1 // dear imgui, v1.74 WIP
2 // (headers)
3 
4 // See imgui.cpp file for documentation.
5 // Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
6 // Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
7 // Get latest version at https://github.com/ocornut/imgui
8 
9 /*
10 
11 Index of this file:
12 // Header mess
13 // Forward declarations and basic types
14 // ImGui API (Dear ImGui end-user API)
15 // Flags & Enumerations
16 // Memory allocations macros
17 // ImVector<>
18 // ImGuiStyle
19 // ImGuiIO
20 // Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
21 // Obsolete functions
22 // Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)
23 // Draw List API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)
24 // Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
25 
26 */
27 
28 #pragma once
29 
30 // Configuration file with compile-time options (edit imconfig.h or #define IMGUI_USER_CONFIG to your own filename)
31 #ifdef IMGUI_USER_CONFIG
32 #include IMGUI_USER_CONFIG
33 #endif
34 #if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H)
35 #include "imconfig.h"
36 #endif
37 
38 //-----------------------------------------------------------------------------
39 // Header mess
40 //-----------------------------------------------------------------------------
41 
42 // Includes
43 #include <float.h>                  // FLT_MIN, FLT_MAX
44 #include <stdarg.h>                 // va_list, va_start, va_end
45 #include <stddef.h>                 // ptrdiff_t, NULL
46 #include <string.h>                 // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
47 
48 // Version
49 // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
50 #define IMGUI_VERSION               "1.74 WIP"
51 #define IMGUI_VERSION_NUM           17301
52 #define IMGUI_CHECKVERSION()        ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
53 
54 // Define attributes of all API symbols declarations (e.g. for DLL under Windows)
55 // IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default bindings files (imgui_impl_xxx.h)
56 // Using dear imgui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
57 #ifndef IMGUI_API
58 #define IMGUI_API
59 #endif
60 #ifndef IMGUI_IMPL_API
61 #define IMGUI_IMPL_API              IMGUI_API
62 #endif
63 
64 // Helper Macros
65 #ifndef IM_ASSERT
66 #include <assert.h>
67 #define IM_ASSERT(_EXPR)            assert(_EXPR)                               // You can override the default assert handler by editing imconfig.h
68 #endif
69 #if 0 // defined(__clang__) || defined(__GNUC__)
70 #define IM_FMTARGS(FMT)             __attribute__((format(printf, FMT, FMT+1))) // To apply printf-style warnings to our functions.
71 #define IM_FMTLIST(FMT)             __attribute__((format(printf, FMT, 0)))
72 #else
73 #define IM_FMTARGS(FMT)
74 #define IM_FMTLIST(FMT)
75 #endif
76 #define IM_ARRAYSIZE(_ARR)          ((int)(sizeof(_ARR) / sizeof(*_ARR)))       // Size of a static C-style array. Don't use on pointers!
77 #define IM_UNUSED(_VAR)             ((void)_VAR)                                // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
78 #if (__cplusplus >= 201100)
79 #define IM_OFFSETOF(_TYPE,_MEMBER)  offsetof(_TYPE, _MEMBER)                    // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11
80 #else
81 #define IM_OFFSETOF(_TYPE,_MEMBER)  ((size_t)&(((_TYPE*)0)->_MEMBER))           // Offset of _MEMBER within _TYPE. Old style macro.
82 #endif
83 
84 // Warnings
85 #if defined(__clang__)
86 #pragma clang diagnostic push
87 #pragma clang diagnostic ignored "-Wold-style-cast"
88 #if __has_warning("-Wzero-as-null-pointer-constant")
89 #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
90 #endif
91 #elif defined(__GNUC__)
92 #pragma GCC diagnostic push
93 #pragma GCC diagnostic ignored "-Wpragmas"                  // warning: unknown option after '#pragma GCC diagnostic' kind
94 #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
95 #endif
96 
97 //-----------------------------------------------------------------------------
98 // Forward declarations and basic types
99 //-----------------------------------------------------------------------------
100 
101 struct ImDrawChannel;               // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit()
102 struct ImDrawCmd;                   // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)
103 struct ImDrawData;                  // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.
104 struct ImDrawList;                  // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder)
105 struct ImDrawListSharedData;        // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
106 struct ImDrawListSplitter;          // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back.
107 struct ImDrawVert;                  // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
108 struct ImFont;                      // Runtime data for a single font within a parent ImFontAtlas
109 struct ImFontAtlas;                 // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
110 struct ImFontConfig;                // Configuration data when adding a font or merging fonts
111 struct ImFontGlyph;                 // A single font glyph (code point + coordinates within in ImFontAtlas + offset)
112 struct ImFontGlyphRangesBuilder;    // Helper to build glyph ranges from text/string data
113 struct ImColor;                     // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)
114 struct ImGuiContext;                // Dear ImGui context (opaque structure, unless including imgui_internal.h)
115 struct ImGuiIO;                     // Main configuration and I/O between your application and ImGui
116 struct ImGuiInputTextCallbackData;  // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
117 struct ImGuiListClipper;            // Helper to manually clip large list of items
118 struct ImGuiOnceUponAFrame;         // Helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro
119 struct ImGuiPayload;                // User data payload for drag and drop operations
120 struct ImGuiSizeCallbackData;       // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
121 struct ImGuiStorage;                // Helper for key->value storage
122 struct ImGuiStyle;                  // Runtime data for styling/colors
123 struct ImGuiTextBuffer;             // Helper to hold and append into a text buffer (~string builder)
124 struct ImGuiTextFilter;             // Helper to parse and apply text filters (e.g. "aaaaa[,bbbb][,ccccc]")
125 
126 // Typedefs and Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file)
127 // Use your programming IDE "Go to definition" facility on the names in the central column below to find the actual flags/enum lists.
128 #ifndef ImTextureID
129 typedef void* ImTextureID;          // User data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp)
130 #endif
131 typedef unsigned int ImGuiID;       // Unique ID used by widgets (typically hashed from a stack of string)
132 typedef unsigned short ImWchar;     // A single U16 character for keyboard input/display. We encode them as multi bytes UTF-8 when used in strings.
133 typedef int ImGuiCol;               // -> enum ImGuiCol_             // Enum: A color identifier for styling
134 typedef int ImGuiCond;              // -> enum ImGuiCond_            // Enum: A condition for many Set*() functions
135 typedef int ImGuiDataType;          // -> enum ImGuiDataType_        // Enum: A primary data type
136 typedef int ImGuiDir;               // -> enum ImGuiDir_             // Enum: A cardinal direction
137 typedef int ImGuiKey;               // -> enum ImGuiKey_             // Enum: A key identifier (ImGui-side enum)
138 typedef int ImGuiNavInput;          // -> enum ImGuiNavInput_        // Enum: An input identifier for navigation
139 typedef int ImGuiMouseCursor;       // -> enum ImGuiMouseCursor_     // Enum: A mouse cursor identifier
140 typedef int ImGuiStyleVar;          // -> enum ImGuiStyleVar_        // Enum: A variable identifier for styling
141 typedef int ImDrawCornerFlags;      // -> enum ImDrawCornerFlags_    // Flags: for ImDrawList::AddRect(), AddRectFilled() etc.
142 typedef int ImDrawListFlags;        // -> enum ImDrawListFlags_      // Flags: for ImDrawList
143 typedef int ImFontAtlasFlags;       // -> enum ImFontAtlasFlags_     // Flags: for ImFontAtlas
144 typedef int ImGuiBackendFlags;      // -> enum ImGuiBackendFlags_    // Flags: for io.BackendFlags
145 typedef int ImGuiColorEditFlags;    // -> enum ImGuiColorEditFlags_  // Flags: for ColorEdit4(), ColorPicker4() etc.
146 typedef int ImGuiConfigFlags;       // -> enum ImGuiConfigFlags_     // Flags: for io.ConfigFlags
147 typedef int ImGuiComboFlags;        // -> enum ImGuiComboFlags_      // Flags: for BeginCombo()
148 typedef int ImGuiDragDropFlags;     // -> enum ImGuiDragDropFlags_   // Flags: for BeginDragDropSource(), AcceptDragDropPayload()
149 typedef int ImGuiFocusedFlags;      // -> enum ImGuiFocusedFlags_    // Flags: for IsWindowFocused()
150 typedef int ImGuiHoveredFlags;      // -> enum ImGuiHoveredFlags_    // Flags: for IsItemHovered(), IsWindowHovered() etc.
151 typedef int ImGuiInputTextFlags;    // -> enum ImGuiInputTextFlags_  // Flags: for InputText(), InputTextMultiline()
152 typedef int ImGuiSelectableFlags;   // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
153 typedef int ImGuiTabBarFlags;       // -> enum ImGuiTabBarFlags_     // Flags: for BeginTabBar()
154 typedef int ImGuiTabItemFlags;      // -> enum ImGuiTabItemFlags_    // Flags: for BeginTabItem()
155 typedef int ImGuiTreeNodeFlags;     // -> enum ImGuiTreeNodeFlags_   // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader()
156 typedef int ImGuiWindowFlags;       // -> enum ImGuiWindowFlags_     // Flags: for Begin(), BeginChild()
157 typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData *data);
158 typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data);
159 
160 // Scalar data types
161 typedef signed char         ImS8;   // 8-bit signed integer
162 typedef unsigned char       ImU8;   // 8-bit unsigned integer
163 typedef signed short        ImS16;  // 16-bit signed integer
164 typedef unsigned short      ImU16;  // 16-bit unsigned integer
165 typedef signed int          ImS32;  // 32-bit signed integer == int
166 typedef unsigned int        ImU32;  // 32-bit unsigned integer (often used to store packed colors)
167 #if defined(_MSC_VER) && !defined(__clang__)
168 typedef signed   __int64    ImS64;  // 64-bit signed integer (pre and post C++11 with Visual Studio)
169 typedef unsigned __int64    ImU64;  // 64-bit unsigned integer (pre and post C++11 with Visual Studio)
170 #elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100)
171 #include <stdint.h>
172 typedef int64_t             ImS64;  // 64-bit signed integer (pre C++11)
173 typedef uint64_t            ImU64;  // 64-bit unsigned integer (pre C++11)
174 #else
175 typedef signed   long long  ImS64;  // 64-bit signed integer (post C++11)
176 typedef unsigned long long  ImU64;  // 64-bit unsigned integer (post C++11)
177 #endif
178 
179 // 2D vector (often used to store positions, sizes, etc.)
180 struct ImVec2
181 {
182     float     x, y;
ImVec2ImVec2183     ImVec2()  { x = y = 0.0f; }
ImVec2ImVec2184     ImVec2(float _x, float _y) { x = _x; y = _y; }
185     float  operator[] (size_t idx) const { IM_ASSERT(idx <= 1); return (&x)[idx]; }    // We very rarely use this [] operator, the assert overhead is fine.
186     float& operator[] (size_t idx)       { IM_ASSERT(idx <= 1); return (&x)[idx]; }    // We very rarely use this [] operator, the assert overhead is fine.
187 #ifdef IM_VEC2_CLASS_EXTRA
188     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.
189 #endif
190 };
191 
192 // 4D vector (often used to store floating-point colors)
193 struct ImVec4
194 {
195     float     x, y, z, w;
ImVec4ImVec4196     ImVec4()  { x = y = z = w = 0.0f; }
ImVec4ImVec4197     ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; }
198 #ifdef IM_VEC4_CLASS_EXTRA
199     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.
200 #endif
201 };
202 
203 //-----------------------------------------------------------------------------
204 // ImGui: Dear ImGui end-user API
205 // (Inside a namespace so you can add extra functions in your own separate file. Please don't modify imgui source files!)
206 //-----------------------------------------------------------------------------
207 
208 namespace ImGui
209 {
210     // Context creation and access
211     // Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between imgui contexts.
212     // None of those functions is reliant on the current context.
213     IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
214     IMGUI_API void          DestroyContext(ImGuiContext* ctx = NULL);   // NULL = destroy current context
215     IMGUI_API ImGuiContext* GetCurrentContext();
216     IMGUI_API void          SetCurrentContext(ImGuiContext* ctx);
217     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);
218 
219     // Main
220     IMGUI_API ImGuiIO&      GetIO();                                    // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
221     IMGUI_API ImGuiStyle&   GetStyle();                                 // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame.
222     IMGUI_API void          NewFrame();                                 // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame().
223     IMGUI_API void          EndFrame();                                 // ends the Dear ImGui frame. automatically called by Render(), you likely don't need to call that yourself directly. If you don't need to render data (skipping rendering) you may call EndFrame() but you'll have wasted CPU already! If you don't need to render, better to not create any imgui windows and not call NewFrame() at all!
224     IMGUI_API void          Render();                                   // ends the Dear ImGui frame, finalize the draw data. You can get call GetDrawData() to obtain it and run your rendering function. (Obsolete: this used to call io.RenderDrawListsFn(). Nowadays, we allow and prefer calling your render function yourself.)
225     IMGUI_API ImDrawData*   GetDrawData();                              // valid after Render() and until the next call to NewFrame(). this is what you have to render.
226 
227     // Demo, Debug, Information
228     IMGUI_API void          ShowDemoWindow(bool* p_open = NULL);        // create Demo window (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
229     IMGUI_API void          ShowAboutWindow(bool* p_open = NULL);       // create About window. display Dear ImGui version, credits and build/system information.
230     IMGUI_API void          ShowMetricsWindow(bool* p_open = NULL);     // create Metrics/Debug window. display Dear ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc.
231     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)
232     IMGUI_API bool          ShowStyleSelector(const char* label);       // add style selector block (not a window), essentially a combo listing the default styles.
233     IMGUI_API void          ShowFontSelector(const char* label);        // add font selector block (not a window), essentially a combo listing the loaded fonts.
234     IMGUI_API void          ShowUserGuide();                            // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls).
235     IMGUI_API const char*   GetVersion();                               // get the compiled version string e.g. "1.23" (essentially the compiled value for IMGUI_VERSION)
236 
237     // Styles
238     IMGUI_API void          StyleColorsDark(ImGuiStyle* dst = NULL);    // new, recommended style (default)
239     IMGUI_API void          StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style
240     IMGUI_API void          StyleColorsLight(ImGuiStyle* dst = NULL);   // best used with borders and a custom, thicker font
241 
242     // Windows
243     // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.
244     // - You may append multiple times to the same window during the same frame.
245     // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,
246     //   which clicking will set the boolean to false when clicked.
247     // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
248     //   anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
249     //   [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu,
250     //    BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function
251     //    returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
252     // - Note that the bottom of window stack always contains a window called "Debug".
253     IMGUI_API bool          Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
254     IMGUI_API void          End();
255 
256     // Child Windows
257     // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
258     // - For each independent axis of 'size': ==0.0f: use remaining host window size / >0.0f: fixed size / <0.0f: use remaining window size minus abs(size) / Each axis can use a different mode, e.g. ImVec2(0,400).
259     // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window.
260     //   Always call a matching EndChild() for each BeginChild() call, regardless of its return value [as with Begin: this is due to legacy reason and inconsistent with most BeginXXX functions apart from the regular Begin() which behaves like BeginChild().]
261     IMGUI_API bool          BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0);
262     IMGUI_API bool          BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0);
263     IMGUI_API void          EndChild();
264 
265     // Windows Utilities
266     // - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into.
267     IMGUI_API bool          IsWindowAppearing();
268     IMGUI_API bool          IsWindowCollapsed();
269     IMGUI_API bool          IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
270     IMGUI_API bool          IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ!
271     IMGUI_API ImDrawList*   GetWindowDrawList();                        // get draw list associated to the current window, to append your own drawing primitives
272     IMGUI_API ImVec2        GetWindowPos();                             // get current window position in screen space (useful if you want to do your own drawing via the DrawList API)
273     IMGUI_API ImVec2        GetWindowSize();                            // get current window size
274     IMGUI_API float         GetWindowWidth();                           // get current window width (shortcut for GetWindowSize().x)
275     IMGUI_API float         GetWindowHeight();                          // get current window height (shortcut for GetWindowSize().y)
276 
277     // Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
278     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.
279     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()
280     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 -1,-1 on either X/Y axis to preserve the current size. Sizes will be rounded down. Use callback to apply non-trivial programmatic constraints.
281     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()
282     IMGUI_API void          SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0);                 // set next window collapsed state. call before Begin()
283     IMGUI_API void          SetNextWindowFocus();                                                       // set next window to be focused / top-most. call before Begin()
284     IMGUI_API void          SetNextWindowBgAlpha(float alpha);                                          // set next window background color alpha. helper to easily modify ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground.
285     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.
286     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.
287     IMGUI_API void          SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0);                     // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
288     IMGUI_API void          SetWindowFocus();                                                           // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().
289     IMGUI_API void          SetWindowFontScale(float scale);                                            // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes().
290     IMGUI_API void          SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0);      // set named window position.
291     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.
292     IMGUI_API void          SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0);   // set named window collapsed state
293     IMGUI_API void          SetWindowFocus(const char* name);                                           // set named window to be focused / top-most. use NULL to remove focus.
294 
295     // Content region
296     // - Those functions are bound to be redesigned soon (they are confusing, incomplete and return values in local window coordinates which increases confusion)
297     IMGUI_API ImVec2        GetContentRegionMax();                                          // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
298     IMGUI_API ImVec2        GetContentRegionAvail();                                        // == GetContentRegionMax() - GetCursorPos()
299     IMGUI_API ImVec2        GetWindowContentRegionMin();                                    // content boundaries min (roughly (0,0)-Scroll), in window coordinates
300     IMGUI_API ImVec2        GetWindowContentRegionMax();                                    // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
301     IMGUI_API float         GetWindowContentRegionWidth();                                  //
302 
303     // Windows Scrolling
304     IMGUI_API float         GetScrollX();                                                   // get scrolling amount [0..GetScrollMaxX()]
305     IMGUI_API float         GetScrollY();                                                   // get scrolling amount [0..GetScrollMaxY()]
306     IMGUI_API float         GetScrollMaxX();                                                // get maximum scrolling amount ~~ ContentSize.X - WindowSize.X
307     IMGUI_API float         GetScrollMaxY();                                                // get maximum scrolling amount ~~ ContentSize.Y - WindowSize.Y
308     IMGUI_API void          SetScrollX(float scroll_x);                                     // set scrolling amount [0..GetScrollMaxX()]
309     IMGUI_API void          SetScrollY(float scroll_y);                                     // set scrolling amount [0..GetScrollMaxY()]
310     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.
311     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.
312     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.
313     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.
314 
315     // Parameters stacks (shared)
316     IMGUI_API void          PushFont(ImFont* font);                                         // use NULL as a shortcut to push default font
317     IMGUI_API void          PopFont();
318     IMGUI_API void          PushStyleColor(ImGuiCol idx, ImU32 col);
319     IMGUI_API void          PushStyleColor(ImGuiCol idx, const ImVec4& col);
320     IMGUI_API void          PopStyleColor(int count = 1);
321     IMGUI_API void          PushStyleVar(ImGuiStyleVar idx, float val);
322     IMGUI_API void          PushStyleVar(ImGuiStyleVar idx, const ImVec2& val);
323     IMGUI_API void          PopStyleVar(int count = 1);
324     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.
325     IMGUI_API ImFont*       GetFont();                                                      // get current font
326     IMGUI_API float         GetFontSize();                                                  // get current font size (= height in pixels) of current font with current scale applied
327     IMGUI_API ImVec2        GetFontTexUvWhitePixel();                                       // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
328     IMGUI_API ImU32         GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f);              // retrieve given style color with style alpha applied and optional extra alpha multiplier
329     IMGUI_API ImU32         GetColorU32(const ImVec4& col);                                 // retrieve given color with style alpha applied
330     IMGUI_API ImU32         GetColorU32(ImU32 col);                                         // retrieve given color with style alpha applied
331 
332     // Parameters stacks (current window)
333     IMGUI_API void          PushItemWidth(float item_width);                                // set 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 -1.0f always align width to the right side). 0.0f = default to ~2/3 of windows width,
334     IMGUI_API void          PopItemWidth();
335     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 -1.0f always align width to the right side)
336     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.
337     IMGUI_API void          PushTextWrapPos(float wrap_local_pos_x = 0.0f);                 // word-wrapping 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
338     IMGUI_API void          PopTextWrapPos();
339     IMGUI_API void          PushAllowKeyboardFocus(bool allow_keyboard_focus);              // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
340     IMGUI_API void          PopAllowKeyboardFocus();
341     IMGUI_API void          PushButtonRepeat(bool repeat);                                  // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame.
342     IMGUI_API void          PopButtonRepeat();
343 
344     // Cursor / Layout
345     // - By "cursor" we mean the current output position.
346     // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
347     // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceeding widget.
348     IMGUI_API void          Separator();                                                    // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
349     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.
350     IMGUI_API void          NewLine();                                                      // undo a SameLine() or force a new line when in an horizontal-layout context.
351     IMGUI_API void          Spacing();                                                      // add vertical spacing.
352     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.
353     IMGUI_API void          Indent(float indent_w = 0.0f);                                  // move content position toward the right, by style.IndentSpacing or indent_w if != 0
354     IMGUI_API void          Unindent(float indent_w = 0.0f);                                // move content position back to the left, by style.IndentSpacing or indent_w if != 0
355     IMGUI_API void          BeginGroup();                                                   // lock horizontal starting position
356     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.)
357     IMGUI_API ImVec2        GetCursorPos();                                                 // cursor position in window coordinates (relative to window position)
358     IMGUI_API float         GetCursorPosX();                                                //   (some functions are using window-relative coordinates, such as: GetCursorPos, GetCursorStartPos, GetContentRegionMax, GetWindowContentRegion* etc.
359     IMGUI_API float         GetCursorPosY();                                                //    other functions such as GetCursorScreenPos or everything in ImDrawList::
360     IMGUI_API void          SetCursorPos(const ImVec2& local_pos);                          //    are using the main, absolute coordinate system.
361     IMGUI_API void          SetCursorPosX(float local_x);                                   //    GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.)
362     IMGUI_API void          SetCursorPosY(float local_y);                                   //
363     IMGUI_API ImVec2        GetCursorStartPos();                                            // initial cursor position in window coordinates
364     IMGUI_API ImVec2        GetCursorScreenPos();                                           // cursor position in absolute screen coordinates [0..io.DisplaySize] (useful to work with ImDrawList API)
365     IMGUI_API void          SetCursorScreenPos(const ImVec2& pos);                          // cursor position in absolute screen coordinates [0..io.DisplaySize]
366     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)
367     IMGUI_API float         GetTextLineHeight();                                            // ~ FontSize
368     IMGUI_API float         GetTextLineHeightWithSpacing();                                 // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
369     IMGUI_API float         GetFrameHeight();                                               // ~ FontSize + style.FramePadding.y * 2
370     IMGUI_API float         GetFrameHeightWithSpacing();                                    // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)
371 
372     // ID stack/scopes
373     // - Read the FAQ for more details about how ID are handled in dear imgui. If you are creating widgets in a loop you most
374     //   likely want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
375     // - The resulting ID are hashes of the entire stack.
376     // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others.
377     // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed and used as an ID,
378     //   whereas "str_id" denote a string that is only used as an ID and not normally displayed.
379     IMGUI_API void          PushID(const char* str_id);                                     // push string into the ID stack (will hash string).
380     IMGUI_API void          PushID(const char* str_id_begin, const char* str_id_end);       // push string into the ID stack (will hash string).
381     IMGUI_API void          PushID(const void* ptr_id);                                     // push pointer into the ID stack (will hash pointer).
382     IMGUI_API void          PushID(int int_id);                                             // push integer into the ID stack (will hash integer).
383     IMGUI_API void          PopID();                                                        // pop from the ID stack.
384     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
385     IMGUI_API ImGuiID       GetID(const char* str_id_begin, const char* str_id_end);
386     IMGUI_API ImGuiID       GetID(const void* ptr_id);
387 
388     // Widgets: Text
389     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.
390     IMGUI_API void          Text(const char* fmt, ...)                                      IM_FMTARGS(1); // formatted text
391     IMGUI_API void          TextV(const char* fmt, va_list args)                            IM_FMTLIST(1);
392     IMGUI_API void          TextColored(const ImVec4& col, const char* fmt, ...)            IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
393     IMGUI_API void          TextColoredV(const ImVec4& col, const char* fmt, va_list args)  IM_FMTLIST(2);
394     IMGUI_API void          TextDisabled(const char* fmt, ...)                              IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
395     IMGUI_API void          TextDisabledV(const char* fmt, va_list args)                    IM_FMTLIST(1);
396     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().
397     IMGUI_API void          TextWrappedV(const char* fmt, va_list args)                     IM_FMTLIST(1);
398     IMGUI_API void          LabelText(const char* label, const char* fmt, ...)              IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets
399     IMGUI_API void          LabelTextV(const char* label, const char* fmt, va_list args)    IM_FMTLIST(2);
400     IMGUI_API void          BulletText(const char* fmt, ...)                                IM_FMTARGS(1); // shortcut for Bullet()+Text()
401     IMGUI_API void          BulletTextV(const char* fmt, va_list args)                      IM_FMTLIST(1);
402 
403     // Widgets: Main
404     // - Most widgets return true when the value has been changed or when pressed/selected
405     // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state.
406     IMGUI_API bool          Button(const char* label, const ImVec2& size = ImVec2(0,0));    // button
407     IMGUI_API bool          SmallButton(const char* label);                                 // button with FramePadding=(0,0) to easily embed within text
408     IMGUI_API bool          InvisibleButton(const char* str_id, const ImVec2& size);        // button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
409     IMGUI_API bool          ArrowButton(const char* str_id, ImGuiDir dir);                  // square button with an arrow shape
410     IMGUI_API void          Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0));
411     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));    // <0 frame_padding uses default frame padding settings. 0 for no padding
412     IMGUI_API bool          Checkbox(const char* label, bool* v);
413     IMGUI_API bool          CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
414     IMGUI_API bool          RadioButton(const char* label, bool active);                    // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }
415     IMGUI_API bool          RadioButton(const char* label, int* v, int v_button);           // shortcut to handle the above pattern when value is an integer
416     IMGUI_API void          ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-1,0), const char* overlay = NULL);
417     IMGUI_API void          Bullet();                                                       // draw a small circle and keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
418 
419     // Widgets: Combo Box
420     // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
421     // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose.
422     IMGUI_API bool          BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
423     IMGUI_API void          EndCombo(); // only call EndCombo() if BeginCombo() returns true!
424     IMGUI_API bool          Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);
425     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"
426     IMGUI_API bool          Combo(const char* label, int* current_item, bool(*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int popup_max_height_in_items = -1);
427 
428     // Widgets: Drags
429     // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped and can go off-bounds.
430     // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that 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. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
431     // - 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.
432     // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision).
433     // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits.
434     // - Use v_min > v_max to lock edits.
435     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", float power = 1.0f);     // If v_min >= v_max we have no bound
436     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", float power = 1.0f);
437     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", float power = 1.0f);
438     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", float power = 1.0f);
439     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, float power = 1.0f);
440     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");                                       // If v_min >= v_max we have no bound
441     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");
442     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");
443     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");
444     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);
445     IMGUI_API bool          DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, float power = 1.0f);
446     IMGUI_API bool          DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, float power = 1.0f);
447 
448     // Widgets: Sliders
449     // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped and can go off-bounds.
450     // - 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.
451     IMGUI_API bool          SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);     // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display. Use power!=1.0 for power curve sliders
452     IMGUI_API bool          SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
453     IMGUI_API bool          SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
454     IMGUI_API bool          SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
455     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");
456     IMGUI_API bool          SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d");
457     IMGUI_API bool          SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d");
458     IMGUI_API bool          SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d");
459     IMGUI_API bool          SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d");
460     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, float power = 1.0f);
461     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, float power = 1.0f);
462     IMGUI_API bool          VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
463     IMGUI_API bool          VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d");
464     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, float power = 1.0f);
465 
466     // Widgets: Input with Keyboard
467     // - If you want to use InputText() with a dynamic string type such as std::string or your own, see misc/cpp/imgui_stdlib.h
468     // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.
469     IMGUI_API bool          InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
470     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);
471     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);
472     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);
473     IMGUI_API bool          InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
474     IMGUI_API bool          InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
475     IMGUI_API bool          InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
476     IMGUI_API bool          InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0);
477     IMGUI_API bool          InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0);
478     IMGUI_API bool          InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0);
479     IMGUI_API bool          InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0);
480     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);
481     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);
482     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);
483 
484     // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little colored preview square that can be left-clicked to open a picker, and right-clicked to open an option menu.)
485     // - 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.
486     // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
487     IMGUI_API bool          ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
488     IMGUI_API bool          ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
489     IMGUI_API bool          ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
490     IMGUI_API bool          ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
491     IMGUI_API bool          ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0,0));  // display a colored square/button, hover for details, return true when pressed.
492     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.
493 
494     // Widgets: Trees
495     // - 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.
496     IMGUI_API bool          TreeNode(const char* label);
497     IMGUI_API bool          TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2);   // helper variation to easily decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
498     IMGUI_API bool          TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2);   // "
499     IMGUI_API bool          TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
500     IMGUI_API bool          TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
501     IMGUI_API bool          TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);
502     IMGUI_API bool          TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
503     IMGUI_API bool          TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
504     IMGUI_API bool          TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
505     IMGUI_API bool          TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
506     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.
507     IMGUI_API void          TreePush(const void* ptr_id = NULL);                                // "
508     IMGUI_API void          TreePop();                                                          // ~ Unindent()+PopId()
509     IMGUI_API float         GetTreeNodeToLabelSpacing();                                        // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
510     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().
511     IMGUI_API bool          CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags = 0); // when 'p_open' isn't NULL, display an additional small close button on upper right of the header
512     IMGUI_API void          SetNextItemOpen(bool is_open, ImGuiCond cond = 0);                  // set next TreeNode/CollapsingHeader open state.
513 
514     // Widgets: Selectables
515     // - A selectable highlights when hovered, and can display another color when selected.
516     // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous.
517     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
518     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.
519 
520     // Widgets: List Boxes
521     // - FIXME: To be consistent with all the newer API, ListBoxHeader/ListBoxFooter should in reality be called BeginListBox/EndListBox. Will rename them.
522     IMGUI_API bool          ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);
523     IMGUI_API bool          ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1);
524     IMGUI_API bool          ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0,0)); // use if you want to reimplement ListBox() will custom data or interactions. if the function return true, you can output elements then call ListBoxFooter() afterwards.
525     IMGUI_API bool          ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // "
526     IMGUI_API void          ListBoxFooter();                                                    // terminate the scrolling region. only call ListBoxFooter() if ListBoxHeader() returned true!
527 
528     // Widgets: Data Plotting
529     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));
530     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));
531     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));
532     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));
533 
534     // Widgets: Value() Helpers.
535     // - 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)
536     IMGUI_API void          Value(const char* prefix, bool b);
537     IMGUI_API void          Value(const char* prefix, int v);
538     IMGUI_API void          Value(const char* prefix, unsigned int v);
539     IMGUI_API void          Value(const char* prefix, float v, const char* float_format = NULL);
540 
541     // Widgets: Menus
542     // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar.
543     // - Use BeginMainMenuBar() to create a menu bar at the top of the screen.
544     IMGUI_API bool          BeginMenuBar();                                                     // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
545     IMGUI_API void          EndMenuBar();                                                       // only call EndMenuBar() if BeginMenuBar() returns true!
546     IMGUI_API bool          BeginMainMenuBar();                                                 // create and append to a full screen menu-bar.
547     IMGUI_API void          EndMainMenuBar();                                                   // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
548     IMGUI_API bool          BeginMenu(const char* label, bool enabled = true);                  // create a sub-menu entry. only call EndMenu() if this returns true!
549     IMGUI_API void          EndMenu();                                                          // only call EndMenu() if BeginMenu() returns true!
550     IMGUI_API bool          MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true);  // return true when activated. shortcuts are displayed for convenience but not processed by ImGui at the moment
551     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
552 
553     // Tooltips
554     // - Tooltip are windows following the mouse which do not take focus away.
555     IMGUI_API void          BeginTooltip();                                                     // begin/append a tooltip window. to create full-featured tooltip (with any kind of items).
556     IMGUI_API void          EndTooltip();
557     IMGUI_API void          SetTooltip(const char* fmt, ...) IM_FMTARGS(1);                     // set a text-only tooltip, typically use with ImGui::IsItemHovered(). override any previous call to SetTooltip().
558     IMGUI_API void          SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
559 
560     // Popups, Modals
561     // The properties of popups windows are:
562     // - They block normal mouse hovering detection outside them. (*)
563     // - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
564     // - Their visibility state (~bool) is held internally by imgui instead of being held by the programmer as we are used to with regular Begin() calls.
565     //   User can manipulate the visibility state by calling OpenPopup().
566     // (*) You can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even when normally blocked by a popup.
567     // Those three properties are connected. The library needs to hold their visibility state because it can close popups at any time.
568     IMGUI_API void          OpenPopup(const char* str_id);                                      // call to mark popup as open (don't call every frame!). popups are closed when user click outside, or if CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. By default, Selectable()/MenuItem() are calling CloseCurrentPopup(). Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
569     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. only call EndPopup() if BeginPopup() returns true!
570     IMGUI_API bool          BeginPopupContextItem(const char* str_id = NULL, int mouse_button = 1);                                 // helper to open and begin popup when clicked on last item. if you can pass a NULL str_id only if the previous item had an id. 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!
571     IMGUI_API bool          BeginPopupContextWindow(const char* str_id = NULL, int mouse_button = 1, bool also_over_items = true);  // helper to open and begin popup when clicked on current window.
572     IMGUI_API bool          BeginPopupContextVoid(const char* str_id = NULL, int mouse_button = 1);                                 // helper to open and begin popup when clicked in void (where there are no imgui windows).
573     IMGUI_API bool          BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);                     // modal dialog (regular window with title bar, block interactions behind the modal window, can't close the modal window by clicking outside)
574     IMGUI_API void          EndPopup();                                                                                             // only call EndPopup() if BeginPopupXXX() returns true!
575     IMGUI_API bool          OpenPopupOnItemClick(const char* str_id = NULL, int mouse_button = 1);                                  // helper to open popup when clicked on last item (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors). return true when just opened.
576     IMGUI_API bool          IsPopupOpen(const char* str_id);                                    // return true if the popup is open at the current begin-ed level of the popup stack.
577     IMGUI_API void          CloseCurrentPopup();                                                // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup.
578 
579     // Columns
580     // - You can also use SameLine(pos_x) to mimic simplified columns.
581     // - The columns API is work-in-progress and rather lacking (columns are arguably the worst part of dear imgui at the moment!)
582     // - By end of the 2019 we will expose a new 'Table' api which will replace columns.
583     IMGUI_API void          Columns(int count = 1, const char* id = NULL, bool border = true);
584     IMGUI_API void          NextColumn();                                                       // next column, defaults to current row or next row if the current row is finished
585     IMGUI_API int           GetColumnIndex();                                                   // get current column index
586     IMGUI_API float         GetColumnWidth(int column_index = -1);                              // get column width (in pixels). pass -1 to use current column
587     IMGUI_API void          SetColumnWidth(int column_index, float width);                      // set column width (in pixels). pass -1 to use current column
588     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
589     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
590     IMGUI_API int           GetColumnsCount();
591 
592     // Tab Bars, Tabs
593     IMGUI_API bool          BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0);        // create and append into a TabBar
594     IMGUI_API void          EndTabBar();                                                        // only call EndTabBar() if BeginTabBar() returns true!
595     IMGUI_API bool          BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0);// create a Tab. Returns true if the Tab is selected.
596     IMGUI_API void          EndTabItem();                                                       // only call EndTabItem() if BeginTabItem() returns true!
597     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.
598 
599     // Logging/Capture
600     // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.
601     IMGUI_API void          LogToTTY(int auto_open_depth = -1);                                 // start logging to tty (stdout)
602     IMGUI_API void          LogToFile(int auto_open_depth = -1, const char* filename = NULL);   // start logging to file
603     IMGUI_API void          LogToClipboard(int auto_open_depth = -1);                           // start logging to OS clipboard
604     IMGUI_API void          LogFinish();                                                        // stop logging (close file, etc.)
605     IMGUI_API void          LogButtons();                                                       // helper to display buttons for logging to tty/file/clipboard
606     IMGUI_API void          LogText(const char* fmt, ...) IM_FMTARGS(1);                        // pass text data straight to log (without being displayed)
607 
608     // Drag and Drop
609     // [BETA API] API may evolve!
610     IMGUI_API bool          BeginDragDropSource(ImGuiDragDropFlags flags = 0);                                      // call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource()
611     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.
612     IMGUI_API void          EndDragDropSource();                                                                    // only call EndDragDropSource() if BeginDragDropSource() returns true!
613     IMGUI_API bool                  BeginDragDropTarget();                                                          // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
614     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.
615     IMGUI_API void                  EndDragDropTarget();                                                            // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
616     IMGUI_API const ImGuiPayload*   GetDragDropPayload();                                                           // peek directly into the current payload from anywhere. may return NULL. use ImGuiPayload::IsDataType() to test for the payload type.
617 
618     // Clipping
619     IMGUI_API void          PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
620     IMGUI_API void          PopClipRect();
621 
622     // Focus, Activation
623     // - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item"
624     IMGUI_API void          SetItemDefaultFocus();                                              // make last item the default focused item of a window.
625     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.
626 
627     // Item/Widgets Utilities
628     // - Most of the functions are referring to the last/previous item we submitted.
629     // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions.
630     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.
631     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)
632     IMGUI_API bool          IsItemFocused();                                                    // is the last item focused for keyboard/gamepad navigation?
633     IMGUI_API bool          IsItemClicked(int mouse_button = 0);                                // is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(mouse_button) && IsItemHovered()
634     IMGUI_API bool          IsItemVisible();                                                    // is the last item visible? (items may be out of sight because of clipping/scrolling)
635     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.
636     IMGUI_API bool          IsItemActivated();                                                  // was the last item just made active (item was previously inactive).
637     IMGUI_API bool          IsItemDeactivated();                                                // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that requires continuous editing.
638     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 requires 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).
639     IMGUI_API bool          IsAnyItemHovered();                                                 // is any item hovered?
640     IMGUI_API bool          IsAnyItemActive();                                                  // is any item active?
641     IMGUI_API bool          IsAnyItemFocused();                                                 // is any item focused?
642     IMGUI_API ImVec2        GetItemRectMin();                                                   // get upper-left bounding rectangle of the last item (screen space)
643     IMGUI_API ImVec2        GetItemRectMax();                                                   // get lower-right bounding rectangle of the last item (screen space)
644     IMGUI_API ImVec2        GetItemRectSize();                                                  // get size of last item
645     IMGUI_API void          SetItemAllowOverlap();                                              // allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area.
646 
647     // Miscellaneous Utilities
648     IMGUI_API bool          IsRectVisible(const ImVec2& size);                                  // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
649     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.
650     IMGUI_API double        GetTime();                                                          // get global imgui time. incremented by io.DeltaTime every frame.
651     IMGUI_API int           GetFrameCount();                                                    // get global imgui frame count. incremented by 1 every frame.
652     IMGUI_API ImDrawList*   GetBackgroundDrawList();                                            // this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.
653     IMGUI_API ImDrawList*   GetForegroundDrawList();                                            // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
654     IMGUI_API ImDrawListSharedData* GetDrawListSharedData();                                    // you may use this when creating your own ImDrawList instances.
655     IMGUI_API const char*   GetStyleColorName(ImGuiCol idx);                                    // get a string corresponding to the enum value (for display, saving, etc.).
656     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)
657     IMGUI_API ImGuiStorage* GetStateStorage();
658     IMGUI_API ImVec2        CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
659     IMGUI_API void          CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end);    // calculate coarse clipping for large list of evenly sized items. Prefer using the ImGuiListClipper higher-level helper if you can.
660     IMGUI_API bool          BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame
661     IMGUI_API void          EndChildFrame();                                                    // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window)
662 
663     // Color Utilities
664     IMGUI_API ImVec4        ColorConvertU32ToFloat4(ImU32 in);
665     IMGUI_API ImU32         ColorConvertFloat4ToU32(const ImVec4& in);
666     IMGUI_API void          ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
667     IMGUI_API void          ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
668 
669     // Inputs Utilities
670     IMGUI_API int           GetKeyIndex(ImGuiKey imgui_key);                                    // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
671     IMGUI_API bool          IsKeyDown(int user_key_index);                                      // is key being held. == io.KeysDown[user_key_index]. note that imgui doesn't know the semantic of each entry of io.KeysDown[]. Use your own indices/enums according to how your backend/engine stored them into io.KeysDown[]!
672     IMGUI_API bool          IsKeyPressed(int user_key_index, bool repeat = true);               // was key pressed (went from !Down to Down). if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
673     IMGUI_API bool          IsKeyReleased(int user_key_index);                                  // was key released (went from Down to !Down)..
674     IMGUI_API int           GetKeyPressedAmount(int key_index, 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
675     IMGUI_API bool          IsMouseDown(int button);                                            // is mouse button held (0=left, 1=right, 2=middle)
676     IMGUI_API bool          IsAnyMouseDown();                                                   // is any mouse button held
677     IMGUI_API bool          IsMouseClicked(int button, bool repeat = false);                    // did mouse button clicked (went from !Down to Down) (0=left, 1=right, 2=middle)
678     IMGUI_API bool          IsMouseDoubleClicked(int button);                                   // did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime.
679     IMGUI_API bool          IsMouseReleased(int button);                                        // did mouse button released (went from Down to !Down)
680     IMGUI_API bool          IsMouseDragging(int button = 0, float lock_threshold = -1.0f);      // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
681     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.
682     IMGUI_API bool          IsMousePosValid(const ImVec2* mouse_pos = NULL);                    // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse
683     IMGUI_API ImVec2        GetMousePos();                                                      // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
684     IMGUI_API ImVec2        GetMousePosOnOpeningCurrentPopup();                                 // retrieve backup of mouse position at the time of opening popup we have BeginPopup() into
685     IMGUI_API ImVec2        GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f);    // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once. If lock_threshold < -1.0f uses io.MouseDraggingThreshold.
686     IMGUI_API void          ResetMouseDragDelta(int button = 0);                                //
687     IMGUI_API ImGuiMouseCursor GetMouseCursor();                                                // get desired cursor type, 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
688     IMGUI_API void          SetMouseCursor(ImGuiMouseCursor type);                              // set desired cursor type
689     IMGUI_API void          CaptureKeyboardFromApp(bool want_capture_keyboard_value = true);    // attention: misleading name! manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application to handle). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard_value"; after the next NewFrame() call.
690     IMGUI_API void          CaptureMouseFromApp(bool want_capture_mouse_value = true);          // attention: misleading name! manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application to handle). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse_value;" after the next NewFrame() call.
691 
692     // Clipboard Utilities (also see the LogToClipboard() function to capture or output text data to the clipboard)
693     IMGUI_API const char*   GetClipboardText();
694     IMGUI_API void          SetClipboardText(const char* text);
695 
696     // Settings/.Ini Utilities
697     // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
698     // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
699     IMGUI_API void          LoadIniSettingsFromDisk(const char* ini_filename);                  // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
700     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.
701     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).
702     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.
703 
704     // Memory Allocators
705     // - All those functions are not reliant on the current context.
706     // - If you reload the contents of imgui.cpp at runtime, you may need to call SetCurrentContext() + SetAllocatorFunctions() again because we use global storage for those.
707     IMGUI_API void          SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data = NULL);
708     IMGUI_API void*         MemAlloc(size_t size);
709     IMGUI_API void          MemFree(void* ptr);
710 
711 } // namespace ImGui
712 
713 //-----------------------------------------------------------------------------
714 // Flags & Enumerations
715 //-----------------------------------------------------------------------------
716 
717 // Flags for ImGui::Begin()
718 enum ImGuiWindowFlags_
719 {
720     ImGuiWindowFlags_None                   = 0,
721     ImGuiWindowFlags_NoTitleBar             = 1 << 0,   // Disable title-bar
722     ImGuiWindowFlags_NoResize               = 1 << 1,   // Disable user resizing with the lower-right grip
723     ImGuiWindowFlags_NoMove                 = 1 << 2,   // Disable user moving the window
724     ImGuiWindowFlags_NoScrollbar            = 1 << 3,   // Disable scrollbars (window can still scroll with mouse or programmatically)
725     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.
726     ImGuiWindowFlags_NoCollapse             = 1 << 5,   // Disable user collapsing window by double-clicking on it
727     ImGuiWindowFlags_AlwaysAutoResize       = 1 << 6,   // Resize every window to its content every frame
728     ImGuiWindowFlags_NoBackground           = 1 << 7,   // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
729     ImGuiWindowFlags_NoSavedSettings        = 1 << 8,   // Never load/save settings in .ini file
730     ImGuiWindowFlags_NoMouseInputs          = 1 << 9,   // Disable catching mouse, hovering test with pass through.
731     ImGuiWindowFlags_MenuBar                = 1 << 10,  // Has a menu-bar
732     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.
733     ImGuiWindowFlags_NoFocusOnAppearing     = 1 << 12,  // Disable taking focus when transitioning from hidden to visible state
734     ImGuiWindowFlags_NoBringToFrontOnFocus  = 1 << 13,  // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus)
735     ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14,  // Always show vertical scrollbar (even if ContentSize.y < Size.y)
736     ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15,  // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
737     ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16,  // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
738     ImGuiWindowFlags_NoNavInputs            = 1 << 18,  // No gamepad/keyboard navigation within the window
739     ImGuiWindowFlags_NoNavFocus             = 1 << 19,  // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
740     ImGuiWindowFlags_UnsavedDocument        = 1 << 20,  // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. When used in a tab/docking context, tab is selected on closure and closure is deferred by one frame to allow code to cancel the closure (with a confirmation popup, etc.) without flicker.
741     ImGuiWindowFlags_NoNav                  = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
742     ImGuiWindowFlags_NoDecoration           = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,
743     ImGuiWindowFlags_NoInputs               = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
744 
745     // [Internal]
746     ImGuiWindowFlags_NavFlattened           = 1 << 23,  // [BETA] Allow gamepad/keyboard navigation to cross over parent border to this child (only use on child that have no scrolling!)
747     ImGuiWindowFlags_ChildWindow            = 1 << 24,  // Don't use! For internal use by BeginChild()
748     ImGuiWindowFlags_Tooltip                = 1 << 25,  // Don't use! For internal use by BeginTooltip()
749     ImGuiWindowFlags_Popup                  = 1 << 26,  // Don't use! For internal use by BeginPopup()
750     ImGuiWindowFlags_Modal                  = 1 << 27,  // Don't use! For internal use by BeginPopupModal()
751     ImGuiWindowFlags_ChildMenu              = 1 << 28   // Don't use! For internal use by BeginMenu()
752 
753     // [Obsolete]
754     //ImGuiWindowFlags_ShowBorders          = 1 << 7,   // --> Set style.FrameBorderSize=1.0f / style.WindowBorderSize=1.0f to enable borders around windows and items
755     //ImGuiWindowFlags_ResizeFromAnySide    = 1 << 17,  // --> Set io.ConfigWindowsResizeFromEdges and make sure mouse cursors are supported by back-end (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors)
756 };
757 
758 // Flags for ImGui::InputText()
759 enum ImGuiInputTextFlags_
760 {
761     ImGuiInputTextFlags_None                = 0,
762     ImGuiInputTextFlags_CharsDecimal        = 1 << 0,   // Allow 0123456789.+-*/
763     ImGuiInputTextFlags_CharsHexadecimal    = 1 << 1,   // Allow 0123456789ABCDEFabcdef
764     ImGuiInputTextFlags_CharsUppercase      = 1 << 2,   // Turn a..z into A..Z
765     ImGuiInputTextFlags_CharsNoBlank        = 1 << 3,   // Filter out spaces, tabs
766     ImGuiInputTextFlags_AutoSelectAll       = 1 << 4,   // Select entire text when first taking mouse focus
767     ImGuiInputTextFlags_EnterReturnsTrue    = 1 << 5,   // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider looking at the IsItemDeactivatedAfterEdit() function.
768     ImGuiInputTextFlags_CallbackCompletion  = 1 << 6,   // Callback on pressing TAB (for completion handling)
769     ImGuiInputTextFlags_CallbackHistory     = 1 << 7,   // Callback on pressing Up/Down arrows (for history handling)
770     ImGuiInputTextFlags_CallbackAlways      = 1 << 8,   // Callback on each iteration. User code may query cursor position, modify text buffer.
771     ImGuiInputTextFlags_CallbackCharFilter  = 1 << 9,   // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
772     ImGuiInputTextFlags_AllowTabInput       = 1 << 10,  // Pressing TAB input a '\t' character into the text field
773     ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 11,  // In multi-line mode, unfocus with Enter, add new line with Ctrl+Enter (default is opposite: unfocus with Ctrl+Enter, add line with Enter).
774     ImGuiInputTextFlags_NoHorizontalScroll  = 1 << 12,  // Disable following the cursor horizontally
775     ImGuiInputTextFlags_AlwaysInsertMode    = 1 << 13,  // Insert mode
776     ImGuiInputTextFlags_ReadOnly            = 1 << 14,  // Read-only mode
777     ImGuiInputTextFlags_Password            = 1 << 15,  // Password mode, display all characters as '*'
778     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().
779     ImGuiInputTextFlags_CharsScientific     = 1 << 17,  // Allow 0123456789.+-*/eE (Scientific notation input)
780     ImGuiInputTextFlags_CallbackResize      = 1 << 18,  // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this)
781     // [Internal]
782     ImGuiInputTextFlags_Multiline           = 1 << 20,  // For internal use by InputTextMultiline()
783     ImGuiInputTextFlags_NoMarkEdited        = 1 << 21   // For internal use by functions using InputText() before reformatting data
784 };
785 
786 // Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
787 enum ImGuiTreeNodeFlags_
788 {
789     ImGuiTreeNodeFlags_None                 = 0,
790     ImGuiTreeNodeFlags_Selected             = 1 << 0,   // Draw as selected
791     ImGuiTreeNodeFlags_Framed               = 1 << 1,   // Full colored frame (e.g. for CollapsingHeader)
792     ImGuiTreeNodeFlags_AllowItemOverlap     = 1 << 2,   // Hit testing to allow subsequent widgets to overlap this one
793     ImGuiTreeNodeFlags_NoTreePushOnOpen     = 1 << 3,   // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
794     ImGuiTreeNodeFlags_NoAutoOpenOnLog      = 1 << 4,   // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
795     ImGuiTreeNodeFlags_DefaultOpen          = 1 << 5,   // Default node to be open
796     ImGuiTreeNodeFlags_OpenOnDoubleClick    = 1 << 6,   // Need double-click to open node
797     ImGuiTreeNodeFlags_OpenOnArrow          = 1 << 7,   // Only open when clicking on the arrow part. If ImGuiTreeNodeFlags_OpenOnDoubleClick is also set, single-click arrow or double-click all box to open.
798     ImGuiTreeNodeFlags_Leaf                 = 1 << 8,   // No collapsing, no arrow (use as a convenience for leaf nodes).
799     ImGuiTreeNodeFlags_Bullet               = 1 << 9,   // Display a bullet instead of arrow
800     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().
801     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. In the future we may refactor the hit system to be front-to-back, allowing natural overlaps and then this can become the default.
802     ImGuiTreeNodeFlags_SpanFullWidth        = 1 << 12,  // Extend hit box to the left-most and right-most edges (bypass the indented area).
803     ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13,  // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
804     //ImGuiTreeNodeFlags_NoScrollOnOpen     = 1 << 14,  // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
805     ImGuiTreeNodeFlags_CollapsingHeader     = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog
806 
807     // Obsolete names (will be removed)
808 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
809     , ImGuiTreeNodeFlags_AllowOverlapMode = ImGuiTreeNodeFlags_AllowItemOverlap // [renamed in 1.53]
810 #endif
811 };
812 
813 // Flags for ImGui::Selectable()
814 enum ImGuiSelectableFlags_
815 {
816     ImGuiSelectableFlags_None               = 0,
817     ImGuiSelectableFlags_DontClosePopups    = 1 << 0,   // Clicking this don't close parent popup window
818     ImGuiSelectableFlags_SpanAllColumns     = 1 << 1,   // Selectable frame can span all columns (text will still fit in current column)
819     ImGuiSelectableFlags_AllowDoubleClick   = 1 << 2,   // Generate press events on double clicks too
820     ImGuiSelectableFlags_Disabled           = 1 << 3,   // Cannot be selected, display grayed out text
821     ImGuiSelectableFlags_AllowItemOverlap   = 1 << 4    // (WIP) Hit testing to allow subsequent widgets to overlap this one
822 };
823 
824 // Flags for ImGui::BeginCombo()
825 enum ImGuiComboFlags_
826 {
827     ImGuiComboFlags_None                    = 0,
828     ImGuiComboFlags_PopupAlignLeft          = 1 << 0,   // Align the popup toward the left by default
829     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()
830     ImGuiComboFlags_HeightRegular           = 1 << 2,   // Max ~8 items visible (default)
831     ImGuiComboFlags_HeightLarge             = 1 << 3,   // Max ~20 items visible
832     ImGuiComboFlags_HeightLargest           = 1 << 4,   // As many fitting items as possible
833     ImGuiComboFlags_NoArrowButton           = 1 << 5,   // Display on the preview box without the square arrow button
834     ImGuiComboFlags_NoPreview               = 1 << 6,   // Display only a square arrow button
835     ImGuiComboFlags_HeightMask_             = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest
836 };
837 
838 // Flags for ImGui::BeginTabBar()
839 enum ImGuiTabBarFlags_
840 {
841     ImGuiTabBarFlags_None                           = 0,
842     ImGuiTabBarFlags_Reorderable                    = 1 << 0,   // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list
843     ImGuiTabBarFlags_AutoSelectNewTabs              = 1 << 1,   // Automatically select new tabs when they appear
844     ImGuiTabBarFlags_TabListPopupButton             = 1 << 2,   // Disable buttons to open the tab list popup
845     ImGuiTabBarFlags_NoCloseWithMiddleMouseButton   = 1 << 3,   // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
846     ImGuiTabBarFlags_NoTabListScrollingButtons      = 1 << 4,   // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll)
847     ImGuiTabBarFlags_NoTooltip                      = 1 << 5,   // Disable tooltips when hovering a tab
848     ImGuiTabBarFlags_FittingPolicyResizeDown        = 1 << 6,   // Resize tabs when they don't fit
849     ImGuiTabBarFlags_FittingPolicyScroll            = 1 << 7,   // Add scroll buttons when tabs don't fit
850     ImGuiTabBarFlags_FittingPolicyMask_             = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll,
851     ImGuiTabBarFlags_FittingPolicyDefault_          = ImGuiTabBarFlags_FittingPolicyResizeDown
852 };
853 
854 // Flags for ImGui::BeginTabItem()
855 enum ImGuiTabItemFlags_
856 {
857     ImGuiTabItemFlags_None                          = 0,
858     ImGuiTabItemFlags_UnsavedDocument               = 1 << 0,   // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. Also: tab is selected on closure and closure is deferred by one frame to allow code to undo it without flicker.
859     ImGuiTabItemFlags_SetSelected                   = 1 << 1,   // Trigger flag to programmatically make the tab selected when calling BeginTabItem()
860     ImGuiTabItemFlags_NoCloseWithMiddleMouseButton  = 1 << 2,   // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
861     ImGuiTabItemFlags_NoPushId                      = 1 << 3    // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem()
862 };
863 
864 // Flags for ImGui::IsWindowFocused()
865 enum ImGuiFocusedFlags_
866 {
867     ImGuiFocusedFlags_None                          = 0,
868     ImGuiFocusedFlags_ChildWindows                  = 1 << 0,   // IsWindowFocused(): Return true if any children of the window is focused
869     ImGuiFocusedFlags_RootWindow                    = 1 << 1,   // IsWindowFocused(): Test from root window (top most parent of the current hierarchy)
870     ImGuiFocusedFlags_AnyWindow                     = 1 << 2,   // IsWindowFocused(): 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 ImGui::GetIO().WantCaptureMouse instead.
871     ImGuiFocusedFlags_RootAndChildWindows           = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows
872 };
873 
874 // Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
875 // Note: if you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that. Please read the FAQ!
876 // Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.
877 enum ImGuiHoveredFlags_
878 {
879     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.
880     ImGuiHoveredFlags_ChildWindows                  = 1 << 0,   // IsWindowHovered() only: Return true if any children of the window is hovered
881     ImGuiHoveredFlags_RootWindow                    = 1 << 1,   // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
882     ImGuiHoveredFlags_AnyWindow                     = 1 << 2,   // IsWindowHovered() only: Return true if any window is hovered
883     ImGuiHoveredFlags_AllowWhenBlockedByPopup       = 1 << 3,   // Return true even if a popup window is normally blocking access to this item/window
884     //ImGuiHoveredFlags_AllowWhenBlockedByModal     = 1 << 4,   // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
885     ImGuiHoveredFlags_AllowWhenBlockedByActiveItem  = 1 << 5,   // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
886     ImGuiHoveredFlags_AllowWhenOverlapped           = 1 << 6,   // Return true even if the position is obstructed or overlapped by another window
887     ImGuiHoveredFlags_AllowWhenDisabled             = 1 << 7,   // Return true even if the item is disabled
888     ImGuiHoveredFlags_RectOnly                      = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
889     ImGuiHoveredFlags_RootAndChildWindows           = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows
890 };
891 
892 // Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
893 enum ImGuiDragDropFlags_
894 {
895     ImGuiDragDropFlags_None                         = 0,
896     // BeginDragDropSource() flags
897     ImGuiDragDropFlags_SourceNoPreviewTooltip       = 1 << 0,   // By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disable this behavior.
898     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 disable this behavior so you can still call IsItemHovered() on the source item.
899     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.
900     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.
901     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.
902     ImGuiDragDropFlags_SourceAutoExpirePayload      = 1 << 5,   // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)
903     // AcceptDragDropPayload() flags
904     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.
905     ImGuiDragDropFlags_AcceptNoDrawDefaultRect      = 1 << 11,  // Do not draw the default highlight rectangle when hovering over target.
906     ImGuiDragDropFlags_AcceptNoPreviewTooltip       = 1 << 12,  // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.
907     ImGuiDragDropFlags_AcceptPeekOnly               = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect  // For peeking ahead and inspecting the payload before delivery.
908 };
909 
910 // Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.
911 #define IMGUI_PAYLOAD_TYPE_COLOR_3F     "_COL3F"    // float[3]: Standard type for colors, without alpha. User code may use this type.
912 #define IMGUI_PAYLOAD_TYPE_COLOR_4F     "_COL4F"    // float[4]: Standard type for colors. User code may use this type.
913 
914 // A primary data type
915 enum ImGuiDataType_
916 {
917     ImGuiDataType_S8,       // signed char / char (with sensible compilers)
918     ImGuiDataType_U8,       // unsigned char
919     ImGuiDataType_S16,      // short
920     ImGuiDataType_U16,      // unsigned short
921     ImGuiDataType_S32,      // int
922     ImGuiDataType_U32,      // unsigned int
923     ImGuiDataType_S64,      // long long / __int64
924     ImGuiDataType_U64,      // unsigned long long / unsigned __int64
925     ImGuiDataType_Float,    // float
926     ImGuiDataType_Double,   // double
927     ImGuiDataType_COUNT
928 };
929 
930 // A cardinal direction
931 enum ImGuiDir_
932 {
933     ImGuiDir_None    = -1,
934     ImGuiDir_Left    = 0,
935     ImGuiDir_Right   = 1,
936     ImGuiDir_Up      = 2,
937     ImGuiDir_Down    = 3,
938     ImGuiDir_COUNT
939 };
940 
941 // User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array
942 enum ImGuiKey_
943 {
944     ImGuiKey_Tab,
945     ImGuiKey_LeftArrow,
946     ImGuiKey_RightArrow,
947     ImGuiKey_UpArrow,
948     ImGuiKey_DownArrow,
949     ImGuiKey_PageUp,
950     ImGuiKey_PageDown,
951     ImGuiKey_Home,
952     ImGuiKey_End,
953     ImGuiKey_Insert,
954     ImGuiKey_Delete,
955     ImGuiKey_Backspace,
956     ImGuiKey_Space,
957     ImGuiKey_Enter,
958     ImGuiKey_Escape,
959     ImGuiKey_KeyPadEnter,
960     ImGuiKey_A,                 // for text edit CTRL+A: select all
961     ImGuiKey_C,                 // for text edit CTRL+C: copy
962     ImGuiKey_V,                 // for text edit CTRL+V: paste
963     ImGuiKey_X,                 // for text edit CTRL+X: cut
964     ImGuiKey_Y,                 // for text edit CTRL+Y: redo
965     ImGuiKey_Z,                 // for text edit CTRL+Z: undo
966     ImGuiKey_COUNT
967 };
968 
969 // Gamepad/Keyboard directional navigation
970 // Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
971 // Gamepad:  Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Back-end: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
972 // Read instructions in imgui.cpp for more details. Download PNG/PSD at http://goo.gl/9LgVZW.
973 enum ImGuiNavInput_
974 {
975     // Gamepad Mapping
976     ImGuiNavInput_Activate,      // activate / open / toggle / tweak value       // e.g. Cross  (PS4), A (Xbox), A (Switch), Space (Keyboard)
977     ImGuiNavInput_Cancel,        // cancel / close / exit                        // e.g. Circle (PS4), B (Xbox), B (Switch), Escape (Keyboard)
978     ImGuiNavInput_Input,         // text input / on-screen keyboard              // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard)
979     ImGuiNavInput_Menu,          // tap: toggle menu / hold: focus, move, resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard)
980     ImGuiNavInput_DpadLeft,      // move / tweak / resize window (w/ PadMenu)    // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard)
981     ImGuiNavInput_DpadRight,     //
982     ImGuiNavInput_DpadUp,        //
983     ImGuiNavInput_DpadDown,      //
984     ImGuiNavInput_LStickLeft,    // scroll / move window (w/ PadMenu)            // e.g. Left Analog Stick Left/Right/Up/Down
985     ImGuiNavInput_LStickRight,   //
986     ImGuiNavInput_LStickUp,      //
987     ImGuiNavInput_LStickDown,    //
988     ImGuiNavInput_FocusPrev,     // next window (w/ PadMenu)                     // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
989     ImGuiNavInput_FocusNext,     // prev window (w/ PadMenu)                     // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
990     ImGuiNavInput_TweakSlow,     // slower tweaks                                // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
991     ImGuiNavInput_TweakFast,     // faster tweaks                                // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
992 
993     // [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them.
994     // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[].
995     ImGuiNavInput_KeyMenu_,      // toggle menu                                  // = io.KeyAlt
996     ImGuiNavInput_KeyLeft_,      // move left                                    // = Arrow keys
997     ImGuiNavInput_KeyRight_,     // move right
998     ImGuiNavInput_KeyUp_,        // move up
999     ImGuiNavInput_KeyDown_,      // move down
1000     ImGuiNavInput_COUNT,
1001     ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyMenu_
1002 };
1003 
1004 // Configuration flags stored in io.ConfigFlags. Set by user/application.
1005 enum ImGuiConfigFlags_
1006 {
1007     ImGuiConfigFlags_None                   = 0,
1008     ImGuiConfigFlags_NavEnableKeyboard      = 1 << 0,   // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeysDown[].
1009     ImGuiConfigFlags_NavEnableGamepad       = 1 << 1,   // Master gamepad navigation enable flag. This is mostly to instruct your imgui back-end to fill io.NavInputs[]. Back-end also needs to set ImGuiBackendFlags_HasGamepad.
1010     ImGuiConfigFlags_NavEnableSetMousePos   = 1 << 2,   // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your binding, otherwise ImGui will react as if the mouse is jumping around back and forth.
1011     ImGuiConfigFlags_NavNoCaptureKeyboard   = 1 << 3,   // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set.
1012     ImGuiConfigFlags_NoMouse                = 1 << 4,   // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the back-end.
1013     ImGuiConfigFlags_NoMouseCursorChange    = 1 << 5,   // Instruct back-end to not alter mouse cursor shape and visibility. Use if the back-end 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.
1014 
1015     // User storage (to allow your back-end/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core Dear ImGui)
1016     ImGuiConfigFlags_IsSRGB                 = 1 << 20,  // Application is SRGB-aware.
1017     ImGuiConfigFlags_IsTouchScreen          = 1 << 21   // Application is using a touch screen instead of a mouse.
1018 };
1019 
1020 // Back-end capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom back-end.
1021 enum ImGuiBackendFlags_
1022 {
1023     ImGuiBackendFlags_None                  = 0,
1024     ImGuiBackendFlags_HasGamepad            = 1 << 0,   // Back-end Platform supports gamepad and currently has one connected.
1025     ImGuiBackendFlags_HasMouseCursors       = 1 << 1,   // Back-end Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
1026     ImGuiBackendFlags_HasSetMousePos        = 1 << 2,   // Back-end Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
1027     ImGuiBackendFlags_RendererHasVtxOffset  = 1 << 3    // Back-end Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bits indices.
1028 };
1029 
1030 // Enumeration for PushStyleColor() / PopStyleColor()
1031 enum ImGuiCol_
1032 {
1033     ImGuiCol_Text,
1034     ImGuiCol_TextDisabled,
1035     ImGuiCol_WindowBg,              // Background of normal windows
1036     ImGuiCol_ChildBg,               // Background of child windows
1037     ImGuiCol_PopupBg,               // Background of popups, menus, tooltips windows
1038     ImGuiCol_Border,
1039     ImGuiCol_BorderShadow,
1040     ImGuiCol_FrameBg,               // Background of checkbox, radio button, plot, slider, text input
1041     ImGuiCol_FrameBgHovered,
1042     ImGuiCol_FrameBgActive,
1043     ImGuiCol_TitleBg,
1044     ImGuiCol_TitleBgActive,
1045     ImGuiCol_TitleBgCollapsed,
1046     ImGuiCol_MenuBarBg,
1047     ImGuiCol_ScrollbarBg,
1048     ImGuiCol_ScrollbarGrab,
1049     ImGuiCol_ScrollbarGrabHovered,
1050     ImGuiCol_ScrollbarGrabActive,
1051     ImGuiCol_CheckMark,
1052     ImGuiCol_SliderGrab,
1053     ImGuiCol_SliderGrabActive,
1054     ImGuiCol_Button,
1055     ImGuiCol_ButtonHovered,
1056     ImGuiCol_ButtonActive,
1057     ImGuiCol_Header,                // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem
1058     ImGuiCol_HeaderHovered,
1059     ImGuiCol_HeaderActive,
1060     ImGuiCol_Separator,
1061     ImGuiCol_SeparatorHovered,
1062     ImGuiCol_SeparatorActive,
1063     ImGuiCol_ResizeGrip,
1064     ImGuiCol_ResizeGripHovered,
1065     ImGuiCol_ResizeGripActive,
1066     ImGuiCol_Tab,
1067     ImGuiCol_TabHovered,
1068     ImGuiCol_TabActive,
1069     ImGuiCol_TabUnfocused,
1070     ImGuiCol_TabUnfocusedActive,
1071     ImGuiCol_PlotLines,
1072     ImGuiCol_PlotLinesHovered,
1073     ImGuiCol_PlotHistogram,
1074     ImGuiCol_PlotHistogramHovered,
1075     ImGuiCol_TextSelectedBg,
1076     ImGuiCol_DragDropTarget,
1077     ImGuiCol_NavHighlight,          // Gamepad/keyboard: current highlighted item
1078     ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB
1079     ImGuiCol_NavWindowingDimBg,     // Darken/colorize entire screen behind the CTRL+TAB window list, when active
1080     ImGuiCol_ModalWindowDimBg,      // Darken/colorize entire screen behind a modal window, when one is active
1081     ImGuiCol_COUNT
1082 
1083     // Obsolete names (will be removed)
1084 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1085     , ImGuiCol_ModalWindowDarkening = ImGuiCol_ModalWindowDimBg                      // [renamed in 1.63]
1086     , ImGuiCol_ChildWindowBg = ImGuiCol_ChildBg                                      // [renamed in 1.53]
1087     //ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered, // [unused since 1.60+] the close button now uses regular button colors.
1088     //ImGuiCol_ComboBg,                                                              // [unused since 1.53+] ComboBg has been merged with PopupBg, so a redirect isn't accurate.
1089 #endif
1090 };
1091 
1092 // Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
1093 // NB: the enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code. During initialization, feel free to just poke into ImGuiStyle directly.
1094 // NB: if changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type.
1095 enum ImGuiStyleVar_
1096 {
1097     // Enum name --------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
1098     ImGuiStyleVar_Alpha,               // float     Alpha
1099     ImGuiStyleVar_WindowPadding,       // ImVec2    WindowPadding
1100     ImGuiStyleVar_WindowRounding,      // float     WindowRounding
1101     ImGuiStyleVar_WindowBorderSize,    // float     WindowBorderSize
1102     ImGuiStyleVar_WindowMinSize,       // ImVec2    WindowMinSize
1103     ImGuiStyleVar_WindowTitleAlign,    // ImVec2    WindowTitleAlign
1104     ImGuiStyleVar_ChildRounding,       // float     ChildRounding
1105     ImGuiStyleVar_ChildBorderSize,     // float     ChildBorderSize
1106     ImGuiStyleVar_PopupRounding,       // float     PopupRounding
1107     ImGuiStyleVar_PopupBorderSize,     // float     PopupBorderSize
1108     ImGuiStyleVar_FramePadding,        // ImVec2    FramePadding
1109     ImGuiStyleVar_FrameRounding,       // float     FrameRounding
1110     ImGuiStyleVar_FrameBorderSize,     // float     FrameBorderSize
1111     ImGuiStyleVar_ItemSpacing,         // ImVec2    ItemSpacing
1112     ImGuiStyleVar_ItemInnerSpacing,    // ImVec2    ItemInnerSpacing
1113     ImGuiStyleVar_IndentSpacing,       // float     IndentSpacing
1114     ImGuiStyleVar_ScrollbarSize,       // float     ScrollbarSize
1115     ImGuiStyleVar_ScrollbarRounding,   // float     ScrollbarRounding
1116     ImGuiStyleVar_GrabMinSize,         // float     GrabMinSize
1117     ImGuiStyleVar_GrabRounding,        // float     GrabRounding
1118     ImGuiStyleVar_TabRounding,         // float     TabRounding
1119     ImGuiStyleVar_ButtonTextAlign,     // ImVec2    ButtonTextAlign
1120     ImGuiStyleVar_SelectableTextAlign, // ImVec2    SelectableTextAlign
1121     ImGuiStyleVar_COUNT
1122 
1123     // Obsolete names (will be removed)
1124 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1125     , ImGuiStyleVar_Count_ = ImGuiStyleVar_COUNT                        // [renamed in 1.60]
1126     , ImGuiStyleVar_ChildWindowRounding = ImGuiStyleVar_ChildRounding   // [renamed in 1.53]
1127 #endif
1128 };
1129 
1130 // Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
1131 enum ImGuiColorEditFlags_
1132 {
1133     ImGuiColorEditFlags_None            = 0,
1134     ImGuiColorEditFlags_NoAlpha         = 1 << 1,   //              // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer).
1135     ImGuiColorEditFlags_NoPicker        = 1 << 2,   //              // ColorEdit: disable picker when clicking on colored square.
1136     ImGuiColorEditFlags_NoOptions       = 1 << 3,   //              // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
1137     ImGuiColorEditFlags_NoSmallPreview  = 1 << 4,   //              // ColorEdit, ColorPicker: disable colored square preview next to the inputs. (e.g. to show only the inputs)
1138     ImGuiColorEditFlags_NoInputs        = 1 << 5,   //              // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview colored square).
1139     ImGuiColorEditFlags_NoTooltip       = 1 << 6,   //              // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
1140     ImGuiColorEditFlags_NoLabel         = 1 << 7,   //              // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
1141     ImGuiColorEditFlags_NoSidePreview   = 1 << 8,   //              // ColorPicker: disable bigger color preview on right side of the picker, use small colored square preview instead.
1142     ImGuiColorEditFlags_NoDragDrop      = 1 << 9,   //              // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
1143 
1144     // User Options (right-click on widget to change some of them).
1145     ImGuiColorEditFlags_AlphaBar        = 1 << 16,  //              // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
1146     ImGuiColorEditFlags_AlphaPreview    = 1 << 17,  //              // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.
1147     ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18,  //              // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque.
1148     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).
1149     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.
1150     ImGuiColorEditFlags_DisplayHSV      = 1 << 21,  // [Display]    // "
1151     ImGuiColorEditFlags_DisplayHex      = 1 << 22,  // [Display]    // "
1152     ImGuiColorEditFlags_Uint8           = 1 << 23,  // [DataType]   // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.
1153     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.
1154     ImGuiColorEditFlags_PickerHueBar    = 1 << 25,  // [Picker]     // ColorPicker: bar for Hue, rectangle for Sat/Value.
1155     ImGuiColorEditFlags_PickerHueWheel  = 1 << 26,  // [Picker]     // ColorPicker: wheel for Hue, triangle for Sat/Value.
1156     ImGuiColorEditFlags_InputRGB        = 1 << 27,  // [Input]      // ColorEdit, ColorPicker: input and output data in RGB format.
1157     ImGuiColorEditFlags_InputHSV        = 1 << 28,  // [Input]      // ColorEdit, ColorPicker: input and output data in HSV format.
1158 
1159     // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to
1160     // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup.
1161     ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_DisplayRGB|ImGuiColorEditFlags_InputRGB|ImGuiColorEditFlags_PickerHueBar,
1162 
1163     // [Internal] Masks
1164     ImGuiColorEditFlags__DisplayMask    = ImGuiColorEditFlags_DisplayRGB|ImGuiColorEditFlags_DisplayHSV|ImGuiColorEditFlags_DisplayHex,
1165     ImGuiColorEditFlags__DataTypeMask   = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_Float,
1166     ImGuiColorEditFlags__PickerMask     = ImGuiColorEditFlags_PickerHueWheel|ImGuiColorEditFlags_PickerHueBar,
1167     ImGuiColorEditFlags__InputMask      = ImGuiColorEditFlags_InputRGB|ImGuiColorEditFlags_InputHSV
1168 
1169     // Obsolete names (will be removed)
1170 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1171     , ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex  // [renamed in 1.69]
1172 #endif
1173 };
1174 
1175 // Enumeration for GetMouseCursor()
1176 // User code may request binding to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here
1177 enum ImGuiMouseCursor_
1178 {
1179     ImGuiMouseCursor_None = -1,
1180     ImGuiMouseCursor_Arrow = 0,
1181     ImGuiMouseCursor_TextInput,         // When hovering over InputText, etc.
1182     ImGuiMouseCursor_ResizeAll,         // (Unused by Dear ImGui functions)
1183     ImGuiMouseCursor_ResizeNS,          // When hovering over an horizontal border
1184     ImGuiMouseCursor_ResizeEW,          // When hovering over a vertical border or a column
1185     ImGuiMouseCursor_ResizeNESW,        // When hovering over the bottom-left corner of a window
1186     ImGuiMouseCursor_ResizeNWSE,        // When hovering over the bottom-right corner of a window
1187     ImGuiMouseCursor_Hand,              // (Unused by Dear ImGui functions. Use for e.g. hyperlinks)
1188     ImGuiMouseCursor_COUNT
1189 
1190     // Obsolete names (will be removed)
1191 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1192     , ImGuiMouseCursor_Count_ = ImGuiMouseCursor_COUNT      // [renamed in 1.60]
1193 #endif
1194 };
1195 
1196 // Enumateration for ImGui::SetWindow***(), SetNextWindow***(), SetNextItem***() functions
1197 // Represent a condition.
1198 // 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.
1199 enum ImGuiCond_
1200 {
1201     ImGuiCond_Always        = 1 << 0,   // Set the variable
1202     ImGuiCond_Once          = 1 << 1,   // Set the variable once per runtime session (only the first call with succeed)
1203     ImGuiCond_FirstUseEver  = 1 << 2,   // Set the variable if the object/window has no persistently saved data (no entry in .ini file)
1204     ImGuiCond_Appearing     = 1 << 3    // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
1205 };
1206 
1207 //-----------------------------------------------------------------------------
1208 // Helpers: Memory allocations macros
1209 // IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE()
1210 // We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
1211 // Defining a custom placement new() with a dummy parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.
1212 //-----------------------------------------------------------------------------
1213 
1214 struct ImNewDummy {};
new(size_t,ImNewDummy,void * ptr)1215 inline void* operator new(size_t, ImNewDummy, void* ptr) { return ptr; }
delete(void *,ImNewDummy,void *)1216 inline void  operator delete(void*, ImNewDummy, void*)   {} // This is only required so we can use the symmetrical new()
1217 #define IM_ALLOC(_SIZE)                     ImGui::MemAlloc(_SIZE)
1218 #define IM_FREE(_PTR)                       ImGui::MemFree(_PTR)
1219 #define IM_PLACEMENT_NEW(_PTR)              new(ImNewDummy(), _PTR)
1220 #define IM_NEW(_TYPE)                       new(ImNewDummy(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
IM_DELETE(T * p)1221 template<typename T> void IM_DELETE(T* p)   { if (p) { p->~T(); ImGui::MemFree(p); } }
1222 
1223 //-----------------------------------------------------------------------------
1224 // Helper: ImVector<>
1225 // 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).
1226 // 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 data structures are relying on it.
1227 // 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.
1228 // Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,
1229 // 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.
1230 //-----------------------------------------------------------------------------
1231 
1232 template<typename T>
1233 struct ImVector
1234 {
1235     int                 Size;
1236     int                 Capacity;
1237     T*                  Data;
1238 
1239     // Provide standard typedefs but we don't use them ourselves.
1240     typedef T                   value_type;
1241     typedef value_type*         iterator;
1242     typedef const value_type*   const_iterator;
1243 
1244     // Constructors, destructor
ImVectorImVector1245     inline ImVector()                                       { Size = Capacity = 0; Data = NULL; }
ImVectorImVector1246     inline ImVector(const ImVector<T>& src)                 { Size = Capacity = 0; Data = NULL; operator=(src); }
1247     inline ImVector<T>& operator=(const ImVector<T>& src)   { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; }
~ImVectorImVector1248     inline ~ImVector()                                      { if (Data) IM_FREE(Data); }
1249 
emptyImVector1250     inline bool         empty() const                       { return Size == 0; }
sizeImVector1251     inline int          size() const                        { return Size; }
size_in_bytesImVector1252     inline int          size_in_bytes() const               { return Size * (int)sizeof(T); }
capacityImVector1253     inline int          capacity() const                    { return Capacity; }
1254     inline T&           operator[](int i)                   { IM_ASSERT(i < Size); return Data[i]; }
1255     inline const T&     operator[](int i) const             { IM_ASSERT(i < Size); return Data[i]; }
1256 
clearImVector1257     inline void         clear()                             { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } }
beginImVector1258     inline T*           begin()                             { return Data; }
beginImVector1259     inline const T*     begin() const                       { return Data; }
endImVector1260     inline T*           end()                               { return Data + Size; }
endImVector1261     inline const T*     end() const                         { return Data + Size; }
frontImVector1262     inline T&           front()                             { IM_ASSERT(Size > 0); return Data[0]; }
frontImVector1263     inline const T&     front() const                       { IM_ASSERT(Size > 0); return Data[0]; }
backImVector1264     inline T&           back()                              { IM_ASSERT(Size > 0); return Data[Size - 1]; }
backImVector1265     inline const T&     back() const                        { IM_ASSERT(Size > 0); return Data[Size - 1]; }
swapImVector1266     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; }
1267 
_grow_capacityImVector1268     inline int          _grow_capacity(int sz) const        { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > sz ? new_capacity : sz; }
resizeImVector1269     inline void         resize(int new_size)                { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
resizeImVector1270     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; }
reserveImVector1271     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; }
1272 
1273     // 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.
push_backImVector1274     inline void         push_back(const T& v)               { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }
pop_backImVector1275     inline void         pop_back()                          { IM_ASSERT(Size > 0); Size--; }
push_frontImVector1276     inline void         push_front(const T& v)              { if (Size == 0) push_back(v); else insert(Data, v); }
eraseImVector1277     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; }
eraseImVector1278     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 - count) * sizeof(T)); Size -= (int)count; return Data + off; }
erase_unsortedImVector1279     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; }
insertImVector1280     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; }
containsImVector1281     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; }
findImVector1282     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; }
findImVector1283     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; }
find_eraseImVector1284     inline bool         find_erase(const T& v)              { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; }
find_erase_unsortedImVector1285     inline bool         find_erase_unsorted(const T& v)     { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; }
index_from_ptrImVector1286     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; }
1287 };
1288 
1289 //-----------------------------------------------------------------------------
1290 // ImGuiStyle
1291 // You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
1292 // During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,
1293 // and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
1294 //-----------------------------------------------------------------------------
1295 
1296 struct ImGuiStyle
1297 {
1298     float       Alpha;                      // Global alpha applies to everything in Dear ImGui.
1299     ImVec2      WindowPadding;              // Padding within a window.
1300     float       WindowRounding;             // Radius of window corners rounding. Set to 0.0f to have rectangular windows.
1301     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).
1302     ImVec2      WindowMinSize;              // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints().
1303     ImVec2      WindowTitleAlign;           // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
1304     ImGuiDir    WindowMenuButtonPosition;   // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left.
1305     float       ChildRounding;              // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
1306     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).
1307     float       PopupRounding;              // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
1308     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).
1309     ImVec2      FramePadding;               // Padding within a framed rectangle (used by most widgets).
1310     float       FrameRounding;              // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
1311     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).
1312     ImVec2      ItemSpacing;                // Horizontal and vertical spacing between widgets/lines.
1313     ImVec2      ItemInnerSpacing;           // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
1314     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!
1315     float       IndentSpacing;              // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
1316     float       ColumnsMinSpacing;          // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
1317     float       ScrollbarSize;              // Width of the vertical scrollbar, Height of the horizontal scrollbar.
1318     float       ScrollbarRounding;          // Radius of grab corners for scrollbar.
1319     float       GrabMinSize;                // Minimum width/height of a grab box for slider/scrollbar.
1320     float       GrabRounding;               // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
1321     float       TabRounding;                // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
1322     float       TabBorderSize;              // Thickness of border around tabs.
1323     ImGuiDir    ColorButtonPosition;        // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
1324     ImVec2      ButtonTextAlign;            // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
1325     ImVec2      SelectableTextAlign;        // Alignment of selectable text when selectable is larger than text. Defaults to (0.0f, 0.0f) (top-left aligned).
1326     ImVec2      DisplayWindowPadding;       // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows.
1327     ImVec2      DisplaySafeAreaPadding;     // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly!
1328     float       MouseCursorScale;           // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
1329     bool        AntiAliasedLines;           // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU.
1330     bool        AntiAliasedFill;            // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)
1331     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.
1332     ImVec4      Colors[ImGuiCol_COUNT];
1333 
1334     IMGUI_API ImGuiStyle();
1335     IMGUI_API void ScaleAllSizes(float scale_factor);
1336 };
1337 
1338 //-----------------------------------------------------------------------------
1339 // ImGuiIO
1340 // Communicate most settings and inputs/outputs to Dear ImGui using this structure.
1341 // Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.
1342 //-----------------------------------------------------------------------------
1343 
1344 struct ImGuiIO
1345 {
1346     //------------------------------------------------------------------
1347     // Configuration (fill once)                // Default value
1348     //------------------------------------------------------------------
1349 
1350     ImGuiConfigFlags   ConfigFlags;             // = 0              // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
1351     ImGuiBackendFlags  BackendFlags;            // = 0              // See ImGuiBackendFlags_ enum. Set by back-end (imgui_impl_xxx files or custom back-end) to communicate features supported by the back-end.
1352     ImVec2      DisplaySize;                    // <unset>          // Main display size, in pixels.
1353     float       DeltaTime;                      // = 1.0f/60.0f     // Time elapsed since last frame, in seconds.
1354     float       IniSavingRate;                  // = 5.0f           // Minimum time between saving positions/sizes to .ini file, in seconds.
1355     const char* IniFilename;                    // = "imgui.ini"    // Path to .ini file. Set NULL to disable automatic .ini loading/saving, if e.g. you want to manually load/save from memory.
1356     const char* LogFilename;                    // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
1357     float       MouseDoubleClickTime;           // = 0.30f          // Time for a double-click, in seconds.
1358     float       MouseDoubleClickMaxDist;        // = 6.0f           // Distance threshold to stay in to validate a double-click, in pixels.
1359     float       MouseDragThreshold;             // = 6.0f           // Distance threshold before considering we are dragging.
1360     int         KeyMap[ImGuiKey_COUNT];         // <unset>          // Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state.
1361     float       KeyRepeatDelay;                 // = 0.250f         // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
1362     float       KeyRepeatRate;                  // = 0.050f         // When holding a key/button, rate at which it repeats, in seconds.
1363     void*       UserData;                       // = NULL           // Store your own data for retrieval by callbacks.
1364 
1365     ImFontAtlas*Fonts;                          // <auto>           // Font atlas: load, rasterize and pack one or more fonts into a single texture.
1366     float       FontGlobalScale;                // = 1.0f           // Global scale all fonts
1367     bool        FontAllowUserScaling;           // = false          // Allow user scaling text of individual window with CTRL+Wheel.
1368     ImFont*     FontDefault;                    // = NULL           // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
1369     ImVec2      DisplayFramebufferScale;        // = (1, 1)         // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale.
1370 
1371     // Miscellaneous options
1372     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 back-end implementations.
1373     bool        ConfigMacOSXBehaviors;          // = defined(__APPLE__) // 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 (was called io.OptMacOSXBehaviors prior to 1.63)
1374     bool        ConfigInputTextCursorBlink;     // = true           // Set to false to disable blinking cursor, for users who consider it distracting. (was called: io.OptCursorBlink prior to 1.63)
1375     bool        ConfigWindowsResizeFromEdges;   // = true           // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
1376     bool        ConfigWindowsMoveFromTitleBarOnly; // = false       // [BETA] Set to true to only allow moving windows when clicked+dragged from the title bar. Windows without a title bar are not affected.
1377     float       ConfigWindowsMemoryCompactTimer;// = 60.0f          // [BETA] Compact window memory usage when unused. Set to -1.0f to disable.
1378 
1379     //------------------------------------------------------------------
1380     // Platform Functions
1381     // (the imgui_impl_xxxx back-end files are setting those up for you)
1382     //------------------------------------------------------------------
1383 
1384     // Optional: Platform/Renderer back-end name (informational only! will be displayed in About Window) + User data for back-end/wrappers to store their own stuff.
1385     const char* BackendPlatformName;            // = NULL
1386     const char* BackendRendererName;            // = NULL
1387     void*       BackendPlatformUserData;        // = NULL
1388     void*       BackendRendererUserData;        // = NULL
1389     void*       BackendLanguageUserData;        // = NULL
1390 
1391     // Optional: Access OS clipboard
1392     // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
1393     const char* (*GetClipboardTextFn)(void* user_data);
1394     void        (*SetClipboardTextFn)(void* user_data, const char* text);
1395     void*       ClipboardUserData;
1396 
1397     // 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)
1398     // (default to use native imm32 api on Windows)
1399     void        (*ImeSetInputScreenPosFn)(int x, int y);
1400     void*       ImeWindowHandle;                // = NULL           // (Windows) Set this to your HWND to get automatic IME cursor positioning.
1401 
1402 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1403     // [OBSOLETE since 1.60+] Rendering function, will be automatically called in Render(). Please call your rendering function yourself now!
1404     // You can obtain the ImDrawData* by calling ImGui::GetDrawData() after Render(). See example applications if you are unsure of how to implement this.
1405     void        (*RenderDrawListsFn)(ImDrawData* data);
1406 #else
1407     // This is only here to keep ImGuiIO the same size/layout, so that IMGUI_DISABLE_OBSOLETE_FUNCTIONS can exceptionally be used outside of imconfig.h.
1408     void*       RenderDrawListsFnUnused;
1409 #endif
1410 
1411     //------------------------------------------------------------------
1412     // Input - Fill before calling NewFrame()
1413     //------------------------------------------------------------------
1414 
1415     ImVec2      MousePos;                       // Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.)
1416     bool        MouseDown[5];                   // Mouse buttons: 0=left, 1=right, 2=middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
1417     float       MouseWheel;                     // Mouse wheel Vertical: 1 unit scrolls about 5 lines text.
1418     float       MouseWheelH;                    // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all back-ends.
1419     bool        KeyCtrl;                        // Keyboard modifier pressed: Control
1420     bool        KeyShift;                       // Keyboard modifier pressed: Shift
1421     bool        KeyAlt;                         // Keyboard modifier pressed: Alt
1422     bool        KeySuper;                       // Keyboard modifier pressed: Cmd/Super/Windows
1423     bool        KeysDown[512];                  // 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).
1424     float       NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame().
1425 
1426     // Functions
1427     IMGUI_API void  AddInputCharacter(unsigned int c);          // Queue new character input
1428     IMGUI_API void  AddInputCharactersUTF8(const char* str);    // Queue new characters input from an UTF-8 string
1429     IMGUI_API void  ClearInputCharacters();                     // Clear the text input buffer manually
1430 
1431     //------------------------------------------------------------------
1432     // Output - Retrieve after calling NewFrame()
1433     //------------------------------------------------------------------
1434 
1435     bool        WantCaptureMouse;               // When io.WantCaptureMouse is true, imgui will use the mouse inputs, do not dispatch them to your main game/application (in both cases, 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.).
1436     bool        WantCaptureKeyboard;            // When io.WantCaptureKeyboard is true, imgui will use the keyboard inputs, do not dispatch them to your main game/application (in both cases, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).
1437     bool        WantTextInput;                  // Mobile/console: when io.WantTextInput is true, you may display an on-screen keyboard. This is set by ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
1438     bool        WantSetMousePos;                // MousePos has been altered, back-end should reposition mouse on next frame. Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
1439     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: You need to clear io.WantSaveIniSettings yourself.
1440     bool        NavActive;                      // Directional navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
1441     bool        NavVisible;                     // Directional navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
1442     float       Framerate;                      // Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames
1443     int         MetricsRenderVertices;          // Vertices output during last call to Render()
1444     int         MetricsRenderIndices;           // Indices output during last call to Render() = number of triangles * 3
1445     int         MetricsRenderWindows;           // Number of visible windows
1446     int         MetricsActiveWindows;           // Number of active windows
1447     int         MetricsActiveAllocations;       // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts.
1448     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.
1449 
1450     //------------------------------------------------------------------
1451     // [Internal] ImGui will maintain those fields. Forward compatibility not guaranteed!
1452     //------------------------------------------------------------------
1453 
1454     ImVec2      MousePosPrev;                   // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
1455     ImVec2      MouseClickedPos[5];             // Position at time of clicking
1456     double      MouseClickedTime[5];            // Time of last click (used to figure out double-click)
1457     bool        MouseClicked[5];                // Mouse button went from !Down to Down
1458     bool        MouseDoubleClicked[5];          // Has mouse button been double-clicked?
1459     bool        MouseReleased[5];               // Mouse button went from Down to !Down
1460     bool        MouseDownOwned[5];              // Track if button was clicked inside a dear imgui window. We don't request mouse capture from the application if click started outside ImGui bounds.
1461     bool        MouseDownWasDoubleClick[5];     // Track if button down was a double-click
1462     float       MouseDownDuration[5];           // Duration the mouse button has been down (0.0f == just clicked)
1463     float       MouseDownDurationPrev[5];       // Previous time the mouse button has been down
1464     ImVec2      MouseDragMaxDistanceAbs[5];     // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
1465     float       MouseDragMaxDistanceSqr[5];     // Squared maximum distance of how much mouse has traveled from the clicking point
1466     float       KeysDownDuration[512];          // Duration the keyboard key has been down (0.0f == just pressed)
1467     float       KeysDownDurationPrev[512];      // Previous duration the key has been down
1468     float       NavInputsDownDuration[ImGuiNavInput_COUNT];
1469     float       NavInputsDownDurationPrev[ImGuiNavInput_COUNT];
1470     ImVector<ImWchar> InputQueueCharacters;     // Queue of _characters_ input (obtained by platform back-end). Fill using AddInputCharacter() helper.
1471 
1472     IMGUI_API   ImGuiIO();
1473 };
1474 
1475 //-----------------------------------------------------------------------------
1476 // Misc data structures
1477 //-----------------------------------------------------------------------------
1478 
1479 // Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
1480 // The callback function should return 0 by default.
1481 // Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
1482 // - ImGuiInputTextFlags_CallbackCompletion:  Callback on pressing TAB
1483 // - ImGuiInputTextFlags_CallbackHistory:     Callback on pressing Up/Down arrows
1484 // - ImGuiInputTextFlags_CallbackAlways:      Callback on each iteration
1485 // - ImGuiInputTextFlags_CallbackCharFilter:  Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
1486 // - ImGuiInputTextFlags_CallbackResize:      Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
1487 struct ImGuiInputTextCallbackData
1488 {
1489     ImGuiInputTextFlags EventFlag;      // One ImGuiInputTextFlags_Callback*    // Read-only
1490     ImGuiInputTextFlags Flags;          // What user passed to InputText()      // Read-only
1491     void*               UserData;       // What user passed to InputText()      // Read-only
1492 
1493     // Arguments for the different callback events
1494     // - 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.
1495     // - 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.
1496     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;
1497     ImGuiKey            EventKey;       // Key pressed (Up/Down/TAB)            // Read-only    // [Completion,History]
1498     char*               Buf;            // Text buffer                          // Read-write   // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
1499     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()
1500     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
1501     bool                BufDirty;       // Set if you modify Buf/BufTextLen!    // Write        // [Completion,History,Always]
1502     int                 CursorPos;      //                                      // Read-write   // [Completion,History,Always]
1503     int                 SelectionStart; //                                      // Read-write   // [Completion,History,Always] == to SelectionEnd when no selection)
1504     int                 SelectionEnd;   //                                      // Read-write   // [Completion,History,Always]
1505 
1506     // Helper functions for text manipulation.
1507     // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection.
1508     IMGUI_API ImGuiInputTextCallbackData();
1509     IMGUI_API void      DeleteChars(int pos, int bytes_count);
1510     IMGUI_API void      InsertChars(int pos, const char* text, const char* text_end = NULL);
HasSelectionImGuiInputTextCallbackData1511     bool                HasSelection() const { return SelectionStart != SelectionEnd; }
1512 };
1513 
1514 // Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
1515 // NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
1516 struct ImGuiSizeCallbackData
1517 {
1518     void*   UserData;       // Read-only.   What user passed to SetNextWindowSizeConstraints()
1519     ImVec2  Pos;            // Read-only.   Window position, for reference.
1520     ImVec2  CurrentSize;    // Read-only.   Current window size.
1521     ImVec2  DesiredSize;    // Read-write.  Desired size, based on user's mouse position. Write to this field to restrain resizing.
1522 };
1523 
1524 // Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()
1525 struct ImGuiPayload
1526 {
1527     // Members
1528     void*           Data;               // Data (copied and owned by dear imgui)
1529     int             DataSize;           // Data size
1530 
1531     // [Internal]
1532     ImGuiID         SourceId;           // Source item id
1533     ImGuiID         SourceParentId;     // Source parent id (if available)
1534     int             DataFrameCount;     // Data timestamp
1535     char            DataType[32+1];     // Data type tag (short user-supplied string, 32 characters max)
1536     bool            Preview;            // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)
1537     bool            Delivery;           // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.
1538 
ImGuiPayloadImGuiPayload1539     ImGuiPayload()  { Clear(); }
ClearImGuiPayload1540     void Clear()    { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; }
IsDataTypeImGuiPayload1541     bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; }
IsPreviewImGuiPayload1542     bool IsPreview() const                  { return Preview; }
IsDeliveryImGuiPayload1543     bool IsDelivery() const                 { return Delivery; }
1544 };
1545 
1546 //-----------------------------------------------------------------------------
1547 // Obsolete functions (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
1548 // Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead.
1549 //-----------------------------------------------------------------------------
1550 
1551 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1552 namespace ImGui
1553 {
1554     // OBSOLETED in 1.72 (from July 2019)
TreeAdvanceToLabelPos()1555     static inline void  TreeAdvanceToLabelPos()               { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); }
1556     // OBSOLETED in 1.71 (from June 2019)
1557     static inline void  SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); }
1558     // OBSOLETED in 1.70 (from May 2019)
GetContentRegionAvailWidth()1559     static inline float GetContentRegionAvailWidth()          { return GetContentRegionAvail().x; }
1560     // OBSOLETED in 1.69 (from Mar 2019)
GetOverlayDrawList()1561     static inline ImDrawList* GetOverlayDrawList()            { return GetForegroundDrawList(); }
1562     // OBSOLETED in 1.66 (from Sep 2018)
1563     static inline void  SetScrollHere(float center_ratio=0.5f){ SetScrollHereY(center_ratio); }
1564     // OBSOLETED in 1.63 (between Aug 2018 and Sept 2018)
IsItemDeactivatedAfterChange()1565     static inline bool  IsItemDeactivatedAfterChange()        { return IsItemDeactivatedAfterEdit(); }
1566     // OBSOLETED in 1.61 (between Apr 2018 and Aug 2018)
1567     IMGUI_API bool      InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags flags = 0); // Use the 'const char* format' version instead of 'decimal_precision'!
1568     IMGUI_API bool      InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags flags = 0);
1569     IMGUI_API bool      InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags flags = 0);
1570     IMGUI_API bool      InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags flags = 0);
1571     // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)
IsAnyWindowFocused()1572     static inline bool  IsAnyWindowFocused()                  { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); }
IsAnyWindowHovered()1573     static inline bool  IsAnyWindowHovered()                  { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }
1574     static inline ImVec2 CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = 0.f) { IM_UNUSED(on_edge); IM_UNUSED(outward); IM_ASSERT(0); return pos; }
1575     // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
ShowTestWindow()1576     static inline void  ShowTestWindow()                      { return ShowDemoWindow(); }
IsRootWindowFocused()1577     static inline bool  IsRootWindowFocused()                 { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); }
IsRootWindowOrAnyChildFocused()1578     static inline bool  IsRootWindowOrAnyChildFocused()       { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); }
SetNextWindowContentWidth(float w)1579     static inline void  SetNextWindowContentWidth(float w)    { SetNextWindowContentSize(ImVec2(w, 0.0f)); }
GetItemsLineHeightWithSpacing()1580     static inline float GetItemsLineHeightWithSpacing()       { return GetFrameHeightWithSpacing(); }
1581 }
1582 typedef ImGuiInputTextCallback      ImGuiTextEditCallback;    // OBSOLETED in 1.63 (from Aug 2018): made the names consistent
1583 typedef ImGuiInputTextCallbackData  ImGuiTextEditCallbackData;
1584 #endif
1585 
1586 //-----------------------------------------------------------------------------
1587 // Helpers
1588 //-----------------------------------------------------------------------------
1589 
1590 // Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame.
1591 // Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame");
1592 struct ImGuiOnceUponAFrame
1593 {
ImGuiOnceUponAFrameImGuiOnceUponAFrame1594     ImGuiOnceUponAFrame() { RefFrame = -1; }
1595     mutable int RefFrame;
1596     operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
1597 };
1598 
1599 // Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
1600 struct ImGuiTextFilter
1601 {
1602     IMGUI_API           ImGuiTextFilter(const char* default_filter = "");
1603     IMGUI_API bool      Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f);  // Helper calling InputText+Build
1604     IMGUI_API bool      PassFilter(const char* text, const char* text_end = NULL) const;
1605     IMGUI_API void      Build();
ClearImGuiTextFilter1606     void                Clear()          { InputBuf[0] = 0; Build(); }
IsActiveImGuiTextFilter1607     bool                IsActive() const { return !Filters.empty(); }
1608 
1609     // [Internal]
1610     struct ImGuiTextRange
1611     {
1612         const char*     b;
1613         const char*     e;
1614 
ImGuiTextRangeImGuiTextFilter::ImGuiTextRange1615         ImGuiTextRange()                                { b = e = NULL; }
ImGuiTextRangeImGuiTextFilter::ImGuiTextRange1616         ImGuiTextRange(const char* _b, const char* _e)  { b = _b; e = _e; }
emptyImGuiTextFilter::ImGuiTextRange1617         bool            empty() const                   { return b == e; }
1618         IMGUI_API void  split(char separator, ImVector<ImGuiTextRange>* out) const;
1619     };
1620     char                    InputBuf[256];
1621     ImVector<ImGuiTextRange>Filters;
1622     int                     CountGrep;
1623 };
1624 
1625 // Helper: Growable text buffer for logging/accumulating text
1626 // (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')
1627 struct ImGuiTextBuffer
1628 {
1629     ImVector<char>      Buf;
1630     IMGUI_API static char EmptyString[1];
1631 
ImGuiTextBufferImGuiTextBuffer1632     ImGuiTextBuffer()   { }
1633     inline char         operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }
beginImGuiTextBuffer1634     const char*         begin() const           { return Buf.Data ? &Buf.front() : EmptyString; }
endImGuiTextBuffer1635     const char*         end() const             { return Buf.Data ? &Buf.back() : EmptyString; }   // Buf is zero-terminated, so end() will point on the zero-terminator
sizeImGuiTextBuffer1636     int                 size() const            { return Buf.Size ? Buf.Size - 1 : 0; }
emptyImGuiTextBuffer1637     bool                empty() const           { return Buf.Size <= 1; }
clearImGuiTextBuffer1638     void                clear()                 { Buf.clear(); }
reserveImGuiTextBuffer1639     void                reserve(int capacity)   { Buf.reserve(capacity); }
c_strImGuiTextBuffer1640     const char*         c_str() const           { return Buf.Data ? Buf.Data : EmptyString; }
1641     IMGUI_API void      append(const char* str, const char* str_end = NULL);
1642     IMGUI_API void      appendf(const char* fmt, ...) IM_FMTARGS(2);
1643     IMGUI_API void      appendfv(const char* fmt, va_list args) IM_FMTLIST(2);
1644 };
1645 
1646 // Helper: Key->Value storage
1647 // Typically you don't have to worry about this since a storage is held within each Window.
1648 // We use it to e.g. store collapse state for a tree (Int 0/1)
1649 // This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)
1650 // You can use it as custom user storage for temporary values. Declare your own storage if, for example:
1651 // - 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).
1652 // - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)
1653 // Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
1654 struct ImGuiStorage
1655 {
1656     // [Internal]
1657     struct ImGuiStoragePair
1658     {
1659         ImGuiID key;
1660         union { int val_i; float val_f; void* val_p; };
ImGuiStoragePairImGuiStorage::ImGuiStoragePair1661         ImGuiStoragePair(ImGuiID _key, int _val_i)      { key = _key; val_i = _val_i; }
ImGuiStoragePairImGuiStorage::ImGuiStoragePair1662         ImGuiStoragePair(ImGuiID _key, float _val_f)    { key = _key; val_f = _val_f; }
ImGuiStoragePairImGuiStorage::ImGuiStoragePair1663         ImGuiStoragePair(ImGuiID _key, void* _val_p)    { key = _key; val_p = _val_p; }
1664     };
1665 
1666     ImVector<ImGuiStoragePair>      Data;
1667 
1668     // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
1669     // - Set***() functions find pair, insertion on demand if missing.
1670     // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
ClearImGuiStorage1671     void                Clear() { Data.clear(); }
1672     IMGUI_API int       GetInt(ImGuiID key, int default_val = 0) const;
1673     IMGUI_API void      SetInt(ImGuiID key, int val);
1674     IMGUI_API bool      GetBool(ImGuiID key, bool default_val = false) const;
1675     IMGUI_API void      SetBool(ImGuiID key, bool val);
1676     IMGUI_API float     GetFloat(ImGuiID key, float default_val = 0.0f) const;
1677     IMGUI_API void      SetFloat(ImGuiID key, float val);
1678     IMGUI_API void*     GetVoidPtr(ImGuiID key) const; // default_val is NULL
1679     IMGUI_API void      SetVoidPtr(ImGuiID key, void* val);
1680 
1681     // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
1682     // - 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.
1683     // - 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)
1684     //      float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
1685     IMGUI_API int*      GetIntRef(ImGuiID key, int default_val = 0);
1686     IMGUI_API bool*     GetBoolRef(ImGuiID key, bool default_val = false);
1687     IMGUI_API float*    GetFloatRef(ImGuiID key, float default_val = 0.0f);
1688     IMGUI_API void**    GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
1689 
1690     // Use on your own storage if you know only integer are being stored (open/close all tree nodes)
1691     IMGUI_API void      SetAllInt(int val);
1692 
1693     // For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
1694     IMGUI_API void      BuildSortByKey();
1695 };
1696 
1697 // Helper: Manually clip large list of items.
1698 // If you are submitting lots of evenly spaced items and you have a random access to the list, you can perform coarse clipping based on visibility to save yourself from processing those items at all.
1699 // The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
1700 // ImGui already clip items based on their bounds but it needs to measure text size to do so. Coarse clipping before submission makes this cost and your own data fetching/submission cost null.
1701 // Usage:
1702 //     ImGuiListClipper clipper(1000);  // we have 1000 elements, evenly spaced.
1703 //     while (clipper.Step())
1704 //         for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
1705 //             ImGui::Text("line number %d", i);
1706 // - Step 0: the clipper let you process the first element, regardless of it being visible or not, so we can measure the element height (step skipped if we passed a known height as second arg to constructor).
1707 // - Step 1: the clipper infer height from first element, calculate the actual range of elements to display, and position the cursor before the first element.
1708 // - (Step 2: dummy step only required if an explicit items_height was passed to constructor or Begin() and user call Step(). Does nothing and switch to Step 3.)
1709 // - Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), advance the cursor to the end of the list and then returns 'false' to end the loop.
1710 struct ImGuiListClipper
1711 {
1712     float   StartPosY;
1713     float   ItemsHeight;
1714     int     ItemsCount, StepNo, DisplayStart, DisplayEnd;
1715 
1716     // items_count:  Use -1 to ignore (you can call Begin later). 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).
1717     // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
1718     // If you don't specify an items_height, you NEED to call Step(). If you specify items_height you may call the old Begin()/End() api directly, but prefer calling Step().
1719     ImGuiListClipper(int items_count = -1, float items_height = -1.0f)  { Begin(items_count, items_height); } // NB: Begin() initialize every fields (as we allow user to call Begin/End multiple times on a same instance if they want).
~ImGuiListClipperImGuiListClipper1720     ~ImGuiListClipper()                                                 { IM_ASSERT(ItemsCount == -1); }      // Assert if user forgot to call End() or Step() until false.
1721 
1722     IMGUI_API bool Step();                                              // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
1723     IMGUI_API void Begin(int items_count, float items_height = -1.0f);  // Automatically called by constructor if you passed 'items_count' or by Step() in Step 1.
1724     IMGUI_API void End();                                               // Automatically called on the last call of Step() that returns false.
1725 };
1726 
1727 // Helpers macros to generate 32-bits encoded colors
1728 #ifdef IMGUI_USE_BGRA_PACKED_COLOR
1729 #define IM_COL32_R_SHIFT    16
1730 #define IM_COL32_G_SHIFT    8
1731 #define IM_COL32_B_SHIFT    0
1732 #define IM_COL32_A_SHIFT    24
1733 #define IM_COL32_A_MASK     0xFF000000
1734 #else
1735 #define IM_COL32_R_SHIFT    0
1736 #define IM_COL32_G_SHIFT    8
1737 #define IM_COL32_B_SHIFT    16
1738 #define IM_COL32_A_SHIFT    24
1739 #define IM_COL32_A_MASK     0xFF000000
1740 #endif
1741 #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))
1742 #define IM_COL32_WHITE       IM_COL32(255,255,255,255)  // Opaque white = 0xFFFFFFFF
1743 #define IM_COL32_BLACK       IM_COL32(0,0,0,255)        // Opaque black
1744 #define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0)          // Transparent black = 0x00000000
1745 
1746 // Helper: ImColor() implicitly converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
1747 // Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
1748 // **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
1749 // **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.
1750 struct ImColor
1751 {
1752     ImVec4              Value;
1753 
ImColorImColor1754     ImColor()                                                       { Value.x = Value.y = Value.z = Value.w = 0.0f; }
1755     ImColor(int r, int g, int b, int a = 255)                       { float sc = 1.0f/255.0f; Value.x = (float)r * sc; Value.y = (float)g * sc; Value.z = (float)b * sc; Value.w = (float)a * sc; }
ImColorImColor1756     ImColor(ImU32 rgba)                                             { float sc = 1.0f/255.0f; Value.x = (float)((rgba>>IM_COL32_R_SHIFT)&0xFF) * sc; Value.y = (float)((rgba>>IM_COL32_G_SHIFT)&0xFF) * sc; Value.z = (float)((rgba>>IM_COL32_B_SHIFT)&0xFF) * sc; Value.w = (float)((rgba>>IM_COL32_A_SHIFT)&0xFF) * sc; }
1757     ImColor(float r, float g, float b, float a = 1.0f)              { Value.x = r; Value.y = g; Value.z = b; Value.w = a; }
ImColorImColor1758     ImColor(const ImVec4& col)                                      { Value = col; }
ImU32ImColor1759     inline operator ImU32() const                                   { return ImGui::ColorConvertFloat4ToU32(Value); }
ImVec4ImColor1760     inline operator ImVec4() const                                  { return Value; }
1761 
1762     // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.
1763     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; }
1764     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); }
1765 };
1766 
1767 //-----------------------------------------------------------------------------
1768 // Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)
1769 // Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
1770 //-----------------------------------------------------------------------------
1771 
1772 // Draw callbacks for advanced uses.
1773 // NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
1774 // you can poke into the draw list for that! Draw callback may be useful for example to:
1775 //  A) Change your GPU render state,
1776 //  B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
1777 // The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
1778 // If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering back-end accordingly.
1779 #ifndef ImDrawCallback
1780 typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
1781 #endif
1782 
1783 // Special Draw callback value to request renderer back-end to reset the graphics/render state.
1784 // The renderer back-end needs to handle this special value, otherwise it will crash trying to call a function at this address.
1785 // This is useful for example if you submitted callbacks which you know have altered the render state and you want it to be restored.
1786 // It is not done by default because they are many perfectly useful way of altering render state for imgui contents (e.g. changing shader/blending settings before an Image call).
1787 #define ImDrawCallback_ResetRenderState     (ImDrawCallback)(-1)
1788 
1789 // Typically, 1 command = 1 GPU draw call (unless command is a callback)
1790 // Pre 1.71 back-ends will typically ignore the VtxOffset/IdxOffset fields. When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset'
1791 // is enabled, those fields allow us to render meshes larger than 64K vertices while keeping 16-bits indices.
1792 struct ImDrawCmd
1793 {
1794     unsigned int    ElemCount;              // 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[].
1795     ImVec4          ClipRect;               // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
1796     ImTextureID     TextureId;              // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
1797     unsigned int    VtxOffset;              // Start offset in vertex buffer. Pre-1.71 or without ImGuiBackendFlags_RendererHasVtxOffset: always 0. With ImGuiBackendFlags_RendererHasVtxOffset: may be >0 to support meshes larger than 64K vertices with 16-bits indices.
1798     unsigned int    IdxOffset;              // Start offset in index buffer. Always equal to sum of ElemCount drawn so far.
1799     ImDrawCallback  UserCallback;           // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
1800     void*           UserCallbackData;       // The draw callback code can access this.
1801 
ImDrawCmdImDrawCmd1802     ImDrawCmd() { ElemCount = 0; TextureId = (ImTextureID)NULL; VtxOffset = IdxOffset = 0;  UserCallback = NULL; UserCallbackData = NULL; }
1803 };
1804 
1805 // Vertex index
1806 // (to allow large meshes with 16-bits indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer back-end)
1807 // (to use 32-bits indices: override with '#define ImDrawIdx unsigned int' in imconfig.h)
1808 #ifndef ImDrawIdx
1809 typedef unsigned short ImDrawIdx;
1810 #endif
1811 
1812 // Vertex layout
1813 #ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
1814 struct ImDrawVert
1815 {
1816     ImVec2  pos;
1817     ImVec2  uv;
1818     ImU32   col;
1819 };
1820 #else
1821 // You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
1822 // 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.
1823 // 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 a the time you'd want to set your type up.
1824 // 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.
1825 IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
1826 #endif
1827 
1828 // For use by ImDrawListSplitter.
1829 struct ImDrawChannel
1830 {
1831     ImVector<ImDrawCmd>         _CmdBuffer;
1832     ImVector<ImDrawIdx>         _IdxBuffer;
1833 };
1834 
1835 // Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order.
1836 // This is used by the Columns api, so items of each column can be batched together in a same draw call.
1837 struct ImDrawListSplitter
1838 {
1839     int                         _Current;    // Current channel number (0)
1840     int                         _Count;      // Number of active channels (1+)
1841     ImVector<ImDrawChannel>     _Channels;   // Draw channels (not resized down so _Count might be < Channels.Size)
1842 
ImDrawListSplitterImDrawListSplitter1843     inline ImDrawListSplitter()  { Clear(); }
~ImDrawListSplitterImDrawListSplitter1844     inline ~ImDrawListSplitter() { ClearFreeMemory(); }
ClearImDrawListSplitter1845     inline void                 Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame
1846     IMGUI_API void              ClearFreeMemory();
1847     IMGUI_API void              Split(ImDrawList* draw_list, int count);
1848     IMGUI_API void              Merge(ImDrawList* draw_list);
1849     IMGUI_API void              SetCurrentChannel(ImDrawList* draw_list, int channel_idx);
1850 };
1851 
1852 enum ImDrawCornerFlags_
1853 {
1854     ImDrawCornerFlags_None      = 0,
1855     ImDrawCornerFlags_TopLeft   = 1 << 0, // 0x1
1856     ImDrawCornerFlags_TopRight  = 1 << 1, // 0x2
1857     ImDrawCornerFlags_BotLeft   = 1 << 2, // 0x4
1858     ImDrawCornerFlags_BotRight  = 1 << 3, // 0x8
1859     ImDrawCornerFlags_Top       = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight,   // 0x3
1860     ImDrawCornerFlags_Bot       = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight,   // 0xC
1861     ImDrawCornerFlags_Left      = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft,    // 0x5
1862     ImDrawCornerFlags_Right     = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight,  // 0xA
1863     ImDrawCornerFlags_All       = 0xF     // In your function calls you may use ~0 (= all bits sets) instead of ImDrawCornerFlags_All, as a convenience
1864 };
1865 
1866 enum ImDrawListFlags_
1867 {
1868     ImDrawListFlags_None             = 0,
1869     ImDrawListFlags_AntiAliasedLines = 1 << 0,  // Lines are anti-aliased (*2 the number of triangles for 1.0f wide line, otherwise *3 the number of triangles)
1870     ImDrawListFlags_AntiAliasedFill  = 1 << 1,  // Filled shapes have anti-aliased edges (*2 the number of vertices)
1871     ImDrawListFlags_AllowVtxOffset   = 1 << 2   // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.
1872 };
1873 
1874 // Draw command list
1875 // This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame,
1876 // all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
1877 // Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to
1878 // access the current window draw list and draw custom primitives.
1879 // You can interleave normal ImGui:: calls and adding primitives to the current draw list.
1880 // All positions are generally in pixel coordinates (top-left at (0,0), bottom-right at io.DisplaySize), but you are totally free to apply whatever transformation matrix to want to the data (if you apply such transformation you'll want to apply it to ClipRect as well)
1881 // 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.
1882 struct ImDrawList
1883 {
1884     // This is what you have to render
1885     ImVector<ImDrawCmd>     CmdBuffer;          // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.
1886     ImVector<ImDrawIdx>     IdxBuffer;          // Index buffer. Each command consume ImDrawCmd::ElemCount of those
1887     ImVector<ImDrawVert>    VtxBuffer;          // Vertex buffer.
1888     ImDrawListFlags         Flags;              // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
1889 
1890     // [Internal, used while building lists]
1891     const ImDrawListSharedData* _Data;          // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
1892     const char*             _OwnerName;         // Pointer to owner window's name for debugging
1893     unsigned int            _VtxCurrentOffset;  // [Internal] Always 0 unless 'Flags & ImDrawListFlags_AllowVtxOffset'.
1894     unsigned int            _VtxCurrentIdx;     // [Internal] Generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.
1895     ImDrawVert*             _VtxWritePtr;       // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
1896     ImDrawIdx*              _IdxWritePtr;       // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
1897     ImVector<ImVec4>        _ClipRectStack;     // [Internal]
1898     ImVector<ImTextureID>   _TextureIdStack;    // [Internal]
1899     ImVector<ImVec2>        _Path;              // [Internal] current path building
1900     ImDrawListSplitter      _Splitter;          // [Internal] for channels api
1901 
1902     // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui)
ImDrawListImDrawList1903     ImDrawList(const ImDrawListSharedData* shared_data) { _Data = shared_data; _OwnerName = NULL; Clear(); }
~ImDrawListImDrawList1904     ~ImDrawList() { ClearFreeMemory(); }
1905     IMGUI_API void  PushClipRect(ImVec2 clip_rect_min, 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)
1906     IMGUI_API void  PushClipRectFullScreen();
1907     IMGUI_API void  PopClipRect();
1908     IMGUI_API void  PushTextureID(ImTextureID texture_id);
1909     IMGUI_API void  PopTextureID();
GetClipRectMinImDrawList1910     inline ImVec2   GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }
GetClipRectMaxImDrawList1911     inline ImVec2   GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
1912 
1913     // Primitives
1914     // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
1915     IMGUI_API void  AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f);
1916     IMGUI_API void  AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All, float thickness = 1.0f);   // a: upper-left, b: lower-right (== upper-left + size), rounding_corners_flags: 4-bits corresponding to which corner to round
1917     IMGUI_API void  AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All);                     // a: upper-left, b: lower-right (== upper-left + size)
1918     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);
1919     IMGUI_API void  AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f);
1920     IMGUI_API void  AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col);
1921     IMGUI_API void  AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f);
1922     IMGUI_API void  AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col);
1923     IMGUI_API void  AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f);
1924     IMGUI_API void  AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 12);
1925     IMGUI_API void  AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
1926     IMGUI_API void  AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL);
1927     IMGUI_API void  AddPolyline(const ImVec2* points, int num_points, ImU32 col, bool closed, float thickness);
1928     IMGUI_API void  AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order.
1929     IMGUI_API void  AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0);
1930 
1931     // Image primitives
1932     // - Read FAQ to understand what ImTextureID is.
1933     // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle.
1934     // - "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.
1935     IMGUI_API void  AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE);
1936     IMGUI_API void  AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE);
1937     IMGUI_API void  AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All);
1938 
1939     // Stateful path API, add points then finish with PathFillConvex() or PathStroke()
PathClearImDrawList1940     inline    void  PathClear()                                                 { _Path.Size = 0; }
PathLineToImDrawList1941     inline    void  PathLineTo(const ImVec2& pos)                               { _Path.push_back(pos); }
PathLineToMergeDuplicateImDrawList1942     inline    void  PathLineToMergeDuplicate(const ImVec2& pos)                 { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size-1], &pos, 8) != 0) _Path.push_back(pos); }
PathFillConvexImDrawList1943     inline    void  PathFillConvex(ImU32 col)                                   { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; }  // Note: Anti-aliased filling requires points to be in clockwise order.
1944     inline    void  PathStroke(ImU32 col, bool closed, float thickness = 1.0f)  { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); _Path.Size = 0; }
1945     IMGUI_API void  PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 10);
1946     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
1947     IMGUI_API void  PathBezierCurveTo(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, int num_segments = 0);
1948     IMGUI_API void  PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All);
1949 
1950     // Advanced
1951     IMGUI_API void  AddCallback(ImDrawCallback callback, void* callback_data);  // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles.
1952     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
1953     IMGUI_API ImDrawList* CloneOutput() const;                                  // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.
1954 
1955     // Advanced: Channels
1956     // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit foreground primitives before background primitives)
1957     // - Use to minimize draw calls (e.g. if going back-and-forth between multiple non-overlapping clipping rectangles, prefer to append into separate channels then merge at the end)
ChannelsSplitImDrawList1958     inline void     ChannelsSplit(int count)    { _Splitter.Split(this, count); }
ChannelsMergeImDrawList1959     inline void     ChannelsMerge()             { _Splitter.Merge(this); }
ChannelsSetCurrentImDrawList1960     inline void     ChannelsSetCurrent(int n)   { _Splitter.SetCurrentChannel(this, n); }
1961 
1962     // Internal helpers
1963     // NB: all primitives needs to be reserved via PrimReserve() beforehand!
1964     IMGUI_API void  Clear();
1965     IMGUI_API void  ClearFreeMemory();
1966     IMGUI_API void  PrimReserve(int idx_count, int vtx_count);
1967     IMGUI_API void  PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col);      // Axis aligned rectangle (composed of two triangles)
1968     IMGUI_API void  PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
1969     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);
PrimWriteVtxImDrawList1970     inline    void  PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col){ _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
PrimWriteIdxImDrawList1971     inline    void  PrimWriteIdx(ImDrawIdx idx)                                 { *_IdxWritePtr = idx; _IdxWritePtr++; }
PrimVtxImDrawList1972     inline    void  PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col)     { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); }
1973     IMGUI_API void  UpdateClipRect();
1974     IMGUI_API void  UpdateTextureID();
1975 };
1976 
1977 // All draw data to render a Dear ImGui frame
1978 // (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose,
1979 // as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList)
1980 struct ImDrawData
1981 {
1982     bool            Valid;                  // Only valid after Render() is called and before the next NewFrame() is called.
1983     ImDrawList**    CmdLists;               // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here.
1984     int             CmdListsCount;          // Number of ImDrawList* to render
1985     int             TotalIdxCount;          // For convenience, sum of all ImDrawList's IdxBuffer.Size
1986     int             TotalVtxCount;          // For convenience, sum of all ImDrawList's VtxBuffer.Size
1987     ImVec2          DisplayPos;             // Upper-left position of the viewport to render (== upper-left of the orthogonal projection matrix to use)
1988     ImVec2          DisplaySize;            // Size of the viewport to render (== io.DisplaySize for the main viewport) (DisplayPos + DisplaySize == lower-right of the orthogonal projection matrix to use)
1989     ImVec2          FramebufferScale;       // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display.
1990 
1991     // Functions
ImDrawDataImDrawData1992     ImDrawData()    { Valid = false; Clear(); }
~ImDrawDataImDrawData1993     ~ImDrawData()   { Clear(); }
ClearImDrawData1994     void Clear()    { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.f, 0.f); } // The ImDrawList are owned by ImGuiContext!
1995     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!
1996     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.
1997 };
1998 
1999 //-----------------------------------------------------------------------------
2000 // Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)
2001 //-----------------------------------------------------------------------------
2002 
2003 struct ImFontConfig
2004 {
2005     void*           FontData;               //          // TTF/OTF data
2006     int             FontDataSize;           //          // TTF/OTF data size
2007     bool            FontDataOwnedByAtlas;   // true     // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
2008     int             FontNo;                 // 0        // Index of font within TTF/OTF file
2009     float           SizePixels;             //          // Size in pixels for rasterizer (more or less maps to the resulting font height).
2010     int             OversampleH;            // 3        // Rasterize at higher quality for sub-pixel positioning. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.
2011     int             OversampleV;            // 1        // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
2012     bool            PixelSnapH;             // false    // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1.
2013     ImVec2          GlyphExtraSpacing;      // 0, 0     // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
2014     ImVec2          GlyphOffset;            // 0, 0     // Offset all glyphs from this font input.
2015     const ImWchar*  GlyphRanges;            // NULL     // Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE.
2016     float           GlyphMinAdvanceX;       // 0        // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font
2017     float           GlyphMaxAdvanceX;       // FLT_MAX  // Maximum AdvanceX for glyphs
2018     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.
2019     unsigned int    RasterizerFlags;        // 0x00     // Settings for custom font rasterizer (e.g. ImGuiFreeType). Leave as zero if you aren't using one.
2020     float           RasterizerMultiply;     // 1.0f     // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable.
2021     ImWchar         EllipsisChar;           // -1       // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.
2022 
2023     // [Internal]
2024     char            Name[40];               // Name (strictly to ease debugging)
2025     ImFont*         DstFont;
2026 
2027     IMGUI_API ImFontConfig();
2028 };
2029 
2030 struct ImFontGlyph
2031 {
2032     ImWchar         Codepoint;          // 0x0000..0xFFFF
2033     float           AdvanceX;           // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in)
2034     float           X0, Y0, X1, Y1;     // Glyph corners
2035     float           U0, V0, U1, V1;     // Texture coordinates
2036 };
2037 
2038 // Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges().
2039 // This is essentially a tightly packed of vector of 64k booleans = 8KB storage.
2040 struct ImFontGlyphRangesBuilder
2041 {
2042     ImVector<ImU32> UsedChars;            // Store 1-bit per Unicode code point (0=unused, 1=used)
2043 
ImFontGlyphRangesBuilderImFontGlyphRangesBuilder2044     ImFontGlyphRangesBuilder()          { Clear(); }
ClearImFontGlyphRangesBuilder2045     inline void     Clear()             { int size_in_bytes = 0x10000 / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); }
GetBitImFontGlyphRangesBuilder2046     inline bool     GetBit(int n) const { int off = (n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; }  // Get bit n in the array
SetBitImFontGlyphRangesBuilder2047     inline void     SetBit(int n)       { int off = (n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; }               // Set bit n in the array
AddCharImFontGlyphRangesBuilder2048     inline void     AddChar(ImWchar c)  { SetBit(c); }                          // Add character
2049     IMGUI_API void  AddText(const char* text, const char* text_end = NULL);     // Add string (each character of the UTF-8 string are added)
2050     IMGUI_API void  AddRanges(const ImWchar* ranges);                           // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
2051     IMGUI_API void  BuildRanges(ImVector<ImWchar>* out_ranges);                 // Output new ranges
2052 };
2053 
2054 // See ImFontAtlas::AddCustomRectXXX functions.
2055 struct ImFontAtlasCustomRect
2056 {
2057     unsigned int    ID;             // Input    // User ID. Use <0x10000 to map into a font glyph, >=0x10000 for other/internal/custom texture data.
2058     unsigned short  Width, Height;  // Input    // Desired rectangle dimension
2059     unsigned short  X, Y;           // Output   // Packed position in Atlas
2060     float           GlyphAdvanceX;  // Input    // For custom font glyphs only (ID<0x10000): glyph xadvance
2061     ImVec2          GlyphOffset;    // Input    // For custom font glyphs only (ID<0x10000): glyph display offset
2062     ImFont*         Font;           // Input    // For custom font glyphs only (ID<0x10000): target font
ImFontAtlasCustomRectImFontAtlasCustomRect2063     ImFontAtlasCustomRect()         { ID = 0xFFFFFFFF; Width = Height = 0; X = Y = 0xFFFF; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0,0); Font = NULL; }
IsPackedImFontAtlasCustomRect2064     bool IsPacked() const           { return X != 0xFFFF; }
2065 };
2066 
2067 enum ImFontAtlasFlags_
2068 {
2069     ImFontAtlasFlags_None               = 0,
2070     ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0,   // Don't round the height to next power of two
2071     ImFontAtlasFlags_NoMouseCursors     = 1 << 1    // Don't build software mouse cursors into the atlas
2072 };
2073 
2074 // Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
2075 //  - One or more fonts.
2076 //  - Custom graphics data needed to render the shapes needed by Dear ImGui.
2077 //  - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas).
2078 // It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api.
2079 //  - Optionally, call any of the AddFont*** functions. If you don't call any, the default font embedded in the code will be loaded for you.
2080 //  - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
2081 //  - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples)
2082 //  - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
2083 //    This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details.
2084 // Common pitfalls:
2085 // - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the
2086 //   atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
2087 // - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.
2088 //   You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
2089 // - Even though many functions are suffixed with "TTF", OTF data is supported just as well.
2090 // - This is an old API and it is currently awkward for those and and various other reasons! We will address them in the future!
2091 struct ImFontAtlas
2092 {
2093     IMGUI_API ImFontAtlas();
2094     IMGUI_API ~ImFontAtlas();
2095     IMGUI_API ImFont*           AddFont(const ImFontConfig* font_cfg);
2096     IMGUI_API ImFont*           AddFontDefault(const ImFontConfig* font_cfg = NULL);
2097     IMGUI_API ImFont*           AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
2098     IMGUI_API ImFont*           AddFontFromMemoryTTF(void* font_data, int font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed.
2099     IMGUI_API ImFont*           AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp.
2100     IMGUI_API ImFont*           AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);              // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter.
2101     IMGUI_API void              ClearInputData();           // Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts.
2102     IMGUI_API void              ClearTexData();             // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory.
2103     IMGUI_API void              ClearFonts();               // Clear output font data (glyphs storage, UV coordinates).
2104     IMGUI_API void              Clear();                    // Clear all input and output.
2105 
2106     // Build atlas, retrieve pixel data.
2107     // 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().
2108     // The pitch is always = Width * BytesPerPixels (1 or 4)
2109     // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
2110     // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste.
2111     IMGUI_API bool              Build();                    // Build pixels data. This is called automatically for you by the GetTexData*** functions.
2112     IMGUI_API void              GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL);  // 1 byte per-pixel
2113     IMGUI_API void              GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL);  // 4 bytes-per-pixel
IsBuiltImFontAtlas2114     bool                        IsBuilt() const             { return Fonts.Size > 0 && (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); }
SetTexIDImFontAtlas2115     void                        SetTexID(ImTextureID id)    { TexID = id; }
2116 
2117     //-------------------------------------------
2118     // Glyph Ranges
2119     //-------------------------------------------
2120 
2121     // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
2122     // NB: Make sure that your string are UTF-8 and NOT in your local code page. In C++11, you can create UTF-8 string literal using the u8"Hello world" syntax. See FAQ for details.
2123     // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.
2124     IMGUI_API const ImWchar*    GetGlyphRangesDefault();                // Basic Latin, Extended Latin
2125     IMGUI_API const ImWchar*    GetGlyphRangesKorean();                 // Default + Korean characters
2126     IMGUI_API const ImWchar*    GetGlyphRangesJapanese();               // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
2127     IMGUI_API const ImWchar*    GetGlyphRangesChineseFull();            // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs
2128     IMGUI_API const ImWchar*    GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
2129     IMGUI_API const ImWchar*    GetGlyphRangesCyrillic();               // Default + about 400 Cyrillic characters
2130     IMGUI_API const ImWchar*    GetGlyphRangesThai();                   // Default + Thai characters
2131     IMGUI_API const ImWchar*    GetGlyphRangesVietnamese();             // Default + Vietnamese characters
2132 
2133     //-------------------------------------------
2134     // [BETA] Custom Rectangles/Glyphs API
2135     //-------------------------------------------
2136 
2137     // You can request arbitrary rectangles to be packed into the atlas, for your own purposes.
2138     // After calling Build(), you can query the rectangle position and render your pixels.
2139     // You can also request your rectangles to be mapped as font glyph (given a font + Unicode point),
2140     // so you can render e.g. custom colorful icons and use them as regular glyphs.
2141     // Read misc/fonts/README.txt for more details about using colorful icons.
2142     IMGUI_API int               AddCustomRectRegular(unsigned int id, int width, int height);                                                                   // Id needs to be >= 0x10000. Id >= 0x80000000 are reserved for ImGui and ImDrawList
2143     IMGUI_API int               AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0,0));   // Id needs to be < 0x10000 to register a rectangle to map into a specific font.
GetCustomRectByIndexImFontAtlas2144     const ImFontAtlasCustomRect*GetCustomRectByIndex(int index) const { if (index < 0) return NULL; return &CustomRects[index]; }
2145 
2146     // [Internal]
2147     IMGUI_API void              CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const;
2148     IMGUI_API bool              GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]);
2149 
2150     //-------------------------------------------
2151     // Members
2152     //-------------------------------------------
2153 
2154     bool                        Locked;             // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
2155     ImFontAtlasFlags            Flags;              // Build flags (see ImFontAtlasFlags_)
2156     ImTextureID                 TexID;              // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure.
2157     int                         TexDesiredWidth;    // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.
2158     int                         TexGlyphPadding;    // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0.
2159 
2160     // [Internal]
2161     // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
2162     unsigned char*              TexPixelsAlpha8;    // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
2163     unsigned int*               TexPixelsRGBA32;    // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
2164     int                         TexWidth;           // Texture width calculated during Build().
2165     int                         TexHeight;          // Texture height calculated during Build().
2166     ImVec2                      TexUvScale;         // = (1.0f/TexWidth, 1.0f/TexHeight)
2167     ImVec2                      TexUvWhitePixel;    // Texture coordinates to a white pixel
2168     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.
2169     ImVector<ImFontAtlasCustomRect> CustomRects;    // Rectangles for packing custom texture data into the atlas.
2170     ImVector<ImFontConfig>      ConfigData;         // Internal data
2171     int                         CustomRectIds[1];   // Identifiers of custom texture rectangle used by ImFontAtlas/ImDrawList
2172 
2173 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2174     typedef ImFontAtlasCustomRect    CustomRect;         // OBSOLETED in 1.72+
2175     typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
2176 #endif
2177 };
2178 
2179 // Font runtime data and rendering
2180 // ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
2181 struct ImFont
2182 {
2183     // Members: Hot ~20/24 bytes (for CalcTextSize)
2184     ImVector<float>             IndexAdvanceX;      // 12-16 // out //            // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this this info, and are often bottleneck in large UI).
2185     float                       FallbackAdvanceX;   // 4     // out // = FallbackGlyph->AdvanceX
2186     float                       FontSize;           // 4     // in  //            // Height of characters/line, set during loading (don't change after loading)
2187 
2188     // Members: Hot ~36/48 bytes (for CalcTextSize + render loop)
2189     ImVector<ImWchar>           IndexLookup;        // 12-16 // out //            // Sparse. Index glyphs by Unicode code-point.
2190     ImVector<ImFontGlyph>       Glyphs;             // 12-16 // out //            // All glyphs.
2191     const ImFontGlyph*          FallbackGlyph;      // 4-8   // out // = FindGlyph(FontFallbackChar)
2192     ImVec2                      DisplayOffset;      // 8     // in  // = (0,0)    // Offset font rendering by xx pixels
2193 
2194     // Members: Cold ~32/40 bytes
2195     ImFontAtlas*                ContainerAtlas;     // 4-8   // out //            // What we has been loaded into
2196     const ImFontConfig*         ConfigData;         // 4-8   // in  //            // Pointer within ContainerAtlas->ConfigData
2197     short                       ConfigDataCount;    // 2     // in  // ~ 1        // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
2198     ImWchar                     FallbackChar;       // 2     // in  // = '?'      // Replacement character if a glyph isn't found. Only set via SetFallbackChar()
2199     ImWchar                     EllipsisChar;       // 2     // out // = -1       // Character used for ellipsis rendering.
2200     float                       Scale;              // 4     // in  // = 1.f      // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
2201     float                       Ascent, Descent;    // 4+4   // out //            // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
2202     int                         MetricsTotalSurface;// 4     // out //            // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
2203     bool                        DirtyLookupTables;  // 1     // out //
2204 
2205     // Methods
2206     IMGUI_API ImFont();
2207     IMGUI_API ~ImFont();
2208     IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const;
2209     IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const;
GetCharAdvanceImFont2210     float                       GetCharAdvance(ImWchar c) const     { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; }
IsLoadedImFont2211     bool                        IsLoaded() const                    { return ContainerAtlas != NULL; }
GetDebugNameImFont2212     const char*                 GetDebugName() const                { return ConfigData ? ConfigData->Name : "<unknown>"; }
2213 
2214     // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
2215     // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
2216     IMGUI_API ImVec2            CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8
2217     IMGUI_API const char*       CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
2218     IMGUI_API void              RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const;
2219     IMGUI_API void              RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const;
2220 
2221     // [Internal] Don't use!
2222     IMGUI_API void              BuildLookupTable();
2223     IMGUI_API void              ClearOutputData();
2224     IMGUI_API void              GrowIndex(int new_size);
2225     IMGUI_API void              AddGlyph(ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x);
2226     IMGUI_API void              AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built.
2227     IMGUI_API void              SetFallbackChar(ImWchar c);
2228 };
2229 
2230 #if defined(__clang__)
2231 #pragma clang diagnostic pop
2232 #elif defined(__GNUC__)
2233 #pragma GCC diagnostic pop
2234 #endif
2235 
2236 // Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h)
2237 #ifdef IMGUI_INCLUDE_IMGUI_USER_H
2238 #include "imgui_user.h"
2239 #endif
2240