGuiViewport* vp, const char* str); // . . U . . // Set platform window title (given an UTF-8 string)
3760  void (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha); // . . U . . // (Optional) Setup global transparency (not per-pixel transparency)
3761  void (*Platform_UpdateWindow)(ImGuiViewport* vp); // . . U . . // (Optional) Called by UpdatePlatformWindows(). Optional hook to allow the platform backend from doing general book-keeping every frame.
3762  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().
3763  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().
3764  float (*Platform_GetWindowDpiScale)(ImGuiViewport* vp); // N . . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Return DPI scale for this viewport. 1.0f = 96 DPI.
3765  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.
3766  ImVec4 (*Platform_GetWindowWorkAreaInsets)(ImGuiViewport* vp); // N . . . . // (Optional) [BETA] Get initial work area inset for the viewport (won't be covered by main menu bar, dockspace over viewport etc.). Default to (0,0),(0,0). 'safeAreaInsets' in iOS land, 'DisplayCutout' in Android land.
3767  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).
3768 
3769  // Renderer Backend functions (e.g. DirectX, OpenGL, Vulkan) ------------ Called by -----
3770  void (*Renderer_CreateWindow)(ImGuiViewport* vp); // . . U . . // Create swap chain, frame buffers etc. (called after Platform_CreateWindow)
3771  void (*Renderer_DestroyWindow)(ImGuiViewport* vp); // N . U . D // Destroy swap chain, frame buffers etc. (called before Platform_DestroyWindow)
3772  void (*Renderer_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // . . U . . // Resize swap chain, frame buffers etc. (called after Platform_SetWindowSize)
3773  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().
3774  void (*Renderer_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers. 'render_arg' is the value passed to RenderPlatformWindowsDefault().
3775 
3776  // (Optional) Monitor list
3777  // - Updated by: app/backend. Update every frame to dynamically support changing monitor or DPI configuration.
3778  // - Used by: dear imgui to query DPI info, clamp popups/tooltips within same monitor and not have them straddle monitors.
3780 
3781  //------------------------------------------------------------------
3782  // Output - List of viewports to render into platform windows
3783  //------------------------------------------------------------------
3784 
3785  // Viewports list (the list is updated by calling ImGui::EndFrame or ImGui::Render)
3786  // (in the future we will attempt to organize this feature to remove the need for a "main viewport")
3787  ImVector<ImGuiViewport*> Viewports; // Main viewports, followed by all secondary viewports.
3788 };
3789 
3790 // (Optional) This is required when enabling multi-viewport. Represent the bounds of each connected monitor/display and their DPI.
3791 // We use this information for multiple DPI support + clamping the position of popups and tooltips so they don't straddle multiple monitors.
3793 {
3794  ImVec2 MainPos, MainSize; // Coordinates of the area displayed on this monitor (Min = upper left, Max = bottom right)
3795  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.
3796  float DpiScale; // 1.0f = 96 DPI
3797  void* PlatformHandle; // Backend dependant data (e.g. HMONITOR, GLFWmonitor*, SDL Display Index, NSScreen*)
3798  ImGuiPlatformMonitor() { MainPos = MainSize = WorkPos = WorkSize = ImVec2(0, 0); DpiScale = 1.0f; PlatformHandle = NULL; }
3799 };
3800 
3801 // (Optional) Support for IME (Input Method Editor) via the platform_io.Platform_SetImeDataFn() function.
3803 {
3804  bool WantVisible; // A widget wants the IME to be visible
3805  ImVec2 InputPos; // Position of the input cursor
3806  float InputLineHeight; // Line height
3807 
3808  ImGuiPlatformImeData() { memset(this, 0, sizeof(*this)); }
3809 };
3810 
3811 //-----------------------------------------------------------------------------
3812 // [SECTION] Obsolete functions and types
3813 // (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
3814 // Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead.
3815 //-----------------------------------------------------------------------------
3816 
3817 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3818 namespace ImGui
3819 {
3820  // OBSOLETED in 1.91.0 (from July 2024)
3821  static inline void PushButtonRepeat(bool repeat) { PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat); }
3822  static inline void PopButtonRepeat() { PopItemFlag(); }
3823  static inline void PushTabStop(bool tab_stop) { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); }
3824  static inline void PopTabStop() { PopItemFlag(); }
3825  IMGUI_API ImVec2 GetContentRegionMax(); // Content boundaries max (e.g. window boundaries including scrolling, or current column boundaries). You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()!
3826  IMGUI_API ImVec2 GetWindowContentRegionMin(); // Content boundaries min for the window (roughly (0,0)-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()!
3827  IMGUI_API ImVec2 GetWindowContentRegionMax(); // Content boundaries max for the window (roughly (0,0)+Size-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()!
3828  // OBSOLETED in 1.90.0 (from September 2023)
3829  static inline bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags window_flags = 0) { return BeginChild(id, size, ImGuiChildFlags_FrameStyle, window_flags); }
3830  static inline void EndChildFrame() { EndChild(); }
3831  //static inline bool BeginChild(const char* str_id, const ImVec2& size_arg, bool borders, ImGuiWindowFlags window_flags){ return BeginChild(str_id, size_arg, borders ? ImGuiChildFlags_Borders : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Borders
3832  //static inline bool BeginChild(ImGuiID id, const ImVec2& size_arg, bool borders, ImGuiWindowFlags window_flags) { return BeginChild(id, size_arg, borders ? ImGuiChildFlags_Borders : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Borders
3833  static inline void ShowStackToolWindow(bool* p_open = NULL) { ShowIDStackToolWindow(p_open); }
3834  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);
3835  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);
3836  // OBSOLETED in 1.89.7 (from June 2023)
3837  IMGUI_API void SetItemAllowOverlap(); // Use SetNextItemAllowOverlap() before item.
3838  // OBSOLETED in 1.89.4 (from March 2023)
3839  static inline void PushAllowKeyboardFocus(bool tab_stop) { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); }
3840  static inline void PopAllowKeyboardFocus() { PopItemFlag(); }
3841  // OBSOLETED in 1.87 (from February 2022 but more formally obsoleted April 2024)
3842  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!
3843  //static inline ImGuiKey GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); return key; }
3844 
3845  // Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE)
3846  //-- OBSOLETED in 1.89 (from August 2022)
3847  //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). Refer to code in 1.91 if you want to grab a copy of this version.
3848  //-- OBSOLETED in 1.88 (from May 2022)
3849  //static inline void CaptureKeyboardFromApp(bool want_capture_keyboard = true) { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value.
3850  //static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value.
3851  //-- OBSOLETED in 1.86 (from November 2021)
3852  //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.
3853  //-- OBSOLETED in 1.85 (from August 2021)
3854  //static inline float GetWindowContentRegionWidth() { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; }
3855  //-- OBSOLETED in 1.81 (from February 2021)
3856  //static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); }
3857  //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
3858  //static inline void ListBoxFooter() { EndListBox(); }
3859  //-- OBSOLETED in 1.79 (from August 2020)
3860  //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!
3861  //-- 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.
3862  //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)
3863  //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)
3864  //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)
3865  //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)
3866  //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)
3867  //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)
3868  //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)
3869  //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)
3870  //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)
3871  //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)
3872  //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)
3873  //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)
3874  //-- OBSOLETED in 1.77 and before
3875  //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)
3876  //static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } // OBSOLETED in 1.72 (from July 2019)
3877  //static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } // OBSOLETED in 1.71 (from June 2019)
3878  //static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } // OBSOLETED in 1.70 (from May 2019)
3879  //static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } // OBSOLETED in 1.69 (from Mar 2019)
3880  //static inline void SetScrollHere(float ratio = 0.5f) { SetScrollHereY(ratio); } // OBSOLETED in 1.66 (from Nov 2018)
3881  //static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); } // OBSOLETED in 1.63 (from Aug 2018)
3882  //-- OBSOLETED in 1.60 and before
3883  //static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } // OBSOLETED in 1.60 (from Apr 2018)
3884  //static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)
3885  //static inline void ShowTestWindow() { return ShowDemoWindow(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
3886  //static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
3887  //static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
3888  //static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
3889  //static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
3890  //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().
3891  //static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
3892  //static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
3893  //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)
3894  //static inline bool IsItemHoveredRect() { return IsItemHovered(ImGuiHoveredFlags_RectOnly); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
3895  //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.
3896  //static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
3897  //static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
3898  //-- OBSOLETED in 1.50 and before
3899  //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
3900  //static inline ImFont*GetWindowFont() { return GetFont(); } // OBSOLETED in 1.48
3901  //static inline float GetWindowFontSize() { return GetFontSize(); } // OBSOLETED in 1.48
3902  //static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETED in 1.42
3903 }
3904 
3905 //-- OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect()
3906 //typedef ImDrawFlags ImDrawCornerFlags;
3907 //enum ImDrawCornerFlags_
3908 //{
3909 // ImDrawCornerFlags_None = ImDrawFlags_RoundCornersNone, // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit
3910 // ImDrawCornerFlags_TopLeft = ImDrawFlags_RoundCornersTopLeft, // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally).
3911 // ImDrawCornerFlags_TopRight = ImDrawFlags_RoundCornersTopRight, // Was == 0x02 (1 << 1) prior to 1.82.
3912 // ImDrawCornerFlags_BotLeft = ImDrawFlags_RoundCornersBottomLeft, // Was == 0x04 (1 << 2) prior to 1.82.
3913 // ImDrawCornerFlags_BotRight = ImDrawFlags_RoundCornersBottomRight, // Was == 0x08 (1 << 3) prior to 1.82.
3914 // ImDrawCornerFlags_All = ImDrawFlags_RoundCornersAll, // Was == 0x0F prior to 1.82
3915 // ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight,
3916 // ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight,
3917 // ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft,
3918 // ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight,
3919 //};
3920 
3921 // RENAMED and MERGED both ImGuiKey_ModXXX and ImGuiModFlags_XXX into ImGuiMod_XXX (from September 2022)
3922 // 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.
3923 //typedef ImGuiKeyChord ImGuiModFlags; // == int. We generally use ImGuiKeyChord to mean "a ImGuiKey or-ed with any number of ImGuiMod_XXX value", so you may store mods in there.
3924 //enum ImGuiModFlags_ { ImGuiModFlags_None = 0, ImGuiModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiModFlags_Shift = ImGuiMod_Shift, ImGuiModFlags_Alt = ImGuiMod_Alt, ImGuiModFlags_Super = ImGuiMod_Super };
3925 //typedef ImGuiKeyChord ImGuiKeyModFlags; // == int
3926 //enum ImGuiKeyModFlags_ { ImGuiKeyModFlags_None = 0, ImGuiKeyModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiKeyModFlags_Shift = ImGuiMod_Shift, ImGuiKeyModFlags_Alt = ImGuiMod_Alt, ImGuiKeyModFlags_Super = ImGuiMod_Super };
3927 
3928 #define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // OBSOLETED IN 1.90 (now using C++11 standard version)
3929 
3930 #endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3931 
3932 // RENAMED IMGUI_DISABLE_METRICS_WINDOW > IMGUI_DISABLE_DEBUG_TOOLS in 1.88 (from June 2022)
3933 #if defined(IMGUI_DISABLE_METRICS_WINDOW) && !defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(IMGUI_DISABLE_DEBUG_TOOLS)
3934 #define IMGUI_DISABLE_DEBUG_TOOLS
3935 #endif
3936 #if defined(IMGUI_DISABLE_METRICS_WINDOW) && defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS)
3937 #error IMGUI_DISABLE_METRICS_WINDOW was renamed to IMGUI_DISABLE_DEBUG_TOOLS, please use new name.
3938 #endif
3939 
3940 //-----------------------------------------------------------------------------
3941 
3942 #if defined(__clang__)
3943 #pragma clang diagnostic pop
3944 #elif defined(__GNUC__)
3945 #pragma GCC diagnostic pop
3946 #endif
3947 
3948 #ifdef _MSC_VER
3949 #pragma warning (pop)
3950 #endif
3951 
3952 // Include imgui_user.h at the end of imgui.h
3953 // May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included.
3954 #ifdef IMGUI_INCLUDE_IMGUI_USER_H
3955 #ifdef IMGUI_USER_H_FILENAME
3956 #include IMGUI_USER_H_FILENAME
3957 #else
3958 #include "imgui_user.h"
3959 #endif
3960 #endif
3961 
3962 #endif // #ifndef IMGUI_DISABLE
Definition: imgui_internal.h:766
Definition: imgui.h:3333
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Definition: imgui.h:2680
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In find(In first, In last, const T &v)
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Type
Definition: log.h:33
Definition: imgui.h:3532
Definition: imgui.h:3375
Graphics::Surface * scale(const Graphics::Surface &srcImage, int xSize, int ySize)
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Definition: imgui.h:3802
Definition: imgui.h:2653
Definition: imgui.h:2545
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Definition: imgui.h:3792
Definition: imgui_internal.h:2195
Definition: input.h:69
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