ScummVM API documentation
imgui.h
1 // dear imgui, v1.92.6
2 // (headers)
3 
4 // Help:
5 // - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
6 // - Read top of imgui.cpp for more details, links and comments.
7 // - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including imgui.h (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4.
8 
9 // Resources:
10 // - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md)
11 // - Homepage ................... https://github.com/ocornut/imgui
12 // - Releases & Changelog ....... https://github.com/ocornut/imgui/releases
13 // - Gallery .................... https://github.com/ocornut/imgui/issues?q=label%3Agallery (please post your screenshots/video there!)
14 // - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there)
15 // - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code)
16 // - Third-party Extensions https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more)
17 // - Bindings/Backends https://github.com/ocornut/imgui/wiki/Bindings (language bindings + backends for various tech/engines)
18 // - Debug Tools https://github.com/ocornut/imgui/wiki/Debug-Tools
19 // - Glossary https://github.com/ocornut/imgui/wiki/Glossary
20 // - Software using Dear ImGui https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui
21 // - Issues & support ........... https://github.com/ocornut/imgui/issues
22 // - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps)
23 // - Web version of the Demo .... https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html (w/ source code browser)
24 
25 // For FIRST-TIME users having issues compiling/linking/running:
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 // Since 1.92, we encourage font loading questions to also be posted in 'Issues'.
29 
30 // Library Version
31 // (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
32 #define IMGUI_VERSION "1.92.6"
33 #define IMGUI_VERSION_NUM 19261
34 #define IMGUI_HAS_TABLE // Added BeginTable() - from IMGUI_VERSION_NUM >= 18000
35 #define IMGUI_HAS_TEXTURES // Added ImGuiBackendFlags_RendererHasTextures - from IMGUI_VERSION_NUM >= 19198
36 #define IMGUI_HAS_VIEWPORT // In 'docking' WIP branch.
37 #define IMGUI_HAS_DOCK // In 'docking' WIP branch.
38 
39 /*
40 
41 Index of this file:
42 // [SECTION] Header mess
43 // [SECTION] Forward declarations and basic types
44 // [SECTION] Texture identifiers (ImTextureID, ImTextureRef)
45 // [SECTION] Dear ImGui end-user API functions
46 // [SECTION] Flags & Enumerations
47 // [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
48 // [SECTION] Helpers: Debug log, Memory allocations macros, ImVector<>
49 // [SECTION] ImGuiStyle
50 // [SECTION] ImGuiIO
51 // [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiWindowClass, ImGuiPayload)
52 // [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor)
53 // [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiMultiSelectIO, ImGuiSelectionRequest, ImGuiSelectionBasicStorage, ImGuiSelectionExternalStorage)
54 // [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData)
55 // [SECTION] Texture API (ImTextureFormat, ImTextureStatus, ImTextureRect, ImTextureData)
56 // [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFontBaked, ImFont)
57 // [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport)
58 // [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformMonitor, ImGuiPlatformImeData)
59 // [SECTION] Obsolete functions and types
60 
61 */
62 
63 #pragma once
64 
65 // Configuration file with compile-time options
66 // (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system)
67 #ifdef IMGUI_USER_CONFIG
68 #include IMGUI_USER_CONFIG
69 #endif
70 #include "imconfig.h"
71 
72 #ifndef IMGUI_DISABLE
73 
74 //-----------------------------------------------------------------------------
75 // [SECTION] Header mess
76 //-----------------------------------------------------------------------------
77 
78 // Includes
79 #include <float.h> // FLT_MIN, FLT_MAX
80 #include <stdarg.h> // va_list, va_start, va_end
81 #include <stddef.h> // ptrdiff_t, NULL
82 #include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
83 
84 // Define attributes of all API symbols declarations (e.g. for DLL under Windows)
85 // IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h)
86 // 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.
87 #ifndef IMGUI_API
88 #define IMGUI_API
89 #endif
90 #ifndef IMGUI_IMPL_API
91 #define IMGUI_IMPL_API IMGUI_API
92 #endif
93 
94 // Helper Macros
95 // (note: compiling with NDEBUG will usually strip out assert() to nothing, which is NOT recommended because we use asserts to notify of programmer mistakes.)
96 #ifndef IM_ASSERT
97 #include <assert.h>
98 #define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h
99 #endif
100 #define IM_COUNTOF(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers!
101 #define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
102 #define IM_STRINGIFY_HELPER(_EXPR) #_EXPR
103 #define IM_STRINGIFY(_EXPR) IM_STRINGIFY_HELPER(_EXPR) // Preprocessor idiom to stringify e.g. an integer or a macro.
104 
105 // Check that version and structures layouts are matching between compiled imgui code and caller. Read comments above DebugCheckVersionAndDataLayout() for details.
106 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
107 
108 // Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions.
109 // (MSVC provides an equivalent mechanism via SAL Annotations but it requires the macros in a different
110 // location. e.g. #include <sal.h> + void myprintf(_Printf_format_string_ const char* format, ...),
111 // and only works when using Code Analysis, rather than just normal compiling).
112 // (see https://github.com/ocornut/imgui/issues/8871 for a patch to enable this for MSVC's Code Analysis)
113 #if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) && !defined(__clang__)
114 #define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1)))
115 #define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0)))
116 #elif !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__))
117 //#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1)))
118 //#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
119 #define IM_FMTARGS(FMT)
120 #define IM_FMTLIST(FMT)
121 #else
122 #define IM_FMTARGS(FMT)
123 #define IM_FMTLIST(FMT)
124 #endif
125 
126 // Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level functions)
127 #if defined(_MSC_VER) && !defined(__clang__) && !defined(__INTEL_COMPILER) && !defined(IMGUI_DEBUG_PARANOID)
128 #define IM_MSVC_RUNTIME_CHECKS_OFF __pragma(runtime_checks("",off)) __pragma(check_stack(off)) __pragma(strict_gs_check(push,off))
129 #define IM_MSVC_RUNTIME_CHECKS_RESTORE __pragma(runtime_checks("",restore)) __pragma(check_stack()) __pragma(strict_gs_check(pop))
130 #else
131 #define IM_MSVC_RUNTIME_CHECKS_OFF
132 #define IM_MSVC_RUNTIME_CHECKS_RESTORE
133 #endif
134 
135 // Warnings
136 #ifdef _MSC_VER
137 #pragma warning (push)
138 #pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
139 #endif
140 #if defined(__clang__)
141 #pragma clang diagnostic push
142 #if __has_warning("-Wunknown-warning-option")
143 #pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx'
144 #endif
145 #pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
146 #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
147 #pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe
148 #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant
149 #pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter
150 #pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access
151 #pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type
152 #elif defined(__GNUC__)
153 #pragma GCC diagnostic push
154 #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
155 #pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe
156 #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
157 #endif
158 
159 //-----------------------------------------------------------------------------
160 // [SECTION] Forward declarations and basic types
161 //-----------------------------------------------------------------------------
162 
163 // Scalar data types
164 typedef unsigned int ImGuiID;// A unique ID used by widgets (typically the result of hashing a stack of string)
165 typedef signed char ImS8; // 8-bit signed integer
166 typedef unsigned char ImU8; // 8-bit unsigned integer
167 typedef signed short ImS16; // 16-bit signed integer
168 typedef unsigned short ImU16; // 16-bit unsigned integer
169 typedef signed int ImS32; // 32-bit signed integer == int
170 typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors)
171 typedef signed long long ImS64; // 64-bit signed integer
172 typedef unsigned long long ImU64; // 64-bit unsigned integer
173 
174 // Forward declarations: ImDrawList, ImFontAtlas layer
175 struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit()
176 struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)
177 struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.
178 struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder)
179 struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
180 struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back.
181 struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
182 struct ImFont; // Runtime data for a single font within a parent ImFontAtlas
183 struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
184 struct ImFontAtlasBuilder; // Opaque storage for building a ImFontAtlas
185 struct ImFontAtlasRect; // Output of ImFontAtlas::GetCustomRect() when using custom rectangles.
186 struct ImFontBaked; // Baked data for a ImFont at a given size.
187 struct ImFontConfig; // Configuration data when adding a font or merging fonts
188 struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset)
189 struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data
190 struct ImFontLoader; // Opaque interface to a font loading backend (stb_truetype, FreeType etc.).
191 struct ImTextureData; // Specs and pixel storage for a texture used by Dear ImGui.
192 struct ImTextureRect; // Coordinates of a rectangle within a texture.
193 struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)
194 
195 // Forward declarations: ImGui layer
196 struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h)
197 struct ImGuiIO; // Main configuration and I/O between your application and ImGui (also see: ImGuiPlatformIO)
198 struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
199 struct ImGuiKeyData; // Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions.
200 struct ImGuiListClipper; // Helper to manually clip large list of items
201 struct ImGuiMultiSelectIO; // Structure to interact with a BeginMultiSelect()/EndMultiSelect() block
202 struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame
203 struct ImGuiPayload; // User data payload for drag and drop operations
204 struct ImGuiPlatformIO; // Interface between platform/renderer backends and ImGui (e.g. Clipboard, IME, Multi-Viewport support). Extends ImGuiIO.
205 struct ImGuiPlatformImeData; // Platform IME data for io.PlatformSetImeDataFn() function.
206 struct ImGuiPlatformMonitor; // Multi-viewport support: user-provided bounds for each connected monitor/display. Used when positioning popups and tooltips to avoid them straddling monitors
207 struct ImGuiSelectionBasicStorage; // Optional helper to store multi-selection state + apply multi-selection requests.
208 struct ImGuiSelectionExternalStorage;//Optional helper to apply multi-selection requests to existing randomly accessible storage.
209 struct ImGuiSelectionRequest; // A selection request (stored in ImGuiMultiSelectIO)
210 struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
211 struct ImGuiStorage; // Helper for key->value storage (container sorted by key)
212 struct ImGuiStoragePair; // Helper for key->value storage (pair)
213 struct ImGuiStyle; // Runtime data for styling/colors
214 struct ImGuiTableSortSpecs; // Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
215 struct ImGuiTableColumnSortSpecs; // Sorting specification for one column of a table
216 struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder)
217 struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]")
218 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
219 struct ImGuiWindowClass; // Window class (rare/advanced uses: provide hints to the platform backend via altered viewport flags and parent/child info)
220 
221 // Enumerations
222 // - 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)
223 // - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
224 // - In Visual Studio: Ctrl+Comma ("Edit.GoToAll") can follow symbols inside comments, whereas Ctrl+F12 ("Edit.GoToImplementation") cannot.
225 // - In Visual Studio w/ Visual Assist installed: Alt+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
226 // - In VS Code, CLion, etc.: Ctrl+Click can follow symbols inside comments.
227 enum ImGuiDir : int; // -> enum ImGuiDir // Enum: A cardinal direction (Left, Right, Up, Down)
228 enum ImGuiKey : int; // -> enum ImGuiKey // Enum: A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value)
229 enum ImGuiMouseSource : int; // -> enum ImGuiMouseSource // Enum; A mouse input source identifier (Mouse, TouchScreen, Pen)
230 enum ImGuiSortDirection : ImU8; // -> enum ImGuiSortDirection // Enum: A sorting direction (ascending or descending)
231 typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling
232 typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions
233 typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type
234 typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle)
235 typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor shape
236 typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling
237 typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor()
238 
239 // Flags (declared as int to allow using as flags without overhead, and to not pollute the top of this file)
240 // - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
241 // - In Visual Studio: Ctrl+Comma ("Edit.GoToAll") can follow symbols inside comments, whereas Ctrl+F12 ("Edit.GoToImplementation") cannot.
242 // - In Visual Studio w/ Visual Assist installed: Alt+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
243 // - In VS Code, CLion, etc.: Ctrl+Click can follow symbols inside comments.
244 typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions
245 typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance
246 typedef int ImDrawTextFlags; // -> enum ImDrawTextFlags_ // Internal, do not use!
247 typedef int ImFontFlags; // -> enum ImFontFlags_ // Flags: for ImFont
248 typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas
249 typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags
250 typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton()
251 typedef int ImGuiChildFlags; // -> enum ImGuiChildFlags_ // Flags: for BeginChild()
252 typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc.
253 typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags
254 typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo()
255 typedef int ImGuiDockNodeFlags; // -> enum ImGuiDockNodeFlags_ // Flags: for DockSpace()
256 typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload()
257 typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused()
258 typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc.
259 typedef int ImGuiInputFlags; // -> enum ImGuiInputFlags_ // Flags: for Shortcut(), SetNextItemShortcut()
260 typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline()
261 typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag(), shared by all items
262 typedef int ImGuiKeyChord; // -> ImGuiKey | ImGuiMod_XXX // Flags: for IsKeyChordPressed(), Shortcut() etc. an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values.
263 typedef int ImGuiListClipperFlags; // -> enum ImGuiListClipperFlags_// Flags: for ImGuiListClipper
264 typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen()
265 typedef int ImGuiMultiSelectFlags; // -> enum ImGuiMultiSelectFlags_// Flags: for BeginMultiSelect()
266 typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
267 typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
268 typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar()
269 typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem()
270 typedef int ImGuiTableFlags; // -> enum ImGuiTableFlags_ // Flags: For BeginTable()
271 typedef int ImGuiTableColumnFlags; // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn()
272 typedef int ImGuiTableRowFlags; // -> enum ImGuiTableRowFlags_ // Flags: For TableNextRow()
273 typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader()
274 typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport
275 typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild()
276 
277 // Character types
278 // (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display)
279 typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings.
280 typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings.
281 #ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16]
282 typedef ImWchar32 ImWchar;
283 #else
284 typedef ImWchar16 ImWchar;
285 #endif
286 
287 // Multi-Selection item index or identifier when using BeginMultiSelect()
288 // - Used by SetNextItemSelectionUserData() + and inside ImGuiMultiSelectIO structure.
289 // - 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.
290 typedef ImS64 ImGuiSelectionUserData;
291 
292 // Callback and functions types
293 typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText()
294 typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints()
295 typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
296 typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
297 
298 // ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type]
299 // - This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type.
300 // - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4.
301 IM_MSVC_RUNTIME_CHECKS_OFF
302 struct ImVec2
303 {
304  float x, y;
305  constexpr ImVec2() : x(0.0f), y(0.0f) { }
306  constexpr ImVec2(float _x, float _y) : x(_x), y(_y) { }
307  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.
308  float operator[] (size_t idx) const { IM_ASSERT(idx == 0 || idx == 1); return ((const float*)(const void*)(const char*)this)[idx]; }
309 #ifdef IM_VEC2_CLASS_EXTRA
310  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.
311 #endif
312 };
313 
314 // ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type]
315 struct ImVec4
316 {
317  float x, y, z, w;
318  constexpr ImVec4() : x(0.0f), y(0.0f), z(0.0f), w(0.0f) { }
319  constexpr ImVec4(float _x, float _y, float _z, float _w) : x(_x), y(_y), z(_z), w(_w) { }
320 #ifdef IM_VEC4_CLASS_EXTRA
321  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.
322 #endif
323 };
324 IM_MSVC_RUNTIME_CHECKS_RESTORE
325 
326 //-----------------------------------------------------------------------------
327 // [SECTION] Texture identifiers (ImTextureID, ImTextureRef)
328 //-----------------------------------------------------------------------------
329 
330 // ImTextureID = backend specific, low-level identifier for a texture uploaded in GPU/graphics system.
331 // [Compile-time configurable type]
332 // - When a Rendered Backend creates a texture, it store its native identifier into a ImTextureID value.
333 // (e.g. Used by DX11 backend to a `ID3D11ShaderResourceView*`; Used by OpenGL backends to store `GLuint`;
334 // Used by SDLGPU backend to store a `SDL_GPUTextureSamplerBinding*`, etc.).
335 // - User may submit their own textures to e.g. ImGui::Image() function by passing this value.
336 // - During the rendering loop, the Renderer Backend retrieve the ImTextureID, which stored inside a
337 // ImTextureRef, which is stored inside a ImDrawCmd.
338 // - Compile-time type configuration:
339 // - To use something other than a 64-bit value: add '#define ImTextureID MyTextureType*' in your imconfig.h file.
340 // - This can be whatever to you want it to be! read the FAQ entry about textures for details.
341 // - You may decide to store a higher-level structure containing texture, sampler, shader etc. with various
342 // constructors if you like. You will need to implement ==/!= operators.
343 // History:
344 // - In v1.91.4 (2024/10/08): the default type for ImTextureID was changed from 'void*' to 'ImU64'. This allowed backends requiring 64-bit worth of data to build on 32-bit architectures. Use intermediary intptr_t cast and read FAQ if you have casting warnings.
345 // - In v1.92.0 (2025/06/11): added ImTextureRef which carry either a ImTextureID either a pointer to internal texture atlas. All user facing functions taking ImTextureID changed to ImTextureRef
346 #ifndef ImTextureID
347 typedef ImU64 ImTextureID; // Default: store up to 64-bits (any pointer or integer). A majority of backends are ok with that.
348 #endif
349 
350 // Define this if you need 0 to be a valid ImTextureID for your backend.
351 #ifndef ImTextureID_Invalid
352 #define ImTextureID_Invalid ((ImTextureID)0)
353 #endif
354 
355 // ImTextureRef = higher-level identifier for a texture. Store a ImTextureID _or_ a ImTextureData*.
356 // The identifier is valid even before the texture has been uploaded to the GPU/graphics system.
357 // This is what gets passed to functions such as `ImGui::Image()`, `ImDrawList::AddImage()`.
358 // This is what gets stored in draw commands (`ImDrawCmd`) to identify a texture during rendering.
359 // - When a texture is created by user code (e.g. custom images), we directly store the low-level ImTextureID.
360 // Because of this, when displaying your own texture you are likely to ever only manage ImTextureID values on your side.
361 // - When a texture is created by the backend, we stores a ImTextureData* which becomes an indirection
362 // to extract the ImTextureID value during rendering, after texture upload has happened.
363 // - To create a ImTextureRef from a ImTextureData you can use ImTextureData::GetTexRef().
364 // We intentionally do not provide an ImTextureRef constructor for this: we don't expect this
365 // to be frequently useful to the end-user, and it would be erroneously called by many legacy code.
366 // - If you want to bind the current atlas when using custom rectangle, you can use io.Fonts->TexRef.
367 // - Binding generators for languages such as C (which don't have constructors), should provide a helper, e.g.
368 // inline ImTextureRef ImTextureRefFromID(ImTextureID tex_id) { ImTextureRef tex_ref = { ._TexData = NULL, .TexID = tex_id }; return tex_ref; }
369 // In 1.92 we changed most drawing functions using ImTextureID to use ImTextureRef.
370 // We intentionally do not provide an implicit ImTextureRef -> ImTextureID cast operator because it is technically lossy to convert ImTextureRef to ImTextureID before rendering.
371 IM_MSVC_RUNTIME_CHECKS_OFF
373 {
374  ImTextureRef() { _TexData = NULL; _TexID = ImTextureID_Invalid; }
375  ImTextureRef(ImTextureID tex_id) { _TexData = NULL; _TexID = tex_id; }
376 #if !defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(ImTextureID)
377  ImTextureRef(void* tex_id) { _TexData = NULL; _TexID = (ImTextureID)(size_t)tex_id; } // For legacy backends casting to ImTextureID
378 #endif
379 
380  inline ImTextureID GetTexID() const; // == (_TexData ? _TexData->TexID : _TexID) // Implemented below in the file.
381 
382  // Members (either are set, never both!)
383  ImTextureData* _TexData; // A texture, generally owned by a ImFontAtlas. Will convert to ImTextureID during render loop, after texture has been uploaded.
384  ImTextureID _TexID; // _OR_ Low-level backend texture identifier, if already uploaded or created by user/app. Generally provided to e.g. ImGui::Image() calls.
385 };
386 IM_MSVC_RUNTIME_CHECKS_RESTORE
387 
388 //-----------------------------------------------------------------------------
389 // [SECTION] Dear ImGui end-user API functions
390 // (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!)
391 //-----------------------------------------------------------------------------
392 
393 namespace ImGui
394 {
395  // Context creation and access
396  // - 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.
397  // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
398  // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details.
399  IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
400  IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context
401  IMGUI_API ImGuiContext* GetCurrentContext();
402  IMGUI_API void SetCurrentContext(ImGuiContext* ctx);
403 
404  // Main
405  IMGUI_API ImGuiIO& GetIO(); // access the ImGuiIO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
406  IMGUI_API ImGuiPlatformIO& GetPlatformIO(); // access the ImGuiPlatformIO structure (mostly hooks/functions to connect to platform/renderer and OS Clipboard, IME etc.)
407  IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleColor(), PushStyleVar() to modify style mid-frame!
408  IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame().
409  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!
410  IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData().
411  IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). Call ImGui_ImplXXXX_RenderDrawData() function in your Renderer Backend to render.
412 
413  // Demo, Debug, Information
414  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!
415  IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc.
416  IMGUI_API void ShowDebugLogWindow(bool* p_open = NULL); // create Debug Log window. display a simplified log of important dear imgui events.
417  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.
418  IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information.
419  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)
420  IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles.
421  IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts.
422  IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as an end-user (mouse/keyboard controls).
423  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)
424 
425  // Styles
426  IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default)
427  IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font
428  IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style
429 
430  // Windows
431  // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.
432  // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,
433  // which clicking will set the boolean to false when clicked.
434  // - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times.
435  // Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin().
436  // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
437  // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
438  // [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions
439  // such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding
440  // BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
441  // - Note that the bottom of window stack always contains a window called "Debug".
442  IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
443  IMGUI_API void End();
444 
445  // Child Windows
446  // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
447  // - Before 1.90 (November 2023), the "ImGuiChildFlags child_flags = 0" parameter was "bool border = false".
448  // This API is backward compatible with old code, as we guarantee that ImGuiChildFlags_Borders == true.
449  // Consider updating your old code:
450  // BeginChild("Name", size, false) -> Begin("Name", size, 0); or Begin("Name", size, ImGuiChildFlags_None);
451  // BeginChild("Name", size, true) -> Begin("Name", size, ImGuiChildFlags_Borders);
452  // - Manual sizing (each axis can use a different setting e.g. ImVec2(0.0f, 400.0f)):
453  // == 0.0f: use remaining parent window size for this axis.
454  // > 0.0f: use specified size for this axis.
455  // < 0.0f: right/bottom-align to specified distance from available content boundaries.
456  // - Specifying ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY makes the sizing automatic based on child contents.
457  // Combining both ImGuiChildFlags_AutoResizeX _and_ ImGuiChildFlags_AutoResizeY defeats purpose of a scrolling region and is NOT recommended.
458  // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
459  // anything to the window. Always call a matching EndChild() for each BeginChild() call, regardless of its return value.
460  // [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions
461  // such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding
462  // BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
463  IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0);
464  IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0);
465  IMGUI_API void EndChild();
466 
467  // Windows Utilities
468  // - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into.
469  IMGUI_API bool IsWindowAppearing();
470  IMGUI_API bool IsWindowCollapsed();
471  IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
472  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.
473  IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives
474  IMGUI_API float GetWindowDpiScale(); // get DPI scale currently associated to the current window's viewport.
475  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)
476  IMGUI_API ImVec2 GetWindowSize(); // get current window size (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead)
477  IMGUI_API float GetWindowWidth(); // get current window width (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().x.
478  IMGUI_API float GetWindowHeight(); // get current window height (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().y.
479  IMGUI_API ImGuiViewport*GetWindowViewport(); // get viewport currently associated to the current window.
480 
481  // Window manipulation
482  // - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
483  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.
484  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()
485  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.
486  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()
487  IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin()
488  IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin()
489  IMGUI_API void SetNextWindowScroll(const ImVec2& scroll); // set next window scrolling value (use < 0.0f to not affect a given axis).
490  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.
491  IMGUI_API void SetNextWindowViewport(ImGuiID viewport_id); // set next window viewport
492  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.
493  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.
494  IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
495  IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().
496  IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position.
497  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.
498  IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state
499  IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus.
500 
501  // Windows Scrolling
502  // - Any change of Scroll will be applied at the beginning of next frame in the first call to Begin().
503  // - You may instead use SetNextWindowScroll() prior to calling Begin() to avoid this delay, as an alternative to using SetScrollX()/SetScrollY().
504  IMGUI_API float GetScrollX(); // get scrolling amount [0 .. GetScrollMaxX()]
505  IMGUI_API float GetScrollY(); // get scrolling amount [0 .. GetScrollMaxY()]
506  IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0 .. GetScrollMaxX()]
507  IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0 .. GetScrollMaxY()]
508  IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x
509  IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y
510  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.
511  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.
512  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.
513  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.
514 
515  // Parameters stacks (font)
516  // - PushFont(font, 0.0f) // Change font and keep current size
517  // - PushFont(NULL, 20.0f) // Keep font and change current size
518  // - PushFont(font, 20.0f) // Change font and set size to 20.0f
519  // - PushFont(font, style.FontSizeBase * 2.0f) // Change font and set size to be twice bigger than current size.
520  // - PushFont(font, font->LegacySize) // Change font and set size to size passed to AddFontXXX() function. Same as pre-1.92 behavior.
521  // *IMPORTANT* before 1.92, fonts had a single size. They can now be dynamically be adjusted.
522  // - In 1.92 we have REMOVED the single parameter version of PushFont() because it seems like the easiest way to provide an error-proof transition.
523  // - PushFont(font) before 1.92 = PushFont(font, font->LegacySize) after 1.92 // Use default font size as passed to AddFontXXX() function.
524  // *IMPORTANT* global scale factors are applied over the provided size.
525  // - Global scale factors are: 'style.FontScaleMain', 'style.FontScaleDpi' and maybe more.
526  // - If you want to apply a factor to the _current_ font size:
527  // - CORRECT: PushFont(NULL, style.FontSizeBase) // use current unscaled size == does nothing
528  // - CORRECT: PushFont(NULL, style.FontSizeBase * 2.0f) // use current unscaled size x2 == make text twice bigger
529  // - INCORRECT: PushFont(NULL, GetFontSize()) // INCORRECT! using size after global factors already applied == GLOBAL SCALING FACTORS WILL APPLY TWICE!
530  // - INCORRECT: PushFont(NULL, GetFontSize() * 2.0f) // INCORRECT! using size after global factors already applied == GLOBAL SCALING FACTORS WILL APPLY TWICE!
531  IMGUI_API void PushFont(ImFont* font, float font_size_base_unscaled); // Use NULL as a shortcut to keep current font. Use 0.0f to keep current size.
532  IMGUI_API void PopFont();
533  IMGUI_API ImFont* GetFont(); // get current font
534  IMGUI_API float GetFontSize(); // get current scaled font size (= height in pixels). AFTER global scale factors applied. *IMPORTANT* DO NOT PASS THIS VALUE TO PushFont()! Use ImGui::GetStyle().FontSizeBase to get value before global scale factors.
535  IMGUI_API ImFontBaked* GetFontBaked(); // get current font bound at current size // == GetFont()->GetFontBaked(GetFontSize())
536 
537  // Parameters stacks (shared)
538  IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); // modify a style color. always use this if you modify the style after NewFrame().
539  IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col);
540  IMGUI_API void PopStyleColor(int count = 1);
541  IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame()!
542  IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. "
543  IMGUI_API void PushStyleVarX(ImGuiStyleVar idx, float val_x); // modify X component of a style ImVec2 variable. "
544  IMGUI_API void PushStyleVarY(ImGuiStyleVar idx, float val_y); // modify Y component of a style ImVec2 variable. "
545  IMGUI_API void PopStyleVar(int count = 1);
546  IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); // modify specified shared item flag, e.g. PushItemFlag(ImGuiItemFlags_NoTabStop, true)
547  IMGUI_API void PopItemFlag();
548 
549  // Parameters stacks (current window)
550  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).
551  IMGUI_API void PopItemWidth();
552  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)
553  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.
554  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
555  IMGUI_API void PopTextWrapPos();
556 
557  // Style read access
558  // - Use the ShowStyleEditor() function to interactively see/edit the colors.
559  IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a white pixel, useful to draw custom shapes via the ImDrawList API
560  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
561  IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
562  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
563  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.
564 
565  // Layout cursor positioning
566  // - By "cursor" we mean the current output position.
567  // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
568  // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget.
569  // - YOU CAN DO 99% OF WHAT YOU NEED WITH ONLY GetCursorScreenPos() and GetContentRegionAvail().
570  // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API:
571  // - Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. -> this is the preferred way forward.
572  // - Window-local coordinates: SameLine(offset), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), PushTextWrapPos()
573  // - Window-local coordinates: GetContentRegionMax(), GetWindowContentRegionMin(), GetWindowContentRegionMax() --> all obsoleted. YOU DON'T NEED THEM.
574  // - GetCursorScreenPos() = GetCursorPos() + GetWindowPos(). GetWindowPos() is almost only ever useful to convert from window-local to absolute coordinates. Try not to use it.
575  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).
576  IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND.
577  IMGUI_API ImVec2 GetContentRegionAvail(); // available space from current position. THIS IS YOUR BEST FRIEND.
578  IMGUI_API ImVec2 GetCursorPos(); // [window-local] cursor position in window-local coordinates. This is not your best friend.
579  IMGUI_API float GetCursorPosX(); // [window-local] "
580  IMGUI_API float GetCursorPosY(); // [window-local] "
581  IMGUI_API void SetCursorPos(const ImVec2& local_pos); // [window-local] "
582  IMGUI_API void SetCursorPosX(float local_x); // [window-local] "
583  IMGUI_API void SetCursorPosY(float local_y); // [window-local] "
584  IMGUI_API ImVec2 GetCursorStartPos(); // [window-local] initial cursor position, in window-local coordinates. Call GetCursorScreenPos() after Begin() to get the absolute coordinates version.
585 
586  // Other layout functions
587  IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
588  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.
589  IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in a horizontal-layout context.
590  IMGUI_API void Spacing(); // add vertical spacing.
591  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.
592  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
593  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
594  IMGUI_API void BeginGroup(); // lock horizontal starting position
595  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.)
596  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)
597  IMGUI_API float GetTextLineHeight(); // ~ FontSize
598  IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
599  IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2
600  IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)
601 
602  // ID stack/scopes
603  // Read the FAQ (docs/FAQ.md or http://dearimgui.com/faq) for more details about how ID are handled in dear imgui.
604  // - Those questions are answered and impacted by understanding of the ID stack system:
605  // - "Q: Why is my widget not reacting when I click on it?"
606  // - "Q: How can I have widgets with an empty label?"
607  // - "Q: How can I have multiple widgets with the same label?"
608  // - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely
609  // want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
610  // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others.
611  // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID,
612  // whereas "str_id" denote a string that is only used as an ID and not normally displayed.
613  IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string).
614  IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string).
615  IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer).
616  IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer).
617  IMGUI_API void PopID(); // pop from the ID stack.
618  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
619  IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end);
620  IMGUI_API ImGuiID GetID(const void* ptr_id);
621  IMGUI_API ImGuiID GetID(int int_id);
622 
623  // Widgets: Text
624  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.
625  IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // formatted text
626  IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1);
627  IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
628  IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2);
629  IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
630  IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1);
631  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().
632  IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1);
633  IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets
634  IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2);
635  IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text()
636  IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1);
637  IMGUI_API void SeparatorText(const char* label); // currently: formatted text with a horizontal line
638 
639  // Widgets: Main
640  // - Most widgets return true when the value has been changed or when pressed/selected
641  // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state.
642  IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0, 0)); // button
643  IMGUI_API bool SmallButton(const char* label); // button with (FramePadding.y == 0) to easily embed within text
644  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.)
645  IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape
646  IMGUI_API bool Checkbox(const char* label, bool* v);
647  IMGUI_API bool CheckboxFlags(const char* label, int* flags, int flags_value);
648  IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
649  IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }
650  IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer
651  IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL);
652  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
653  IMGUI_API bool TextLink(const char* label); // hyperlink text button, return true when clicked
654  IMGUI_API bool TextLinkOpenURL(const char* label, const char* url = NULL); // hyperlink text button, automatically open file/url when clicked
655 
656  // Widgets: Images
657  // - Read about ImTextureID/ImTextureRef here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
658  // - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above.
659  // - Image() pads adds style.ImageBorderSize on each side, ImageButton() adds style.FramePadding on each side.
660  // - ImageButton() draws a background based on regular Button() color + optionally an inner background if specified.
661  // - An obsolete version of Image(), before 1.91.9 (March 2025), had a 'tint_col' parameter which is now supported by the ImageWithBg() function.
662  IMGUI_API void Image(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1));
663  IMGUI_API void ImageWithBg(ImTextureRef tex_ref, 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));
664  IMGUI_API bool ImageButton(const char* str_id, ImTextureRef tex_ref, 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));
665 
666  // Widgets: Combo Box (Dropdown)
667  // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
668  // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created.
669  IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
670  IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true!
671  IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);
672  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"
673  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);
674 
675  // Widgets: Drag Sliders
676  // - 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.
677  // - 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',
678  // 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
679  // - 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.
680  // - Format string may also be set to NULL or use the default format ("%f" or "%d").
681  // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For keyboard/gamepad navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision).
682  // - 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.
683  // - 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.
684  // - 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.
685  // - 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.
686  // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
687  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
688  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);
689  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);
690  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);
691  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);
692  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
693  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);
694  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);
695  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);
696  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);
697  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);
698  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);
699 
700  // Widgets: Regular Sliders
701  // - 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.
702  // - 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.
703  // - Format string may also be set to NULL or use the default format ("%f" or "%d").
704  // - 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.
705  // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
706  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.
707  IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
708  IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
709  IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
710  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);
711  IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
712  IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
713  IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
714  IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
715  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);
716  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);
717  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);
718  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);
719  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);
720 
721  // Widgets: Input with Keyboard
722  // - If you want to use InputText() with std::string or any custom dynamic string type, use the wrapper in misc/cpp/imgui_stdlib.h/.cpp!
723  // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.
724  IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
725  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);
726  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);
727  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);
728  IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
729  IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
730  IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
731  IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0);
732  IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0);
733  IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0);
734  IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0);
735  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);
736  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);
737  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);
738 
739  // 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.)
740  // - 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.
741  // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
742  IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
743  IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
744  IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
745  IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
746  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.
747  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.
748 
749  // Widgets: Trees
750  // - 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.
751  IMGUI_API bool TreeNode(const char* label);
752  IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to easily decorrelate 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().
753  IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // "
754  IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
755  IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
756  IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);
757  IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
758  IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
759  IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
760  IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
761  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.
762  IMGUI_API void TreePush(const void* ptr_id); // "
763  IMGUI_API void TreePop(); // ~ Unindent()+PopID()
764  IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
765  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().
766  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.
767  IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state.
768  IMGUI_API void SetNextItemStorageID(ImGuiID storage_id); // set id to use for open/close storage (default to same as item id).
769 
770  // Widgets: Selectables
771  // - A selectable highlights when hovered, and can display another color when selected.
772  // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous.
773  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
774  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.
775 
776  // Multi-selection system for Selectable(), Checkbox(), TreeNode() functions [BETA]
777  // - 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.
778  // - ImGuiSelectionUserData is often used to store your item index within the current view (but may store something else).
779  // - Read comments near ImGuiMultiSelectIO for instructions/details and see 'Demo->Widgets->Selection State & Multi-Select' for demo.
780  // - TreeNode() is technically supported but... using this correctly is more complicated. You need some sort of linear/random access to your tree,
781  // which is suited to advanced trees setups already implementing filters and clipper. We will work simplifying the current demo.
782  // - '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.
783  IMGUI_API ImGuiMultiSelectIO* BeginMultiSelect(ImGuiMultiSelectFlags flags, int selection_size = -1, int items_count = -1);
784  IMGUI_API ImGuiMultiSelectIO* EndMultiSelect();
785  IMGUI_API void SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data);
786  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.
787 
788  // Widgets: List Boxes
789  // - This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label.
790  // - If you don't need a label you can probably simply use BeginChild() with the ImGuiChildFlags_FrameStyle flag for the same result.
791  // - You can submit contents and manage your selection state however you want it, by creating e.g. Selectable() or any other items.
792  // - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analogous to how Combos are created.
793  // - 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
794  // - 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
795  IMGUI_API bool BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region
796  IMGUI_API void EndListBox(); // only call EndListBox() if BeginListBox() returned true!
797  IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);
798  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);
799 
800  // Widgets: Data Plotting
801  // - Consider using ImPlot (https://github.com/epezent/implot) which is much better!
802  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));
803  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));
804  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));
805  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));
806 
807  // Widgets: Value() Helpers.
808  // - 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)
809  IMGUI_API void Value(const char* prefix, bool b);
810  IMGUI_API void Value(const char* prefix, int v);
811  IMGUI_API void Value(const char* prefix, unsigned int v);
812  IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL);
813 
814  // Widgets: Menus
815  // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar.
816  // - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it.
817  // - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it.
818  // - Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment.
819  IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
820  IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true!
821  IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar.
822  IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
823  IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true!
824  IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true!
825  IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated.
826  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
827 
828  // Tooltips
829  // - Tooltips are windows following the mouse. They do not take focus away.
830  // - A tooltip window can contain items of any types.
831  // - SetTooltip() is more or less a shortcut for the 'if (BeginTooltip()) { Text(...); EndTooltip(); }' idiom (with a subtlety that it discard any previously submitted tooltip)
832  IMGUI_API bool BeginTooltip(); // begin/append a tooltip window.
833  IMGUI_API void EndTooltip(); // only call EndTooltip() if BeginTooltip()/BeginItemTooltip() returns true!
834  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().
835  IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
836 
837  // Tooltips: helpers for showing a tooltip when hovering an item
838  // - BeginItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip) && BeginTooltip())' idiom.
839  // - SetItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) { SetTooltip(...); }' idiom.
840  // - 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'.
841  IMGUI_API bool BeginItemTooltip(); // begin/append a tooltip window if preceding item was hovered.
842  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().
843  IMGUI_API void SetItemTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
844 
845  // Popups, Modals
846  // - They block normal mouse hovering detection (and therefore most mouse interactions) behind them.
847  // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
848  // - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls.
849  // - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time.
850  // - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered().
851  // - 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.
852  // This is sometimes leading to confusing mistakes. May rework this in the future.
853  // - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards if returned true. ImGuiWindowFlags are forwarded to the window.
854  // - BeginPopupModal(): block every interaction behind the window, cannot be closed by user, add a dimming background, has a title bar.
855  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.
856  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.
857  IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true!
858 
859  // Popups: open/close functions
860  // - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options.
861  // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
862  // - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually.
863  // - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options).
864  // - 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().
865  // - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened.
866  IMGUI_API void OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!).
867  IMGUI_API void OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks
868  IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 0); // 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)
869  IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into.
870 
871  // Popups: Open+Begin popup combined functions helpers to create context menus.
872  // - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking.
873  // - 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.
874  // - IMPORTANT: If you ever used the left mouse button with BeginPopupContextXXX() helpers before 1.92.6:
875  // - Before this version, OpenPopupOnItemClick(), BeginPopupContextItem(), BeginPopupContextWindow(), BeginPopupContextVoid() had 'a ImGuiPopupFlags popup_flags = 1' default value in their function signature.
876  // - Before: Explicitly passing a literal 0 meant ImGuiPopupFlags_MouseButtonLeft. The default = 1 meant ImGuiPopupFlags_MouseButtonRight.
877  // - After: The default = 0 means ImGuiPopupFlags_MouseButtonRight. Explicitly passing a literal 1 also means ImGuiPopupFlags_MouseButtonRight (if legacy behavior are enabled) or will assert (if legacy behavior are disabled).
878  // - TL;DR: if you don't want to use right mouse button for popups, always specify it explicitly using a named ImGuiPopupFlags_MouseButtonXXXX value.
879  // - Read "API BREAKING CHANGES" 2026/01/07 (1.92.6) entry in imgui.cpp or GitHub topic #9157 for all details.
880  IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 0); // 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!
881  IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 0);// open+begin popup when clicked on current window.
882  IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 0); // open+begin popup when clicked in void (where there are no windows).
883 
884  // Popups: query functions
885  // - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack.
886  // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack.
887  // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open.
888  IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open.
889 
890  // Tables
891  // - Full-featured replacement for old Columns API.
892  // - See Demo->Tables for demo code. See top of imgui_tables.cpp for general commentary.
893  // - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags.
894  // The typical call flow is:
895  // - 1. Call BeginTable(), early out if returning false.
896  // - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults.
897  // - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows.
898  // - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data.
899  // - 5. Populate contents:
900  // - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column.
901  // - If you are using tables as a sort of grid, where every column is holding the same type of contents,
902  // you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex().
903  // TableNextColumn() will automatically wrap-around into the next row if needed.
904  // - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column!
905  // - Summary of possible call flow:
906  // - TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") // OK
907  // - TableNextRow() -> TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK
908  // - TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK: TableNextColumn() automatically gets to next row!
909  // - TableNextRow() -> Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear!
910  // - 5. Call EndTable()
911  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);
912  IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true!
913  IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row. 'min_row_height' include the minimum top and bottom padding aka CellPadding.y * 2.0f.
914  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.
915  IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible.
916 
917  // Tables: Headers & Columns declaration
918  // - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc.
919  // - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column.
920  // Headers are required to perform: reordering, sorting, and opening the context menu.
921  // The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody.
922  // - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in
923  // some advanced use cases (e.g. adding custom widgets in header row).
924  // - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled.
925  IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0);
926  IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled.
927  IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used)
928  IMGUI_API void TableHeadersRow(); // submit a row with headers cells based on data provided to TableSetupColumn() + submit context menu
929  IMGUI_API void TableAngledHeadersRow(); // submit a row with angled headers for every column with the ImGuiTableColumnFlags_AngledHeader flag. MUST BE FIRST ROW.
930 
931  // Tables: Sorting & Miscellaneous functions
932  // - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting.
933  // When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have
934  // changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting,
935  // else you may wastefully sort your data every frame!
936  // - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index.
937  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().
938  IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable)
939  IMGUI_API int TableGetColumnIndex(); // return current column index.
940  IMGUI_API int TableGetRowIndex(); // return current row index (header rows are accounted for)
941  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.
942  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.
943  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)
944  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.
945  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.
946 
947  // Legacy Columns API (prefer using Tables!)
948  // - You can also use SameLine(pos_x) to mimic simplified columns.
949  IMGUI_API void Columns(int count = 1, const char* id = NULL, bool borders = true);
950  IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
951  IMGUI_API int GetColumnIndex(); // get current column index
952  IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column
953  IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column
954  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
955  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
956  IMGUI_API int GetColumnsCount();
957 
958  // Tab Bars, Tabs
959  // - Note: Tabs are automatically created by the docking system (when in 'docking' branch). Use this to create tab bars/tabs yourself.
960  IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar
961  IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true!
962  IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected.
963  IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true!
964  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.
965  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.
966 
967  // Docking
968  // - Read https://github.com/ocornut/imgui/wiki/Docking for details.
969  // - Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable.
970  // - You can use many Docking facilities without calling any API.
971  // - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking.
972  // - Drag from window menu button (upper-left button) to undock an entire node (all windows).
973  // - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to enable docking.
974  // - DockSpaceOverViewport:
975  // - This is a helper to create an invisible window covering a viewport, then submit a DockSpace() into it.
976  // - Most applications can simply call DockSpaceOverViewport() once to allow docking windows into e.g. the edge of your screen.
977  // e.g. ImGui::NewFrame(); ImGui::DockSpaceOverViewport(); // Create a dockspace in main viewport.
978  // or: ImGui::NewFrame(); ImGui::DockSpaceOverViewport(0, nullptr, ImGuiDockNodeFlags_PassthruCentralNode); // Create a dockspace in main viewport, central node is transparent.
979  // - Dockspaces:
980  // - A dockspace is an explicit dock node within an existing window.
981  // - IMPORTANT: Dockspaces need to be submitted _before_ any window they can host. Submit them early in your frame!
982  // - IMPORTANT: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked.
983  // If you have e.g. multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly.
984  // - See 'Demo->Examples->Dockspace' or 'Demo->Examples->Documents' for more detailed demos.
985  // - Programmatic docking:
986  // - There is no public API yet other than the very limited SetNextWindowDockID() function. Sorry for that!
987  // - Read https://github.com/ocornut/imgui/wiki/Docking for examples of how to use current internal API.
988  IMGUI_API ImGuiID DockSpace(ImGuiID dockspace_id, const ImVec2& size = ImVec2(0, 0), ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL);
989  IMGUI_API ImGuiID DockSpaceOverViewport(ImGuiID dockspace_id = 0, const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL);
990  IMGUI_API void SetNextWindowDockID(ImGuiID dock_id, ImGuiCond cond = 0); // set next window dock id
991  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)
992  IMGUI_API ImGuiID GetWindowDockID(); // get dock id of current window, or 0 if not associated to any docking node.
993  IMGUI_API bool IsWindowDocked(); // is current window docked into another window?
994 
995  // Logging/Capture
996  // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.
997  IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout)
998  IMGUI_API void LogToFile(int auto_open_depth = -1, const char* filename = NULL); // start logging to file
999  IMGUI_API void LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard
1000  IMGUI_API void LogFinish(); // stop logging (close file, etc.)
1001  IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard
1002  IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed)
1003  IMGUI_API void LogTextV(const char* fmt, va_list args) IM_FMTLIST(1);
1004 
1005  // Drag and Drop
1006  // - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource().
1007  // - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget().
1008  // - 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)
1009  // - An item can be both drag source and drop target.
1010  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()
1011  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.
1012  IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true!
1013  IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
1014  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.
1015  IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
1016  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.
1017 
1018  // Disabling [BETA API]
1019  // - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors)
1020  // - 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)
1021  // - Tooltips windows are automatically opted out of disabling. Note that IsItemHovered() by default returns false on disabled items, unless using ImGuiHoveredFlags_AllowWhenDisabled.
1022  // - 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)
1023  IMGUI_API void BeginDisabled(bool disabled = true);
1024  IMGUI_API void EndDisabled();
1025 
1026  // Clipping
1027  // - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only.
1028  IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
1029  IMGUI_API void PopClipRect();
1030 
1031  // Focus, Activation
1032  IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a newly appearing window.
1033  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.
1034 
1035  // Keyboard/Gamepad Navigation
1036  IMGUI_API void SetNavCursorVisible(bool visible); // alter visibility of keyboard/gamepad cursor. by default: show when using an arrow key, hide when clicking with mouse.
1037 
1038  // Overlapping mode
1039  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.
1040 
1041  // Item/Widgets Utilities and Query Functions
1042  // - Most of the functions are referring to the previous Item that has been submitted.
1043  // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions.
1044  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.
1045  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)
1046  IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation?
1047  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.
1048  IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling)
1049  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.
1050  IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive).
1051  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.
1052  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).
1053  IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode().
1054  IMGUI_API bool IsAnyItemHovered(); // is any item hovered?
1055  IMGUI_API bool IsAnyItemActive(); // is any item active?
1056  IMGUI_API bool IsAnyItemFocused(); // is any item focused?
1057  IMGUI_API ImGuiID GetItemID(); // get ID of last item (~~ often same ImGui::GetID(label) beforehand)
1058  IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space)
1059  IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space)
1060  IMGUI_API ImVec2 GetItemRectSize(); // get size of last item
1061  IMGUI_API ImGuiItemFlags GetItemFlags(); // get generic flags of last item
1062 
1063  // Viewports
1064  // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
1065  // - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
1066  // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
1067  IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. This can never be NULL.
1068 
1069  // Background/Foreground Draw Lists
1070  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.
1071  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.
1072 
1073  // Miscellaneous Utilities
1074  IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
1075  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.
1076  IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame.
1077  IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame.
1078  IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances.
1079  IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.).
1080  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)
1081  IMGUI_API ImGuiStorage* GetStateStorage();
1082 
1083  // Text Utilities
1084  IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
1085 
1086  // Color Utilities
1087  IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in);
1088  IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in);
1089  IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
1090  IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
1091 
1092  // Inputs Utilities: Raw Keyboard/Mouse/Gamepad Access
1093  // - Consider using the Shortcut() function instead of IsKeyPressed()/IsKeyChordPressed()! Shortcut() is easier to use and better featured (can do focus routing check).
1094  // - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...).
1095  // - (legacy: before v1.87 (2022-02), we used ImGuiKey < 512 values to carry native/user indices as defined by each backends. This was obsoleted in 1.87 (2022-02) and completely removed in 1.91.5 (2024-11). See https://github.com/ocornut/imgui/issues/4921)
1096  IMGUI_API bool IsKeyDown(ImGuiKey key); // is key being held.
1097  IMGUI_API bool IsKeyPressed(ImGuiKey key, bool repeat = true); // was key pressed (went from !Down to Down)? Repeat rate uses io.KeyRepeatDelay / KeyRepeatRate.
1098  IMGUI_API bool IsKeyReleased(ImGuiKey key); // was key released (went from Down to !Down)?
1099  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.
1100  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
1101  IMGUI_API const char* GetKeyName(ImGuiKey key); // [DEBUG] returns English name of the key. Those names are provided for debugging purpose and are not meant to be saved persistently nor compared.
1102  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.
1103 
1104  // Inputs Utilities: Shortcut Testing & Routing
1105  // - Typical use is e.g.: 'if (ImGui::Shortcut(ImGuiMod_Ctrl | ImGuiKey_S)) { ... }'.
1106  // - Flags: Default route use ImGuiInputFlags_RouteFocused, but see ImGuiInputFlags_RouteGlobal and other options in ImGuiInputFlags_!
1107  // - Flags: Use ImGuiInputFlags_Repeat to support repeat.
1108  // - ImGuiKeyChord = a ImGuiKey + optional ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super.
1109  // ImGuiKey_C // Accepted by functions taking ImGuiKey or ImGuiKeyChord arguments
1110  // ImGuiMod_Ctrl | ImGuiKey_C // Accepted by functions taking ImGuiKeyChord arguments
1111  // only ImGuiMod_XXX values are legal to combine with an ImGuiKey. You CANNOT combine two ImGuiKey values.
1112  // - The general idea is that several callers may register interest in a shortcut, and only one owner gets it.
1113  // Parent -> call Shortcut(Ctrl+S) // When Parent is focused, Parent gets the shortcut.
1114  // Child1 -> call Shortcut(Ctrl+S) // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts)
1115  // Child2 -> no call // When Child2 is focused, Parent gets the shortcut.
1116  // The whole system is order independent, so if Child1 makes its calls before Parent, results will be identical.
1117  // This is an important property as it facilitate working with foreign code or larger codebase.
1118  // - To understand the difference:
1119  // - IsKeyChordPressed() compares mods and call IsKeyPressed()
1120  // -> the function has no side-effect.
1121  // - Shortcut() submits a route, routes are resolved, if it currently can be routed it calls IsKeyChordPressed()
1122  // -> the function has (desirable) side-effects as it can prevents another call from getting the route.
1123  // - Visualize registered routes in 'Metrics/Debugger->Inputs'.
1124  IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0);
1125  IMGUI_API void SetNextItemShortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0);
1126 
1127  // Inputs Utilities: Key/Input Ownership [BETA]
1128  // - One common use case would be to allow your items to disable standard inputs behaviors such
1129  // as Tab or Alt key handling, Mouse Wheel scrolling, etc.
1130  // e.g. Button(...); SetItemKeyOwner(ImGuiKey_MouseWheelY); to make hovering/activating a button disable wheel for scrolling.
1131  // - Reminder ImGuiKey enum include access to mouse buttons and gamepad, so key ownership can apply to them.
1132  // - Many related features are still in imgui_internal.h. For instance, most IsKeyXXX()/IsMouseXXX() functions have an owner-id-aware version.
1133  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());'.
1134 
1135  // Inputs Utilities: Mouse
1136  // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.
1137  // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
1138  // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold')
1139  IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held?
1140  IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1.
1141  IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down)
1142  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)
1143  IMGUI_API bool IsMouseReleasedWithDelay(ImGuiMouseButton button, float delay); // delayed mouse release (use very sparingly!). Generally used with 'delay >= io.MouseDoubleClickTime' + combined with a 'io.MouseClickedLastCount==1' test. This is a very rarely used UI idiom, but some apps use this: e.g. MS Explorer single click on an icon to rename.
1144  IMGUI_API int GetMouseClickedCount(ImGuiMouseButton button); // return the number of successive mouse-clicks at the time where a click happen (otherwise 0).
1145  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.
1146  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
1147  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.
1148  IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
1149  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)
1150  IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (uses io.MouseDraggingThreshold if lock_threshold < 0.0f)
1151  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)
1152  IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); //
1153  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
1154  IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired mouse cursor shape
1155  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 instructs your app to ignore inputs). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse;" after the next NewFrame() call.
1156 
1157  // Clipboard Utilities
1158  // - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard.
1159  IMGUI_API const char* GetClipboardText();
1160  IMGUI_API void SetClipboardText(const char* text);
1161 
1162  // Settings/.Ini Utilities
1163  // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
1164  // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
1165  // - 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).
1166  IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
1167  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.
1168  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).
1169  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.
1170 
1171  // Debug Utilities
1172  // - Your main debugging friend is the ShowMetricsWindow() function.
1173  // - Interactive tools are all accessible from the 'Dear ImGui Demo->Tools' menu.
1174  // - Read https://github.com/ocornut/imgui/wiki/Debug-Tools for a description of all available debug tools.
1175  IMGUI_API void DebugTextEncoding(const char* text);
1176  IMGUI_API void DebugFlashStyleColor(ImGuiCol idx);
1177  IMGUI_API void DebugStartItemPicker();
1178  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.
1179 #ifndef IMGUI_DISABLE_DEBUG_TOOLS
1180  IMGUI_API void DebugLog(const char* fmt, ...) IM_FMTARGS(1); // Call via IMGUI_DEBUG_LOG() for maximum stripping in caller code!
1181  IMGUI_API void DebugLogV(const char* fmt, va_list args) IM_FMTLIST(1);
1182 #endif
1183 
1184  // Memory Allocators
1185  // - Those functions are not reliant on the current context.
1186  // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
1187  // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
1188  IMGUI_API void SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL);
1189  IMGUI_API void GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data);
1190  IMGUI_API void* MemAlloc(size_t size);
1191  IMGUI_API void MemFree(void* ptr);
1192 
1193  // (Optional) Platform/OS interface for multi-viewport support
1194  // Read comments around the ImGuiPlatformIO structure for more details.
1195  // Note: You may use GetWindowViewport() to get the current viewport of the current window.
1196  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.
1197  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.
1198  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().
1199  IMGUI_API ImGuiViewport* FindViewportByID(ImGuiID viewport_id); // this is a helper for backends.
1200  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.)
1201 
1202 } // namespace ImGui
1203 
1204 //-----------------------------------------------------------------------------
1205 // [SECTION] Flags & Enumerations
1206 //-----------------------------------------------------------------------------
1207 
1208 // Flags for ImGui::Begin()
1209 // (Those are per-window flags. There are shared flags in ImGuiIO: io.ConfigWindowsResizeFromEdges and io.ConfigWindowsMoveFromTitleBarOnly)
1210 enum ImGuiWindowFlags_
1211 {
1212  ImGuiWindowFlags_None = 0,
1213  ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar
1214  ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip
1215  ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window
1216  ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically)
1217  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.
1218  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).
1219  ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame
1220  ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
1221  ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file
1222  ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through.
1223  ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar
1224  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.
1225  ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state
1226  ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus)
1227  ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y)
1228  ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
1229  ImGuiWindowFlags_NoNavInputs = 1 << 16, // No keyboard/gamepad navigation within the window
1230  ImGuiWindowFlags_NoNavFocus = 1 << 17, // No focusing toward this window with keyboard/gamepad navigation (e.g. skipped by Ctrl+Tab)
1231  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.
1232  ImGuiWindowFlags_NoDocking = 1 << 19, // Disable docking of this window
1233  ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
1234  ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,
1235  ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
1236 
1237  // [Internal]
1238  ImGuiWindowFlags_DockNodeHost = 1 << 23, // Don't use! For internal use by Begin()/NewFrame()
1239  ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild()
1240  ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip()
1241  ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
1242  ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal()
1243  ImGuiWindowFlags_ChildMenu = 1 << 28, // Don't use! For internal use by BeginMenu()
1244 
1245  // Obsolete names
1246 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1247  //ImGuiWindowFlags_NavFlattened = 1 << 29, // Obsoleted in 1.90.9: moved to ImGuiChildFlags. BeginChild(name, size, 0, ImGuiWindowFlags_NavFlattened) --> BeginChild(name, size, ImGuiChildFlags_NavFlattened, 0)
1248  //ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 30, // Obsoleted in 1.90.0: moved to ImGuiChildFlags. BeginChild(name, size, 0, ImGuiWindowFlags_AlwaysUseWindowPadding) --> BeginChild(name, size, ImGuiChildFlags_AlwaysUseWindowPadding, 0)
1249 #endif
1250 };
1251 
1252 // Flags for ImGui::BeginChild()
1253 // (Legacy: bit 0 must always correspond to ImGuiChildFlags_Borders to be backward compatible with old API using 'bool border = false'.)
1254 // About using AutoResizeX/AutoResizeY flags:
1255 // - May be combined with SetNextWindowSizeConstraints() to set a min/max size for each axis (see "Demo->Child->Auto-resize with Constraints").
1256 // - Size measurement for a given axis is only performed when the child window is within visible boundaries, or is just appearing.
1257 // - 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.
1258 // 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.
1259 // - You may also use ImGuiChildFlags_AlwaysAutoResize to force an update even when child window is not in view.
1260 // HOWEVER PLEASE UNDERSTAND THAT DOING SO WILL PREVENT BeginChild() FROM EVER RETURNING FALSE, disabling benefits of coarse clipping.
1261 enum ImGuiChildFlags_
1262 {
1263  ImGuiChildFlags_None = 0,
1264  ImGuiChildFlags_Borders = 1 << 0, // Show an outer border and enable WindowPadding. (IMPORTANT: this is always == 1 == true for legacy reason)
1265  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)
1266  ImGuiChildFlags_ResizeX = 1 << 2, // Allow resize from right border (layout direction). Enable .ini saving (unless ImGuiWindowFlags_NoSavedSettings passed to window flags)
1267  ImGuiChildFlags_ResizeY = 1 << 3, // Allow resize from bottom border (layout direction). "
1268  ImGuiChildFlags_AutoResizeX = 1 << 4, // Enable auto-resizing width. Read "IMPORTANT: Size measurement" details above.
1269  ImGuiChildFlags_AutoResizeY = 1 << 5, // Enable auto-resizing height. Read "IMPORTANT: Size measurement" details above.
1270  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.
1271  ImGuiChildFlags_FrameStyle = 1 << 7, // Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding.
1272  ImGuiChildFlags_NavFlattened = 1 << 8, // [BETA] Share focus scope, allow keyboard/gamepad navigation to cross over parent border to this child or between sibling child windows.
1273 
1274  // Obsolete names
1275 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1276  //ImGuiChildFlags_Border = ImGuiChildFlags_Borders, // Renamed in 1.91.1 (August 2024) for consistency.
1277 #endif
1278 };
1279 
1280 // Flags for ImGui::PushItemFlag()
1281 // (Those are shared by all submitted items)
1282 enum ImGuiItemFlags_
1283 {
1284  ImGuiItemFlags_None = 0, // (Default)
1285  ImGuiItemFlags_NoTabStop = 1 << 0, // false // Disable keyboard tabbing. This is a "lighter" version of ImGuiItemFlags_NoNav.
1286  ImGuiItemFlags_NoNav = 1 << 1, // false // Disable any form of focusing (keyboard/gamepad directional navigation and SetKeyboardFocusHere() calls).
1287  ImGuiItemFlags_NoNavDefaultFocus = 1 << 2, // false // Disable item being a candidate for default focus (e.g. used by title bar items).
1288  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.
1289  ImGuiItemFlags_AutoClosePopups = 1 << 4, // true // MenuItem()/Selectable() automatically close their parent popup window.
1290  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.
1291  ImGuiItemFlags_Disabled = 1 << 6, // false // [Internal] Disable interactions. DOES NOT affect visuals. This is used by BeginDisabled()/EndDisabled() and only provided here so you can read back via GetItemFlags().
1292 };
1293 
1294 // Flags for ImGui::InputText()
1295 // (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigInputTextCursorBlink and io.ConfigInputTextEnterKeepActive)
1296 enum ImGuiInputTextFlags_
1297 {
1298  // Basic filters (also see ImGuiInputTextFlags_CallbackCharFilter)
1299  ImGuiInputTextFlags_None = 0,
1300  ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/
1301  ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef
1302  ImGuiInputTextFlags_CharsScientific = 1 << 2, // Allow 0123456789.+-*/eE (Scientific notation input)
1303  ImGuiInputTextFlags_CharsUppercase = 1 << 3, // Turn a..z into A..Z
1304  ImGuiInputTextFlags_CharsNoBlank = 1 << 4, // Filter out spaces, tabs
1305 
1306  // Inputs
1307  ImGuiInputTextFlags_AllowTabInput = 1 << 5, // Pressing TAB input a '\t' character into the text field
1308  ImGuiInputTextFlags_EnterReturnsTrue = 1 << 6, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider using IsItemDeactivatedAfterEdit() instead!
1309  ImGuiInputTextFlags_EscapeClearsAll = 1 << 7, // Escape key clears content if not empty, and deactivate otherwise (contrast to default behavior of Escape to revert)
1310  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).
1311 
1312  // Other options
1313  ImGuiInputTextFlags_ReadOnly = 1 << 9, // Read-only mode
1314  ImGuiInputTextFlags_Password = 1 << 10, // Password mode, display all characters as '*', disable copy
1315  ImGuiInputTextFlags_AlwaysOverwrite = 1 << 11, // Overwrite mode
1316  ImGuiInputTextFlags_AutoSelectAll = 1 << 12, // Select entire text when first taking mouse focus
1317  ImGuiInputTextFlags_ParseEmptyRefVal = 1 << 13, // InputFloat(), InputInt(), InputScalar() etc. only: parse empty string as zero value.
1318  ImGuiInputTextFlags_DisplayEmptyRefVal = 1 << 14, // InputFloat(), InputInt(), InputScalar() etc. only: when value is zero, do not display it. Generally used with ImGuiInputTextFlags_ParseEmptyRefVal.
1319  ImGuiInputTextFlags_NoHorizontalScroll = 1 << 15, // Disable following the cursor horizontally
1320  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().
1321 
1322  // Elide display / Alignment
1323  ImGuiInputTextFlags_ElideLeft = 1 << 17, // When text doesn't fit, elide left side to ensure right side stays visible. Useful for path/filenames. Single-line only!
1324 
1325  // Callback features
1326  ImGuiInputTextFlags_CallbackCompletion = 1 << 18, // Callback on pressing TAB (for completion handling)
1327  ImGuiInputTextFlags_CallbackHistory = 1 << 19, // Callback on pressing Up/Down arrows (for history handling)
1328  ImGuiInputTextFlags_CallbackAlways = 1 << 20, // Callback on each iteration. User code may query cursor position, modify text buffer.
1329  ImGuiInputTextFlags_CallbackCharFilter = 1 << 21, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
1330  ImGuiInputTextFlags_CallbackResize = 1 << 22, // 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)
1331  ImGuiInputTextFlags_CallbackEdit = 1 << 23, // Callback on any edit. Note that InputText() already returns true on edit + you can always use IsItemEdited(). The callback is useful to manipulate the underlying buffer while focus is active.
1332 
1333  // Multi-line Word-Wrapping [BETA]
1334  // - Not well tested yet. Please report any incorrect cursor movement, selection behavior etc. bug to https://github.com/ocornut/imgui/issues/3237.
1335  // - Wrapping style is not ideal. Wrapping of long words/sections (e.g. words larger than total available width) may be particularly unpleasing.
1336  // - Wrapping width needs to always account for the possibility of a vertical scrollbar.
1337  // - It is much slower than regular text fields.
1338  // Ballpark estimate of cost on my 2019 desktop PC: for a 100 KB text buffer: +~0.3 ms (Optimized) / +~1.0 ms (Debug build).
1339  // The CPU cost is very roughly proportional to text length, so a 10 KB buffer should cost about ten times less.
1340  ImGuiInputTextFlags_WordWrap = 1 << 24, // InputTextMultiline(): word-wrap lines that are too long.
1341 
1342  // Obsolete names
1343  //ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior
1344 };
1345 
1346 // Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
1347 enum ImGuiTreeNodeFlags_
1348 {
1349  ImGuiTreeNodeFlags_None = 0,
1350  ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected
1351  ImGuiTreeNodeFlags_Framed = 1 << 1, // Draw frame with background (e.g. for CollapsingHeader)
1352  ImGuiTreeNodeFlags_AllowOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one
1353  ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
1354  ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
1355  ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open
1356  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.
1357  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.
1358  ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes).
1359  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!
1360  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.
1361  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.
1362  ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (cover the indent area).
1363  ImGuiTreeNodeFlags_SpanLabelWidth = 1 << 13, // Narrow hit box + narrow hovering highlight, will only cover the label text.
1364  ImGuiTreeNodeFlags_SpanAllColumns = 1 << 14, // Frame will span all columns of its container table (label will still fit in current column)
1365  ImGuiTreeNodeFlags_LabelSpanAllColumns = 1 << 15, // Label will span all columns of its container table
1366  //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 16, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
1367  ImGuiTreeNodeFlags_NavLeftJumpsToParent = 1 << 17, // Nav: left arrow moves back to parent. This is processed in TreePop() when there's an unfulfilled Left nav request remaining.
1368  ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog,
1369 
1370  // [EXPERIMENTAL] Draw lines connecting TreeNode hierarchy. Discuss in GitHub issue #2920.
1371  // Default value is pulled from style.TreeLinesFlags. May be overridden in TreeNode calls.
1372  ImGuiTreeNodeFlags_DrawLinesNone = 1 << 18, // No lines drawn
1373  ImGuiTreeNodeFlags_DrawLinesFull = 1 << 19, // Horizontal lines to child nodes. Vertical line drawn down to TreePop() position: cover full contents. Faster (for large trees).
1374  ImGuiTreeNodeFlags_DrawLinesToNodes = 1 << 20, // Horizontal lines to child nodes. Vertical line drawn down to bottom-most child node. Slower (for large trees).
1375 
1376 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1377  ImGuiTreeNodeFlags_NavLeftJumpsBackHere = ImGuiTreeNodeFlags_NavLeftJumpsToParent, // Renamed in 1.92.0
1378  ImGuiTreeNodeFlags_SpanTextWidth = ImGuiTreeNodeFlags_SpanLabelWidth, // Renamed in 1.90.7
1379  //ImGuiTreeNodeFlags_AllowItemOverlap = ImGuiTreeNodeFlags_AllowOverlap, // Renamed in 1.89.7
1380 #endif
1381 };
1382 
1383 // Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions.
1384 // - IMPORTANT: If you ever used the left mouse button with BeginPopupContextXXX() helpers before 1.92.6: Read "API BREAKING CHANGES" 2026/01/07 (1.92.6) entry in imgui.cpp or GitHub topic #9157.
1385 // - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later).
1386 enum ImGuiPopupFlags_
1387 {
1388  ImGuiPopupFlags_None = 0,
1389  ImGuiPopupFlags_MouseButtonLeft = 1 << 2, // For BeginPopupContext*(): open on Left Mouse release. Only one button allowed!
1390  ImGuiPopupFlags_MouseButtonRight = 2 << 2, // For BeginPopupContext*(): open on Right Mouse release. Only one button allowed! (default)
1391  ImGuiPopupFlags_MouseButtonMiddle = 3 << 2, // For BeginPopupContext*(): open on Middle Mouse release. Only one button allowed!
1392  ImGuiPopupFlags_NoReopen = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't reopen same popup if already open (won't reposition, won't reinitialize navigation)
1393  //ImGuiPopupFlags_NoReopenAlwaysNavInit = 1 << 6, // For OpenPopup*(), BeginPopupContext*(): focus and initialize navigation even when not reopening.
1394  ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 7, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack
1395  ImGuiPopupFlags_NoOpenOverItems = 1 << 8, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space
1396  ImGuiPopupFlags_AnyPopupId = 1 << 10, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup.
1397  ImGuiPopupFlags_AnyPopupLevel = 1 << 11, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level)
1398  ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel,
1399  ImGuiPopupFlags_MouseButtonShift_ = 2, // [Internal]
1400  ImGuiPopupFlags_MouseButtonMask_ = 0x0C, // [Internal]
1401  ImGuiPopupFlags_InvalidMask_ = 0x03, // [Internal] Reserve legacy bits 0-1 to detect incorrectly passing 1 or 2 to the function.
1402 };
1403 
1404 // Flags for ImGui::Selectable()
1405 enum ImGuiSelectableFlags_
1406 {
1407  ImGuiSelectableFlags_None = 0,
1408  ImGuiSelectableFlags_NoAutoClosePopups = 1 << 0, // Clicking this doesn't close parent popup window (overrides ImGuiItemFlags_AutoClosePopups)
1409  ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Frame will span all columns of its container table (text will still fit in current column)
1410  ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too
1411  ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text
1412  ImGuiSelectableFlags_AllowOverlap = 1 << 4, // (WIP) Hit testing to allow subsequent widgets to overlap this one
1413  ImGuiSelectableFlags_Highlight = 1 << 5, // Make the item be displayed as if it is hovered
1414  ImGuiSelectableFlags_SelectOnNav = 1 << 6, // Auto-select when moved into, unless Ctrl is held. Automatic when in a BeginMultiSelect() block.
1415 
1416 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1417  ImGuiSelectableFlags_DontClosePopups = ImGuiSelectableFlags_NoAutoClosePopups, // Renamed in 1.91.0
1418  //ImGuiSelectableFlags_AllowItemOverlap = ImGuiSelectableFlags_AllowOverlap, // Renamed in 1.89.7
1419 #endif
1420 };
1421 
1422 // Flags for ImGui::BeginCombo()
1423 enum ImGuiComboFlags_
1424 {
1425  ImGuiComboFlags_None = 0,
1426  ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default
1427  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()
1428  ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default)
1429  ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible
1430  ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible
1431  ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button
1432  ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button
1433  ImGuiComboFlags_WidthFitPreview = 1 << 7, // Width dynamically calculated from preview contents
1434  ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest,
1435 };
1436 
1437 // Flags for ImGui::BeginTabBar()
1438 enum ImGuiTabBarFlags_
1439 {
1440  ImGuiTabBarFlags_None = 0,
1441  ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list
1442  ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear
1443  ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup
1444  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.
1445  ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll)
1446  ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab
1447  ImGuiTabBarFlags_DrawSelectedOverline = 1 << 6, // Draw selected overline markers over selected tab
1448 
1449  // Fitting/Resize policy
1450  ImGuiTabBarFlags_FittingPolicyMixed = 1 << 7, // Shrink down tabs when they don't fit, until width is style.TabMinWidthShrink, then enable scrolling buttons.
1451  ImGuiTabBarFlags_FittingPolicyShrink = 1 << 8, // Shrink down tabs when they don't fit
1452  ImGuiTabBarFlags_FittingPolicyScroll = 1 << 9, // Enable scrolling buttons when tabs don't fit
1453  ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyMixed | ImGuiTabBarFlags_FittingPolicyShrink | ImGuiTabBarFlags_FittingPolicyScroll,
1454  ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyMixed,
1455 
1456 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1457  ImGuiTabBarFlags_FittingPolicyResizeDown = ImGuiTabBarFlags_FittingPolicyShrink, // Renamed in 1.92.2
1458 #endif
1459 };
1460 
1461 // Flags for ImGui::BeginTabItem()
1462 enum ImGuiTabItemFlags_
1463 {
1464  ImGuiTabItemFlags_None = 0,
1465  ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Display a dot next to the title + set ImGuiTabItemFlags_NoAssumedClosure.
1466  ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem()
1467  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.
1468  ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID()/PopID() on BeginTabItem()/EndTabItem()
1469  ImGuiTabItemFlags_NoTooltip = 1 << 4, // Disable tooltip for the given tab
1470  ImGuiTabItemFlags_NoReorder = 1 << 5, // Disable reordering this tab or having another tab cross over this tab
1471  ImGuiTabItemFlags_Leading = 1 << 6, // Enforce the tab position to the left of the tab bar (after the tab list popup button)
1472  ImGuiTabItemFlags_Trailing = 1 << 7, // Enforce the tab position to the right of the tab bar (before the scrolling buttons)
1473  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.
1474 };
1475 
1476 // Flags for ImGui::IsWindowFocused()
1477 enum ImGuiFocusedFlags_
1478 {
1479  ImGuiFocusedFlags_None = 0,
1480  ImGuiFocusedFlags_ChildWindows = 1 << 0, // Return true if any children of the window is focused
1481  ImGuiFocusedFlags_RootWindow = 1 << 1, // Test from root window (top most parent of the current hierarchy)
1482  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!
1483  ImGuiFocusedFlags_NoPopupHierarchy = 1 << 3, // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
1484  ImGuiFocusedFlags_DockHierarchy = 1 << 4, // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
1485  ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows,
1486 };
1487 
1488 // Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
1489 // 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!
1490 // Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.
1491 enum ImGuiHoveredFlags_
1492 {
1493  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.
1494  ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered
1495  ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
1496  ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered
1497  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)
1498  ImGuiHoveredFlags_DockHierarchy = 1 << 4, // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
1499  ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 5, // Return true even if a popup window is normally blocking access to this item/window
1500  //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 6, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
1501  ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 7, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
1502  ImGuiHoveredFlags_AllowWhenOverlappedByItem = 1 << 8, // IsItemHovered() only: Return true even if the item uses AllowOverlap mode and is overlapped by another hoverable item.
1503  ImGuiHoveredFlags_AllowWhenOverlappedByWindow = 1 << 9, // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window.
1504  ImGuiHoveredFlags_AllowWhenDisabled = 1 << 10, // IsItemHovered() only: Return true even if the item is disabled
1505  ImGuiHoveredFlags_NoNavOverride = 1 << 11, // IsItemHovered() only: Disable using keyboard/gamepad navigation state when active, always query mouse
1506  ImGuiHoveredFlags_AllowWhenOverlapped = ImGuiHoveredFlags_AllowWhenOverlappedByItem | ImGuiHoveredFlags_AllowWhenOverlappedByWindow,
1507  ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
1508  ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows,
1509 
1510  // Tooltips mode
1511  // - typically used in IsItemHovered() + SetTooltip() sequence.
1512  // - this is a shortcut to pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' where you can reconfigure desired behavior.
1513  // e.g. 'HoverFlagsForTooltipMouse' defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_AllowWhenDisabled'.
1514  // - 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.
1515  // - 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.
1516  ImGuiHoveredFlags_ForTooltip = 1 << 12, // Shortcut for standard flags when using IsItemHovered() + SetTooltip() sequence.
1517 
1518  // (Advanced) Mouse Hovering delays.
1519  // - generally you can use ImGuiHoveredFlags_ForTooltip to use application-standardized flags.
1520  // - use those if you need specific overrides.
1521  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.
1522  ImGuiHoveredFlags_DelayNone = 1 << 14, // IsItemHovered() only: Return true immediately (default). As this is the default you generally ignore this.
1523  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).
1524  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).
1525  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)
1526 };
1527 
1528 // Flags for ImGui::DockSpace(), shared/inherited by child nodes.
1529 // (Some flags can be applied to individual nodes directly)
1530 // FIXME-DOCK: Also see ImGuiDockNodeFlagsPrivate_ which may involve using the WIP and internal DockBuilder api.
1531 enum ImGuiDockNodeFlags_
1532 {
1533  ImGuiDockNodeFlags_None = 0,
1534  ImGuiDockNodeFlags_KeepAliveOnly = 1 << 0, // // Don't display the dockspace node but keep it alive. Windows docked into this dockspace node won't be undocked.
1535  //ImGuiDockNodeFlags_NoCentralNode = 1 << 1, // // Disable Central Node (the node which can stay empty)
1536  ImGuiDockNodeFlags_NoDockingOverCentralNode = 1 << 2, // // Disable docking over the Central Node, which will be always kept empty.
1537  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.
1538  ImGuiDockNodeFlags_NoDockingSplit = 1 << 4, // // Disable other windows/nodes from splitting this node.
1539  ImGuiDockNodeFlags_NoResize = 1 << 5, // Saved // Disable resizing node using the splitter/separators. Useful with programmatically setup dockspaces.
1540  ImGuiDockNodeFlags_AutoHideTabBar = 1 << 6, // // Tab bar will automatically hide when there is a single window in the dock node.
1541  ImGuiDockNodeFlags_NoUndocking = 1 << 7, // // Disable undocking this node.
1542 
1543 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1544  ImGuiDockNodeFlags_NoSplit = ImGuiDockNodeFlags_NoDockingSplit, // Renamed in 1.90
1545  ImGuiDockNodeFlags_NoDockingInCentralNode = ImGuiDockNodeFlags_NoDockingOverCentralNode, // Renamed in 1.90
1546 #endif
1547 };
1548 
1549 // Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
1550 enum ImGuiDragDropFlags_
1551 {
1552  ImGuiDragDropFlags_None = 0,
1553  // BeginDragDropSource() flags
1554  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.
1555  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.
1556  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.
1557  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.
1558  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.
1559  ImGuiDragDropFlags_PayloadAutoExpire = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)
1560  ImGuiDragDropFlags_PayloadNoCrossContext = 1 << 6, // Hint to specify that the payload may not be copied outside current dear imgui context.
1561  ImGuiDragDropFlags_PayloadNoCrossProcess = 1 << 7, // Hint to specify that the payload may not be copied outside current process.
1562  // AcceptDragDropPayload() flags
1563  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.
1564  ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target.
1565  ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.
1566  ImGuiDragDropFlags_AcceptDrawAsHovered = 1 << 13, // Accepting item will render as if hovered. Useful for e.g. a Button() used as a drop target.
1567  ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect, // For peeking ahead and inspecting the payload before delivery.
1568 
1569 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1570  ImGuiDragDropFlags_SourceAutoExpirePayload = ImGuiDragDropFlags_PayloadAutoExpire, // Renamed in 1.90.9
1571 #endif
1572 };
1573 
1574 // Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.
1575 #define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type.
1576 #define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type.
1577 
1578 // A primary data type
1579 enum ImGuiDataType_
1580 {
1581  ImGuiDataType_S8, // signed char / char (with sensible compilers)
1582  ImGuiDataType_U8, // unsigned char
1583  ImGuiDataType_S16, // short
1584  ImGuiDataType_U16, // unsigned short
1585  ImGuiDataType_S32, // int
1586  ImGuiDataType_U32, // unsigned int
1587  ImGuiDataType_S64, // long long / __int64
1588  ImGuiDataType_U64, // unsigned long long / unsigned __int64
1589  ImGuiDataType_Float, // float
1590  ImGuiDataType_Double, // double
1591  ImGuiDataType_Bool, // bool (provided for user convenience, not supported by scalar widgets)
1592  ImGuiDataType_String, // char* (provided for user convenience, not supported by scalar widgets)
1593  ImGuiDataType_COUNT
1594 };
1595 
1596 // A cardinal direction
1597 enum ImGuiDir : int
1598 {
1599  ImGuiDir_None = -1,
1600  ImGuiDir_Left = 0,
1601  ImGuiDir_Right = 1,
1602  ImGuiDir_Up = 2,
1603  ImGuiDir_Down = 3,
1604  ImGuiDir_COUNT
1605 };
1606 
1607 // A sorting direction
1608 enum ImGuiSortDirection : ImU8
1609 {
1610  ImGuiSortDirection_None = 0,
1611  ImGuiSortDirection_Ascending = 1, // Ascending = 0->9, A->Z etc.
1612  ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc.
1613 };
1614 
1615 // A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values.
1616 // All our named keys are >= 512. Keys value 0 to 511 are left unused and were legacy native/opaque key values (< 1.87).
1617 // Support for legacy keys was completely removed in 1.91.5.
1618 // Read details about the 1.87+ transition : https://github.com/ocornut/imgui/issues/4921
1619 // Note that "Keys" related to physical keys and are not the same concept as input "Characters", the latter are submitted via io.AddInputCharacter().
1620 // 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.
1621 enum ImGuiKey : int
1622 {
1623  // Keyboard
1624  ImGuiKey_None = 0,
1625  ImGuiKey_NamedKey_BEGIN = 512, // First valid key value (other than 0)
1626 
1627  ImGuiKey_Tab = 512, // == ImGuiKey_NamedKey_BEGIN
1628  ImGuiKey_LeftArrow,
1629  ImGuiKey_RightArrow,
1630  ImGuiKey_UpArrow,
1631  ImGuiKey_DownArrow,
1632  ImGuiKey_PageUp,
1633  ImGuiKey_PageDown,
1634  ImGuiKey_Home,
1635  ImGuiKey_End,
1636  ImGuiKey_Insert,
1637  ImGuiKey_Delete,
1638  ImGuiKey_Backspace,
1639  ImGuiKey_Space,
1640  ImGuiKey_Enter,
1641  ImGuiKey_Escape,
1642  ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper, // Also see ImGuiMod_Ctrl, ImGuiMod_Shift, ImGuiMod_Alt, ImGuiMod_Super below!
1643  ImGuiKey_RightCtrl, ImGuiKey_RightShift, ImGuiKey_RightAlt, ImGuiKey_RightSuper,
1644  ImGuiKey_Menu,
1645  ImGuiKey_0, ImGuiKey_1, ImGuiKey_2, ImGuiKey_3, ImGuiKey_4, ImGuiKey_5, ImGuiKey_6, ImGuiKey_7, ImGuiKey_8, ImGuiKey_9,
1646  ImGuiKey_A, ImGuiKey_B, ImGuiKey_C, ImGuiKey_D, ImGuiKey_E, ImGuiKey_F, ImGuiKey_G, ImGuiKey_H, ImGuiKey_I, ImGuiKey_J,
1647  ImGuiKey_K, ImGuiKey_L, ImGuiKey_M, ImGuiKey_N, ImGuiKey_O, ImGuiKey_P, ImGuiKey_Q, ImGuiKey_R, ImGuiKey_S, ImGuiKey_T,
1648  ImGuiKey_U, ImGuiKey_V, ImGuiKey_W, ImGuiKey_X, ImGuiKey_Y, ImGuiKey_Z,
1649  ImGuiKey_F1, ImGuiKey_F2, ImGuiKey_F3, ImGuiKey_F4, ImGuiKey_F5, ImGuiKey_F6,
1650  ImGuiKey_F7, ImGuiKey_F8, ImGuiKey_F9, ImGuiKey_F10, ImGuiKey_F11, ImGuiKey_F12,
1651  ImGuiKey_F13, ImGuiKey_F14, ImGuiKey_F15, ImGuiKey_F16, ImGuiKey_F17, ImGuiKey_F18,
1652  ImGuiKey_F19, ImGuiKey_F20, ImGuiKey_F21, ImGuiKey_F22, ImGuiKey_F23, ImGuiKey_F24,
1653  ImGuiKey_Apostrophe, // '
1654  ImGuiKey_Comma, // ,
1655  ImGuiKey_Minus, // -
1656  ImGuiKey_Period, // .
1657  ImGuiKey_Slash, // /
1658  ImGuiKey_Semicolon, // ;
1659  ImGuiKey_Equal, // =
1660  ImGuiKey_LeftBracket, // [
1661  ImGuiKey_Backslash, // \ (this text inhibit multiline comment caused by backslash)
1662  ImGuiKey_RightBracket, // ]
1663  ImGuiKey_GraveAccent, // `
1664  ImGuiKey_CapsLock,
1665  ImGuiKey_ScrollLock,
1666  ImGuiKey_NumLock,
1667  ImGuiKey_PrintScreen,
1668  ImGuiKey_Pause,
1669  ImGuiKey_Keypad0, ImGuiKey_Keypad1, ImGuiKey_Keypad2, ImGuiKey_Keypad3, ImGuiKey_Keypad4,
1670  ImGuiKey_Keypad5, ImGuiKey_Keypad6, ImGuiKey_Keypad7, ImGuiKey_Keypad8, ImGuiKey_Keypad9,
1671  ImGuiKey_KeypadDecimal,
1672  ImGuiKey_KeypadDivide,
1673  ImGuiKey_KeypadMultiply,
1674  ImGuiKey_KeypadSubtract,
1675  ImGuiKey_KeypadAdd,
1676  ImGuiKey_KeypadEnter,
1677  ImGuiKey_KeypadEqual,
1678  ImGuiKey_AppBack, // Available on some keyboard/mouses. Often referred as "Browser Back"
1679  ImGuiKey_AppForward,
1680  ImGuiKey_Oem102, // Non-US backslash.
1681 
1682  // Gamepad
1683  // (analog values are 0.0f to 1.0f)
1684  // (download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets)
1685  // // XBOX | SWITCH | PLAYSTA. | -> ACTION
1686  ImGuiKey_GamepadStart, // Menu | + | Options |
1687  ImGuiKey_GamepadBack, // View | - | Share |
1688  ImGuiKey_GamepadFaceLeft, // X | Y | Square | Tap: Toggle Menu. Hold: Windowing mode (Focus/Move/Resize windows)
1689  ImGuiKey_GamepadFaceRight, // B | A | Circle | Cancel / Close / Exit
1690  ImGuiKey_GamepadFaceUp, // Y | X | Triangle | Text Input / On-screen Keyboard
1691  ImGuiKey_GamepadFaceDown, // A | B | Cross | Activate / Open / Toggle / Tweak
1692  ImGuiKey_GamepadDpadLeft, // D-pad Left | " | " | Move / Tweak / Resize Window (in Windowing mode)
1693  ImGuiKey_GamepadDpadRight, // D-pad Right | " | " | Move / Tweak / Resize Window (in Windowing mode)
1694  ImGuiKey_GamepadDpadUp, // D-pad Up | " | " | Move / Tweak / Resize Window (in Windowing mode)
1695  ImGuiKey_GamepadDpadDown, // D-pad Down | " | " | Move / Tweak / Resize Window (in Windowing mode)
1696  ImGuiKey_GamepadL1, // L Bumper | L | L1 | Tweak Slower / Focus Previous (in Windowing mode)
1697  ImGuiKey_GamepadR1, // R Bumper | R | R1 | Tweak Faster / Focus Next (in Windowing mode)
1698  ImGuiKey_GamepadL2, // L Trigger | ZL | L2 | [Analog]
1699  ImGuiKey_GamepadR2, // R Trigger | ZR | R2 | [Analog]
1700  ImGuiKey_GamepadL3, // L Stick | L3 | L3 |
1701  ImGuiKey_GamepadR3, // R Stick | R3 | R3 |
1702  ImGuiKey_GamepadLStickLeft, // | | | [Analog] Move Window (in Windowing mode)
1703  ImGuiKey_GamepadLStickRight, // | | | [Analog] Move Window (in Windowing mode)
1704  ImGuiKey_GamepadLStickUp, // | | | [Analog] Move Window (in Windowing mode)
1705  ImGuiKey_GamepadLStickDown, // | | | [Analog] Move Window (in Windowing mode)
1706  ImGuiKey_GamepadRStickLeft, // | | | [Analog]
1707  ImGuiKey_GamepadRStickRight, // | | | [Analog]
1708  ImGuiKey_GamepadRStickUp, // | | | [Analog]
1709  ImGuiKey_GamepadRStickDown, // | | | [Analog]
1710 
1711  // Aliases: Mouse Buttons (auto-submitted from AddMouseButtonEvent() calls)
1712  // - This is mirroring the data also written to io.MouseDown[], io.MouseWheel, in a format allowing them to be accessed via standard key API.
1713  ImGuiKey_MouseLeft, ImGuiKey_MouseRight, ImGuiKey_MouseMiddle, ImGuiKey_MouseX1, ImGuiKey_MouseX2, ImGuiKey_MouseWheelX, ImGuiKey_MouseWheelY,
1714 
1715  // [Internal] Reserved for mod storage
1716  ImGuiKey_ReservedForModCtrl, ImGuiKey_ReservedForModShift, ImGuiKey_ReservedForModAlt, ImGuiKey_ReservedForModSuper,
1717 
1718  // [Internal] If you need to iterate all keys (for e.g. an input mapper) you may use ImGuiKey_NamedKey_BEGIN..ImGuiKey_NamedKey_END.
1719  ImGuiKey_NamedKey_END,
1720  ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN,
1721 
1722  // Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls)
1723  // - Any functions taking a ImGuiKeyChord parameter can binary-or those with regular keys, e.g. Shortcut(ImGuiMod_Ctrl | ImGuiKey_S).
1724  // - Those are written back into io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper for convenience,
1725  // but may be accessed via standard key API such as IsKeyPressed(), IsKeyReleased(), querying duration etc.
1726  // - Code polling every key (e.g. an interface to detect a key press for input mapping) might want to ignore those
1727  // and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiMod_Ctrl).
1728  // - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys.
1729  // In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and
1730  // backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user...
1731  // - On macOS, we swap Cmd(Super) and Ctrl keys at the time of the io.AddKeyEvent() call.
1732  ImGuiMod_None = 0,
1733  ImGuiMod_Ctrl = 1 << 12, // Ctrl (non-macOS), Cmd (macOS)
1734  ImGuiMod_Shift = 1 << 13, // Shift
1735  ImGuiMod_Alt = 1 << 14, // Option/Menu
1736  ImGuiMod_Super = 1 << 15, // Windows/Super (non-macOS), Ctrl (macOS)
1737  ImGuiMod_Mask_ = 0xF000, // 4-bits
1738 
1739 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1740  ImGuiKey_COUNT = ImGuiKey_NamedKey_END, // Obsoleted in 1.91.5 because it was misleading (since named keys don't start at 0 anymore)
1741  ImGuiMod_Shortcut = ImGuiMod_Ctrl, // Removed in 1.90.7, you can now simply use ImGuiMod_Ctrl
1742  //ImGuiKey_ModCtrl = ImGuiMod_Ctrl, ImGuiKey_ModShift = ImGuiMod_Shift, ImGuiKey_ModAlt = ImGuiMod_Alt, ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89
1743  //ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter, // Renamed in 1.87
1744 #endif
1745 };
1746 
1747 // Flags for Shortcut(), SetNextItemShortcut(),
1748 // (and for upcoming extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() that are still in imgui_internal.h)
1749 // Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function)
1750 enum ImGuiInputFlags_
1751 {
1752  ImGuiInputFlags_None = 0,
1753  ImGuiInputFlags_Repeat = 1 << 0, // Enable repeat. Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1.
1754 
1755  // Flags for Shortcut(), SetNextItemShortcut()
1756  // - Routing policies: RouteGlobal+OverActive >> RouteActive or RouteFocused (if owner is active item) >> RouteGlobal+OverFocused >> RouteFocused (if in focused window stack) >> RouteGlobal.
1757  // - Default policy is RouteFocused. Can select only 1 policy among all available.
1758  ImGuiInputFlags_RouteActive = 1 << 10, // Route to active item only.
1759  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.
1760  ImGuiInputFlags_RouteGlobal = 1 << 12, // Global route (unless a focused window or active item registered the route).
1761  ImGuiInputFlags_RouteAlways = 1 << 13, // Do not register route, poll keys directly.
1762  // - Routing options
1763  ImGuiInputFlags_RouteOverFocused = 1 << 14, // Option: global route: higher priority than focused route (unless active item in focused route).
1764  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.
1765  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.
1766  ImGuiInputFlags_RouteFromRootWindow = 1 << 17, // Option: route evaluated from the point of view of root window rather than current window.
1767 
1768  // Flags for SetNextItemShortcut()
1769  ImGuiInputFlags_Tooltip = 1 << 18, // Automatically display a tooltip when hovering item [BETA] Unsure of right api (opt-in/opt-out)
1770 };
1771 
1772 // Configuration flags stored in io.ConfigFlags. Set by user/application.
1773 enum ImGuiConfigFlags_
1774 {
1775  ImGuiConfigFlags_None = 0,
1776  ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. Enable full Tabbing + directional arrows + Space/Enter to activate. Note: some features such as basic Tabbing and CtrL+Tab are enabled by regardless of this flag (and may be disabled via other means, see #4828, #9218).
1777  ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. Backend also needs to set ImGuiBackendFlags_HasGamepad.
1778  ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct dear imgui to disable mouse inputs and interactions.
1779  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.
1780  ImGuiConfigFlags_NoKeyboard = 1 << 6, // Instruct dear imgui to disable keyboard inputs and interactions. This is done by ignoring keyboard events and clearing existing states.
1781 
1782  // [BETA] Docking
1783  ImGuiConfigFlags_DockingEnable = 1 << 7, // Docking enable flags.
1784 
1785  // [BETA] Viewports
1786  // 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.
1787  ImGuiConfigFlags_ViewportsEnable = 1 << 10, // Viewport enable flags (require both ImGuiBackendFlags_PlatformHasViewports + ImGuiBackendFlags_RendererHasViewports set by the respective backends)
1788 
1789  // 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)
1790  ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware.
1791  ImGuiConfigFlags_IsTouchScreen = 1 << 21, // Application is using a touch screen instead of a mouse.
1792 
1793 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1794  ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // [moved/renamed in 1.91.4] -> use bool io.ConfigNavMoveSetMousePos
1795  ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // [moved/renamed in 1.91.4] -> use bool io.ConfigNavCaptureKeyboard
1796  ImGuiConfigFlags_DpiEnableScaleFonts = 1 << 14, // [moved/renamed in 1.92.0] -> use bool io.ConfigDpiScaleFonts
1797  ImGuiConfigFlags_DpiEnableScaleViewports= 1 << 15, // [moved/renamed in 1.92.0] -> use bool io.ConfigDpiScaleViewports
1798 #endif
1799 };
1800 
1801 // Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend.
1802 enum ImGuiBackendFlags_
1803 {
1804  ImGuiBackendFlags_None = 0,
1805  ImGuiBackendFlags_HasGamepad = 1 << 0, // Backend Platform supports gamepad and currently has one connected.
1806  ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
1807  ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if io.ConfigNavMoveSetMousePos is set).
1808  ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
1809  ImGuiBackendFlags_RendererHasTextures = 1 << 4, // Backend Renderer supports ImTextureData requests to create/update/destroy textures. This enables incremental texture updates and texture reloads. See https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md for instructions on how to upgrade your custom backend.
1810 
1811  // [BETA] Multi-Viewports
1812  ImGuiBackendFlags_RendererHasViewports = 1 << 10, // Backend Renderer supports multiple viewports.
1813  ImGuiBackendFlags_PlatformHasViewports = 1 << 11, // Backend Platform supports multiple viewports.
1814  ImGuiBackendFlags_HasMouseHoveredViewport=1 << 12, // 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.
1815  ImGuiBackendFlags_HasParentViewport = 1 << 13, // Backend Platform supports honoring viewport->ParentViewport/ParentViewportId value, by applying the corresponding parent/child relation at the Platform level.
1816 };
1817 
1818 // Enumeration for PushStyleColor() / PopStyleColor()
1819 enum ImGuiCol_
1820 {
1821  ImGuiCol_Text,
1822  ImGuiCol_TextDisabled,
1823  ImGuiCol_WindowBg, // Background of normal windows
1824  ImGuiCol_ChildBg, // Background of child windows
1825  ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows
1826  ImGuiCol_Border,
1827  ImGuiCol_BorderShadow,
1828  ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input
1829  ImGuiCol_FrameBgHovered,
1830  ImGuiCol_FrameBgActive,
1831  ImGuiCol_TitleBg, // Title bar
1832  ImGuiCol_TitleBgActive, // Title bar when focused
1833  ImGuiCol_TitleBgCollapsed, // Title bar when collapsed
1834  ImGuiCol_MenuBarBg,
1835  ImGuiCol_ScrollbarBg,
1836  ImGuiCol_ScrollbarGrab,
1837  ImGuiCol_ScrollbarGrabHovered,
1838  ImGuiCol_ScrollbarGrabActive,
1839  ImGuiCol_CheckMark, // Checkbox tick and RadioButton circle
1840  ImGuiCol_SliderGrab,
1841  ImGuiCol_SliderGrabActive,
1842  ImGuiCol_Button,
1843  ImGuiCol_ButtonHovered,
1844  ImGuiCol_ButtonActive,
1845  ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem
1846  ImGuiCol_HeaderHovered,
1847  ImGuiCol_HeaderActive,
1848  ImGuiCol_Separator,
1849  ImGuiCol_SeparatorHovered,
1850  ImGuiCol_SeparatorActive,
1851  ImGuiCol_ResizeGrip, // Resize grip in lower-right and lower-left corners of windows.
1852  ImGuiCol_ResizeGripHovered,
1853  ImGuiCol_ResizeGripActive,
1854  ImGuiCol_InputTextCursor, // InputText cursor/caret
1855  ImGuiCol_TabHovered, // Tab background, when hovered
1856  ImGuiCol_Tab, // Tab background, when tab-bar is focused & tab is unselected
1857  ImGuiCol_TabSelected, // Tab background, when tab-bar is focused & tab is selected
1858  ImGuiCol_TabSelectedOverline, // Tab horizontal overline, when tab-bar is focused & tab is selected
1859  ImGuiCol_TabDimmed, // Tab background, when tab-bar is unfocused & tab is unselected
1860  ImGuiCol_TabDimmedSelected, // Tab background, when tab-bar is unfocused & tab is selected
1861  ImGuiCol_TabDimmedSelectedOverline,//..horizontal overline, when tab-bar is unfocused & tab is selected
1862  ImGuiCol_DockingPreview, // Preview overlay color when about to docking something
1863  ImGuiCol_DockingEmptyBg, // Background color for empty node (e.g. CentralNode with no window docked into it)
1864  ImGuiCol_PlotLines,
1865  ImGuiCol_PlotLinesHovered,
1866  ImGuiCol_PlotHistogram,
1867  ImGuiCol_PlotHistogramHovered,
1868  ImGuiCol_TableHeaderBg, // Table header background
1869  ImGuiCol_TableBorderStrong, // Table outer and header borders (prefer using Alpha=1.0 here)
1870  ImGuiCol_TableBorderLight, // Table inner borders (prefer using Alpha=1.0 here)
1871  ImGuiCol_TableRowBg, // Table row background (even rows)
1872  ImGuiCol_TableRowBgAlt, // Table row background (odd rows)
1873  ImGuiCol_TextLink, // Hyperlink color
1874  ImGuiCol_TextSelectedBg, // Selected text inside an InputText
1875  ImGuiCol_TreeLines, // Tree node hierarchy outlines when using ImGuiTreeNodeFlags_DrawLines
1876  ImGuiCol_DragDropTarget, // Rectangle border highlighting a drop target
1877  ImGuiCol_DragDropTargetBg, // Rectangle background highlighting a drop target
1878  ImGuiCol_UnsavedMarker, // Unsaved Document marker (in window title and tabs)
1879  ImGuiCol_NavCursor, // Color of keyboard/gamepad navigation cursor/rectangle, when visible
1880  ImGuiCol_NavWindowingHighlight, // Highlight window when using Ctrl+Tab
1881  ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the Ctrl+Tab window list, when active
1882  ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active
1883  ImGuiCol_COUNT,
1884 
1885 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1886  ImGuiCol_TabActive = ImGuiCol_TabSelected, // [renamed in 1.90.9]
1887  ImGuiCol_TabUnfocused = ImGuiCol_TabDimmed, // [renamed in 1.90.9]
1888  ImGuiCol_TabUnfocusedActive = ImGuiCol_TabDimmedSelected, // [renamed in 1.90.9]
1889  ImGuiCol_NavHighlight = ImGuiCol_NavCursor, // [renamed in 1.91.4]
1890 #endif
1891 };
1892 
1893 // Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
1894 // - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code.
1895 // During initialization or between frames, feel free to just poke into ImGuiStyle directly.
1896 // - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description.
1897 // - In Visual Studio: Ctrl+Comma ("Edit.GoToAll") can follow symbols inside comments, whereas Ctrl+F12 ("Edit.GoToImplementation") cannot.
1898 // - In Visual Studio w/ Visual Assist installed: Alt+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
1899 // - In VS Code, CLion, etc.: Ctrl+Click can follow symbols inside comments.
1900 // - 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.
1901 enum ImGuiStyleVar_
1902 {
1903  // Enum name -------------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
1904  ImGuiStyleVar_Alpha, // float Alpha
1905  ImGuiStyleVar_DisabledAlpha, // float DisabledAlpha
1906  ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding
1907  ImGuiStyleVar_WindowRounding, // float WindowRounding
1908  ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize
1909  ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize
1910  ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign
1911  ImGuiStyleVar_ChildRounding, // float ChildRounding
1912  ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize
1913  ImGuiStyleVar_PopupRounding, // float PopupRounding
1914  ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize
1915  ImGuiStyleVar_FramePadding, // ImVec2 FramePadding
1916  ImGuiStyleVar_FrameRounding, // float FrameRounding
1917  ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize
1918  ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing
1919  ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing
1920  ImGuiStyleVar_IndentSpacing, // float IndentSpacing
1921  ImGuiStyleVar_CellPadding, // ImVec2 CellPadding
1922  ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize
1923  ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding
1924  ImGuiStyleVar_ScrollbarPadding, // float ScrollbarPadding
1925  ImGuiStyleVar_GrabMinSize, // float GrabMinSize
1926  ImGuiStyleVar_GrabRounding, // float GrabRounding
1927  ImGuiStyleVar_ImageRounding, // float ImageRounding
1928  ImGuiStyleVar_ImageBorderSize, // float ImageBorderSize
1929  ImGuiStyleVar_TabRounding, // float TabRounding
1930  ImGuiStyleVar_TabBorderSize, // float TabBorderSize
1931  ImGuiStyleVar_TabMinWidthBase, // float TabMinWidthBase
1932  ImGuiStyleVar_TabMinWidthShrink, // float TabMinWidthShrink
1933  ImGuiStyleVar_TabBarBorderSize, // float TabBarBorderSize
1934  ImGuiStyleVar_TabBarOverlineSize, // float TabBarOverlineSize
1935  ImGuiStyleVar_TableAngledHeadersAngle, // float TableAngledHeadersAngle
1936  ImGuiStyleVar_TableAngledHeadersTextAlign,// ImVec2 TableAngledHeadersTextAlign
1937  ImGuiStyleVar_TreeLinesSize, // float TreeLinesSize
1938  ImGuiStyleVar_TreeLinesRounding, // float TreeLinesRounding
1939  ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign
1940  ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign
1941  ImGuiStyleVar_SeparatorTextBorderSize, // float SeparatorTextBorderSize
1942  ImGuiStyleVar_SeparatorTextAlign, // ImVec2 SeparatorTextAlign
1943  ImGuiStyleVar_SeparatorTextPadding, // ImVec2 SeparatorTextPadding
1944  ImGuiStyleVar_DockingSeparatorSize, // float DockingSeparatorSize
1945  ImGuiStyleVar_COUNT
1946 };
1947 
1948 // Flags for InvisibleButton() [extended in imgui_internal.h]
1949 enum ImGuiButtonFlags_
1950 {
1951  ImGuiButtonFlags_None = 0,
1952  ImGuiButtonFlags_MouseButtonLeft = 1 << 0, // React on left mouse button (default)
1953  ImGuiButtonFlags_MouseButtonRight = 1 << 1, // React on right mouse button
1954  ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button
1955  ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, // [Internal]
1956  ImGuiButtonFlags_EnableNav = 1 << 3, // InvisibleButton(): do not disable navigation/tabbing. Otherwise disabled by default.
1957 };
1958 
1959 // Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
1960 enum ImGuiColorEditFlags_
1961 {
1962  ImGuiColorEditFlags_None = 0,
1963  ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer).
1964  ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on color square.
1965  ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
1966  ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs)
1967  ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square).
1968  ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
1969  ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
1970  ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead.
1971  ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target/source. ColorButton: disable drag and drop source.
1972  ImGuiColorEditFlags_NoBorder = 1 << 10, // // ColorButton: disable border (which is enforced by default)
1973  ImGuiColorEditFlags_NoColorMarkers = 1 << 11, // // ColorEdit: disable rendering R/G/B/A color marker. May also be disabled globally by setting style.ColorMarkerSize = 0.
1974 
1975  // Alpha preview
1976  // - Prior to 1.91.8 (2025/01/21): alpha was made opaque in the preview by default using old name ImGuiColorEditFlags_AlphaPreview.
1977  // - We now display the preview as transparent by default. You can use ImGuiColorEditFlags_AlphaOpaque to use old behavior.
1978  // - The new flags may be combined better and allow finer controls.
1979  ImGuiColorEditFlags_AlphaOpaque = 1 << 12, // // ColorEdit, ColorPicker, ColorButton: disable alpha in the preview,. Contrary to _NoAlpha it may still be edited when calling ColorEdit4()/ColorPicker4(). For ColorButton() this does the same as _NoAlpha.
1980  ImGuiColorEditFlags_AlphaNoBg = 1 << 13, // // ColorEdit, ColorPicker, ColorButton: disable rendering a checkerboard background behind transparent color.
1981  ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 14, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half transparent preview.
1982 
1983  // User Options (right-click on widget to change some of them).
1984  ImGuiColorEditFlags_AlphaBar = 1 << 18, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
1985  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).
1986  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.
1987  ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // "
1988  ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // "
1989  ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.
1990  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.
1991  ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value.
1992  ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value.
1993  ImGuiColorEditFlags_InputRGB = 1 << 27, // [Input] // ColorEdit, ColorPicker: input and output data in RGB format.
1994  ImGuiColorEditFlags_InputHSV = 1 << 28, // [Input] // ColorEdit, ColorPicker: input and output data in HSV format.
1995 
1996  // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to
1997  // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup.
1998  ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar,
1999 
2000  // [Internal] Masks
2001  ImGuiColorEditFlags_AlphaMask_ = ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaOpaque | ImGuiColorEditFlags_AlphaNoBg | ImGuiColorEditFlags_AlphaPreviewHalf,
2002  ImGuiColorEditFlags_DisplayMask_ = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex,
2003  ImGuiColorEditFlags_DataTypeMask_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float,
2004  ImGuiColorEditFlags_PickerMask_ = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar,
2005  ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV,
2006 
2007  // Obsolete names
2008 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2009  ImGuiColorEditFlags_AlphaPreview = 0, // Removed in 1.91.8. This is the default now. Will display a checkerboard unless ImGuiColorEditFlags_AlphaNoBg is set.
2010 #endif
2011  //ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69]
2012 };
2013 
2014 // Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
2015 // 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.
2016 // (Those are per-item flags. There is shared behavior flag too: ImGuiIO: io.ConfigDragClickToInputText)
2017 enum ImGuiSliderFlags_
2018 {
2019  ImGuiSliderFlags_None = 0,
2020  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.
2021  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).
2022  ImGuiSliderFlags_NoInput = 1 << 7, // Disable Ctrl+Click or Enter key allowing to input text directly into the widget.
2023  ImGuiSliderFlags_WrapAround = 1 << 8, // Enable wrapping around from max to min and from min to max. Only supported by DragXXX() functions for now.
2024  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.
2025  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.
2026  ImGuiSliderFlags_NoSpeedTweaks = 1 << 11, // Disable keyboard modifiers altering tweak speed. Useful if you want to alter tweak speed yourself based on your own logic.
2027  ImGuiSliderFlags_ColorMarkers = 1 << 12, // DragScalarN(), SliderScalarN(): Draw R/G/B/A color markers on each component.
2028  ImGuiSliderFlags_AlwaysClamp = ImGuiSliderFlags_ClampOnInput | ImGuiSliderFlags_ClampZeroRange,
2029  ImGuiSliderFlags_InvalidMask_ = 0x7000000F, // [Internal] We treat using those bits as being potentially a 'float power' argument from legacy API (obsoleted 2020-08) that has got miscast to this enum, and will trigger an assert if needed.
2030 };
2031 
2032 // Identify a mouse button.
2033 // Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience.
2034 enum ImGuiMouseButton_
2035 {
2036  ImGuiMouseButton_Left = 0,
2037  ImGuiMouseButton_Right = 1,
2038  ImGuiMouseButton_Middle = 2,
2039  ImGuiMouseButton_COUNT = 5
2040 };
2041 
2042 // Enumeration for GetMouseCursor()
2043 // User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here
2044 enum ImGuiMouseCursor_
2045 {
2046  ImGuiMouseCursor_None = -1,
2047  ImGuiMouseCursor_Arrow = 0,
2048  ImGuiMouseCursor_TextInput, // When hovering over InputText, etc.
2049  ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions)
2050  ImGuiMouseCursor_ResizeNS, // When hovering over a horizontal border
2051  ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column
2052  ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window
2053  ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window
2054  ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks)
2055  ImGuiMouseCursor_Wait, // When waiting for something to process/load.
2056  ImGuiMouseCursor_Progress, // When waiting for something to process/load, but application is still interactive.
2057  ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle.
2058  ImGuiMouseCursor_COUNT
2059 };
2060 
2061 // Enumeration for AddMouseSourceEvent() actual source of Mouse Input data.
2062 // Historically we use "Mouse" terminology everywhere to indicate pointer data, e.g. MousePos, IsMousePressed(), io.AddMousePosEvent()
2063 // But that "Mouse" data can come from different source which occasionally may be useful for application to know about.
2064 // You can submit a change of pointer type using io.AddMouseSourceEvent().
2065 enum ImGuiMouseSource : int
2066 {
2067  ImGuiMouseSource_Mouse = 0, // Input is coming from an actual mouse.
2068  ImGuiMouseSource_TouchScreen, // Input is coming from a touch screen (no hovering prior to initial press, less precise initial press aiming, dual-axis wheeling possible).
2069  ImGuiMouseSource_Pen, // Input is coming from a pressure/magnetic pen (often used in conjunction with high-sampling rates).
2070  ImGuiMouseSource_COUNT
2071 };
2072 
2073 // Enumeration for ImGui::SetNextWindow***(), SetWindow***(), SetNextItem***() functions
2074 // Represent a condition.
2075 // 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.
2076 enum ImGuiCond_
2077 {
2078  ImGuiCond_None = 0, // No condition (always set the variable), same as _Always
2079  ImGuiCond_Always = 1 << 0, // No condition (always set the variable), same as _None
2080  ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call will succeed)
2081  ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file)
2082  ImGuiCond_Appearing = 1 << 3, // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
2083 };
2084 
2085 //-----------------------------------------------------------------------------
2086 // [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
2087 //-----------------------------------------------------------------------------
2088 
2089 // Flags for ImGui::BeginTable()
2090 // - Important! Sizing policies have complex and subtle side effects, much more so than you would expect.
2091 // Read comments/demos carefully + experiment with live demos to get acquainted with them.
2092 // - The DEFAULT sizing policies are:
2093 // - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize.
2094 // - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off.
2095 // - When ScrollX is off:
2096 // - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight.
2097 // - Columns sizing policy allowed: Stretch (default), Fixed/Auto.
2098 // - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all).
2099 // - Stretch Columns will share the remaining width according to their respective weight.
2100 // - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors.
2101 // The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns.
2102 // (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing).
2103 // - When ScrollX is on:
2104 // - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed
2105 // - Columns sizing policy allowed: Fixed/Auto mostly.
2106 // - Fixed Columns can be enlarged as needed. Table will show a horizontal scrollbar if needed.
2107 // - 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.
2108 // - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable().
2109 // 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.
2110 // - Read on documentation at the top of imgui_tables.cpp for details.
2111 enum ImGuiTableFlags_
2112 {
2113  // Features
2114  ImGuiTableFlags_None = 0,
2115  ImGuiTableFlags_Resizable = 1 << 0, // Enable resizing columns.
2116  ImGuiTableFlags_Reorderable = 1 << 1, // Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers)
2117  ImGuiTableFlags_Hideable = 1 << 2, // Enable hiding/disabling columns in context menu.
2118  ImGuiTableFlags_Sortable = 1 << 3, // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate.
2119  ImGuiTableFlags_NoSavedSettings = 1 << 4, // Disable persisting columns order, width, visibility and sort settings in the .ini file.
2120  ImGuiTableFlags_ContextMenuInBody = 1 << 5, // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow().
2121  // Decorations
2122  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)
2123  ImGuiTableFlags_BordersInnerH = 1 << 7, // Draw horizontal borders between rows.
2124  ImGuiTableFlags_BordersOuterH = 1 << 8, // Draw horizontal borders at the top and bottom.
2125  ImGuiTableFlags_BordersInnerV = 1 << 9, // Draw vertical borders between columns.
2126  ImGuiTableFlags_BordersOuterV = 1 << 10, // Draw vertical borders on the left and right sides.
2127  ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders.
2128  ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders.
2129  ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders.
2130  ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders.
2131  ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, // Draw all borders.
2132  ImGuiTableFlags_NoBordersInBody = 1 << 11, // [ALPHA] Disable vertical borders in columns Body (borders will always appear in Headers). -> May move to style
2133  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
2134  // Sizing Policy (read above for defaults)
2135  ImGuiTableFlags_SizingFixedFit = 1 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width.
2136  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.
2137  ImGuiTableFlags_SizingStretchProp = 3 << 13, // Columns default to _WidthStretch with default weights proportional to each columns contents widths.
2138  ImGuiTableFlags_SizingStretchSame = 4 << 13, // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn().
2139  // Sizing Extra Options
2140  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.
2141  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.
2142  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.
2143  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.
2144  // Clipping
2145  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().
2146  // Padding
2147  ImGuiTableFlags_PadOuterX = 1 << 21, // Default if BordersOuterV is on. Enable outermost padding. Generally desirable if you have headers.
2148  ImGuiTableFlags_NoPadOuterX = 1 << 22, // Default if BordersOuterV is off. Disable outermost padding.
2149  ImGuiTableFlags_NoPadInnerX = 1 << 23, // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off).
2150  // Scrolling
2151  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.
2152  ImGuiTableFlags_ScrollY = 1 << 25, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size.
2153  // Sorting
2154  ImGuiTableFlags_SortMulti = 1 << 26, // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).
2155  ImGuiTableFlags_SortTristate = 1 << 27, // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).
2156  // Miscellaneous
2157  ImGuiTableFlags_HighlightHoveredColumn = 1 << 28, // Highlight column headers when hovered (may evolve into a fuller highlight)
2158 
2159  // [Internal] Combinations and masks
2160  ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame,
2161 };
2162 
2163 // Flags for ImGui::TableSetupColumn()
2164 enum ImGuiTableColumnFlags_
2165 {
2166  // Input configuration flags
2167  ImGuiTableColumnFlags_None = 0,
2168  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)
2169  ImGuiTableColumnFlags_DefaultHide = 1 << 1, // Default as a hidden/disabled column.
2170  ImGuiTableColumnFlags_DefaultSort = 1 << 2, // Default as a sorting column.
2171  ImGuiTableColumnFlags_WidthStretch = 1 << 3, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp).
2172  ImGuiTableColumnFlags_WidthFixed = 1 << 4, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable).
2173  ImGuiTableColumnFlags_NoResize = 1 << 5, // Disable manual resizing.
2174  ImGuiTableColumnFlags_NoReorder = 1 << 6, // Disable manual reordering this column, this will also prevent other columns from crossing over this column.
2175  ImGuiTableColumnFlags_NoHide = 1 << 7, // Disable ability to hide/disable this column.
2176  ImGuiTableColumnFlags_NoClip = 1 << 8, // Disable clipping for this column (all NoClip columns will render in a same draw command).
2177  ImGuiTableColumnFlags_NoSort = 1 << 9, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table).
2178  ImGuiTableColumnFlags_NoSortAscending = 1 << 10, // Disable ability to sort in the ascending direction.
2179  ImGuiTableColumnFlags_NoSortDescending = 1 << 11, // Disable ability to sort in the descending direction.
2180  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.
2181  ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, // Disable header text width contribution to automatic column width.
2182  ImGuiTableColumnFlags_PreferSortAscending = 1 << 14, // Make the initial sort direction Ascending when first sorting on this column (default).
2183  ImGuiTableColumnFlags_PreferSortDescending = 1 << 15, // Make the initial sort direction Descending when first sorting on this column.
2184  ImGuiTableColumnFlags_IndentEnable = 1 << 16, // Use current Indent value when entering cell (default for column 0).
2185  ImGuiTableColumnFlags_IndentDisable = 1 << 17, // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored.
2186  ImGuiTableColumnFlags_AngledHeader = 1 << 18, // TableHeadersRow() will submit an angled header row for this column. Note this will add an extra row.
2187 
2188  // Output status flags, read-only via TableGetColumnFlags()
2189  ImGuiTableColumnFlags_IsEnabled = 1 << 24, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags.
2190  ImGuiTableColumnFlags_IsVisible = 1 << 25, // Status: is visible == is enabled AND not clipped by scrolling.
2191  ImGuiTableColumnFlags_IsSorted = 1 << 26, // Status: is currently part of the sort specs
2192  ImGuiTableColumnFlags_IsHovered = 1 << 27, // Status: is hovered by mouse
2193 
2194  // [Internal] Combinations and masks
2195  ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed,
2196  ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable,
2197  ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered,
2198  ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30, // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge)
2199 };
2200 
2201 // Flags for ImGui::TableNextRow()
2202 enum ImGuiTableRowFlags_
2203 {
2204  ImGuiTableRowFlags_None = 0,
2205  ImGuiTableRowFlags_Headers = 1 << 0, // Identify header row (set default background color + width of its contents accounted differently for auto column width)
2206 };
2207 
2208 // Enum for ImGui::TableSetBgColor()
2209 // Background colors are rendering in 3 layers:
2210 // - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set.
2211 // - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set.
2212 // - Layer 2: draw with CellBg color if set.
2213 // 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.
2214 // When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows.
2215 // If you set the color of RowBg0 target, your color will override the existing RowBg0 color.
2216 // If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color.
2217 enum ImGuiTableBgTarget_
2218 {
2219  ImGuiTableBgTarget_None = 0,
2220  ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used)
2221  ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking)
2222  ImGuiTableBgTarget_CellBg = 3, // Set cell background color (top-most color)
2223 };
2224 
2225 // Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
2226 // Obtained by calling TableGetSortSpecs().
2227 // When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time.
2228 // Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame!
2230 {
2231  const ImGuiTableColumnSortSpecs* Specs; // Pointer to sort spec array.
2232  int SpecsCount; // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled.
2233  bool SpecsDirty; // Set to true when specs have changed since last time! Use this to sort again, then clear the flag.
2234 
2235  ImGuiTableSortSpecs() { memset((void*)this, 0, sizeof(*this)); }
2236 };
2237 
2238 // Sorting specification for one column of a table (sizeof == 12 bytes)
2240 {
2241  ImGuiID ColumnUserID; // User id of the column (if specified by a TableSetupColumn() call)
2242  ImS16 ColumnIndex; // Index of the column
2243  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)
2244  ImGuiSortDirection SortDirection; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending
2245 
2246  ImGuiTableColumnSortSpecs() { memset((void*)this, 0, sizeof(*this)); }
2247 };
2248 
2249 //-----------------------------------------------------------------------------
2250 // [SECTION] Helpers: Debug log, memory allocations macros, ImVector<>
2251 //-----------------------------------------------------------------------------
2252 
2253 //-----------------------------------------------------------------------------
2254 // Debug Logging into ShowDebugLogWindow(), tty and more.
2255 //-----------------------------------------------------------------------------
2256 
2257 #ifndef IMGUI_DISABLE_DEBUG_TOOLS
2258 #define IMGUI_DEBUG_LOG(...) ImGui::DebugLog(__VA_ARGS__)
2259 #else
2260 #define IMGUI_DEBUG_LOG(...) ((void)0)
2261 #endif
2262 
2263 //-----------------------------------------------------------------------------
2264 // IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE()
2265 // We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
2266 // 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.
2267 //-----------------------------------------------------------------------------
2268 
2269 struct ImNewWrapper {};
2270 inline void* operator new(size_t, ImNewWrapper, void* ptr) { return ptr; }
2271 inline void operator delete(void*, ImNewWrapper, void*) {} // This is only required so we can use the symmetrical new()
2272 #define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE)
2273 #define IM_FREE(_PTR) ImGui::MemFree(_PTR)
2274 #define IM_PLACEMENT_NEW(_PTR) new(ImNewWrapper(), _PTR)
2275 #define IM_NEW(_TYPE) new(ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
2276 template<typename T> void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } }
2277 
2278 //-----------------------------------------------------------------------------
2279 // ImVector<>
2280 // 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).
2281 //-----------------------------------------------------------------------------
2282 // - 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.
2283 // - We use std-like naming convention here, which is a little unusual for this codebase.
2284 // - 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.
2285 // - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,
2286 // 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.
2287 //-----------------------------------------------------------------------------
2288 
2289 IM_MSVC_RUNTIME_CHECKS_OFF
2290 template<typename T>
2291 struct ImVector
2292 {
2293  int Size;
2294  int Capacity;
2295  T* Data;
2296 
2297  // Provide standard typedefs but we don't use them ourselves.
2298  typedef T value_type;
2299  typedef value_type* iterator;
2300  typedef const value_type* const_iterator;
2301 
2302  // Constructors, destructor
2303  inline ImVector() { Size = Capacity = 0; Data = NULL; }
2304  inline ImVector(const ImVector<T>& src) { Size = Capacity = 0; Data = NULL; operator=(src); }
2305  inline ImVector<T>& operator=(const ImVector<T>& src) { clear(); resize(src.Size); if (Data && src.Data) memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; }
2306  inline ~ImVector() { if (Data) IM_FREE(Data); } // Important: does not destruct anything
2307 
2308  inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } // Important: does not destruct anything
2309  inline void clear_delete() { for (int n = 0; n < Size; n++) IM_DELETE(Data[n]); clear(); } // Important: never called automatically! always explicit.
2310  inline void clear_destruct() { for (int n = 0; n < Size; n++) Data[n].~T(); clear(); } // Important: never called automatically! always explicit.
2311 
2312  inline bool empty() const { return Size == 0; }
2313  inline int size() const { return Size; }
2314  inline int size_in_bytes() const { return Size * (int)sizeof(T); }
2315  inline int max_size() const { return 0x7FFFFFFF / (int)sizeof(T); }
2316  inline int capacity() const { return Capacity; }
2317  inline T& operator[](int i) { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
2318  inline const T& operator[](int i) const { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
2319 
2320  inline T* begin() { return Data; }
2321  inline const T* begin() const { return Data; }
2322  inline T* end() { return Data + Size; }
2323  inline const T* end() const { return Data + Size; }
2324  inline T& front() { IM_ASSERT(Size > 0); return Data[0]; }
2325  inline const T& front() const { IM_ASSERT(Size > 0); return Data[0]; }
2326  inline T& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; }
2327  inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; }
2328  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; }
2329 
2330  inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8; return new_capacity > sz ? new_capacity : sz; }
2331  inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
2332  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; }
2333  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
2334  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; }
2335  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; }
2336 
2337  // 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.
2338  inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }
2339  inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
2340  inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); }
2341  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; }
2342  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; }
2343  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; }
2344  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; }
2345  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; }
2346  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; }
2347  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; }
2348  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; }
2349  inline bool find_erase(const T& v) { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; }
2350  inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; }
2351  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; }
2352 };
2353 IM_MSVC_RUNTIME_CHECKS_RESTORE
2354 
2355 //-----------------------------------------------------------------------------
2356 // [SECTION] ImGuiStyle
2357 //-----------------------------------------------------------------------------
2358 // You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
2359 // During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,
2360 // and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
2361 //-----------------------------------------------------------------------------
2362 
2364 {
2365  // Font scaling
2366  // - recap: ImGui::GetFontSize() == FontSizeBase * (FontScaleMain * FontScaleDpi * other_scaling_factors)
2367  float FontSizeBase; // Current base font size before external global factors are applied. Use PushFont(NULL, size) to modify. Use ImGui::GetFontSize() to obtain scaled value.
2368  float FontScaleMain; // Main global scale factor. May be set by application once, or exposed to end-user.
2369  float FontScaleDpi; // Additional global scale factor from viewport/monitor contents scale. In docking branch: when io.ConfigDpiScaleFonts is enabled, this is automatically overwritten when changing monitor DPI.
2370 
2371  float Alpha; // Global alpha applies to everything in Dear ImGui.
2372  float DisabledAlpha; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
2373  ImVec2 WindowPadding; // Padding within a window.
2374  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.
2375  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).
2376  float WindowBorderHoverPadding; // Hit-testing extent outside/inside resizing border. Also extend determination of hovered window. Generally meaningfully larger than WindowBorderSize to make it easy to reach borders.
2377  ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constrain individual windows, use SetNextWindowSizeConstraints().
2378  ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
2379  ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left.
2380  float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
2381  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).
2382  float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
2383  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).
2384  ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets).
2385  float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
2386  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).
2387  ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines.
2388  ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
2389  ImVec2 CellPadding; // Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be altered between different rows.
2390  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!
2391  float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
2392  float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
2393  float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar.
2394  float ScrollbarRounding; // Radius of grab corners for scrollbar.
2395  float ScrollbarPadding; // Padding of scrollbar grab within its frame (same for both axes).
2396  float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.
2397  float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
2398  float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
2399  float ImageRounding; // Rounding of Image() calls.
2400  float ImageBorderSize; // Thickness of border around Image() calls.
2401  float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
2402  float TabBorderSize; // Thickness of border around tabs.
2403  float TabMinWidthBase; // Minimum tab width, to make tabs larger than their contents. TabBar buttons are not affected.
2404  float TabMinWidthShrink; // Minimum tab width after shrinking, when using ImGuiTabBarFlags_FittingPolicyMixed policy.
2405  float TabCloseButtonMinWidthSelected; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width.
2406  float TabCloseButtonMinWidthUnselected; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width. FLT_MAX: never show close button when unselected.
2407  float TabBarBorderSize; // Thickness of tab-bar separator, which takes on the tab active color to denote focus.
2408  float TabBarOverlineSize; // Thickness of tab-bar overline, which highlights the selected tab-bar.
2409  float TableAngledHeadersAngle; // Angle of angled headers (supported values range from -50.0f degrees to +50.0f degrees).
2410  ImVec2 TableAngledHeadersTextAlign;// Alignment of angled headers within the cell
2411  ImGuiTreeNodeFlags TreeLinesFlags; // Default way to draw lines connecting TreeNode hierarchy. ImGuiTreeNodeFlags_DrawLinesNone or ImGuiTreeNodeFlags_DrawLinesFull or ImGuiTreeNodeFlags_DrawLinesToNodes.
2412  float TreeLinesSize; // Thickness of outlines when using ImGuiTreeNodeFlags_DrawLines.
2413  float TreeLinesRounding; // Radius of lines connecting child nodes to the vertical line.
2414  float DragDropTargetRounding; // Radius of the drag and drop target frame.
2415  float DragDropTargetBorderSize; // Thickness of the drag and drop target border.
2416  float DragDropTargetPadding; // Size to expand the drag and drop target from actual target item size.
2417  float ColorMarkerSize; // Size of R/G/B/A color markers for ColorEdit4() and for Drags/Sliders when using ImGuiSliderFlags_ColorMarkers.
2418  ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
2419  ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
2420  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.
2421  float SeparatorTextBorderSize; // Thickness of border in SeparatorText()
2422  ImVec2 SeparatorTextAlign; // Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
2423  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.
2424  ImVec2 DisplayWindowPadding; // Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen.
2425  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).
2426  bool DockingNodeHasCloseButton; // Docking node has their own CloseButton() to close all docked windows.
2427  float DockingSeparatorSize; // Thickness of resizing border between docked windows
2428  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.
2429  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).
2430  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).
2431  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).
2432  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.
2433  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.
2434 
2435  // Colors
2436  ImVec4 Colors[ImGuiCol_COUNT];
2437 
2438  // Behaviors
2439  // (It is possible to modify those fields mid-frame if specific behavior need it, unlike e.g. configuration fields in ImGuiIO)
2440  float HoverStationaryDelay; // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary.
2441  float HoverDelayShort; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay.
2442  float HoverDelayNormal; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). "
2443  ImGuiHoveredFlags HoverFlagsForTooltipMouse;// Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse.
2444  ImGuiHoveredFlags HoverFlagsForTooltipNav; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad.
2445 
2446  // [Internal]
2447  float _MainScale; // FIXME-WIP: Reference scale, as applied by ScaleAllSizes().
2448  float _NextFrameFontSizeBase; // FIXME: Temporary hack until we finish remaining work.
2449 
2450  // Functions
2451  IMGUI_API ImGuiStyle();
2452  IMGUI_API void ScaleAllSizes(float scale_factor); // Scale all spacing/padding/thickness values. Do not scale fonts.
2453 
2454  // Obsolete names
2455 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2456  // TabMinWidthForCloseButton = TabCloseButtonMinWidthUnselected // Renamed in 1.91.9.
2457 #endif
2458 };
2459 
2460 //-----------------------------------------------------------------------------
2461 // [SECTION] ImGuiIO
2462 //-----------------------------------------------------------------------------
2463 // Communicate most settings and inputs/outputs to Dear ImGui using this structure.
2464 // Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.
2465 // It is generally expected that:
2466 // - initialization: backends and user code writes to ImGuiIO.
2467 // - main loop: backends writes to ImGuiIO, user code and imgui code reads from ImGuiIO.
2468 //-----------------------------------------------------------------------------
2469 // Also see ImGui::GetPlatformIO() and ImGuiPlatformIO struct for OS/platform related functions: clipboard, IME etc.
2470 //-----------------------------------------------------------------------------
2471 
2472 // [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions.
2473 // 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.
2475 {
2476  bool Down; // True for if key is down
2477  float DownDuration; // Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held)
2478  float DownDurationPrev; // Last frame duration the key has been down
2479  float AnalogValue; // 0.0f..1.0f for gamepad values
2480 };
2481 
2482 struct ImGuiIO
2483 {
2484  //------------------------------------------------------------------
2485  // Configuration // Default value
2486  //------------------------------------------------------------------
2487 
2488  ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Keyboard/Gamepad navigation options, etc.
2489  ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend.
2490  ImVec2 DisplaySize; // <unset> // Main display size, in pixels (== GetMainViewport()->Size). May change every frame.
2491  ImVec2 DisplayFramebufferScale; // = (1, 1) // Main display density. For retina display where window coordinates are different from framebuffer coordinates. This will affect font density + will end up in ImDrawData::FramebufferScale.
2492  float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. May change every frame.
2493  float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
2494  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.
2495  const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
2496  void* UserData; // = NULL // Store your own data.
2497 
2498  // Font system
2499  ImFontAtlas*Fonts; // <auto> // Font atlas: load, rasterize and pack one or more fonts into a single texture.
2500  ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
2501  bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with Ctrl+Wheel.
2502 
2503  // Keyboard/Gamepad Navigation options
2504  bool ConfigNavSwapGamepadButtons; // = false // Swap Activate<>Cancel (A<>B) buttons, matching typical "Nintendo/Japanese style" gamepad layout.
2505  bool ConfigNavMoveSetMousePos; // = false // Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult. Will update io.MousePos and set io.WantSetMousePos=true.
2506  bool ConfigNavCaptureKeyboard; // = true // Sets io.WantCaptureKeyboard when io.NavActive is set.
2507  bool ConfigNavEscapeClearFocusItem; // = true // Pressing Escape can clear focused item + navigation id/highlight. Set to false if you want to always keep highlight on.
2508  bool ConfigNavEscapeClearFocusWindow;// = false // Pressing Escape can clear focused window as well (super set of io.ConfigNavEscapeClearFocusItem).
2509  bool ConfigNavCursorVisibleAuto; // = true // Using directional navigation key makes the cursor visible. Mouse click hides the cursor.
2510  bool ConfigNavCursorVisibleAlways; // = false // Navigation cursor is always visible.
2511 
2512  // Docking options (when ImGuiConfigFlags_DockingEnable is set)
2513  bool ConfigDockingNoSplit; // = false // Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars.
2514  bool ConfigDockingNoDockingOver; // = false // Simplified docking mode: disable window merging into a same tab-bar, so docking is limited to splitting windows.
2515  bool ConfigDockingWithShift; // = false // Enable docking with holding Shift key (reduce visual noise, allows dropping in wider space)
2516  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.
2517  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.
2518 
2519  // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set)
2520  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.
2521  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.
2522  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).
2523  bool ConfigViewportsNoDefaultParent; // = true // When false: set secondary viewports' ParentViewportId to main viewport ID by default. Expects the platform backend to setup a parent/child relationship between the OS windows based on this value. Some backend may ignore this. Set to true if you want viewports to automatically be parent of main viewport, otherwise all viewports will be top-level OS windows.
2524  bool ConfigViewportsPlatformFocusSetsImGuiFocus;//= true // When a platform window is focused (e.g. using Alt+Tab, clicking Platform Title Bar), apply corresponding focus on imgui windows (may clear focus/active id from imgui windows location in other platform windows). In principle this is better enabled but we provide an opt-out, because some Linux window managers tend to eagerly focus windows (e.g. on mouse hover, or even a simple window pos/size change).
2525 
2526  // DPI/Scaling options
2527  // This may keep evolving during 1.92.x releases. Expect some turbulence.
2528  bool ConfigDpiScaleFonts; // = false // [EXPERIMENTAL] Automatically overwrite style.FontScaleDpi when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
2529  bool ConfigDpiScaleViewports; // = false // [EXPERIMENTAL] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
2530 
2531  // Miscellaneous options
2532  // (you can visualize and interact with all options in 'Demo->Configuration')
2533  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.
2534  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.
2535  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.
2536  bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting).
2537  bool ConfigInputTextEnterKeepActive; // = false // [BETA] Pressing Enter will keep item active and select contents (single-line only).
2538  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.
2539  bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires ImGuiBackendFlags_HasMouseCursors for better mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
2540  bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar.
2541  bool ConfigWindowsCopyContentsWithCtrlC; // = false // [EXPERIMENTAL] Ctrl+C copy the contents of focused window into the clipboard. Experimental because: (1) has known issues with nested Begin/End pairs (2) text output quality varies (3) text output is in submission order rather than spatial order.
2542  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.
2543  float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable.
2544 
2545  // Inputs Behaviors
2546  // (other variables, ones which are expected to be tweaked within UI code, are exposed in ImGuiStyle)
2547  float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
2548  float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
2549  float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging.
2550  float KeyRepeatDelay; // = 0.275f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
2551  float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
2552 
2553  //------------------------------------------------------------------
2554  // Debug options
2555  //------------------------------------------------------------------
2556 
2557  // Options to configure Error Handling and how we handle recoverable errors [EXPERIMENTAL]
2558  // - Error recovery is provided as a way to facilitate:
2559  // - Recovery after a programming error (native code or scripting language - the latter tends to facilitate iterating on code while running).
2560  // - Recovery after running an exception handler or any error processing which may skip code after an error has been detected.
2561  // - Error recovery is not perfect nor guaranteed! It is a feature to ease development.
2562  // You not are not supposed to rely on it in the course of a normal application run.
2563  // - Functions that support error recovery are using IM_ASSERT_USER_ERROR() instead of IM_ASSERT().
2564  // - By design, we do NOT allow error recovery to be 100% silent. One of the three options needs to be checked!
2565  // - Always ensure that on programmers seats you have at minimum Asserts or Tooltips enabled when making direct imgui API calls!
2566  // Otherwise it would severely hinder your ability to catch and correct mistakes!
2567  // Read https://github.com/ocornut/imgui/wiki/Error-Handling for details.
2568  // - Programmer seats: keep asserts (default), or disable asserts and keep error tooltips (new and nice!)
2569  // - Non-programmer seats: maybe disable asserts, but make sure errors are resurfaced (tooltips, visible log entries, use callback etc.)
2570  // - 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.
2571  bool ConfigErrorRecovery; // = true // Enable error recovery support. Some errors won't be detected and lead to direct crashes if recovery is disabled.
2572  bool ConfigErrorRecoveryEnableAssert; // = true // Enable asserts on recoverable error. By default call IM_ASSERT() when returning from a failing IM_ASSERT_USER_ERROR()
2573  bool ConfigErrorRecoveryEnableDebugLog; // = true // Enable debug log output on recoverable errors.
2574  bool ConfigErrorRecoveryEnableTooltip; // = true // Enable tooltip on recoverable errors. The tooltip include a way to enable asserts if they were disabled.
2575 
2576  // Option to enable various debug tools showing buttons that will call the IM_DEBUG_BREAK() macro.
2577  // - The Item Picker tool will be available regardless of this being enabled, in order to maximize its discoverability.
2578  // - Requires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application.
2579  // e.g. io.ConfigDebugIsDebuggerPresent = ::IsDebuggerPresent() on Win32, or refer to ImOsIsDebuggerPresent() imgui_test_engine/imgui_te_utils.cpp for a Unix compatible version.
2580  bool ConfigDebugIsDebuggerPresent; // = false // Enable various tools calling IM_DEBUG_BREAK().
2581 
2582  // Tools to detect code submitting items with conflicting/duplicate IDs
2583  // - Code should use PushID()/PopID() in loops, or append "##xx" to same-label identifiers.
2584  // - Empty label e.g. Button("") == same ID as parent widget/node. Use Button("##xx") instead!
2585  // - See FAQ https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-about-the-id-stack-system
2586  bool ConfigDebugHighlightIdConflicts;// = true // Highlight and show an error message popup when multiple items have conflicting identifiers.
2587  bool ConfigDebugHighlightIdConflictsShowItemPicker;//=true // Show "Item Picker" button in aforementioned popup.
2588 
2589  // Tools to test correct Begin/End and BeginChild/EndChild behaviors.
2590  // - Presently Begin()/End() and BeginChild()/EndChild() needs to ALWAYS be called in tandem, regardless of return value of BeginXXX()
2591  // - This is inconsistent with other BeginXXX functions and create confusion for many users.
2592  // - We expect to update the API eventually. In the meanwhile we provide tools to facilitate checking user-code behavior.
2593  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.
2594  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.
2595 
2596  // Option to deactivate io.AddFocusEvent(false) handling.
2597  // - May facilitate interactions with a debugger when focus loss leads to clearing inputs data.
2598  // - Backends may have other side-effects on focus loss, so this will reduce side-effects but not necessary remove all of them.
2599  bool ConfigDebugIgnoreFocusLoss; // = false // Ignore io.AddFocusEvent(false), consequently not calling io.ClearInputKeys()/io.ClearInputMouse() in input processing.
2600 
2601  // Option to audit .ini data
2602  bool ConfigDebugIniSettings; // = false // Save .ini data with extra comments (particularly helpful for Docking, but makes saving slower)
2603 
2604  //------------------------------------------------------------------
2605  // Platform Identifiers
2606  // (the imgui_impl_xxxx backend files are setting those up for you)
2607  //------------------------------------------------------------------
2608 
2609  // Nowadays those would be stored in ImGuiPlatformIO but we are leaving them here for legacy reasons.
2610  // Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff.
2611  const char* BackendPlatformName; // = NULL
2612  const char* BackendRendererName; // = NULL
2613  void* BackendPlatformUserData; // = NULL // User data for platform backend
2614  void* BackendRendererUserData; // = NULL // User data for renderer backend
2615  void* BackendLanguageUserData; // = NULL // User data for non C++ programming language backend
2616 
2617  //------------------------------------------------------------------
2618  // Input - Call before calling NewFrame()
2619  //------------------------------------------------------------------
2620 
2621  // Input Functions
2622  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)
2623  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.
2624  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)
2625  IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change
2626  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.
2627  IMGUI_API void AddMouseSourceEvent(ImGuiMouseSource source); // Queue a mouse source change (Mouse/TouchScreen/Pen)
2628  IMGUI_API void AddMouseViewportEvent(ImGuiID id); // Queue a mouse hovered viewport. Requires backend to set ImGuiBackendFlags_HasMouseHoveredViewport to call this (for multi-viewport support).
2629  IMGUI_API void AddFocusEvent(bool focused); // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window)
2630  IMGUI_API void AddInputCharacter(unsigned int c); // Queue a new character input
2631  IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue a new character input from a UTF-16 character, it can be a surrogate
2632  IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue a new characters input from a UTF-8 string
2633 
2634  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.
2635  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.
2636  IMGUI_API void ClearEventsQueue(); // Clear all incoming events.
2637  IMGUI_API void ClearInputKeys(); // Clear current keyboard/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.
2638  IMGUI_API void ClearInputMouse(); // Clear current mouse state.
2639 
2640  //------------------------------------------------------------------
2641  // Output - Updated by NewFrame() or EndFrame()/Render()
2642  // (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is
2643  // generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!)
2644  //------------------------------------------------------------------
2645 
2646  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.).
2647  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.).
2648  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).
2649  bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when io.ConfigNavMoveSetMousePos is enabled.
2650  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!
2651  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.
2652  bool NavVisible; // Keyboard/Gamepad navigation highlight is visible and allowed (will handle ImGuiKey_NavXXX events).
2653  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.
2654  int MetricsRenderVertices; // Vertices output during last call to Render()
2655  int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
2656  int MetricsRenderWindows; // Number of visible windows
2657  int MetricsActiveWindows; // Number of active windows
2658  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.
2659 
2660  //------------------------------------------------------------------
2661  // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed!
2662  //------------------------------------------------------------------
2663 
2664  ImGuiContext* Ctx; // Parent UI context (needs to be set explicitly by parent).
2665 
2666  // Main Input State
2667  // (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)
2668  // (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere)
2669  ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.)
2670  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.
2671  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.
2672  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.
2673  ImGuiMouseSource MouseSource; // Mouse actual input peripheral (Mouse/TouchScreen/Pen).
2674  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).
2675  bool KeyCtrl; // Keyboard modifier down: Ctrl (non-macOS), Cmd (macOS)
2676  bool KeyShift; // Keyboard modifier down: Shift
2677  bool KeyAlt; // Keyboard modifier down: Alt
2678  bool KeySuper; // Keyboard modifier down: Windows/Super (non-macOS), Ctrl (macOS)
2679 
2680  // Other state maintained from data above + IO function calls
2681  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()
2682  ImGuiKeyData KeysData[ImGuiKey_NamedKey_COUNT];// Key state for all known keys. MUST use 'key - ImGuiKey_NamedKey_BEGIN' as index. Use IsKeyXXX() functions to access this.
2683  bool WantCaptureMouseUnlessPopupClose; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup.
2684  ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
2685  ImVec2 MouseClickedPos[5]; // Position at time of clicking
2686  double MouseClickedTime[5]; // Time of last click (used to figure out double-click)
2687  bool MouseClicked[5]; // Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0)
2688  bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2)
2689  ImU16 MouseClickedCount[5]; // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down
2690  ImU16 MouseClickedLastCount[5]; // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done.
2691  bool MouseReleased[5]; // Mouse button went from Down to !Down
2692  double MouseReleasedTime[5]; // Time of last released (rarely used! but useful to handle delayed single-click when trying to disambiguate them from double-click).
2693  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.
2694  bool MouseDownOwnedUnlessPopupClose[5]; // Track if button was clicked inside a dear imgui window.
2695  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.
2696  bool MouseCtrlLeftAsRightClick; // (OSX) Set to true when the current click was a Ctrl+Click that spawned a simulated right click
2697  float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
2698  float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
2699  ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
2700  float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds)
2701  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.
2702  bool AppFocusLost; // Only modify via AddFocusEvent()
2703  bool AppAcceptingEvents; // Only modify via SetAppAcceptingEvents()
2704  ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16()
2705  ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.
2706 
2707  // Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame.
2708  // This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent().
2709  // Old (<1.87): ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space)
2710  // Old (<1.87): ImGui::IsKeyPressed(MYPLATFORM_KEY_SPACE) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space)
2711  // Read https://github.com/ocornut/imgui/issues/4921 for details.
2712  //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.
2713  //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.
2714  //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.
2715  //void* ImeWindowHandle; // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning.
2716 
2717 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2718  float FontGlobalScale; // Moved io.FontGlobalScale to style.FontScaleMain in 1.92 (June 2025)
2719 
2720  // Legacy: before 1.91.1, clipboard functions were stored in ImGuiIO instead of ImGuiPlatformIO.
2721  // As this is will affect all users of custom engines/backends, we are providing proper legacy redirection (will obsolete).
2722  const char* (*GetClipboardTextFn)(void* user_data);
2723  void (*SetClipboardTextFn)(void* user_data, const char* text);
2724  void* ClipboardUserData;
2725 
2726  //void ClearInputCharacters() { InputQueueCharacters.resize(0); } // [Obsoleted in 1.89.8] Clear the current frame text input buffer. Now included within ClearInputKeys(). Removed this as it is ambiguous/misleading and generally incorrect to use with the existence of a higher-level input queue.
2727 #endif
2728 
2729  IMGUI_API ImGuiIO();
2730 };
2731 
2732 //-----------------------------------------------------------------------------
2733 // [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
2734 //-----------------------------------------------------------------------------
2735 
2736 // Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
2737 // The callback function should return 0 by default.
2738 // Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
2739 // - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit. Note that InputText() already returns true on edit + you can always use IsItemEdited(). The callback is useful to manipulate the underlying buffer while focus is active.
2740 // - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration
2741 // - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB
2742 // - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows
2743 // - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
2744 // - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
2746 {
2747  ImGuiContext* Ctx; // Parent UI context
2748  ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only
2749  ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only
2750  void* UserData; // What user passed to InputText() // Read-only
2751  ImGuiID ID; // Widget ID // Read-only
2752 
2753  // Arguments for the different callback events
2754  // - During Resize callback, Buf will be same as your input buffer.
2755  // - 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.
2756  // - 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.
2757  // - 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.
2758  ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History]
2759  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;
2760  bool EventActivated; // Input field just got activated // Read-only // [Always]
2761  bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always]
2762  char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
2763  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()
2764  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
2765  int CursorPos; // // Read-write // [Completion,History,Always]
2766  int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection
2767  int SelectionEnd; // // Read-write // [Completion,History,Always]
2768 
2769  // Helper functions for text manipulation.
2770  // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection.
2771  IMGUI_API ImGuiInputTextCallbackData();
2772  IMGUI_API void DeleteChars(int pos, int bytes_count);
2773  IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL);
2774  void SelectAll() { SelectionStart = 0; CursorPos = SelectionEnd = BufTextLen; }
2775  void SetSelection(int s, int e) { IM_ASSERT(s >= 0 && s <= BufTextLen); IM_ASSERT(e >= 0 && e <= BufTextLen); SelectionStart = s; CursorPos = SelectionEnd = e; }
2776  void ClearSelection() { SelectionStart = SelectionEnd = BufTextLen; }
2777  bool HasSelection() const { return SelectionStart != SelectionEnd; }
2778 };
2779 
2780 // Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
2781 // NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
2783 {
2784  void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints(). Generally store an integer or float in here (need reinterpret_cast<>).
2785  ImVec2 Pos; // Read-only. Window position, for reference.
2786  ImVec2 CurrentSize; // Read-only. Current window size.
2787  ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing.
2788 };
2789 
2790 // [ALPHA] Rarely used / very advanced uses only. Use with SetNextWindowClass() and DockSpace() functions.
2791 // Important: the content of this class is still highly WIP and likely to change and be refactored
2792 // before we stabilize Docking features. Please be mindful if using this.
2793 // Provide hints:
2794 // - To the platform backend via altered viewport flags (enable/disable OS decoration, OS task bar icons, etc.)
2795 // - To the platform backend for OS level parent/child relationships of viewport.
2796 // - To the docking system for various options and filtering.
2798 {
2799  ImGuiID ClassId; // User data. 0 = Default class (unclassed). Windows of different classes cannot be docked with each others.
2800  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.
2801  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.
2802  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.
2803  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.
2804  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.
2805  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!)
2806  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)
2807  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?
2808 
2809  ImGuiWindowClass() { memset((void*)this, 0, sizeof(*this)); ParentViewportId = (ImGuiID)-1; DockingAllowUnclassed = true; }
2810 };
2811 
2812 // Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()
2814 {
2815  // Members
2816  void* Data; // Data (copied and owned by dear imgui)
2817  int DataSize; // Data size
2818 
2819  // [Internal]
2820  ImGuiID SourceId; // Source item id
2821  ImGuiID SourceParentId; // Source parent id (if available)
2822  int DataFrameCount; // Data timestamp
2823  char DataType[32 + 1]; // Data type tag (short user-supplied string, 32 characters max)
2824  bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)
2825  bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.
2826 
2827  ImGuiPayload() { Clear(); }
2828  void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; }
2829  bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; }
2830  bool IsPreview() const { return Preview; }
2831  bool IsDelivery() const { return Delivery; }
2832 };
2833 
2834 //-----------------------------------------------------------------------------
2835 // [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor)
2836 //-----------------------------------------------------------------------------
2837 
2838 // Helper: Unicode defines
2839 #define IM_UNICODE_CODEPOINT_INVALID 0xFFFD // Invalid Unicode code point (standard value).
2840 #ifdef IMGUI_USE_WCHAR32
2841 #define IM_UNICODE_CODEPOINT_MAX 0x10FFFF // Maximum Unicode code point supported by this build.
2842 #else
2843 #define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Maximum Unicode code point supported by this build.
2844 #endif
2845 
2846 // 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.
2847 // Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame");
2849 {
2850  ImGuiOnceUponAFrame() { RefFrame = -1; }
2851  mutable int RefFrame;
2852  operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
2853 };
2854 
2855 // Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
2857 {
2858  IMGUI_API ImGuiTextFilter(const char* default_filter = "");
2859  IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build
2860  IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const;
2861  IMGUI_API void Build();
2862  void Clear() { InputBuf[0] = 0; Build(); }
2863  bool IsActive() const { return !Filters.empty(); }
2864 
2865  // [Internal]
2867  {
2868  const char* b;
2869  const char* e;
2870 
2871  ImGuiTextRange() { b = e = NULL; }
2872  ImGuiTextRange(const char* _b, const char* _e) { b = _b; e = _e; }
2873  bool empty() const { return b == e; }
2874  IMGUI_API void split(char separator, ImVector<ImGuiTextRange>* out) const;
2875  };
2876  char InputBuf[256];
2877  ImVector<ImGuiTextRange>Filters;
2878  int CountGrep;
2879 };
2880 
2881 // Helper: Growable text buffer for logging/accumulating text
2882 // (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')
2884 {
2885  ImVector<char> Buf;
2886  IMGUI_API static char EmptyString[1];
2887 
2888  ImGuiTextBuffer() { }
2889  inline char operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }
2890  const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; }
2891  const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator
2892  int size() const { return Buf.Size ? Buf.Size - 1 : 0; }
2893  bool empty() const { return Buf.Size <= 1; }
2894  void clear() { Buf.clear(); }
2895  void resize(int size) { if (Buf.Size > size) Buf.Data[size] = 0; Buf.resize(size ? size + 1 : 0, 0); } // Similar to resize(0) on ImVector: empty string but don't free buffer.
2896  void reserve(int capacity) { Buf.reserve(capacity); }
2897  const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; }
2898  IMGUI_API void append(const char* str, const char* str_end = NULL);
2899  IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2);
2900  IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2);
2901 };
2902 
2903 // [Internal] Key+Value for ImGuiStorage
2905 {
2906  ImGuiID key;
2907  union { int val_i; float val_f; void* val_p; };
2908  ImGuiStoragePair(ImGuiID _key, int _val) { key = _key; val_i = _val; }
2909  ImGuiStoragePair(ImGuiID _key, float _val) { key = _key; val_f = _val; }
2910  ImGuiStoragePair(ImGuiID _key, void* _val) { key = _key; val_p = _val; }
2911 };
2912 
2913 // Helper: Key->Value storage
2914 // Typically you don't have to worry about this since a storage is held within each Window.
2915 // We use it to e.g. store collapse state for a tree (Int 0/1)
2916 // This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)
2917 // You can use it as custom user storage for temporary values. Declare your own storage if, for example:
2918 // - 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).
2919 // - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)
2920 // Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
2922 {
2923  // [Internal]
2925 
2926  // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
2927  // - Set***() functions find pair, insertion on demand if missing.
2928  // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
2929  void Clear() { Data.clear(); }
2930  IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const;
2931  IMGUI_API void SetInt(ImGuiID key, int val);
2932  IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const;
2933  IMGUI_API void SetBool(ImGuiID key, bool val);
2934  IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const;
2935  IMGUI_API void SetFloat(ImGuiID key, float val);
2936  IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL
2937  IMGUI_API void SetVoidPtr(ImGuiID key, void* val);
2938 
2939  // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
2940  // - 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.
2941  // - 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)
2942  // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
2943  IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0);
2944  IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false);
2945  IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f);
2946  IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
2947 
2948  // Advanced: for quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
2949  IMGUI_API void BuildSortByKey();
2950  // Obsolete: use on your own storage if you know only integer are being stored (open/close all tree nodes)
2951  IMGUI_API void SetAllInt(int val);
2952 
2953 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2954  //typedef ::ImGuiStoragePair ImGuiStoragePair; // 1.90.8: moved type outside struct
2955 #endif
2956 };
2957 
2958 // Flags for ImGuiListClipper (currently not fully exposed in function calls: a future refactor will likely add this to ImGuiListClipper::Begin function equivalent)
2959 enum ImGuiListClipperFlags_
2960 {
2961  ImGuiListClipperFlags_None = 0,
2962  ImGuiListClipperFlags_NoSetTableRowCounters = 1 << 0, // [Internal] Disabled modifying table row counters. Avoid assumption that 1 clipper item == 1 table row.
2963 };
2964 
2965 // Helper: Manually clip large list of items.
2966 // If you have lots evenly spaced items and you have random access to the list, you can perform coarse
2967 // clipping based on visibility to only submit items that are in view.
2968 // The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
2969 // (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally
2970 // fetching/submitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to easily
2971 // scale using lists with tens of thousands of items without a problem)
2972 // Usage:
2973 // ImGuiListClipper clipper;
2974 // clipper.Begin(1000); // We have 1000 elements, evenly spaced.
2975 // while (clipper.Step())
2976 // for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
2977 // ImGui::Text("line number %d", i);
2978 // Generally what happens is:
2979 // - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not.
2980 // - User code submit that one element.
2981 // - Clipper can measure the height of the first element
2982 // - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element.
2983 // - User code submit visible elements.
2984 // - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc.
2986 {
2987  ImGuiContext* Ctx; // Parent UI context
2988  int DisplayStart; // First item to display, updated by each call to Step()
2989  int DisplayEnd; // End of items to display (exclusive)
2990  int ItemsCount; // [Internal] Number of items
2991  float ItemsHeight; // [Internal] Height of item after a first step and item submission can calculate it
2992  double StartPosY; // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed
2993  double StartSeekOffsetY; // [Internal] Account for frozen rows in a table and initial loss of precision in very large windows.
2994  void* TempData; // [Internal] Internal data
2995  ImGuiListClipperFlags Flags; // [Internal] Flags, currently not yet well exposed.
2996 
2997  // 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)
2998  // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
2999  IMGUI_API ImGuiListClipper();
3000  IMGUI_API ~ImGuiListClipper();
3001  IMGUI_API void Begin(int items_count, float items_height = -1.0f);
3002  IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
3003  IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
3004 
3005  // Call IncludeItemByIndex() or IncludeItemsByIndex() *BEFORE* first call to Step() if you need a range of items to not be clipped, regardless of their visibility.
3006  // (Due to alignment / padding of certain items it is possible that an extra item may be included on either end of the display range).
3007  inline void IncludeItemByIndex(int item_index) { IncludeItemsByIndex(item_index, item_index + 1); }
3008  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.
3009 
3010  // Seek cursor toward given item. This is automatically called while stepping.
3011  // - The only reason to call this is: you can use ImGuiListClipper::Begin(INT_MAX) if you don't know item count ahead of time.
3012  // - In this case, after all steps are done, you'll want to call SeekCursorForItem(item_count).
3013  IMGUI_API void SeekCursorForItem(int item_index);
3014 
3015 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3016  //inline void IncludeRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.9]
3017  //inline void ForceDisplayRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.6]
3018  //inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset((void*)this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79]
3019 #endif
3020 };
3021 
3022 // Helpers: ImVec2/ImVec4 operators
3023 // - It is important that we are keeping those disabled by default so they don't leak in user space.
3024 // - 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)
3025 // - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4.
3026 // - We intentionally provide ImVec2*float but not float*ImVec2: this is rare enough and we want to reduce the surface for possible user mistake.
3027 #ifdef IMGUI_DEFINE_MATH_OPERATORS
3028 #define IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED
3029 IM_MSVC_RUNTIME_CHECKS_OFF
3030 // ImVec2 operators
3031 inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x * rhs, lhs.y * rhs); }
3032 inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x / rhs, lhs.y / rhs); }
3033 inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); }
3034 inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); }
3035 inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
3036 inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); }
3037 inline ImVec2 operator-(const ImVec2& lhs) { return ImVec2(-lhs.x, -lhs.y); }
3038 inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; }
3039 inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; }
3040 inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; }
3041 inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; }
3042 inline ImVec2& operator*=(ImVec2& lhs, const ImVec2& rhs) { lhs.x *= rhs.x; lhs.y *= rhs.y; return lhs; }
3043 inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs) { lhs.x /= rhs.x; lhs.y /= rhs.y; return lhs; }
3044 inline bool operator==(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y; }
3045 inline bool operator!=(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y; }
3046 // ImVec4 operators
3047 inline ImVec4 operator*(const ImVec4& lhs, const float rhs) { return ImVec4(lhs.x * rhs, lhs.y * rhs, lhs.z * rhs, lhs.w * rhs); }
3048 inline ImVec4 operator/(const ImVec4& lhs, const float rhs) { return ImVec4(lhs.x / rhs, lhs.y / rhs, lhs.z / rhs, lhs.w / rhs); }
3049 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); }
3050 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); }
3051 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); }
3052 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); }
3053 inline ImVec4 operator-(const ImVec4& lhs) { return ImVec4(-lhs.x, -lhs.y, -lhs.z, -lhs.w); }
3054 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; }
3055 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; }
3056 IM_MSVC_RUNTIME_CHECKS_RESTORE
3057 #endif
3058 
3059 // Helpers macros to generate 32-bit encoded colors
3060 // - User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file.
3061 // - Any setting other than the default will need custom backend support. The only standard backend that supports anything else than the default is DirectX9.
3062 #ifndef IM_COL32_R_SHIFT
3063 #ifdef IMGUI_USE_BGRA_PACKED_COLOR
3064 #define IM_COL32_R_SHIFT 16
3065 #define IM_COL32_G_SHIFT 8
3066 #define IM_COL32_B_SHIFT 0
3067 #define IM_COL32_A_SHIFT 24
3068 #define IM_COL32_A_MASK 0xFF000000
3069 #else
3070 #define IM_COL32_R_SHIFT 0
3071 #define IM_COL32_G_SHIFT 8
3072 #define IM_COL32_B_SHIFT 16
3073 #define IM_COL32_A_SHIFT 24
3074 #define IM_COL32_A_MASK 0xFF000000
3075 #endif
3076 #endif
3077 #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))
3078 #define IM_COL32_WHITE IM_COL32(255,255,255,255) // Opaque white = 0xFFFFFFFF
3079 #define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black
3080 #define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black = 0x00000000
3081 
3082 // Helper: ImColor() implicitly converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
3083 // Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
3084 // **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
3085 // **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.
3086 struct ImColor
3087 {
3088  ImVec4 Value;
3089 
3090  constexpr ImColor() { }
3091  constexpr ImColor(float r, float g, float b, float a = 1.0f) : Value(r, g, b, a) { }
3092  constexpr ImColor(const ImVec4& col) : Value(col) {}
3093  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)) {}
3094  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)) {}
3095  inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); }
3096  inline operator ImVec4() const { return Value; }
3097 
3098  // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.
3099  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; }
3100  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); }
3101 };
3102 
3103 //-----------------------------------------------------------------------------
3104 // [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiSelectionRequestType, ImGuiSelectionRequest, ImGuiMultiSelectIO, ImGuiSelectionBasicStorage)
3105 //-----------------------------------------------------------------------------
3106 
3107 // Multi-selection system
3108 // Documentation at: https://github.com/ocornut/imgui/wiki/Multi-Select
3109 // - Refer to 'Demo->Widgets->Selection State & Multi-Select' for demos using this.
3110 // - This system implements standard multi-selection idioms (Ctrl+Mouse/Keyboard, Shift+Mouse/Keyboard, etc)
3111 // with support for clipper (skipping non-visible items), box-select and many other details.
3112 // - Selectable(), Checkbox() are supported but custom widgets may use it as well.
3113 // - TreeNode() is technically supported but... using this correctly is more complicated: you need some sort of linear/random access to your tree,
3114 // which is suited to advanced trees setups also implementing filters and clipper. We will work toward simplifying and demoing it.
3115 // - In the spirit of Dear ImGui design, your code owns actual selection data.
3116 // This is designed to allow all kinds of selection storage you may use in your application e.g. set/map/hash.
3117 // About ImGuiSelectionBasicStorage:
3118 // - This is an optional helper to store a selection state and apply selection requests.
3119 // - It is used by our demos and provided as a convenience to quickly implement multi-selection.
3120 // Usage:
3121 // - Identify submitted items with SetNextItemSelectionUserData(), most likely using an index into your current data-set.
3122 // - Store and maintain actual selection data using persistent object identifiers.
3123 // - Usage flow:
3124 // BEGIN - (1) Call BeginMultiSelect() and retrieve the ImGuiMultiSelectIO* result.
3125 // - (2) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 6.
3126 // - (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.
3127 // LOOP - (4) Submit your items with SetNextItemSelectionUserData() + Selectable()/TreeNode() calls.
3128 // END - (5) Call EndMultiSelect() and retrieve the ImGuiMultiSelectIO* result.
3129 // - (6) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 2.
3130 // 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.
3131 // About ImGuiSelectionUserData:
3132 // - This can store an application-defined identifier (e.g. index or pointer) submitted via SetNextItemSelectionUserData().
3133 // - In return we store them into RangeSrcItem/RangeFirstItem/RangeLastItem and other fields in ImGuiMultiSelectIO.
3134 // - Most applications will store an object INDEX, hence the chosen name and type. Storing an index is natural, because
3135 // SetRange requests will give you two end-points and you will need to iterate/interpolate between them to update your selection.
3136 // - However it is perfectly possible to store a POINTER or another IDENTIFIER inside ImGuiSelectionUserData.
3137 // Our system never assume that you identify items by indices, it never attempts to interpolate between two values.
3138 // - If you enable ImGuiMultiSelectFlags_NoRangeSelect then it is guaranteed that you will never have to interpolate
3139 // between two ImGuiSelectionUserData, which may be a convenient way to use part of the feature with less code work.
3140 // - As most users will want to store an index, for convenience and to reduce confusion we use ImS64 instead of void*,
3141 // being syntactically easier to downcast. Feel free to reinterpret_cast and store a pointer inside.
3142 
3143 // Flags for BeginMultiSelect()
3144 enum ImGuiMultiSelectFlags_
3145 {
3146  ImGuiMultiSelectFlags_None = 0,
3147  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!
3148  ImGuiMultiSelectFlags_NoSelectAll = 1 << 1, // Disable Ctrl+A shortcut to select all.
3149  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.
3150  ImGuiMultiSelectFlags_NoAutoSelect = 1 << 3, // Disable selecting items when navigating (useful for e.g. supporting range-select in a list of checkboxes).
3151  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).
3152  ImGuiMultiSelectFlags_NoAutoClearOnReselect = 1 << 5, // Disable clearing selection when clicking/selecting an already selected item.
3153  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.
3154  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.
3155  ImGuiMultiSelectFlags_BoxSelectNoScroll = 1 << 8, // Disable scrolling when box-selecting near edges of scope.
3156  ImGuiMultiSelectFlags_ClearOnEscape = 1 << 9, // Clear selection when pressing Escape while scope is focused.
3157  ImGuiMultiSelectFlags_ClearOnClickVoid = 1 << 10, // Clear selection when clicking on empty location within scope.
3158  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.
3159  ImGuiMultiSelectFlags_ScopeRect = 1 << 12, // Scope for _BoxSelect and _ClearOnClickVoid is rectangle encompassing BeginMultiSelect()/EndMultiSelect(). Use if BeginMultiSelect() is called multiple times in same window.
3160  ImGuiMultiSelectFlags_SelectOnClick = 1 << 13, // Apply selection on mouse down when clicking on unselected item. (Default)
3161  ImGuiMultiSelectFlags_SelectOnClickRelease = 1 << 14, // Apply selection on mouse release when clicking an unselected item. Allow dragging an unselected item without altering selection.
3162  //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.
3163  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.
3164  ImGuiMultiSelectFlags_NoSelectOnRightClick = 1 << 17, // Disable default right-click processing, which selects item on mouse down, and is designed for context-menus.
3165 };
3166 
3167 // Main IO structure returned by BeginMultiSelect()/EndMultiSelect().
3168 // This mainly contains a list of selection requests.
3169 // - Use 'Demo->Tools->Debug Log->Selection' to see requests as they happen.
3170 // - Some fields are only useful if your list is dynamic and allows deletion (getting post-deletion focus/state right is shown in the demo)
3171 // - Below: who reads/writes each fields? 'r'=read, 'w'=write, 'ms'=multi-select code, 'app'=application/user code.
3173 {
3174  //------------------------------------------// BeginMultiSelect / EndMultiSelect
3175  ImVector<ImGuiSelectionRequest> Requests; // ms:w, app:r / ms:w app:r // Requests to apply to your selection data.
3176  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.
3177  ImGuiSelectionUserData NavIdItem; // ms:w, app:r / // (If using deletion) Last known SetNextItemSelectionUserData() value for NavId (if part of submitted items).
3178  bool NavIdSelected; // ms:w, app:r / app:r // (If using deletion) Last known selection state for NavId (if part of submitted items).
3179  bool RangeSrcReset; // app:w / ms:r // (If using deletion) Set before EndMultiSelect() to reset ResetSrcItem (e.g. if deleted selection).
3180  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.
3181 };
3182 
3183 // Selection request type
3184 enum ImGuiSelectionRequestType
3185 {
3186  ImGuiSelectionRequestType_None = 0,
3187  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)
3188  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.
3189 };
3190 
3191 // Selection request item
3193 {
3194  //------------------------------------------// BeginMultiSelect / EndMultiSelect
3195  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.
3196  bool Selected; // ms:w, app:r / ms:w, app:r // Parameter for SetAll/SetRange requests (true = select, false = unselect)
3197  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.
3198  ImGuiSelectionUserData RangeFirstItem; // / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from top to bottom).
3199  ImGuiSelectionUserData RangeLastItem; // / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from bottom to top). Inclusive!
3200 };
3201 
3202 // Optional helper to store multi-selection state + apply multi-selection requests.
3203 // - Used by our demos and provided as a convenience to easily implement basic multi-selection.
3204 // - Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }'
3205 // Or you can check 'if (Contains(id)) { ... }' for each possible object if their number is not too high to iterate.
3206 // - USING THIS IS NOT MANDATORY. This is only a helper and not a required API.
3207 // To store a multi-selection, in your application you could:
3208 // - Use this helper as a convenience. We use our simple key->value ImGuiStorage as a std::set<ImGuiID> replacement.
3209 // - Use your own external storage: e.g. std::set<MyObjectId>, std::vector<MyObjectId>, interval trees, intrusively stored selection etc.
3210 // In ImGuiSelectionBasicStorage we:
3211 // - always use indices in the multi-selection API (passed to SetNextItemSelectionUserData(), retrieved in ImGuiMultiSelectIO)
3212 // - use the AdapterIndexToStorageId() indirection layer to abstract how persistent selection data is derived from an index.
3213 // - use decently optimized logic to allow queries and insertion of very large selection sets.
3214 // - do not preserve selection order.
3215 // Many combinations are possible depending on how you prefer to store your items and how you prefer to store your selection.
3216 // Large applications are likely to eventually want to get rid of this indirection layer and do their own thing.
3217 // See https://github.com/ocornut/imgui/wiki/Multi-Select for details and pseudo-code using this helper.
3219 {
3220  // Members
3221  int Size; // // Number of selected items, maintained by this helper.
3222  bool PreserveOrder; // = false // GetNextSelectedItem() will return ordered selection (currently implemented by two additional sorts of selection. Could be improved)
3223  void* UserData; // = NULL // User data for use by adapter function // e.g. selection.UserData = (void*)my_items;
3224  ImGuiID (*AdapterIndexToStorageId)(ImGuiSelectionBasicStorage* self, int idx); // e.g. selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { return ((MyItems**)self->UserData)[idx]->ID; };
3225  int _SelectionOrder;// [Internal] Increasing counter to store selection order
3226  ImGuiStorage _Storage; // [Internal] Selection set. Think of this as similar to e.g. std::set<ImGuiID>. Prefer not accessing directly: iterate with GetNextSelectedItem().
3227 
3228  // Methods
3229  IMGUI_API ImGuiSelectionBasicStorage();
3230  IMGUI_API void ApplyRequests(ImGuiMultiSelectIO* ms_io); // Apply selection requests coming from BeginMultiSelect() and EndMultiSelect() functions. It uses 'items_count' passed to BeginMultiSelect()
3231  IMGUI_API bool Contains(ImGuiID id) const; // Query if an item id is in selection.
3232  IMGUI_API void Clear(); // Clear selection
3233  IMGUI_API void Swap(ImGuiSelectionBasicStorage& r); // Swap two selections
3234  IMGUI_API void SetItemSelected(ImGuiID id, bool selected); // Add/remove an item from selection (generally done by ApplyRequests() function)
3235  IMGUI_API bool GetNextSelectedItem(void** opaque_it, ImGuiID* out_id); // Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }'
3236  inline ImGuiID GetStorageIdFromIndex(int idx) { return AdapterIndexToStorageId(this, idx); } // Convert index to item id based on provided adapter.
3237 };
3238 
3239 // Optional helper to apply multi-selection requests to existing randomly accessible storage.
3240 // Convenient if you want to quickly wire multi-select API on e.g. an array of bool or items storing their own selection state.
3242 {
3243  // Members
3244  void* UserData; // User data for use by adapter function // e.g. selection.UserData = (void*)my_items;
3245  void (*AdapterSetItemSelected)(ImGuiSelectionExternalStorage* self, int idx, bool selected); // e.g. AdapterSetItemSelected = [](ImGuiSelectionExternalStorage* self, int idx, bool selected) { ((MyItems**)self->UserData)[idx]->Selected = selected; }
3246 
3247  // Methods
3248  IMGUI_API ImGuiSelectionExternalStorage();
3249  IMGUI_API void ApplyRequests(ImGuiMultiSelectIO* ms_io); // Apply selection requests by using AdapterSetItemSelected() calls
3250 };
3251 
3252 //-----------------------------------------------------------------------------
3253 // [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)
3254 // Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
3255 //-----------------------------------------------------------------------------
3256 
3257 // The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking.
3258 #ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX
3259 #define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (32)
3260 #endif
3261 
3262 // ImDrawIdx: vertex index. [Compile-time configurable type]
3263 // - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).
3264 // - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.
3265 #ifndef ImDrawIdx
3266 typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends)
3267 #endif
3268 
3269 // ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h]
3270 // NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
3271 // you can poke into the draw list for that! Draw callback may be useful for example to:
3272 // A) Change your GPU render state,
3273 // B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
3274 // The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
3275 // 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.
3276 #ifndef ImDrawCallback
3277 typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
3278 #endif
3279 
3280 // Special Draw callback value to request renderer backend to reset the graphics/render state.
3281 // The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address.
3282 // This is useful, for example, if you submitted callbacks which you know have altered the render state and you want it to be restored.
3283 // 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).
3284 #define ImDrawCallback_ResetRenderState (ImDrawCallback)(-8)
3285 
3286 // Typically, 1 command = 1 GPU draw call (unless command is a callback)
3287 // - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,
3288 // this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
3289 // Backends made for <1.71. will typically ignore the VtxOffset fields.
3290 // - The ClipRect/TexRef/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for).
3292 {
3293  ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
3294  ImTextureRef TexRef; // 16 // Reference to a font/texture atlas (where backend called ImTextureData::SetTexID()) or to a user-provided texture ID (via e.g. ImGui::Image() calls). Both will lead to a ImTextureID value.
3295  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.
3296  unsigned int IdxOffset; // 4 // Start offset in index buffer.
3297  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[].
3298  ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
3299  void* UserCallbackData; // 4-8 // Callback user data (when UserCallback != NULL). If called AddCallback() with size == 0, this is a copy of the AddCallback() argument. If called AddCallback() with size > 0, this is pointing to a buffer where data is stored.
3300  int UserCallbackDataSize; // 4 // Size of callback user data when using storage, otherwise 0.
3301  int UserCallbackDataOffset;// 4 // [Internal] Offset of callback user data when using storage, otherwise -1.
3302 
3303  ImDrawCmd() { memset((void*)this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed
3304 
3305  // 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)
3306  // Since 1.92: removed ImDrawCmd::TextureId field, the getter function must be used!
3307  inline ImTextureID GetTexID() const; // == (TexRef._TexData ? TexRef._TexData->TexID : TexRef._TexID)
3308 };
3309 
3310 // Vertex layout
3311 #ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
3313 {
3314  ImVec2 pos;
3315  ImVec2 uv;
3316  ImU32 col;
3317 };
3318 #else
3319 // You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
3320 // 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.
3321 // 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.
3322 // 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.
3323 IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
3324 #endif
3325 
3326 // [Internal] For use by ImDrawList
3328 {
3329  ImVec4 ClipRect;
3330  ImTextureRef TexRef;
3331  unsigned int VtxOffset;
3332 };
3333 
3334 // [Internal] For use by ImDrawListSplitter
3336 {
3337  ImVector<ImDrawCmd> _CmdBuffer;
3338  ImVector<ImDrawIdx> _IdxBuffer;
3339 };
3340 
3341 // Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order.
3342 // This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call.
3344 {
3345  int _Current; // Current channel number (0)
3346  int _Count; // Number of active channels (1+)
3347  ImVector<ImDrawChannel> _Channels; // Draw channels (not resized down so _Count might be < Channels.Size)
3348 
3349  inline ImDrawListSplitter() { memset((void*)this, 0, sizeof(*this)); }
3350  inline ~ImDrawListSplitter() { ClearFreeMemory(); }
3351  inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame
3352  IMGUI_API void ClearFreeMemory();
3353  IMGUI_API void Split(ImDrawList* draw_list, int count);
3354  IMGUI_API void Merge(ImDrawList* draw_list);
3355  IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx);
3356 };
3357 
3358 // Flags for ImDrawList functions
3359 // (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)
3360 enum ImDrawFlags_
3361 {
3362  ImDrawFlags_None = 0,
3363  ImDrawFlags_Closed = 1 << 0, // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason)
3364  ImDrawFlags_RoundCornersTopLeft = 1 << 4, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners). Was 0x01.
3365  ImDrawFlags_RoundCornersTopRight = 1 << 5, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners). Was 0x02.
3366  ImDrawFlags_RoundCornersBottomLeft = 1 << 6, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners). Was 0x04.
3367  ImDrawFlags_RoundCornersBottomRight = 1 << 7, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f, we default to all corners). Wax 0x08.
3368  ImDrawFlags_RoundCornersNone = 1 << 8, // AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag!
3369  ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight,
3370  ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
3371  ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft,
3372  ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight,
3373  ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
3374  ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified.
3375  ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone,
3376 };
3377 
3378 // Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly.
3379 // It is however possible to temporarily alter flags between calls to ImDrawList:: functions.
3380 enum ImDrawListFlags_
3381 {
3382  ImDrawListFlags_None = 0,
3383  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)
3384  ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
3385  ImDrawListFlags_AntiAliasedFill = 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles).
3386  ImDrawListFlags_AllowVtxOffset = 1 << 3, // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.
3387 };
3388 
3389 // Draw command list
3390 // This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame,
3391 // all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
3392 // Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to
3393 // access the current window draw list and draw custom primitives.
3394 // You can interleave normal ImGui:: calls and adding primitives to the current draw list.
3395 // In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize).
3396 // You are totally free to apply whatever transformation matrix you want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!)
3397 // 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.
3399 {
3400  // This is what you have to render
3401  ImVector<ImDrawCmd> CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.
3402  ImVector<ImDrawIdx> IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those
3403  ImVector<ImDrawVert> VtxBuffer; // Vertex buffer.
3404  ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
3405 
3406  // [Internal, used while building lists]
3407  unsigned int _VtxCurrentIdx; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.
3408  ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
3409  ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
3410  ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
3411  ImVector<ImVec2> _Path; // [Internal] current path building
3412  ImDrawCmdHeader _CmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back().
3413  ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!)
3414  ImVector<ImVec4> _ClipRectStack; // [Internal]
3415  ImVector<ImTextureRef> _TextureStack; // [Internal]
3416  ImVector<ImU8> _CallbacksDataBuf; // [Internal]
3417  float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content
3418  const char* _OwnerName; // Pointer to owner window's name for debugging
3419 
3420  // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData().
3421  // (advanced: you may create and use your own ImDrawListSharedData so you can use ImDrawList without ImGui, but that's more involved)
3422  IMGUI_API ImDrawList(ImDrawListSharedData* shared_data);
3423  IMGUI_API ~ImDrawList();
3424 
3425  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)
3426  IMGUI_API void PushClipRectFullScreen();
3427  IMGUI_API void PopClipRect();
3428  IMGUI_API void PushTexture(ImTextureRef tex_ref);
3429  IMGUI_API void PopTexture();
3430  inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }
3431  inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
3432 
3433  // Primitives
3434  // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
3435  // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
3436  // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred).
3437  // In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12.
3438  // In future versions we will use textures to provide cheaper and higher-quality circles.
3439  // Use AddNgon() and AddNgonFilled() functions if you need to guarantee a specific number of sides.
3440  IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f);
3441  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)
3442  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)
3443  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);
3444  IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f);
3445  IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col);
3446  IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f);
3447  IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col);
3448  IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 0, float thickness = 1.0f);
3449  IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0);
3450  IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f);
3451  IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments);
3452  IMGUI_API void AddEllipse(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f);
3453  IMGUI_API void AddEllipseFilled(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0);
3454  IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
3455  IMGUI_API void AddText(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);
3456  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)
3457  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)
3458 
3459  // General polygon
3460  // - Only simple polygons are supported by filling functions (no self-intersections, no holes).
3461  // - Concave polygon fill is more expensive than convex one: it has O(N^2) complexity. Provided as a convenience for the user but not used by the main library.
3462  IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness);
3463  IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col);
3464  IMGUI_API void AddConcavePolyFilled(const ImVec2* points, int num_points, ImU32 col);
3465 
3466  // Image primitives
3467  // - Read FAQ to understand what ImTextureID/ImTextureRef are.
3468  // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle.
3469  // - "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.
3470  IMGUI_API void AddImage(ImTextureRef tex_ref, 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);
3471  IMGUI_API void AddImageQuad(ImTextureRef tex_ref, 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);
3472  IMGUI_API void AddImageRounded(ImTextureRef tex_ref, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0);
3473 
3474  // Stateful path API, add points then finish with PathFillConvex() or PathStroke()
3475  // - Important: filled shapes must always use clockwise winding order! The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
3476  // 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().
3477  inline void PathClear() { _Path.Size = 0; }
3478  inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); }
3479  inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); }
3480  inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; }
3481  inline void PathFillConcave(ImU32 col) { AddConcavePolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; }
3482  inline void PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; }
3483  IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0);
3484  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
3485  IMGUI_API void PathEllipticalArcTo(const ImVec2& center, const ImVec2& radius, float rot, float a_min, float a_max, int num_segments = 0); // Ellipse
3486  IMGUI_API void PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points)
3487  IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quadratic Bezier (3 control points)
3488  IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0);
3489 
3490  // Advanced: Draw Callbacks
3491  // - May be used to alter render state (change sampler, blending, current shader). May be used to emit custom rendering commands (difficult to do correctly, but possible).
3492  // - Use special ImDrawCallback_ResetRenderState callback to instruct backend to reset its render state to the default.
3493  // - Your rendering loop must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. All standard backends are honoring this.
3494  // - For some backends, the callback may access selected render-states exposed by the backend in a ImGui_ImplXXXX_RenderState structure pointed to by platform_io.Renderer_RenderState.
3495  // - IMPORTANT: please be mindful of the different level of indirection between using size==0 (copying argument) and using size>0 (copying pointed data into a buffer).
3496  // - If userdata_size == 0: we copy/store the 'userdata' argument as-is. It will be available unmodified in ImDrawCmd::UserCallbackData during render.
3497  // - If userdata_size > 0, we copy/store 'userdata_size' bytes pointed to by 'userdata'. We store them in a buffer stored inside the drawlist. ImDrawCmd::UserCallbackData will point inside that buffer so you have to retrieve data from there. Your callback may need to use ImDrawCmd::UserCallbackDataSize if you expect dynamically-sized data.
3498  // - Support for userdata_size > 0 was added in v1.91.4, October 2024. So earlier code always only allowed to copy/store a simple void*.
3499  IMGUI_API void AddCallback(ImDrawCallback callback, void* userdata, size_t userdata_size = 0);
3500 
3501  // Advanced: Miscellaneous
3502  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
3503  IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer. For multi-threaded rendering, consider using `imgui_threaded_rendering` from https://github.com/ocornut/imgui_club instead.
3504 
3505  // Advanced: Channels
3506  // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives)
3507  // - 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)
3508  // - This API shouldn't have been in ImDrawList in the first place!
3509  // Prefer using your own persistent instance of ImDrawListSplitter as you can stack them.
3510  // Using the ImDrawList::ChannelsXXXX you cannot stack a split over another.
3511  inline void ChannelsSplit(int count) { _Splitter.Split(this, count); }
3512  inline void ChannelsMerge() { _Splitter.Merge(this); }
3513  inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); }
3514 
3515  // Advanced: Primitives allocations
3516  // - We render triangles (three vertices)
3517  // - All primitives needs to be reserved via PrimReserve() beforehand.
3518  IMGUI_API void PrimReserve(int idx_count, int vtx_count);
3519  IMGUI_API void PrimUnreserve(int idx_count, int vtx_count);
3520  IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles)
3521  IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
3522  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);
3523  inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
3524  inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; }
3525  inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index
3526 
3527  // Obsolete names
3528 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3529  inline void PushTextureID(ImTextureRef tex_ref) { PushTexture(tex_ref); } // RENAMED in 1.92.0
3530  inline void PopTextureID() { PopTexture(); } // RENAMED in 1.92.0
3531 #endif
3532  //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)
3533  //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)
3534  //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)
3535  //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)
3536  //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)
3537 
3538  // [Internal helpers]
3539  IMGUI_API void _SetDrawListSharedData(ImDrawListSharedData* data);
3540  IMGUI_API void _ResetForNewFrame();
3541  IMGUI_API void _ClearFreeMemory();
3542  IMGUI_API void _PopUnusedDrawCmd();
3543  IMGUI_API void _TryMergeDrawCmds();
3544  IMGUI_API void _OnChangedClipRect();
3545  IMGUI_API void _OnChangedTexture();
3546  IMGUI_API void _OnChangedVtxOffset();
3547  IMGUI_API void _SetTexture(ImTextureRef tex_ref);
3548  IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const;
3549  IMGUI_API void _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step);
3550  IMGUI_API void _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments);
3551 };
3552 
3553 // All draw data to render a Dear ImGui frame
3554 // (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose,
3555 // as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList)
3557 {
3558  bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
3559  int CmdListsCount; // == CmdLists.Size. (OBSOLETE: exists for legacy reasons). Number of ImDrawList* to render.
3560  int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size
3561  int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size
3562  ImVector<ImDrawList*> CmdLists; // Array of ImDrawList* to render. The ImDrawLists are owned by ImGuiContext and only pointed to from here.
3563  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)
3564  ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications)
3565  ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Copied from viewport->FramebufferScale (== io.DisplayFramebufferScale for main viewport). Generally (1,1) on normal display, (2,2) on OSX with Retina display.
3566  ImGuiViewport* OwnerViewport; // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not).
3567  ImVector<ImTextureData*>* Textures; // List of textures to update. Most of the times the list is shared by all ImDrawData, has only 1 texture and it doesn't need any update. This almost always points to ImGui::GetPlatformIO().Textures[]. May be overridden or set to NULL if you want to manually update textures.
3568 
3569  // Functions
3570  ImDrawData() { Clear(); }
3571  IMGUI_API void Clear();
3572  IMGUI_API void AddDrawList(ImDrawList* draw_list); // Helper to add an external draw list into an existing ImDrawData.
3573  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!
3574  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.
3575 };
3576 
3577 //-----------------------------------------------------------------------------
3578 // [SECTION] Texture API (ImTextureFormat, ImTextureStatus, ImTextureRect, ImTextureData)
3579 //-----------------------------------------------------------------------------
3580 // In principle, the only data types that user/application code should care about are 'ImTextureRef' and 'ImTextureID'.
3581 // They are defined above in this header file. Read their description to the difference between ImTextureRef and ImTextureID.
3582 // FOR ALL OTHER ImTextureXXXX TYPES: ONLY CORE LIBRARY AND RENDERER BACKENDS NEED TO KNOW AND CARE ABOUT THEM.
3583 //-----------------------------------------------------------------------------
3584 
3585 #undef Status // X11 headers are leaking this.
3586 
3587 // We intentionally support a limited amount of texture formats to limit burden on CPU-side code and extension.
3588 // Most standard backends only support RGBA32 but we provide a single channel option for low-resource/embedded systems.
3589 enum ImTextureFormat
3590 {
3591  ImTextureFormat_RGBA32, // 4 components per pixel, each is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
3592  ImTextureFormat_Alpha8, // 1 component per pixel, each is unsigned 8-bit. Total size = TexWidth * TexHeight
3593 };
3594 
3595 // Status of a texture to communicate with Renderer Backend.
3596 enum ImTextureStatus
3597 {
3598  ImTextureStatus_OK,
3599  ImTextureStatus_Destroyed, // Backend destroyed the texture.
3600  ImTextureStatus_WantCreate, // Requesting backend to create the texture. Set status OK when done.
3601  ImTextureStatus_WantUpdates, // Requesting backend to update specific blocks of pixels (write to texture portions which have never been used before). Set status OK when done.
3602  ImTextureStatus_WantDestroy, // Requesting backend to destroy the texture. Set status to Destroyed when done.
3603 };
3604 
3605 // Coordinates of a rectangle within a texture.
3606 // When a texture is in ImTextureStatus_WantUpdates state, we provide a list of individual rectangles to copy to the graphics system.
3607 // You may use ImTextureData::Updates[] for the list, or ImTextureData::UpdateBox for a single bounding box.
3609 {
3610  unsigned short x, y; // Upper-left coordinates of rectangle to update
3611  unsigned short w, h; // Size of rectangle to update (in pixels)
3612 };
3613 
3614 // Specs and pixel storage for a texture used by Dear ImGui.
3615 // This is only useful for (1) core library and (2) backends. End-user/applications do not need to care about this.
3616 // Renderer Backends will create a GPU-side version of this.
3617 // Why does we store two identifiers: TexID and BackendUserData?
3618 // - ImTextureID TexID = lower-level identifier stored in ImDrawCmd. ImDrawCmd can refer to textures not created by the backend, and for which there's no ImTextureData.
3619 // - void* BackendUserData = higher-level opaque storage for backend own book-keeping. Some backends may have enough with TexID and not need both.
3620  // In columns below: who reads/writes each fields? 'r'=read, 'w'=write, 'core'=main library, 'backend'=renderer backend
3622 {
3623  //------------------------------------------ core / backend ---------------------------------------
3624  int UniqueID; // w - // [DEBUG] Sequential index to facilitate identifying a texture when debugging/printing. Unique per atlas.
3625  ImTextureStatus Status; // rw rw // ImTextureStatus_OK/_WantCreate/_WantUpdates/_WantDestroy. Always use SetStatus() to modify!
3626  void* BackendUserData; // - rw // Convenience storage for backend. Some backends may have enough with TexID.
3627  ImTextureID TexID; // r w // Backend-specific texture identifier. Always use SetTexID() to modify! The identifier will stored in ImDrawCmd::GetTexID() and passed to backend's RenderDrawData function.
3628  ImTextureFormat Format; // w r // ImTextureFormat_RGBA32 (default) or ImTextureFormat_Alpha8
3629  int Width; // w r // Texture width
3630  int Height; // w r // Texture height
3631  int BytesPerPixel; // w r // 4 or 1
3632  unsigned char* Pixels; // w r // Pointer to buffer holding 'Width*Height' pixels and 'Width*Height*BytesPerPixels' bytes.
3633  ImTextureRect UsedRect; // w r // Bounding box encompassing all past and queued Updates[].
3634  ImTextureRect UpdateRect; // w r // Bounding box encompassing all queued Updates[].
3635  ImVector<ImTextureRect> Updates; // w r // Array of individual updates.
3636  int UnusedFrames; // w r // In order to facilitate handling Status==WantDestroy in some backend: this is a count successive frames where the texture was not used. Always >0 when Status==WantDestroy.
3637  unsigned short RefCount; // w r // Number of contexts using this texture. Used during backend shutdown.
3638  bool UseColors; // w r // Tell whether our texture data is known to use colors (rather than just white + alpha).
3639  bool WantDestroyNextFrame; // rw - // [Internal] Queued to set ImTextureStatus_WantDestroy next frame. May still be used in the current frame.
3640 
3641  // Functions
3642  ImTextureData() { memset((void*)this, 0, sizeof(*this)); Status = ImTextureStatus_Destroyed; TexID = ImTextureID_Invalid; }
3643  ~ImTextureData() { DestroyPixels(); }
3644  IMGUI_API void Create(ImTextureFormat format, int w, int h);
3645  IMGUI_API void DestroyPixels();
3646  void* GetPixels() { IM_ASSERT(Pixels != NULL); return Pixels; }
3647  void* GetPixelsAt(int x, int y) { IM_ASSERT(Pixels != NULL); return Pixels + (x + y * Width) * BytesPerPixel; }
3648  int GetSizeInBytes() const { return Width * Height * BytesPerPixel; }
3649  int GetPitch() const { return Width * BytesPerPixel; }
3650  ImTextureRef GetTexRef() { ImTextureRef tex_ref; tex_ref._TexData = this; tex_ref._TexID = ImTextureID_Invalid; return tex_ref; }
3651  ImTextureID GetTexID() const { return TexID; }
3652 
3653  // Called by Renderer backend
3654  // - Call SetTexID() and SetStatus() after honoring texture requests. Never modify TexID and Status directly!
3655  // - A backend may decide to destroy a texture that we did not request to destroy, which is fine (e.g. freeing resources), but we immediately set the texture back in _WantCreate mode.
3656  void SetTexID(ImTextureID tex_id) { TexID = tex_id; }
3657  void SetStatus(ImTextureStatus status) { Status = status; if (status == ImTextureStatus_Destroyed && !WantDestroyNextFrame && Pixels != nullptr) Status = ImTextureStatus_WantCreate; }
3658 };
3659 
3660 //-----------------------------------------------------------------------------
3661 // [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)
3662 //-----------------------------------------------------------------------------
3663 
3664 // A font input/source (we may rename this to ImFontSource in the future)
3666 {
3667  // Data Source
3668  char Name[40]; // <auto> // Name (strictly to ease debugging, hence limited size buffer)
3669  void* FontData; // // TTF/OTF data
3670  int FontDataSize; // // TTF/OTF data size
3671  bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the owner ImFontAtlas (will delete memory itself). SINCE 1.92, THE DATA NEEDS TO PERSIST FOR WHOLE DURATION OF ATLAS.
3672 
3673  // Options
3674  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.
3675  bool PixelSnapH; // false // Align every glyph AdvanceX to pixel boundaries. Prevents fractional font size from working correctly! Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, OversampleH/V will default to 1.
3676  ImS8 OversampleH; // 0 (2) // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1 or 2 depending on size. 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.
3677  ImS8 OversampleV; // 0 (1) // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1. This is not really useful as we don't use sub-pixel positions on the Y axis.
3678  ImWchar EllipsisChar; // 0 // Explicitly specify Unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.
3679  float SizePixels; // // Output size in pixels for rasterizer (more or less maps to the resulting font height).
3680  const ImWchar* GlyphRanges; // NULL // *LEGACY* 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).
3681  const ImWchar* GlyphExcludeRanges; // NULL // Pointer to a small user-provided list of Unicode ranges (2 value per range, values are inclusive, zero-terminated list). This is very close to GlyphRanges[] but designed to exclude ranges from a font source, when merging fonts with overlapping glyphs. Use "Input Glyphs Overlap Detection Tool" to find about your overlapping ranges.
3682  //ImVec2 GlyphExtraSpacing; // 0, 0 // (REMOVED AT IT SEEMS LARGELY OBSOLETE. PLEASE REPORT IF YOU WERE USING THIS). Extra spacing (in pixels) between glyphs when rendered: essentially add to glyph->AdvanceX. Only X axis is supported for now.
3683  ImVec2 GlyphOffset; // 0, 0 // Offset (in pixels) all glyphs from this font input. Absolute value for default size, other sizes will scale this value.
3684  float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font. Absolute value for default size, other sizes will scale this value.
3685  float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs
3686  float GlyphExtraAdvanceX; // 0 // Extra spacing (in pixels) between glyphs. Please contact us if you are using this. // FIXME-NEWATLAS: Intentionally unscaled
3687  ImU32 FontNo; // 0 // Index of font within TTF/OTF file
3688  unsigned int FontLoaderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure.
3689  //unsigned int FontBuilderFlags; // -- // [Renamed in 1.92] Use FontLoaderFlags.
3690  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.
3691  float RasterizerDensity; // 1.0f // [LEGACY: this only makes sense when ImGuiBackendFlags_RendererHasTextures is not supported] DPI scale multiplier for rasterization. Not altering other font metrics: makes it easy to swap between e.g. a 100% and a 400% fonts for a zooming display, or handle Retina screen. IMPORTANT: If you change this it is expected that you increase/decrease font scale roughly to the inverse of this, otherwise quality may look lowered.
3692  float ExtraSizeScale; // 1.0f // Extra rasterizer scale over SizePixels.
3693 
3694  // [Internal]
3695  ImFontFlags Flags; // Font flags (don't use just yet, will be exposed in upcoming 1.92.X updates)
3696  ImFont* DstFont; // Target font (as we merging fonts, multiple ImFontConfig may target the same font)
3697  const ImFontLoader* FontLoader; // Custom font backend for this source (default source is the one stored in ImFontAtlas)
3698  void* FontLoaderData; // Font loader opaque storage (per font config)
3699 
3700 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3701  bool PixelSnapV; // true // [Obsoleted in 1.91.6] Align Scaled GlyphOffset.y to pixel boundaries.
3702 #endif
3703  IMGUI_API ImFontConfig();
3704 };
3705 
3706 // Hold rendering data for one glyph.
3707 // (Note: some language parsers may fail to convert the bitfield members, in this case maybe drop store a single u32 or we can rework this)
3709 {
3710  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)
3711  unsigned int Visible : 1; // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering.
3712  unsigned int SourceIdx : 4; // Index of source in parent font
3713  unsigned int Codepoint : 26; // 0x0000..0x10FFFF
3714  float AdvanceX; // Horizontal distance to advance cursor/layout position.
3715  float X0, Y0, X1, Y1; // Glyph corners. Offsets from current cursor/layout position.
3716  float U0, V0, U1, V1; // Texture coordinates for the current value of ImFontAtlas->TexRef. Cached equivalent of calling GetCustomRect() with PackId.
3717  int PackId; // [Internal] ImFontAtlasRectId value (FIXME: Cold data, could be moved elsewhere?)
3718 
3719  ImFontGlyph() { memset((void*)this, 0, sizeof(*this)); PackId = -1; }
3720 };
3721 
3722 // Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges().
3723 // This is essentially a tightly packed of vector of 64k booleans = 8KB storage.
3725 {
3726  ImVector<ImU32> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used)
3727 
3728  ImFontGlyphRangesBuilder() { Clear(); }
3729  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); }
3730  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
3731  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
3732  inline void AddChar(ImWchar c) { SetBit(c); } // Add character
3733  IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added)
3734  IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
3735  IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges); // Output new ranges
3736 };
3737 
3738 // An opaque identifier to a rectangle in the atlas. -1 when invalid.
3739 // The rectangle may move and UV may be invalidated, use GetCustomRect() to retrieve it.
3740 typedef int ImFontAtlasRectId;
3741 #define ImFontAtlasRectId_Invalid -1
3742 
3743 // Output of ImFontAtlas::GetCustomRect() when using custom rectangles.
3744 // Those values may not be cached/stored as they are only valid for the current value of atlas->TexRef
3745 // (this is in theory derived from ImTextureRect but we use separate structures for reasons)
3747 {
3748  unsigned short x, y; // Position (in current texture)
3749  unsigned short w, h; // Size
3750  ImVec2 uv0, uv1; // UV coordinates (in current texture)
3751 
3752  ImFontAtlasRect() { memset((void*)this, 0, sizeof(*this)); }
3753 };
3754 
3755 // Flags for ImFontAtlas build
3756 enum ImFontAtlasFlags_
3757 {
3758  ImFontAtlasFlags_None = 0,
3759  ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two
3760  ImFontAtlasFlags_NoMouseCursors = 1 << 1, // Don't build software mouse cursors into the atlas (save a little texture memory)
3761  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).
3762 };
3763 
3764 // Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
3765 // - One or more fonts.
3766 // - Custom graphics data needed to render the shapes needed by Dear ImGui.
3767 // - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas).
3768 // - If you don't call any AddFont*** functions, the default font embedded in the code will be loaded for you.
3769 // It is the rendering backend responsibility to upload texture into your graphics API:
3770 // - ImGui_ImplXXXX_RenderDrawData() functions generally iterate platform_io->Textures[] to create/update/destroy each ImTextureData instance.
3771 // - Backend then set ImTextureData's TexID and BackendUserData.
3772 // - Texture id are passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID/ImTextureRef for more details.
3773 // Legacy path:
3774 // - Call Build() + GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
3775 // - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
3776 // Common pitfalls:
3777 // - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the
3778 // atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
3779 // - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.
3780 // You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
3781 // - Even though many functions are suffixed with "TTF", OTF data is supported just as well.
3782 // - This is an old API and it is currently awkward for those and various other reasons! We will address them in the future!
3784 {
3785  IMGUI_API ImFontAtlas();
3786  IMGUI_API ~ImFontAtlas();
3787  IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg);
3788  IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL); // Selects between AddFontDefaultVector() and AddFontDefaultBitmap().
3789  IMGUI_API ImFont* AddFontDefaultVector(const ImFontConfig* font_cfg = NULL); // Embedded scalable font. Recommended at any higher size.
3790  IMGUI_API ImFont* AddFontDefaultBitmap(const ImFontConfig* font_cfg = NULL); // Embedded classic pixel-clean font. Recommended at Size 13px with no scaling.
3791  IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
3792  IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels = 0.0f, 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.
3793  IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_data_size, float size_pixels = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp.
3794  IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels = 0.0f, 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.
3795  IMGUI_API void RemoveFont(ImFont* font);
3796 
3797  IMGUI_API void Clear(); // Clear everything (input fonts, output glyphs/textures).
3798  IMGUI_API void CompactCache(); // Compact cached glyphs and texture.
3799  IMGUI_API void SetFontLoader(const ImFontLoader* font_loader); // Change font loader at runtime.
3800 
3801  // As we are transitioning toward a new font system, we expect to obsolete those soon:
3802  IMGUI_API void ClearInputData(); // [OBSOLETE] Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts.
3803  IMGUI_API void ClearFonts(); // [OBSOLETE] Clear input+output font data (same as ClearInputData() + glyphs storage, UV coordinates).
3804  IMGUI_API void ClearTexData(); // [OBSOLETE] Clear CPU-side copy of the texture data. Saves RAM once the texture has been copied to graphics memory.
3805 
3806 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3807  // Legacy path for build atlas + retrieving pixel data.
3808  // - 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().
3809  // - The pitch is always = Width * BytesPerPixels (1 or 4)
3810  // - Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
3811  // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste).
3812  // - From 1.92 with backends supporting ImGuiBackendFlags_RendererHasTextures:
3813  // - Calling Build(), GetTexDataAsAlpha8(), GetTexDataAsRGBA32() is not needed.
3814  // - In backend: replace calls to ImFontAtlas::SetTexID() with calls to ImTextureData::SetTexID() after honoring texture creation.
3815  IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions.
3816  IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
3817  IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
3818  void SetTexID(ImTextureID id) { IM_ASSERT(TexRef._TexID == ImTextureID_Invalid); TexRef._TexData->TexID = id; } // Called by legacy backends. May be called before texture creation.
3819  void SetTexID(ImTextureRef id) { IM_ASSERT(TexRef._TexID == ImTextureID_Invalid && id._TexData == NULL); TexRef._TexData->TexID = id._TexID; } // Called by legacy backends.
3820  bool IsBuilt() const { return Fonts.Size > 0 && TexIsBuilt; } // Bit ambiguous: used to detect when user didn't build texture but effectively we should check TexID != 0 except that would be backend dependent..
3821 #endif
3822 
3823  //-------------------------------------------
3824  // Glyph Ranges
3825  //-------------------------------------------
3826 
3827  // Since 1.92: specifying glyph ranges is only useful/necessary if your backend doesn't support ImGuiBackendFlags_RendererHasTextures!
3828  IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
3829 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3830  // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
3831  // NB: Make sure that your string are UTF-8 and NOT in your local code page.
3832  // Read https://github.com/ocornut/imgui/blob/master/docs/FONTS.md/#about-utf-8-encoding for details.
3833  // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.
3834  IMGUI_API const ImWchar* GetGlyphRangesGreek(); // Default + Greek and Coptic
3835  IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters
3836  IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs
3837  IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs
3838  IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
3839  IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters
3840  IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters
3841  IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters
3842 #endif
3843 
3844  //-------------------------------------------
3845  // [ALPHA] Custom Rectangles/Glyphs API
3846  //-------------------------------------------
3847 
3848  // Register and retrieve custom rectangles
3849  // - You can request arbitrary rectangles to be packed into the atlas, for your own purpose.
3850  // - Since 1.92.0, packing is done immediately in the function call (previously packing was done during the Build call)
3851  // - You can render your pixels into the texture right after calling the AddCustomRect() functions.
3852  // - VERY IMPORTANT:
3853  // - Texture may be created/resized at any time when calling ImGui or ImFontAtlas functions.
3854  // - IT WILL INVALIDATE RECTANGLE DATA SUCH AS UV COORDINATES. Always use latest values from GetCustomRect().
3855  // - UV coordinates are associated to the current texture identifier aka 'atlas->TexRef'. Both TexRef and UV coordinates are typically changed at the same time.
3856  // - If you render colored output into your custom rectangles: set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of preferred texture format.
3857  // - Read docs/FONTS.md for more details about using colorful icons.
3858  // - Note: this API may be reworked further in order to facilitate supporting e.g. multi-monitor, varying DPI settings.
3859  // - (Pre-1.92 names) ------------> (1.92 names)
3860  // - GetCustomRectByIndex() --> Use GetCustomRect()
3861  // - CalcCustomRectUV() --> Use GetCustomRect() and read uv0, uv1 fields.
3862  // - AddCustomRectRegular() --> Renamed to AddCustomRect()
3863  // - AddCustomRectFontGlyph() --> Prefer using custom ImFontLoader inside ImFontConfig
3864  // - ImFontAtlasCustomRect --> Renamed to ImFontAtlasRect
3865  IMGUI_API ImFontAtlasRectId AddCustomRect(int width, int height, ImFontAtlasRect* out_r = NULL);// Register a rectangle. Return -1 (ImFontAtlasRectId_Invalid) on error.
3866  IMGUI_API void RemoveCustomRect(ImFontAtlasRectId id); // Unregister a rectangle. Existing pixels will stay in texture until resized / garbage collected.
3867  IMGUI_API bool GetCustomRect(ImFontAtlasRectId id, ImFontAtlasRect* out_r) const; // Get rectangle coordinates for current texture. Valid immediately, never store this (read above)!
3868 
3869  //-------------------------------------------
3870  // Members
3871  //-------------------------------------------
3872 
3873  // Input
3874  ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_)
3875  ImTextureFormat TexDesiredFormat; // Desired texture format (default to ImTextureFormat_RGBA32 but may be changed to ImTextureFormat_Alpha8).
3876  int TexGlyphPadding; // FIXME: Should be called "TexPackPadding". 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).
3877  int TexMinWidth; // Minimum desired texture width. Must be a power of two. Default to 512.
3878  int TexMinHeight; // Minimum desired texture height. Must be a power of two. Default to 128.
3879  int TexMaxWidth; // Maximum desired texture width. Must be a power of two. Default to 8192.
3880  int TexMaxHeight; // Maximum desired texture height. Must be a power of two. Default to 8192.
3881  void* UserData; // Store your own atlas related user-data (if e.g. you have multiple font atlas).
3882 
3883  // Output
3884  // - Because textures are dynamically created/resized, the current texture identifier may changed at *ANY TIME* during the frame.
3885  // - This should not affect you as you can always use the latest value. But note that any precomputed UV coordinates are only valid for the current TexRef.
3886 #ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3887  ImTextureRef TexRef; // Latest texture identifier == TexData->GetTexRef().
3888 #else
3889  union { ImTextureRef TexRef; ImTextureRef TexID; }; // Latest texture identifier == TexData->GetTexRef(). // RENAMED TexID to TexRef in 1.92.0.
3890 #endif
3891  ImTextureData* TexData; // Latest texture.
3892 
3893  // [Internal]
3894  ImVector<ImTextureData*> TexList; // Texture list (most often TexList.Size == 1). TexData is always == TexList.back(). DO NOT USE DIRECTLY, USE GetDrawData().Textures[]/GetPlatformIO().Textures[] instead!
3895  bool Locked; // Marked as locked during ImGui::NewFrame()..EndFrame() scope if TexUpdates are not supported. Any attempt to modify the atlas will assert.
3896  bool RendererHasTextures;// Copy of (BackendFlags & ImGuiBackendFlags_RendererHasTextures) from supporting context.
3897  bool TexIsBuilt; // Set when texture was built matching current font input. Mostly useful for legacy IsBuilt() call.
3898  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 or conversion process.
3899  ImVec2 TexUvScale; // = (1.0f/TexData->TexWidth, 1.0f/TexData->TexHeight). May change as new texture gets created.
3900  ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel. May change as new texture gets created.
3901  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.
3902  ImVector<ImFontConfig> Sources; // Source/configuration data
3903  ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines
3904  int TexNextUniqueID; // Next value to be stored in TexData->UniqueID
3905  int FontNextUniqueID; // Next value to be stored in ImFont->FontID
3906  ImVector<ImDrawListSharedData*> DrawListSharedDatas; // List of users for this atlas. Typically one per Dear ImGui context.
3907  ImFontAtlasBuilder* Builder; // Opaque interface to our data that doesn't need to be public and may be discarded when rebuilding.
3908  const ImFontLoader* FontLoader; // Font loader opaque interface (default to use FreeType when IMGUI_ENABLE_FREETYPE is defined, otherwise default to use stb_truetype). Use SetFontLoader() to change this at runtime.
3909  const char* FontLoaderName; // Font loader name (for display e.g. in About box) == FontLoader->Name
3910  void* FontLoaderData; // Font backend opaque storage
3911  unsigned int FontLoaderFlags; // Shared flags (for all fonts) for font loader. THIS IS BUILD IMPLEMENTATION DEPENDENT (e.g. Per-font override is also available in ImFontConfig).
3912  int RefCount; // Number of contexts using this atlas
3913  ImGuiContext* OwnerContext; // Context which own the atlas will be in charge of updating and destroying it.
3914 
3915  // [Obsolete]
3916 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3917  // Legacy: You can request your rectangles to be mapped as font glyph (given a font + Unicode point), so you can render e.g. custom colorful icons and use them as regular glyphs. --> Prefer using a custom ImFontLoader.
3918  ImFontAtlasRect TempRect; // For old GetCustomRectByIndex() API
3919  inline ImFontAtlasRectId AddCustomRectRegular(int w, int h) { return AddCustomRect(w, h); } // RENAMED in 1.92.0
3920  inline const ImFontAtlasRect* GetCustomRectByIndex(ImFontAtlasRectId id) { return GetCustomRect(id, &TempRect) ? &TempRect : NULL; } // OBSOLETED in 1.92.0
3921  inline void CalcCustomRectUV(const ImFontAtlasRect* r, ImVec2* out_uv_min, ImVec2* out_uv_max) const { *out_uv_min = r->uv0; *out_uv_max = r->uv1; } // OBSOLETED in 1.92.0
3922  IMGUI_API ImFontAtlasRectId AddCustomRectFontGlyph(ImFont* font, ImWchar codepoint, int w, int h, float advance_x, const ImVec2& offset = ImVec2(0, 0)); // OBSOLETED in 1.92.0: Use custom ImFontLoader in ImFontConfig
3923  IMGUI_API ImFontAtlasRectId AddCustomRectFontGlyphForSize(ImFont* font, float font_size, ImWchar codepoint, int w, int h, float advance_x, const ImVec2& offset = ImVec2(0, 0)); // ADDED AND OBSOLETED in 1.92.0
3924 #endif
3925  //unsigned int FontBuilderFlags; // OBSOLETED in 1.92.0: Renamed to FontLoaderFlags.
3926  //int TexDesiredWidth; // OBSOLETED in 1.92.0: Force texture width before calling 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.
3927  //typedef ImFontAtlasRect ImFontAtlasCustomRect; // OBSOLETED in 1.92.0
3928  //typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+
3929  //typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
3930 };
3931 
3932 // Font runtime data for a given size
3933 // Important: pointers to ImFontBaked are only valid for the current frame.
3935 {
3936  // [Internal] Members: Hot ~20/24 bytes (for CalcTextSize)
3937  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).
3938  float FallbackAdvanceX; // 4 // out // FindGlyph(FallbackChar)->AdvanceX
3939  float Size; // 4 // in // Height of characters/line, set during loading (doesn't change after loading)
3940  float RasterizerDensity; // 4 // in // Density this is baked at
3941 
3942  // [Internal] Members: Hot ~28/36 bytes (for RenderText loop)
3943  ImVector<ImU16> IndexLookup; // 12-16 // out // Sparse. Index glyphs by Unicode code-point.
3944  ImVector<ImFontGlyph> Glyphs; // 12-16 // out // All glyphs.
3945  int FallbackGlyphIndex; // 4 // out // Index of FontFallbackChar
3946 
3947  // [Internal] Members: Cold
3948  float Ascent, Descent; // 4+4 // out // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] (unscaled)
3949  unsigned int MetricsTotalSurface:26;// 3 // 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)
3950  unsigned int WantDestroy:1; // 0 // // Queued for destroy
3951  unsigned int LoadNoFallback:1; // 0 // // Disable loading fallback in lower-level calls.
3952  unsigned int LoadNoRenderOnLayout:1;// 0 // // Enable a two-steps mode where CalcTextSize() calls will load AdvanceX *without* rendering/packing glyphs. Only advantageous if you know that the glyph is unlikely to actually be rendered, otherwise it is slower because we'd do one query on the first CalcTextSize and one query on the first Draw.
3953  int LastUsedFrame; // 4 // // Record of that time this was bounds
3954  ImGuiID BakedId; // 4 // // Unique ID for this baked storage
3955  ImFont* OwnerFont; // 4-8 // in // Parent font
3956  void* FontLoaderDatas; // 4-8 // // Font loader opaque storage (per baked font * sources): single contiguous buffer allocated by imgui, passed to loader.
3957 
3958  // Functions
3959  IMGUI_API ImFontBaked();
3960  IMGUI_API void ClearOutputData();
3961  IMGUI_API ImFontGlyph* FindGlyph(ImWchar c); // Return U+FFFD glyph if requested glyph doesn't exists.
3962  IMGUI_API ImFontGlyph* FindGlyphNoFallback(ImWchar c); // Return NULL if glyph doesn't exist
3963  IMGUI_API float GetCharAdvance(ImWchar c);
3964  IMGUI_API bool IsGlyphLoaded(ImWchar c);
3965 };
3966 
3967 // Font flags
3968 // (in future versions as we redesign font loading API, this will become more important and better documented. for now please consider this as internal/advanced use)
3969 enum ImFontFlags_
3970 {
3971  ImFontFlags_None = 0,
3972  ImFontFlags_NoLoadError = 1 << 1, // Disable throwing an error/assert when calling AddFontXXX() with missing file/data. Calling code is expected to check AddFontXXX() return value.
3973  ImFontFlags_NoLoadGlyphs = 1 << 2, // [Internal] Disable loading new glyphs.
3974  ImFontFlags_LockBakedSizes = 1 << 3, // [Internal] Disable loading new baked sizes, disable garbage collecting current ones. e.g. if you want to lock a font to a single size. Important: if you use this to preload given sizes, consider the possibility of multiple font density used on Retina display.
3975 };
3976 
3977 // Font runtime data and rendering
3978 // - ImFontAtlas automatically loads a default embedded font for you if you didn't load one manually.
3979 // - Since 1.92.0 a font may be rendered as any size! Therefore a font doesn't have one specific size.
3980 // - Use 'font->GetFontBaked(size)' to retrieve the ImFontBaked* corresponding to a given size.
3981 // - If you used g.Font + g.FontSize (which is frequent from the ImGui layer), you can use g.FontBaked as a shortcut, as g.FontBaked == g.Font->GetFontBaked(g.FontSize).
3982 struct ImFont
3983 {
3984  // [Internal] Members: Hot ~12-20 bytes
3985  ImFontBaked* LastBaked; // 4-8 // Cache last bound baked. NEVER USE DIRECTLY. Use GetFontBaked().
3986  ImFontAtlas* OwnerAtlas; // 4-8 // What we have been loaded into.
3987  ImFontFlags Flags; // 4 // Font flags.
3988  float CurrentRasterizerDensity; // Current rasterizer density. This is a varying state of the font.
3989 
3990  // [Internal] Members: Cold ~24-52 bytes
3991  // Conceptually Sources[] is the list of font sources merged to create this font.
3992  ImGuiID FontId; // Unique identifier for the font
3993  float LegacySize; // 4 // in // Font size passed to AddFont(). Use for old code calling PushFont() expecting to use that size. (use ImGui::GetFontBaked() to get font baked at current bound size).
3994  ImVector<ImFontConfig*> Sources; // 16 // in // List of sources. Pointers within OwnerAtlas->Sources[]
3995  ImWchar EllipsisChar; // 2-4 // out // Character used for ellipsis rendering ('...'). If you ever want to temporarily swap this for an alternative/dummy char, make sure to clear EllipsisAutoBake.
3996  ImWchar FallbackChar; // 2-4 // out // Character used if a glyph isn't found (U+FFFD, '?')
3997  ImU8 Used8kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/8192/8]; // 1 bytes if ImWchar=ImWchar16, 17 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 8K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints.
3998  bool EllipsisAutoBake; // 1 // // Mark when the "..." glyph (== EllipsisChar) needs to be generated by combining multiple '.'.
3999  ImGuiStorage RemapPairs; // 16 // // Remapping pairs when using AddRemapChar(), otherwise empty.
4000 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
4001  float Scale; // 4 // in // Legacy base font scale (~1.0f), multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
4002 #endif
4003 
4004  // Methods
4005  IMGUI_API ImFont();
4006  IMGUI_API ~ImFont();
4007  IMGUI_API bool IsGlyphInFont(ImWchar c);
4008  bool IsLoaded() const { return OwnerAtlas != NULL; }
4009  const char* GetDebugName() const { return Sources.Size ? Sources[0]->Name : "<unknown>"; } // Fill ImFontConfig::Name.
4010 
4011  // [Internal] Don't use!
4012  // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
4013  // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
4014  IMGUI_API ImFontBaked* GetFontBaked(float font_size, float density = -1.0f); // Get or create baked data for given size
4015  IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** out_remaining = NULL);
4016  IMGUI_API const char* CalcWordWrapPosition(float size, const char* text, const char* text_end, float wrap_width);
4017  IMGUI_API void RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c, const ImVec4* cpu_fine_clip = NULL);
4018  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, ImDrawTextFlags flags = 0);
4019 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
4020  inline const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) { return CalcWordWrapPosition(LegacySize * scale, text, text_end, wrap_width); }
4021 #endif
4022 
4023  // [Internal] Don't use!
4024  IMGUI_API void ClearOutputData();
4025  IMGUI_API void AddRemapChar(ImWchar from_codepoint, ImWchar to_codepoint); // Makes 'from_codepoint' character points to 'to_codepoint' glyph.
4026  IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last);
4027 };
4028 
4029 // This is provided for consistency (but we don't actually use this)
4030 inline ImTextureID ImTextureRef::GetTexID() const
4031 {
4032  IM_ASSERT(!(_TexData != NULL && _TexID != ImTextureID_Invalid));
4033  return _TexData ? _TexData->TexID : _TexID;
4034 }
4035 
4036 // Using an indirection to avoid patching ImDrawCmd after a SetTexID() call (but this could be an alternative solution too)
4037 inline ImTextureID ImDrawCmd::GetTexID() const
4038 {
4039  // If you are getting this assert: A renderer backend with support for ImGuiBackendFlags_RendererHasTextures (1.92)
4040  // must iterate and handle ImTextureData requests stored in ImDrawData::Textures[].
4041  ImTextureID tex_id = TexRef._TexData ? TexRef._TexData->TexID : TexRef._TexID; // == TexRef.GetTexID() above.
4042  if (TexRef._TexData != NULL)
4043  IM_ASSERT(tex_id != ImTextureID_Invalid && "ImDrawCmd is referring to ImTextureData that wasn't uploaded to graphics system. Backend must call ImTextureData::SetTexID() after handling ImTextureStatus_WantCreate request!");
4044  return tex_id;
4045 }
4046 
4047 //-----------------------------------------------------------------------------
4048 // [SECTION] Viewports
4049 //-----------------------------------------------------------------------------
4050 
4051 // Flags stored in ImGuiViewport::Flags, giving indications to the platform backends.
4052 enum ImGuiViewportFlags_
4053 {
4054  ImGuiViewportFlags_None = 0,
4055  ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window
4056  ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet)
4057  ImGuiViewportFlags_OwnedByApp = 1 << 2, // Platform Window: Is created/managed by the user application? (rather than our backend)
4058  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)
4059  ImGuiViewportFlags_NoTaskBarIcon = 1 << 4, // Platform Window: Disable platform task bar icon (generally set on popups/tooltips, or all windows if ImGuiConfigFlags_ViewportsNoTaskBarIcon is set)
4060  ImGuiViewportFlags_NoFocusOnAppearing = 1 << 5, // Platform Window: Don't take focus when created.
4061  ImGuiViewportFlags_NoFocusOnClick = 1 << 6, // Platform Window: Don't take focus when clicked on.
4062  ImGuiViewportFlags_NoInputs = 1 << 7, // Platform Window: Make mouse pass through so we can drag this window while peaking behind it.
4063  ImGuiViewportFlags_NoRendererClear = 1 << 8, // Platform Window: Renderer doesn't need to clear the framebuffer ahead (because we will fill it entirely).
4064  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!).
4065  ImGuiViewportFlags_TopMost = 1 << 10, // Platform Window: Display on top (for tooltips only).
4066  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".
4067 
4068  // Output status flags (from Platform)
4069  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.
4070  ImGuiViewportFlags_IsFocused = 1 << 13, // Platform Window: Window is focused (last call to Platform_GetWindowFocus() returned true)
4071 };
4072 
4073 // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
4074 // - With multi-viewport enabled, we extend this concept to have multiple active viewports.
4075 // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
4076 // - About Main Area vs Work Area:
4077 // - Main Area = entire viewport.
4078 // - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor).
4079 // - Windows are generally trying to stay within the Work Area of their host viewport.
4081 {
4082  ImGuiID ID; // Unique identifier for the viewport
4083  ImGuiViewportFlags Flags; // See ImGuiViewportFlags_
4084  ImVec2 Pos; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates)
4085  ImVec2 Size; // Main Area: Size of the viewport.
4086  ImVec2 FramebufferScale; // Density of the viewport for Retina display (always 1,1 on Windows, may be 2,2 etc on macOS/iOS). This will affect font rasterizer density.
4087  ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos)
4088  ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)
4089  float DpiScale; // 1.0f = 96 DPI = No extra scale.
4090  ImGuiID ParentViewportId; // (Advanced) 0: no parent. Instruct the platform backend to setup a parent/child relationship between platform windows.
4091  ImGuiViewport* ParentViewport; // (Advanced) Direct shortcut to ImGui::FindViewportByID(ParentViewportId). NULL: no parent.
4092  ImDrawData* DrawData; // The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame().
4093 
4094  // Platform/Backend Dependent Data
4095  // Our design separate the Renderer and Platform backends to facilitate combining default backends with each others.
4096  // When our create your own backend for a custom engine, it is possible that both Renderer and Platform will be handled
4097  // by the same system and you may not need to use all the UserData/Handle fields.
4098  // The library never uses those fields, they are merely storage to facilitate backend implementation.
4099  void* RendererUserData; // void* to hold custom data structure for the renderer (e.g. swap chain, framebuffers etc.). generally set by your Renderer_CreateWindow function.
4100  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.
4101  void* PlatformHandle; // void* to hold higher-level, platform window handle (e.g. HWND for Win32 backend, Uint32 WindowID for SDL, GLFWWindow* for GLFW), for FindViewportByPlatformHandle().
4102  void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (always HWND on Win32 platform, unused for other platforms).
4103  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.
4104  bool PlatformRequestMove; // Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position)
4105  bool PlatformRequestResize; // Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size)
4106  bool PlatformRequestClose; // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4)
4107 
4108  ImGuiViewport() { memset((void*)this, 0, sizeof(*this)); }
4109  ~ImGuiViewport() { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); }
4110 
4111  // Helpers
4112  ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); }
4113  ImVec2 GetWorkCenter() const { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); }
4114 };
4115 
4116 //-----------------------------------------------------------------------------
4117 // [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformMonitor, ImGuiPlatformImeData)
4118 //-----------------------------------------------------------------------------
4119 
4120 // [BETA] (Optional) Multi-Viewport Support!
4121 // If you are new to Dear ImGui and trying to integrate it into your engine, you can probably ignore this for now.
4122 //
4123 // This feature allows you to seamlessly drag Dear ImGui windows outside of your application viewport.
4124 // This is achieved by creating new Platform/OS windows on the fly, and rendering into them.
4125 // Dear ImGui manages the viewport structures, and the backend create and maintain one Platform/OS window for each of those viewports.
4126 //
4127 // See Recap: https://github.com/ocornut/imgui/wiki/Multi-Viewports
4128 // See Glossary https://github.com/ocornut/imgui/wiki/Glossary for details about some of the terminology.
4129 //
4130 // About the coordinates system:
4131 // - When multi-viewports are enabled, all Dear ImGui coordinates become absolute coordinates (same as OS coordinates!)
4132 // - So e.g. ImGui::SetNextWindowPos(ImVec2(0,0)) will position a window relative to your primary monitor!
4133 // - If you want to position windows relative to your main application viewport, use ImGui::GetMainViewport()->Pos as a base position.
4134 //
4135 // Steps to use multi-viewports in your application, when using a default backend from the examples/ folder:
4136 // - Application: Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
4137 // - Backend: The backend initialization will setup all necessary ImGuiPlatformIO's functions and update monitors info every frame.
4138 // - Application: In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render().
4139 // - Application: Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls.
4140 //
4141 // Steps to use multi-viewports in your application, when using a custom backend:
4142 // - Important: THIS IS NOT EASY TO DO and comes with many subtleties not described here!
4143 // It's also an experimental feature, so some of the requirements may evolve.
4144 // Consider using default backends if you can. Either way, carefully follow and refer to examples/ backends for details.
4145 // - Application: Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
4146 // - Backend: Hook ImGuiPlatformIO's Platform_* and Renderer_* callbacks (see below).
4147 // Set 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports' and 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports'.
4148 // Update ImGuiPlatformIO's Monitors list every frame.
4149 // Update MousePos every frame, in absolute coordinates.
4150 // - Application: In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render().
4151 // You may skip calling RenderPlatformWindowsDefault() if its API is not convenient for your needs. Read comments below.
4152 // - Application: Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls.
4153 //
4154 // About ImGui::RenderPlatformWindowsDefault():
4155 // - This function is a mostly a _helper_ for the common-most cases, and to facilitate using default backends.
4156 // - You can check its simple source code to understand what it does.
4157 // It basically iterates secondary viewports and call 4 functions that are setup in ImGuiPlatformIO, if available:
4158 // Platform_RenderWindow(), Renderer_RenderWindow(), Platform_SwapBuffers(), Renderer_SwapBuffers()
4159 // Those functions pointers exists only for the benefit of RenderPlatformWindowsDefault().
4160 // - If you have very specific rendering needs (e.g. flipping multiple swap-chain simultaneously, unusual sync/threading issues, etc.),
4161 // you may be tempted to ignore RenderPlatformWindowsDefault() and write customized code to perform your renderingg.
4162 // You may decide to setup the platform_io's *RenderWindow and *SwapBuffers pointers and call your functions through those pointers,
4163 // or you may decide to never setup those pointers and call your code directly. They are a convenience, not an obligatory interface.
4164 //-----------------------------------------------------------------------------
4165 
4166 // Access via ImGui::GetPlatformIO()
4168 {
4169  IMGUI_API ImGuiPlatformIO();
4170 
4171  //------------------------------------------------------------------
4172  // Input - Interface with OS and Platform backend (most common stuff)
4173  //------------------------------------------------------------------
4174 
4175  // Optional: Access OS clipboard
4176  // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
4177  const char* (*Platform_GetClipboardTextFn)(ImGuiContext* ctx); // Should return NULL on failure (e.g. clipboard data is not text).
4178  void (*Platform_SetClipboardTextFn)(ImGuiContext* ctx, const char* text);
4179  void* Platform_ClipboardUserData;
4180 
4181  // Optional: Open link/folder/file in OS Shell
4182  // (default to use ShellExecuteW() on Windows, system() on Linux/Mac. expected to return false on failure, but some platforms may always return true)
4183  bool (*Platform_OpenInShellFn)(ImGuiContext* ctx, const char* path);
4184  void* Platform_OpenInShellUserData;
4185 
4186  // 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)
4187  // (default to use native imm32 api on Windows)
4188  void (*Platform_SetImeDataFn)(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data);
4189  void* Platform_ImeUserData;
4190  //void (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data); // [Renamed to platform_io.PlatformSetImeDataFn in 1.91.1]
4191 
4192  // Optional: Platform locale
4193  // [Experimental] Configure decimal point e.g. '.' or ',' useful for some languages (e.g. German), generally pulled from *localeconv()->decimal_point
4194  ImWchar Platform_LocaleDecimalPoint; // '.'
4195 
4196  //------------------------------------------------------------------
4197  // Input - Interface with Renderer Backend
4198  //------------------------------------------------------------------
4199 
4200  // Optional: Maximum texture size supported by renderer (used to adjust how we size textures). 0 if not known.
4201  int Renderer_TextureMaxWidth;
4202  int Renderer_TextureMaxHeight;
4203 
4204  // Written by some backends during ImGui_ImplXXXX_RenderDrawData() call to point backend_specific ImGui_ImplXXXX_RenderState* structure.
4205  void* Renderer_RenderState;
4206 
4207  //------------------------------------------------------------------
4208  // Input - Interface with Platform & Renderer backends for Multi-Viewport support
4209  //------------------------------------------------------------------
4210 
4211  // For reference, the second column shows which function are generally calling the Platform Functions:
4212  // N = ImGui::NewFrame() ~ beginning of the dear imgui frame: read info from platform/OS windows (latest size/position)
4213  // F = ImGui::Begin(), ImGui::EndFrame() ~ during the dear imgui frame
4214  // U = ImGui::UpdatePlatformWindows() ~ after the dear imgui frame: create and update all platform/OS windows
4215  // R = ImGui::RenderPlatformWindowsDefault() ~ render
4216  // D = ImGui::DestroyPlatformWindows() ~ shutdown
4217  // The general idea is that NewFrame() we will read the current Platform/OS state, and UpdatePlatformWindows() will write to it.
4218 
4219  // The handlers are designed so we can mix and match two imgui_impl_xxxx files, one Platform backend and one Renderer backend.
4220  // Custom engine backends will often provide both Platform and Renderer interfaces together and so may not need to use all functions.
4221  // Platform functions are typically called _before_ their Renderer counterpart, apart from Destroy which are called the other way.
4222 
4223  // Platform Backend functions (e.g. Win32, GLFW, SDL) ------------------- Called by -----
4224  void (*Platform_CreateWindow)(ImGuiViewport* vp); // . . U . . // Create a new platform window for the given viewport
4225  void (*Platform_DestroyWindow)(ImGuiViewport* vp); // N . U . D //
4226  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
4227  void (*Platform_SetWindowPos)(ImGuiViewport* vp, ImVec2 pos); // . . U . . // Set platform window position (given the upper-left corner of client area)
4228  ImVec2 (*Platform_GetWindowPos)(ImGuiViewport* vp); // N . . . . //
4229  void (*Platform_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // . . U . . // Set platform window client area size (ignoring OS decorations such as OS title bar etc.)
4230  ImVec2 (*Platform_GetWindowSize)(ImGuiViewport* vp); // N . . . . // Get platform window client area size
4231  ImVec2 (*Platform_GetWindowFramebufferScale)(ImGuiViewport* vp); // N . . . . // Return viewport density. Always 1,1 on Windows, often 2,2 on Retina display on macOS/iOS. MUST BE INTEGER VALUES.
4232  void (*Platform_SetWindowFocus)(ImGuiViewport* vp); // N . . . . // Move window to front and set input focus
4233  bool (*Platform_GetWindowFocus)(ImGuiViewport* vp); // . . U . . //
4234  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
4235  void (*Platform_SetWindowTitle)(ImGuiViewport* vp, const char* str); // . . U . . // Set platform window title (given an UTF-8 string)
4236  void (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha); // . . U . . // (Optional) Setup global transparency (not per-pixel transparency)
4237  void (*Platform_UpdateWindow)(ImGuiViewport* vp); // . . U . . // (Optional) Called by UpdatePlatformWindows(). Optional hook to allow the platform backend from doing general book-keeping every frame.
4238  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().
4239  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().
4240  float (*Platform_GetWindowDpiScale)(ImGuiViewport* vp); // N . . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Return DPI scale for this viewport. 1.0f = 96 DPI.
4241  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.
4242  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.
4243  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).
4244 
4245  // Renderer Backend functions (e.g. DirectX, OpenGL, Vulkan) ------------ Called by -----
4246  void (*Renderer_CreateWindow)(ImGuiViewport* vp); // . . U . . // Create swap chain, frame buffers etc. (called after Platform_CreateWindow)
4247  void (*Renderer_DestroyWindow)(ImGuiViewport* vp); // N . U . D // Destroy swap chain, frame buffers etc. (called before Platform_DestroyWindow)
4248  void (*Renderer_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // . . U . . // Resize swap chain, frame buffers etc. (called after Platform_SetWindowSize)
4249  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().
4250  void (*Renderer_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers. 'render_arg' is the value passed to RenderPlatformWindowsDefault().
4251 
4252  // (Optional) Monitor list
4253  // - Updated by: app/backend. Update every frame to dynamically support changing monitor or DPI configuration.
4254  // - Used by: dear imgui to query DPI info, clamp popups/tooltips within same monitor and not have them straddle monitors.
4256 
4257  //------------------------------------------------------------------
4258  // Output
4259  //------------------------------------------------------------------
4260 
4261  // Textures list (the list is updated by calling ImGui::EndFrame or ImGui::Render)
4262  // The ImGui_ImplXXXX_RenderDrawData() function of each backend generally access this via ImDrawData::Textures which points to this. The array is available here mostly because backends will want to destroy textures on shutdown.
4263  ImVector<ImTextureData*> Textures; // List of textures used by Dear ImGui (most often 1) + contents of external texture list is automatically appended into this.
4264 
4265  // Viewports list (the list is updated by calling ImGui::EndFrame or ImGui::Render)
4266  // (in the future we will attempt to organize this feature to remove the need for a "main viewport")
4267  ImVector<ImGuiViewport*> Viewports; // Main viewports, followed by all secondary viewports.
4268 
4269  //------------------------------------------------------------------
4270  // Functions
4271  //------------------------------------------------------------------
4272 
4273  IMGUI_API void ClearPlatformHandlers(); // Clear all Platform_XXX fields. Typically called on Platform Backend shutdown.
4274  IMGUI_API void ClearRendererHandlers(); // Clear all Renderer_XXX fields. Typically called on Renderer Backend shutdown.
4275 };
4276 
4277 // (Optional) This is required when enabling multi-viewport. Represent the bounds of each connected monitor/display and their DPI.
4278 // We use this information for multiple DPI support + clamping the position of popups and tooltips so they don't straddle multiple monitors.
4280 {
4281  ImVec2 MainPos, MainSize; // Coordinates of the area displayed on this monitor (Min = upper left, Max = bottom right)
4282  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.
4283  float DpiScale; // 1.0f = 96 DPI
4284  void* PlatformHandle; // Backend dependant data (e.g. HMONITOR, GLFWmonitor*, SDL Display Index, NSScreen*)
4285  ImGuiPlatformMonitor() { MainPos = MainSize = WorkPos = WorkSize = ImVec2(0, 0); DpiScale = 1.0f; PlatformHandle = NULL; }
4286 };
4287 
4288 // (Optional) Support for IME (Input Method Editor) via the platform_io.Platform_SetImeDataFn() function. Handler is called during EndFrame().
4290 {
4291  bool WantVisible; // A widget wants the IME to be visible.
4292  bool WantTextInput; // A widget wants text input, not necessarily IME to be visible. This is automatically set to the upcoming value of io.WantTextInput.
4293  ImVec2 InputPos; // Position of input cursor (for IME).
4294  float InputLineHeight; // Line height (for IME).
4295  ImGuiID ViewportId; // ID of platform window/viewport.
4296 
4297  ImGuiPlatformImeData() { memset((void*)this, 0, sizeof(*this)); }
4298 };
4299 
4300 //-----------------------------------------------------------------------------
4301 // [SECTION] Obsolete functions and types
4302 // (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
4303 // Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead.
4304 //-----------------------------------------------------------------------------
4305 
4306 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
4307 namespace ImGui
4308 {
4309  // OBSOLETED in 1.92.0 (from June 2025)
4310  inline void PushFont(ImFont* font) { PushFont(font, font ? font->LegacySize : 0.0f); }
4311  IMGUI_API void SetWindowFontScale(float scale); // Set font scale factor for current window. Prefer using PushFont(NULL, style.FontSizeBase * factor) or use style.FontScaleMain to scale all windows.
4312  // OBSOLETED in 1.91.9 (from February 2025)
4313  IMGUI_API void Image(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col); // <-- 'border_col' was removed in favor of ImGuiCol_ImageBorder. If you use 'tint_col', use ImageWithBg() instead.
4314  // OBSOLETED in 1.91.0 (from July 2024)
4315  inline void PushButtonRepeat(bool repeat) { PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat); }
4316  inline void PopButtonRepeat() { PopItemFlag(); }
4317  inline void PushTabStop(bool tab_stop) { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); }
4318  inline void PopTabStop() { PopItemFlag(); }
4319  // You do not need those functions! See #7838 on GitHub for more info.
4320  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()!
4321  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()!
4322  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()!
4323  // OBSOLETED in 1.90.0 (from September 2023)
4324  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);
4325  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);
4326 
4327  // Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE)
4328  // OBSOLETED in 1.90.0 (from September 2023)
4329  //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
4330  //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
4331  //inline bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags flags = 0) { return BeginChild(id, size, ImGuiChildFlags_FrameStyle, flags); }
4332  //inline void EndChildFrame() { EndChild(); }
4333  //inline void ShowStackToolWindow(bool* p_open = NULL) { ShowIDStackToolWindow(p_open); }
4334  // OBSOLETED in 1.89.7 (from June 2023)
4335  //IMGUI_API void SetItemAllowOverlap(); // Use SetNextItemAllowOverlap() _before_ item.
4336  //-- OBSOLETED in 1.89.4 (from March 2023)
4337  //static inline void PushAllowKeyboardFocus(bool tab_stop) { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); }
4338  //static inline void PopAllowKeyboardFocus() { PopItemFlag(); }
4339  //-- OBSOLETED in 1.89 (from August 2022)
4340  //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.
4341  //-- OBSOLETED in 1.88 (from May 2022)
4342  //static inline void CaptureKeyboardFromApp(bool want_capture_keyboard = true) { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value.
4343  //static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value.
4344  //-- OBSOLETED in 1.87 (from February 2022, more formally obsoleted April 2024)
4345  //IMGUI_API ImGuiKey GetKeyIndex(ImGuiKey key); { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); const ImGuiKeyData* key_data = GetKeyData(key); return (ImGuiKey)(key_data - g.IO.KeysData); } // 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!
4346  //static inline ImGuiKey GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); return key; }
4347  //-- OBSOLETED in 1.86 (from November 2021)
4348  //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.
4349  //-- OBSOLETED in 1.85 (from August 2021)
4350  //static inline float GetWindowContentRegionWidth() { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; }
4351  //-- OBSOLETED in 1.81 (from February 2021)
4352  //static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); }
4353  //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
4354  //static inline void ListBoxFooter() { EndListBox(); }
4355  //-- OBSOLETED in 1.79 (from August 2020)
4356  //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!
4357  //-- 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.
4358  //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)
4359  //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)
4360  //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)
4361  //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)
4362  //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)
4363  //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)
4364  //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)
4365  //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)
4366  //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)
4367  //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)
4368  //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)
4369  //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)
4370  //-- OBSOLETED in 1.77 and before
4371  //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)
4372  //static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } // OBSOLETED in 1.72 (from July 2019)
4373  //static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } // OBSOLETED in 1.71 (from June 2019)
4374  //static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } // OBSOLETED in 1.70 (from May 2019)
4375  //static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } // OBSOLETED in 1.69 (from Mar 2019)
4376  //static inline void SetScrollHere(float ratio = 0.5f) { SetScrollHereY(ratio); } // OBSOLETED in 1.66 (from Nov 2018)
4377  //static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); } // OBSOLETED in 1.63 (from Aug 2018)
4378  //-- OBSOLETED in 1.60 and before
4379  //static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } // OBSOLETED in 1.60 (from Apr 2018)
4380  //static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)
4381  //static inline void ShowTestWindow() { return ShowDemoWindow(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
4382  //static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
4383  //static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
4384  //static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
4385  //static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
4386  //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().
4387  //static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
4388  //static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
4389  //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)
4390  //static inline bool IsItemHoveredRect() { return IsItemHovered(ImGuiHoveredFlags_RectOnly); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
4391  //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.
4392  //static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
4393  //static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
4394  //-- OBSOLETED in 1.50 and before
4395  //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
4396  //static inline ImFont*GetWindowFont() { return GetFont(); } // OBSOLETED in 1.48
4397  //static inline float GetWindowFontSize() { return GetFontSize(); } // OBSOLETED in 1.48
4398  //static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETED in 1.42
4399 }
4400 
4401 //-- OBSOLETED in 1.92.0: ImFontAtlasCustomRect becomes ImTextureRect
4402 // - ImFontAtlasCustomRect::X,Y --> ImTextureRect::x,y
4403 // - ImFontAtlasCustomRect::Width,Height --> ImTextureRect::w,h
4404 // - ImFontAtlasCustomRect::GlyphColored --> if you need to write to this, instead you can write to 'font->Glyphs.back()->Colored' after calling AddCustomRectFontGlyph()
4405 // We could make ImTextureRect an union to use old names, but 1) this would be confusing 2) the fix is easy 3) ImFontAtlasCustomRect was always a rather esoteric api.
4407 /*struct ImFontAtlasCustomRect
4408 {
4409  unsigned short X, Y; // Output // Packed position in Atlas
4410  unsigned short Width, Height; // Input // [Internal] Desired rectangle dimension
4411  unsigned int GlyphID:31; // Input // [Internal] For custom font glyphs only (ID < 0x110000)
4412  unsigned int GlyphColored:1; // Input // [Internal] For custom font glyphs only: glyph is colored, removed tinting.
4413  float GlyphAdvanceX; // Input // [Internal] For custom font glyphs only: glyph xadvance
4414  ImVec2 GlyphOffset; // Input // [Internal] For custom font glyphs only: glyph display offset
4415  ImFont* Font; // Input // [Internal] For custom font glyphs only: target font
4416  ImFontAtlasCustomRect() { X = Y = 0xFFFF; Width = Height = 0; GlyphID = 0; GlyphColored = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; }
4417  bool IsPacked() const { return X != 0xFFFF; }
4418 };*/
4419 
4420 //-- OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect()
4421 //typedef ImDrawFlags ImDrawCornerFlags;
4422 //enum ImDrawCornerFlags_
4423 //{
4424 // ImDrawCornerFlags_None = ImDrawFlags_RoundCornersNone, // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit
4425 // ImDrawCornerFlags_TopLeft = ImDrawFlags_RoundCornersTopLeft, // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally).
4426 // ImDrawCornerFlags_TopRight = ImDrawFlags_RoundCornersTopRight, // Was == 0x02 (1 << 1) prior to 1.82.
4427 // ImDrawCornerFlags_BotLeft = ImDrawFlags_RoundCornersBottomLeft, // Was == 0x04 (1 << 2) prior to 1.82.
4428 // ImDrawCornerFlags_BotRight = ImDrawFlags_RoundCornersBottomRight, // Was == 0x08 (1 << 3) prior to 1.82.
4429 // ImDrawCornerFlags_All = ImDrawFlags_RoundCornersAll, // Was == 0x0F prior to 1.82
4430 // ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight,
4431 // ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight,
4432 // ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft,
4433 // ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight,
4434 //};
4435 
4436 // RENAMED and MERGED both ImGuiKey_ModXXX and ImGuiModFlags_XXX into ImGuiMod_XXX (from September 2022)
4437 // RENAMED ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022). Exceptionally commented out ahead of obsolescence schedule to reduce confusion and because they were not meant to be used in the first place.
4438 //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.
4439 //enum ImGuiModFlags_ { ImGuiModFlags_None = 0, ImGuiModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiModFlags_Shift = ImGuiMod_Shift, ImGuiModFlags_Alt = ImGuiMod_Alt, ImGuiModFlags_Super = ImGuiMod_Super };
4440 //typedef ImGuiKeyChord ImGuiKeyModFlags; // == int
4441 //enum ImGuiKeyModFlags_ { ImGuiKeyModFlags_None = 0, ImGuiKeyModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiKeyModFlags_Shift = ImGuiMod_Shift, ImGuiKeyModFlags_Alt = ImGuiMod_Alt, ImGuiKeyModFlags_Super = ImGuiMod_Super };
4442 
4443 //#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // OBSOLETED IN 1.90 (now using C++11 standard version)
4444 
4445 #endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
4446 
4447 #define IM_ARRAYSIZE IM_COUNTOF // RENAMED IN 1.92.6: IM_ARRAYSIZE -> IM_COUNTOF
4448 
4449 // RENAMED IMGUI_DISABLE_METRICS_WINDOW > IMGUI_DISABLE_DEBUG_TOOLS in 1.88 (from June 2022)
4450 #ifdef IMGUI_DISABLE_METRICS_WINDOW
4451 #error IMGUI_DISABLE_METRICS_WINDOW was renamed to IMGUI_DISABLE_DEBUG_TOOLS, please use new name.
4452 #endif
4453 
4454 //-----------------------------------------------------------------------------
4455 
4456 #if defined(__clang__)
4457 #pragma clang diagnostic pop
4458 #elif defined(__GNUC__)
4459 #pragma GCC diagnostic pop
4460 #endif
4461 
4462 #ifdef _MSC_VER
4463 #pragma warning (pop)
4464 #endif
4465 
4466 // Include imgui_user.h at the end of imgui.h
4467 // May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included.
4468 #ifdef IMGUI_INCLUDE_IMGUI_USER_H
4469 #ifdef IMGUI_USER_H_FILENAME
4470 #include IMGUI_USER_H_FILENAME
4471 #else
4472 #include "imgui_user.h"
4473 #endif
4474 #endif
4475 
4476 #endif // #ifndef IMGUI_DISABLE
Definition: imgui_internal.h:871
Definition: imgui.h:3665
Definition: imgui.h:3621
Definition: imgui.h:3218
Definition: imgui.h:3934
Definition: imgui.h:2883
Definition: imgui.h:2269
Definition: imgui.h:3291
Definition: imgui.h:372
Definition: imgui.h:3783
In find(In first, In last, const T &v)
Definition: algorithm.h:225
Definition: imgui.h:315
Definition: imgui.h:3241
Definition: imgui.h:4167
Definition: imgui.h:2474
Definition: imgui.h:2797
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Definition: imgui.h:393
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Definition: imgui.h:2985
Definition: imgui.h:2921
Definition: imgui.h:3398
Definition: imgui.h:302
Definition: imgui.h:3327
Type
Definition: log.h:33
Definition: imgui.h:3982
Definition: imgui.h:3724
Definition: imgui_internal.h:4073
Graphics::Surface * scale(const Graphics::Surface &srcImage, int xSize, int ySize)
Definition: lobject.h:59
Definition: imgui.h:2482
Definition: imgui.h:2866
Definition: imgui.h:3608
Definition: imgui.h:3192
Definition: imgui.h:2813
Definition: imgui.h:4080
Definition: imgui.h:2291
Definition: imgui.h:3172
Definition: imgui_internal.h:4159
Definition: imgui.h:3086
Definition: imgui.h:4289
Definition: imgui.h:2856
Definition: imgui.h:2745
Definition: imgui.h:3343
Definition: imgui.h:2363
Definition: imgui.h:3335
Definition: imgui.h:3556
Definition: imgui.h:4279
Definition: imgui_internal.h:2383
Definition: imgui.h:3746
Definition: input.h:69
Definition: imgui.h:3708
Definition: movie_decoder.h:32
Definition: imgui.h:2848
Definition: imgui.h:2782
Definition: imgui.h:3312