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1 // dear imgui, v1.85
2 // (headers)
3 
4 // Help:
5 // - Read FAQ at http://dearimgui.org/faq
6 // - Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
7 // - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
8 // Read imgui.cpp for details, links and comments.
9 
10 // Resources:
11 // - FAQ                   http://dearimgui.org/faq
12 // - Homepage & latest     https://github.com/ocornut/imgui
13 // - Releases & changelog  https://github.com/ocornut/imgui/releases
14 // - Gallery               https://github.com/ocornut/imgui/issues/4451 (please post your screenshots/video there!)
15 // - Wiki                  https://github.com/ocornut/imgui/wiki (lots of good stuff there)
16 // - Glossary              https://github.com/ocornut/imgui/wiki/Glossary
17 // - Issues & support      https://github.com/ocornut/imgui/issues
18 
19 // Getting Started?
20 // - For first-time users having issues compiling/linking/running or issues loading fonts:
21 //   please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
22 
23 /*
24 
25 Index of this file:
26 // [SECTION] Header mess
27 // [SECTION] Forward declarations and basic types
28 // [SECTION] Dear ImGui end-user API functions
29 // [SECTION] Flags & Enumerations
30 // [SECTION] Helpers: Memory allocations macros, ImVector<>
31 // [SECTION] ImGuiStyle
32 // [SECTION] ImGuiIO
33 // [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
34 // [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)
35 // [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData)
36 // [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
37 // [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport)
38 // [SECTION] Obsolete functions and types
39 
40 */
41 
42 #pragma once
43 
44 // Configuration file with compile-time options (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system')
45 #ifdef IMGUI_USER_CONFIG
46 #include IMGUI_USER_CONFIG
47 #endif
48 #if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H)
49 #include "imconfig.h"
50 #endif
51 
52 #ifndef IMGUI_DISABLE
53 
54 //-----------------------------------------------------------------------------
55 // [SECTION] Header mess
56 //-----------------------------------------------------------------------------
57 
58 // Includes
59 #include <float.h>                  // FLT_MIN, FLT_MAX
60 #include <stdarg.h>                 // va_list, va_start, va_end
61 #include <stddef.h>                 // ptrdiff_t, NULL
62 #include <string.h>                 // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
63 
64 // Version
65 // (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)
66 #define IMGUI_VERSION               "1.85"
67 #define IMGUI_VERSION_NUM           18500
68 #define IMGUI_CHECKVERSION()        ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
69 #define IMGUI_HAS_TABLE
70 
71 // Define attributes of all API symbols declarations (e.g. for DLL under Windows)
72 // IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h)
73 // Using dear imgui via a shared library is not recommended, because we don't guarantee backward nor forward ABI compatibility (also function call overhead, as dear imgui is a call-heavy API)
74 #ifndef IMGUI_API
75 #define IMGUI_API
76 #endif
77 #ifndef IMGUI_IMPL_API
78 #define IMGUI_IMPL_API              IMGUI_API
79 #endif
80 
81 // Helper Macros
82 #ifndef IM_ASSERT
83 #include <assert.h>
84 #define IM_ASSERT(_EXPR)            assert(_EXPR)                               // You can override the default assert handler by editing imconfig.h
85 #endif
86 #define IM_ARRAYSIZE(_ARR)          ((int)(sizeof(_ARR) / sizeof(*(_ARR))))     // Size of a static C-style array. Don't use on pointers!
87 #define IM_UNUSED(_VAR)             ((void)(_VAR))                              // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
88 #if (__cplusplus >= 201100) || (defined(_MSVC_LANG) && _MSVC_LANG >= 201100)
89 #define IM_OFFSETOF(_TYPE,_MEMBER)  offsetof(_TYPE, _MEMBER)                    // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11
90 #else
91 #define IM_OFFSETOF(_TYPE,_MEMBER)  ((size_t)&(((_TYPE*)0)->_MEMBER))           // Offset of _MEMBER within _TYPE. Old style macro.
92 #endif
93 
94 // Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions.
95 #if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) && !defined(__clang__)
96 #define IM_FMTARGS(FMT)             __attribute__((format(gnu_printf, FMT, FMT+1)))
97 #define IM_FMTLIST(FMT)             __attribute__((format(gnu_printf, FMT, 0)))
98 #elif !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__))
99 #define IM_FMTARGS(FMT)             __attribute__((format(printf, FMT, FMT+1)))
100 #define IM_FMTLIST(FMT)             __attribute__((format(printf, FMT, 0)))
101 #else
102 #define IM_FMTARGS(FMT)
103 #define IM_FMTLIST(FMT)
104 #endif
105 
106 // Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level functions)
107 #if defined(_MSC_VER) && !defined(__clang__) && !defined(IMGUI_DEBUG_PARANOID)
108 #define IM_MSVC_RUNTIME_CHECKS_OFF      __pragma(runtime_checks("",off))     __pragma(check_stack(off)) __pragma(strict_gs_check(push,off))
109 #define IM_MSVC_RUNTIME_CHECKS_RESTORE  __pragma(runtime_checks("",restore)) __pragma(check_stack())    __pragma(strict_gs_check(pop))
110 #else
111 #define IM_MSVC_RUNTIME_CHECKS_OFF
112 #define IM_MSVC_RUNTIME_CHECKS_RESTORE
113 #endif
114 
115 // Warnings
116 #ifdef _MSC_VER
117 #pragma warning (push)
118 #pragma warning (disable: 26495)    // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
119 #endif
120 #if defined(__clang__)
121 #pragma clang diagnostic push
122 #pragma clang diagnostic ignored "-Wold-style-cast"
123 #if __has_warning("-Wzero-as-null-pointer-constant")
124 #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
125 #endif
126 #elif defined(__GNUC__)
127 #pragma GCC diagnostic push
128 #pragma GCC diagnostic ignored "-Wpragmas"          // warning: unknown option after '#pragma GCC diagnostic' kind
129 #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
130 #endif
131 
132 //-----------------------------------------------------------------------------
133 // [SECTION] Forward declarations and basic types
134 //-----------------------------------------------------------------------------
135 
136 // Forward declarations
137 struct ImDrawChannel;               // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit()
138 struct ImDrawCmd;                   // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)
139 struct ImDrawData;                  // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.
140 struct ImDrawList;                  // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder)
141 struct ImDrawListSharedData;        // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
142 struct ImDrawListSplitter;          // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back.
143 struct ImDrawVert;                  // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
144 struct ImFont;                      // Runtime data for a single font within a parent ImFontAtlas
145 struct ImFontAtlas;                 // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
146 struct ImFontBuilderIO;             // Opaque interface to a font builder (stb_truetype or FreeType).
147 struct ImFontConfig;                // Configuration data when adding a font or merging fonts
148 struct ImFontGlyph;                 // A single font glyph (code point + coordinates within in ImFontAtlas + offset)
149 struct ImFontGlyphRangesBuilder;    // Helper to build glyph ranges from text/string data
150 struct ImColor;                     // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)
151 struct ImGuiContext;                // Dear ImGui context (opaque structure, unless including imgui_internal.h)
152 struct ImGuiIO;                     // Main configuration and I/O between your application and ImGui
153 struct ImGuiInputTextCallbackData;  // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
154 struct ImGuiListClipper;            // Helper to manually clip large list of items
155 struct ImGuiOnceUponAFrame;         // Helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro
156 struct ImGuiPayload;                // User data payload for drag and drop operations
157 struct ImGuiSizeCallbackData;       // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
158 struct ImGuiStorage;                // Helper for key->value storage
159 struct ImGuiStyle;                  // Runtime data for styling/colors
160 struct ImGuiTableSortSpecs;         // Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
161 struct ImGuiTableColumnSortSpecs;   // Sorting specification for one column of a table
162 struct ImGuiTextBuffer;             // Helper to hold and append into a text buffer (~string builder)
163 struct ImGuiTextFilter;             // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]")
164 struct ImGuiViewport;               // A Platform Window (always only one in 'master' branch), in the future may represent Platform Monitor
165 
166 // Enums/Flags (declared as int for compatibility with old C++, to allow using as flags without overhead, and to not pollute the top of this file)
167 // - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
168 //   In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
169 //   With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
170 typedef int ImGuiCol;               // -> enum ImGuiCol_             // Enum: A color identifier for styling
171 typedef int ImGuiCond;              // -> enum ImGuiCond_            // Enum: A condition for many Set*() functions
172 typedef int ImGuiDataType;          // -> enum ImGuiDataType_        // Enum: A primary data type
173 typedef int ImGuiDir;               // -> enum ImGuiDir_             // Enum: A cardinal direction
174 typedef int ImGuiKey;               // -> enum ImGuiKey_             // Enum: A key identifier (ImGui-side enum)
175 typedef int ImGuiNavInput;          // -> enum ImGuiNavInput_        // Enum: An input identifier for navigation
176 typedef int ImGuiMouseButton;       // -> enum ImGuiMouseButton_     // Enum: A mouse button identifier (0=left, 1=right, 2=middle)
177 typedef int ImGuiMouseCursor;       // -> enum ImGuiMouseCursor_     // Enum: A mouse cursor identifier
178 typedef int ImGuiSortDirection;     // -> enum ImGuiSortDirection_   // Enum: A sorting direction (ascending or descending)
179 typedef int ImGuiStyleVar;          // -> enum ImGuiStyleVar_        // Enum: A variable identifier for styling
180 typedef int ImGuiTableBgTarget;     // -> enum ImGuiTableBgTarget_   // Enum: A color target for TableSetBgColor()
181 typedef int ImDrawFlags;            // -> enum ImDrawFlags_          // Flags: for ImDrawList functions
182 typedef int ImDrawListFlags;        // -> enum ImDrawListFlags_      // Flags: for ImDrawList instance
183 typedef int ImFontAtlasFlags;       // -> enum ImFontAtlasFlags_     // Flags: for ImFontAtlas build
184 typedef int ImGuiBackendFlags;      // -> enum ImGuiBackendFlags_    // Flags: for io.BackendFlags
185 typedef int ImGuiButtonFlags;       // -> enum ImGuiButtonFlags_     // Flags: for InvisibleButton()
186 typedef int ImGuiColorEditFlags;    // -> enum ImGuiColorEditFlags_  // Flags: for ColorEdit4(), ColorPicker4() etc.
187 typedef int ImGuiConfigFlags;       // -> enum ImGuiConfigFlags_     // Flags: for io.ConfigFlags
188 typedef int ImGuiComboFlags;        // -> enum ImGuiComboFlags_      // Flags: for BeginCombo()
189 typedef int ImGuiDragDropFlags;     // -> enum ImGuiDragDropFlags_   // Flags: for BeginDragDropSource(), AcceptDragDropPayload()
190 typedef int ImGuiFocusedFlags;      // -> enum ImGuiFocusedFlags_    // Flags: for IsWindowFocused()
191 typedef int ImGuiHoveredFlags;      // -> enum ImGuiHoveredFlags_    // Flags: for IsItemHovered(), IsWindowHovered() etc.
192 typedef int ImGuiInputTextFlags;    // -> enum ImGuiInputTextFlags_  // Flags: for InputText(), InputTextMultiline()
193 typedef int ImGuiKeyModFlags;       // -> enum ImGuiKeyModFlags_     // Flags: for io.KeyMods (Ctrl/Shift/Alt/Super)
194 typedef int ImGuiPopupFlags;        // -> enum ImGuiPopupFlags_      // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen()
195 typedef int ImGuiSelectableFlags;   // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
196 typedef int ImGuiSliderFlags;       // -> enum ImGuiSliderFlags_     // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
197 typedef int ImGuiTabBarFlags;       // -> enum ImGuiTabBarFlags_     // Flags: for BeginTabBar()
198 typedef int ImGuiTabItemFlags;      // -> enum ImGuiTabItemFlags_    // Flags: for BeginTabItem()
199 typedef int ImGuiTableFlags;        // -> enum ImGuiTableFlags_      // Flags: For BeginTable()
200 typedef int ImGuiTableColumnFlags;  // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn()
201 typedef int ImGuiTableRowFlags;     // -> enum ImGuiTableRowFlags_   // Flags: For TableNextRow()
202 typedef int ImGuiTreeNodeFlags;     // -> enum ImGuiTreeNodeFlags_   // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader()
203 typedef int ImGuiViewportFlags;     // -> enum ImGuiViewportFlags_   // Flags: for ImGuiViewport
204 typedef int ImGuiWindowFlags;       // -> enum ImGuiWindowFlags_     // Flags: for Begin(), BeginChild()
205 
206 // ImTexture: user data for renderer backend to identify a texture [Compile-time configurable type]
207 // - To use something else than an opaque void* pointer: override with e.g. '#define ImTextureID MyTextureType*' in your imconfig.h file.
208 // - This can be whatever to you want it to be! read the FAQ about ImTextureID for details.
209 #ifndef ImTextureID
210 typedef void* ImTextureID;          // Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that)
211 #endif
212 
213 // ImDrawIdx: vertex index. [Compile-time configurable type]
214 // - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).
215 // - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.
216 #ifndef ImDrawIdx
217 typedef unsigned short ImDrawIdx;   // Default: 16-bit (for maximum compatibility with renderer backends)
218 #endif
219 
220 // Scalar data types
221 typedef unsigned int        ImGuiID;// A unique ID used by widgets (typically the result of hashing a stack of string)
222 typedef signed char         ImS8;   // 8-bit signed integer
223 typedef unsigned char       ImU8;   // 8-bit unsigned integer
224 typedef signed short        ImS16;  // 16-bit signed integer
225 typedef unsigned short      ImU16;  // 16-bit unsigned integer
226 typedef signed int          ImS32;  // 32-bit signed integer == int
227 typedef unsigned int        ImU32;  // 32-bit unsigned integer (often used to store packed colors)
228 #if defined(_MSC_VER) && !defined(__clang__)
229 typedef signed   __int64    ImS64;  // 64-bit signed integer (pre and post C++11 with Visual Studio)
230 typedef unsigned __int64    ImU64;  // 64-bit unsigned integer (pre and post C++11 with Visual Studio)
231 #elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100)
232 #include <stdint.h>
233 typedef int64_t             ImS64;  // 64-bit signed integer (pre C++11)
234 typedef uint64_t            ImU64;  // 64-bit unsigned integer (pre C++11)
235 #else
236 typedef signed   long long  ImS64;  // 64-bit signed integer (post C++11)
237 typedef unsigned long long  ImU64;  // 64-bit unsigned integer (post C++11)
238 #endif
239 
240 // Character types
241 // (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display)
242 typedef unsigned short ImWchar16;   // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings.
243 typedef unsigned int ImWchar32;     // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings.
244 #ifdef IMGUI_USE_WCHAR32            // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16]
245 typedef ImWchar32 ImWchar;
246 #else
247 typedef ImWchar16 ImWchar;
248 #endif
249 
250 // Callback and functions types
251 typedef int     (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data);    // Callback function for ImGui::InputText()
252 typedef void    (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data);              // Callback function for ImGui::SetNextWindowSizeConstraints()
253 typedef void*   (*ImGuiMemAllocFunc)(size_t sz, void* user_data);               // Function signature for ImGui::SetAllocatorFunctions()
254 typedef void    (*ImGuiMemFreeFunc)(void* ptr, void* user_data);                // Function signature for ImGui::SetAllocatorFunctions()
255 
256 // ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type]
257 // This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type.
258 IM_MSVC_RUNTIME_CHECKS_OFF
259 struct ImVec2
260 {
261     float                                   x, y;
ImVec2ImVec2262     ImVec2()                                { x = y = 0.0f; }
ImVec2ImVec2263     ImVec2(float _x, float _y)              { x = _x; y = _y; }
264     float  operator[] (size_t idx) const    { IM_ASSERT(idx <= 1); return (&x)[idx]; }    // We very rarely use this [] operator, the assert overhead is fine.
265     float& operator[] (size_t idx)          { IM_ASSERT(idx <= 1); return (&x)[idx]; }    // We very rarely use this [] operator, the assert overhead is fine.
266 #ifdef IM_VEC2_CLASS_EXTRA
267     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.
268 #endif
269 };
270 
271 // ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type]
272 struct ImVec4
273 {
274     float                                           x, y, z, w;
ImVec4ImVec4275     ImVec4()                                        { x = y = z = w = 0.0f; }
ImVec4ImVec4276     ImVec4(float _x, float _y, float _z, float _w)  { x = _x; y = _y; z = _z; w = _w; }
277 #ifdef IM_VEC4_CLASS_EXTRA
278     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.
279 #endif
280 };
281 IM_MSVC_RUNTIME_CHECKS_RESTORE
282 
283 //-----------------------------------------------------------------------------
284 // [SECTION] Dear ImGui end-user API functions
285 // (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!)
286 //-----------------------------------------------------------------------------
287 
288 namespace ImGui
289 {
290     // Context creation and access
291     // - Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between contexts.
292     // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
293     //   for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details.
294     IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
295     IMGUI_API void          DestroyContext(ImGuiContext* ctx = NULL);   // NULL = destroy current context
296     IMGUI_API ImGuiContext* GetCurrentContext();
297     IMGUI_API void          SetCurrentContext(ImGuiContext* ctx);
298 
299     // Main
300     IMGUI_API ImGuiIO&      GetIO();                                    // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
301     IMGUI_API ImGuiStyle&   GetStyle();                                 // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame!
302     IMGUI_API void          NewFrame();                                 // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame().
303     IMGUI_API void          EndFrame();                                 // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all!
304     IMGUI_API void          Render();                                   // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData().
305     IMGUI_API ImDrawData*   GetDrawData();                              // valid after Render() and until the next call to NewFrame(). this is what you have to render.
306 
307     // Demo, Debug, Information
308     IMGUI_API void          ShowDemoWindow(bool* p_open = NULL);        // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
309     IMGUI_API void          ShowMetricsWindow(bool* p_open = NULL);     // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc.
310     IMGUI_API void          ShowStackToolWindow(bool* p_open = NULL);   // create Stack Tool window. hover items with mouse to query information about the source of their unique ID.
311     IMGUI_API void          ShowAboutWindow(bool* p_open = NULL);       // create About window. display Dear ImGui version, credits and build/system information.
312     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)
313     IMGUI_API bool          ShowStyleSelector(const char* label);       // add style selector block (not a window), essentially a combo listing the default styles.
314     IMGUI_API void          ShowFontSelector(const char* label);        // add font selector block (not a window), essentially a combo listing the loaded fonts.
315     IMGUI_API void          ShowUserGuide();                            // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls).
316     IMGUI_API const char*   GetVersion();                               // get the compiled version string e.g. "1.80 WIP" (essentially the value for IMGUI_VERSION from the compiled version of imgui.cpp)
317 
318     // Styles
319     IMGUI_API void          StyleColorsDark(ImGuiStyle* dst = NULL);    // new, recommended style (default)
320     IMGUI_API void          StyleColorsLight(ImGuiStyle* dst = NULL);   // best used with borders and a custom, thicker font
321     IMGUI_API void          StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style
322 
323     // Windows
324     // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.
325     // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,
326     //   which clicking will set the boolean to false when clicked.
327     // - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times.
328     //   Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin().
329     // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
330     //   anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
331     //   [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu,
332     //    BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function
333     //    returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
334     // - Note that the bottom of window stack always contains a window called "Debug".
335     IMGUI_API bool          Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
336     IMGUI_API void          End();
337 
338     // Child Windows
339     // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
340     // - 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).
341     // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window.
342     //   Always call a matching EndChild() for each BeginChild() call, regardless of its return value.
343     //   [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu,
344     //    BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function
345     //    returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
346     IMGUI_API bool          BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0);
347     IMGUI_API bool          BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0);
348     IMGUI_API void          EndChild();
349 
350     // Windows Utilities
351     // - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into.
352     IMGUI_API bool          IsWindowAppearing();
353     IMGUI_API bool          IsWindowCollapsed();
354     IMGUI_API bool          IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
355     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!
356     IMGUI_API ImDrawList*   GetWindowDrawList();                        // get draw list associated to the current window, to append your own drawing primitives
357     IMGUI_API ImVec2        GetWindowPos();                             // get current window position in screen space (useful if you want to do your own drawing via the DrawList API)
358     IMGUI_API ImVec2        GetWindowSize();                            // get current window size
359     IMGUI_API float         GetWindowWidth();                           // get current window width (shortcut for GetWindowSize().x)
360     IMGUI_API float         GetWindowHeight();                          // get current window height (shortcut for GetWindowSize().y)
361 
362     // Window manipulation
363     // - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
364     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.
365     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()
366     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.
367     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()
368     IMGUI_API void          SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0);                 // set next window collapsed state. call before Begin()
369     IMGUI_API void          SetNextWindowFocus();                                                       // set next window to be focused / top-most. call before Begin()
370     IMGUI_API void          SetNextWindowBgAlpha(float alpha);                                          // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground.
371     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.
372     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.
373     IMGUI_API void          SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0);                     // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
374     IMGUI_API void          SetWindowFocus();                                                           // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().
375     IMGUI_API void          SetWindowFontScale(float scale);                                            // [OBSOLETE] set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes().
376     IMGUI_API void          SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0);      // set named window position.
377     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.
378     IMGUI_API void          SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0);   // set named window collapsed state
379     IMGUI_API void          SetWindowFocus(const char* name);                                           // set named window to be focused / top-most. use NULL to remove focus.
380 
381     // Content region
382     // - Retrieve available space from a given point. GetContentRegionAvail() is frequently useful.
383     // - Those functions are bound to be redesigned (they are confusing, incomplete and the Min/Max return values are in local window coordinates which increases confusion)
384     IMGUI_API ImVec2        GetContentRegionAvail();                                        // == GetContentRegionMax() - GetCursorPos()
385     IMGUI_API ImVec2        GetContentRegionMax();                                          // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
386     IMGUI_API ImVec2        GetWindowContentRegionMin();                                    // content boundaries min for the full window (roughly (0,0)-Scroll), in window coordinates
387     IMGUI_API ImVec2        GetWindowContentRegionMax();                                    // content boundaries max for the full window (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
388 
389     // Windows Scrolling
390     IMGUI_API float         GetScrollX();                                                   // get scrolling amount [0 .. GetScrollMaxX()]
391     IMGUI_API float         GetScrollY();                                                   // get scrolling amount [0 .. GetScrollMaxY()]
392     IMGUI_API void          SetScrollX(float scroll_x);                                     // set scrolling amount [0 .. GetScrollMaxX()]
393     IMGUI_API void          SetScrollY(float scroll_y);                                     // set scrolling amount [0 .. GetScrollMaxY()]
394     IMGUI_API float         GetScrollMaxX();                                                // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x
395     IMGUI_API float         GetScrollMaxY();                                                // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y
396     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.
397     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.
398     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.
399     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.
400 
401     // Parameters stacks (shared)
402     IMGUI_API void          PushFont(ImFont* font);                                         // use NULL as a shortcut to push default font
403     IMGUI_API void          PopFont();
404     IMGUI_API void          PushStyleColor(ImGuiCol idx, ImU32 col);                        // modify a style color. always use this if you modify the style after NewFrame().
405     IMGUI_API void          PushStyleColor(ImGuiCol idx, const ImVec4& col);
406     IMGUI_API void          PopStyleColor(int count = 1);
407     IMGUI_API void          PushStyleVar(ImGuiStyleVar idx, float val);                     // modify a style float variable. always use this if you modify the style after NewFrame().
408     IMGUI_API void          PushStyleVar(ImGuiStyleVar idx, const ImVec2& val);             // modify a style ImVec2 variable. always use this if you modify the style after NewFrame().
409     IMGUI_API void          PopStyleVar(int count = 1);
410     IMGUI_API void          PushAllowKeyboardFocus(bool allow_keyboard_focus);              // == tab stop enable. Allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
411     IMGUI_API void          PopAllowKeyboardFocus();
412     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.
413     IMGUI_API void          PopButtonRepeat();
414 
415     // Parameters stacks (current window)
416     IMGUI_API void          PushItemWidth(float item_width);                                // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side).
417     IMGUI_API void          PopItemWidth();
418     IMGUI_API void          SetNextItemWidth(float item_width);                             // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side)
419     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.
420     IMGUI_API void          PushTextWrapPos(float wrap_local_pos_x = 0.0f);                 // push word-wrapping position for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
421     IMGUI_API void          PopTextWrapPos();
422 
423     // Style read access
424     // - Use the style editor (ShowStyleEditor() function) to interactively see what the colors are)
425     IMGUI_API ImFont*       GetFont();                                                      // get current font
426     IMGUI_API float         GetFontSize();                                                  // get current font size (= height in pixels) of current font with current scale applied
427     IMGUI_API ImVec2        GetFontTexUvWhitePixel();                                       // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
428     IMGUI_API ImU32         GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f);              // retrieve given style color with style alpha applied and optional extra alpha multiplier, packed as a 32-bit value suitable for ImDrawList
429     IMGUI_API ImU32         GetColorU32(const ImVec4& col);                                 // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
430     IMGUI_API ImU32         GetColorU32(ImU32 col);                                         // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
431     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.
432 
433     // Cursor / Layout
434     // - By "cursor" we mean the current output position.
435     // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
436     // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget.
437     // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API:
438     //    Window-local coordinates:   SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos()
439     //    Absolute coordinate:        GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions.
440     IMGUI_API void          Separator();                                                    // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
441     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.
442     IMGUI_API void          NewLine();                                                      // undo a SameLine() or force a new line when in an horizontal-layout context.
443     IMGUI_API void          Spacing();                                                      // add vertical spacing.
444     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.
445     IMGUI_API void          Indent(float indent_w = 0.0f);                                  // move content position toward the right, by indent_w, or style.IndentSpacing if indent_w <= 0
446     IMGUI_API void          Unindent(float indent_w = 0.0f);                                // move content position back to the left, by indent_w, or style.IndentSpacing if indent_w <= 0
447     IMGUI_API void          BeginGroup();                                                   // lock horizontal starting position
448     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.)
449     IMGUI_API ImVec2        GetCursorPos();                                                 // cursor position in window coordinates (relative to window position)
450     IMGUI_API float         GetCursorPosX();                                                //   (some functions are using window-relative coordinates, such as: GetCursorPos, GetCursorStartPos, GetContentRegionMax, GetWindowContentRegion* etc.
451     IMGUI_API float         GetCursorPosY();                                                //    other functions such as GetCursorScreenPos or everything in ImDrawList::
452     IMGUI_API void          SetCursorPos(const ImVec2& local_pos);                          //    are using the main, absolute coordinate system.
453     IMGUI_API void          SetCursorPosX(float local_x);                                   //    GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.)
454     IMGUI_API void          SetCursorPosY(float local_y);                                   //
455     IMGUI_API ImVec2        GetCursorStartPos();                                            // initial cursor position in window coordinates
456     IMGUI_API ImVec2        GetCursorScreenPos();                                           // cursor position in absolute coordinates (useful to work with ImDrawList API). generally top-left == GetMainViewport()->Pos == (0,0) in single viewport mode, and bottom-right == GetMainViewport()->Pos+Size == io.DisplaySize in single-viewport mode.
457     IMGUI_API void          SetCursorScreenPos(const ImVec2& pos);                          // cursor position in absolute coordinates
458     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)
459     IMGUI_API float         GetTextLineHeight();                                            // ~ FontSize
460     IMGUI_API float         GetTextLineHeightWithSpacing();                                 // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
461     IMGUI_API float         GetFrameHeight();                                               // ~ FontSize + style.FramePadding.y * 2
462     IMGUI_API float         GetFrameHeightWithSpacing();                                    // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)
463 
464     // ID stack/scopes
465     // Read the FAQ (docs/FAQ.md or http://dearimgui.org/faq) for more details about how ID are handled in dear imgui.
466     // - Those questions are answered and impacted by understanding of the ID stack system:
467     //   - "Q: Why is my widget not reacting when I click on it?"
468     //   - "Q: How can I have widgets with an empty label?"
469     //   - "Q: How can I have multiple widgets with the same label?"
470     // - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely
471     //   want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
472     // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others.
473     // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID,
474     //   whereas "str_id" denote a string that is only used as an ID and not normally displayed.
475     IMGUI_API void          PushID(const char* str_id);                                     // push string into the ID stack (will hash string).
476     IMGUI_API void          PushID(const char* str_id_begin, const char* str_id_end);       // push string into the ID stack (will hash string).
477     IMGUI_API void          PushID(const void* ptr_id);                                     // push pointer into the ID stack (will hash pointer).
478     IMGUI_API void          PushID(int int_id);                                             // push integer into the ID stack (will hash integer).
479     IMGUI_API void          PopID();                                                        // pop from the ID stack.
480     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
481     IMGUI_API ImGuiID       GetID(const char* str_id_begin, const char* str_id_end);
482     IMGUI_API ImGuiID       GetID(const void* ptr_id);
483 
484     // Widgets: Text
485     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.
486     IMGUI_API void          Text(const char* fmt, ...)                                      IM_FMTARGS(1); // formatted text
487     IMGUI_API void          TextV(const char* fmt, va_list args)                            IM_FMTLIST(1);
488     IMGUI_API void          TextColored(const ImVec4& col, const char* fmt, ...)            IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
489     IMGUI_API void          TextColoredV(const ImVec4& col, const char* fmt, va_list args)  IM_FMTLIST(2);
490     IMGUI_API void          TextDisabled(const char* fmt, ...)                              IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
491     IMGUI_API void          TextDisabledV(const char* fmt, va_list args)                    IM_FMTLIST(1);
492     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().
493     IMGUI_API void          TextWrappedV(const char* fmt, va_list args)                     IM_FMTLIST(1);
494     IMGUI_API void          LabelText(const char* label, const char* fmt, ...)              IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets
495     IMGUI_API void          LabelTextV(const char* label, const char* fmt, va_list args)    IM_FMTLIST(2);
496     IMGUI_API void          BulletText(const char* fmt, ...)                                IM_FMTARGS(1); // shortcut for Bullet()+Text()
497     IMGUI_API void          BulletTextV(const char* fmt, va_list args)                      IM_FMTLIST(1);
498 
499     // Widgets: Main
500     // - Most widgets return true when the value has been changed or when pressed/selected
501     // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state.
502     IMGUI_API bool          Button(const char* label, const ImVec2& size = ImVec2(0, 0));   // button
503     IMGUI_API bool          SmallButton(const char* label);                                 // button with FramePadding=(0,0) to easily embed within text
504     IMGUI_API bool          InvisibleButton(const char* str_id, const ImVec2& size, ImGuiButtonFlags flags = 0); // flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
505     IMGUI_API bool          ArrowButton(const char* str_id, ImGuiDir dir);                  // square button with an arrow shape
506     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));
507     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
508     IMGUI_API bool          Checkbox(const char* label, bool* v);
509     IMGUI_API bool          CheckboxFlags(const char* label, int* flags, int flags_value);
510     IMGUI_API bool          CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
511     IMGUI_API bool          RadioButton(const char* label, bool active);                    // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }
512     IMGUI_API bool          RadioButton(const char* label, int* v, int v_button);           // shortcut to handle the above pattern when value is an integer
513     IMGUI_API void          ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL);
514     IMGUI_API void          Bullet();                                                       // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
515 
516     // Widgets: Combo Box
517     // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
518     // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created.
519     IMGUI_API bool          BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
520     IMGUI_API void          EndCombo(); // only call EndCombo() if BeginCombo() returns true!
521     IMGUI_API bool          Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);
522     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"
523     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);
524 
525     // Widgets: Drag Sliders
526     // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
527     // - 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
528     // - 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.
529     // - Format string may also be set to NULL or use the default format ("%f" or "%d").
530     // - 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).
531     // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used.
532     // - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum.
533     // - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.
534     // - Legacy: Pre-1.78 there are DragXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
535     //   If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
536     IMGUI_API bool          DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);     // If v_min >= v_max we have no bound
537     IMGUI_API bool          DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
538     IMGUI_API bool          DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
539     IMGUI_API bool          DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
540     IMGUI_API bool          DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, ImGuiSliderFlags flags = 0);
541     IMGUI_API bool          DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);  // If v_min >= v_max we have no bound
542     IMGUI_API bool          DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
543     IMGUI_API bool          DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
544     IMGUI_API bool          DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
545     IMGUI_API bool          DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL, ImGuiSliderFlags flags = 0);
546     IMGUI_API bool          DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0);
547     IMGUI_API bool          DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0);
548 
549     // Widgets: Regular Sliders
550     // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
551     // - 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.
552     // - Format string may also be set to NULL or use the default format ("%f" or "%d").
553     // - Legacy: Pre-1.78 there are SliderXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
554     //   If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
555     IMGUI_API bool          SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);     // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display.
556     IMGUI_API bool          SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
557     IMGUI_API bool          SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
558     IMGUI_API bool          SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
559     IMGUI_API bool          SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f, const char* format = "%.0f deg", ImGuiSliderFlags flags = 0);
560     IMGUI_API bool          SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
561     IMGUI_API bool          SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
562     IMGUI_API bool          SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
563     IMGUI_API bool          SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
564     IMGUI_API bool          SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
565     IMGUI_API bool          SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
566     IMGUI_API bool          VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
567     IMGUI_API bool          VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
568     IMGUI_API bool          VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
569 
570     // Widgets: Input with Keyboard
571     // - If you want to use InputText() with std::string or any custom dynamic string type, see misc/cpp/imgui_stdlib.h and comments in imgui_demo.cpp.
572     // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.
573     IMGUI_API bool          InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
574     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);
575     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);
576     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);
577     IMGUI_API bool          InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
578     IMGUI_API bool          InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
579     IMGUI_API bool          InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
580     IMGUI_API bool          InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0);
581     IMGUI_API bool          InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0);
582     IMGUI_API bool          InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0);
583     IMGUI_API bool          InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0);
584     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);
585     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);
586     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);
587 
588     // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little color square that can be left-clicked to open a picker, and right-clicked to open an option menu.)
589     // - 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.
590     // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
591     IMGUI_API bool          ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
592     IMGUI_API bool          ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
593     IMGUI_API bool          ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
594     IMGUI_API bool          ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
595     IMGUI_API bool          ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed.
596     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.
597 
598     // Widgets: Trees
599     // - 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.
600     IMGUI_API bool          TreeNode(const char* label);
601     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().
602     IMGUI_API bool          TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2);   // "
603     IMGUI_API bool          TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
604     IMGUI_API bool          TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
605     IMGUI_API bool          TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);
606     IMGUI_API bool          TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
607     IMGUI_API bool          TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
608     IMGUI_API bool          TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
609     IMGUI_API bool          TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
610     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.
611     IMGUI_API void          TreePush(const void* ptr_id = NULL);                                // "
612     IMGUI_API void          TreePop();                                                          // ~ Unindent()+PopId()
613     IMGUI_API float         GetTreeNodeToLabelSpacing();                                        // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
614     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().
615     IMGUI_API bool          CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags = 0); // when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header.
616     IMGUI_API void          SetNextItemOpen(bool is_open, ImGuiCond cond = 0);                  // set next TreeNode/CollapsingHeader open state.
617 
618     // Widgets: Selectables
619     // - A selectable highlights when hovered, and can display another color when selected.
620     // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous.
621     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
622     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.
623 
624     // Widgets: List Boxes
625     // - This is essentially a thin wrapper to using BeginChild/EndChild with some stylistic changes.
626     // - The BeginListBox()/EndListBox() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() or any items.
627     // - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analoguous to how Combos are created.
628     // - Choose frame width:   size.x > 0.0f: custom  /  size.x < 0.0f or -FLT_MIN: right-align   /  size.x = 0.0f (default): use current ItemWidth
629     // - Choose frame height:  size.y > 0.0f: custom  /  size.y < 0.0f or -FLT_MIN: bottom-align  /  size.y = 0.0f (default): arbitrary default height which can fit ~7 items
630     IMGUI_API bool          BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region
631     IMGUI_API void          EndListBox();                                                       // only call EndListBox() if BeginListBox() returned true!
632     IMGUI_API bool          ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);
633     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);
634 
635     // Widgets: Data Plotting
636     // - Consider using ImPlot (https://github.com/epezent/implot) which is much better!
637     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));
638     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));
639     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));
640     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));
641 
642     // Widgets: Value() Helpers.
643     // - 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)
644     IMGUI_API void          Value(const char* prefix, bool b);
645     IMGUI_API void          Value(const char* prefix, int v);
646     IMGUI_API void          Value(const char* prefix, unsigned int v);
647     IMGUI_API void          Value(const char* prefix, float v, const char* float_format = NULL);
648 
649     // Widgets: Menus
650     // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar.
651     // - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it.
652     // - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it.
653     // - Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment.
654     IMGUI_API bool          BeginMenuBar();                                                     // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
655     IMGUI_API void          EndMenuBar();                                                       // only call EndMenuBar() if BeginMenuBar() returns true!
656     IMGUI_API bool          BeginMainMenuBar();                                                 // create and append to a full screen menu-bar.
657     IMGUI_API void          EndMainMenuBar();                                                   // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
658     IMGUI_API bool          BeginMenu(const char* label, bool enabled = true);                  // create a sub-menu entry. only call EndMenu() if this returns true!
659     IMGUI_API void          EndMenu();                                                          // only call EndMenu() if BeginMenu() returns true!
660     IMGUI_API bool          MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true);  // return true when activated.
661     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
662 
663     // Tooltips
664     // - Tooltip are windows following the mouse. They do not take focus away.
665     IMGUI_API void          BeginTooltip();                                                     // begin/append a tooltip window. to create full-featured tooltip (with any kind of items).
666     IMGUI_API void          EndTooltip();
667     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().
668     IMGUI_API void          SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
669 
670     // Popups, Modals
671     //  - They block normal mouse hovering detection (and therefore most mouse interactions) behind them.
672     //  - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
673     //  - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls.
674     //  - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time.
675     //  - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered().
676     //  - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to be at the same level of the stack.
677     //    This is sometimes leading to confusing mistakes. May rework this in the future.
678 
679     // Popups: begin/end functions
680     //  - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards. ImGuiWindowFlags are forwarded to the window.
681     //  - BeginPopupModal(): block every interactions behind the window, cannot be closed by user, add a dimming background, has a title bar.
682     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.
683     IMGUI_API bool          BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it.
684     IMGUI_API void          EndPopup();                                                                         // only call EndPopup() if BeginPopupXXX() returns true!
685 
686     // Popups: open/close functions
687     //  - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options.
688     //  - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
689     //  - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually.
690     //  - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options).
691     //  - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup().
692     //  - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened.
693     IMGUI_API void          OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0);                     // call to mark popup as open (don't call every frame!).
694     IMGUI_API void          OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0);                             // id overload to facilitate calling from nested stacks
695     IMGUI_API void          OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);   // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors)
696     IMGUI_API void          CloseCurrentPopup();                                                                // manually close the popup we have begin-ed into.
697 
698     // Popups: open+begin combined functions helpers
699     //  - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking.
700     //  - They are convenient to easily create context menus, hence the name.
701     //  - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future.
702     //  - IMPORTANT: we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight.
703     IMGUI_API bool          BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);  // open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!
704     IMGUI_API bool          BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window.
705     IMGUI_API bool          BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);  // open+begin popup when clicked in void (where there are no windows).
706 
707     // Popups: query functions
708     //  - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack.
709     //  - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack.
710     //  - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open.
711     IMGUI_API bool          IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0);                         // return true if the popup is open.
712 
713     // Tables
714     // [BETA API] API may evolve slightly! If you use this, please update to the next version when it comes out!
715     // - Full-featured replacement for old Columns API.
716     // - See Demo->Tables for demo code.
717     // - See top of imgui_tables.cpp for general commentary.
718     // - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags.
719     // The typical call flow is:
720     // - 1. Call BeginTable().
721     // - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults.
722     // - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows.
723     // - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data.
724     // - 5. Populate contents:
725     //    - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column.
726     //    - If you are using tables as a sort of grid, where every columns is holding the same type of contents,
727     //      you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex().
728     //      TableNextColumn() will automatically wrap-around into the next row if needed.
729     //    - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column!
730     //    - Summary of possible call flow:
731     //        --------------------------------------------------------------------------------------------------------
732     //        TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1")  // OK
733     //        TableNextRow() -> TableNextColumn()      -> Text("Hello 0") -> TableNextColumn()      -> Text("Hello 1")  // OK
734     //                          TableNextColumn()      -> Text("Hello 0") -> TableNextColumn()      -> Text("Hello 1")  // OK: TableNextColumn() automatically gets to next row!
735     //        TableNextRow()                           -> Text("Hello 0")                                               // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear!
736     //        --------------------------------------------------------------------------------------------------------
737     // - 5. Call EndTable()
738     IMGUI_API bool          BeginTable(const char* str_id, int column, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f);
739     IMGUI_API void          EndTable();                                 // only call EndTable() if BeginTable() returns true!
740     IMGUI_API void          TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row.
741     IMGUI_API bool          TableNextColumn();                          // append into the next column (or first column of next row if currently in last column). Return true when column is visible.
742     IMGUI_API bool          TableSetColumnIndex(int column_n);          // append into the specified column. Return true when column is visible.
743 
744     // Tables: Headers & Columns declaration
745     // - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc.
746     // - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column.
747     //   Headers are required to perform: reordering, sorting, and opening the context menu.
748     //   The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody.
749     // - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in
750     //   some advanced use cases (e.g. adding custom widgets in header row).
751     // - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled.
752     IMGUI_API void          TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0);
753     IMGUI_API void          TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled.
754     IMGUI_API void          TableHeadersRow();                          // submit all headers cells based on data provided to TableSetupColumn() + submit context menu
755     IMGUI_API void          TableHeader(const char* label);             // submit one header cell manually (rarely used)
756 
757     // Tables: Sorting
758     // - Call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting.
759     // - When 'SpecsDirty == true' you should sort your data. It will be true when sorting specs have changed
760     //   since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, else you may
761     //   wastefully sort your data every frame!
762     // - Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable().
763     IMGUI_API ImGuiTableSortSpecs*  TableGetSortSpecs();                        // get latest sort specs for the table (NULL if not sorting).
764 
765     // Tables: Miscellaneous functions
766     // - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index.
767     IMGUI_API int                   TableGetColumnCount();                      // return number of columns (value passed to BeginTable)
768     IMGUI_API int                   TableGetColumnIndex();                      // return current column index.
769     IMGUI_API int                   TableGetRowIndex();                         // return current row index.
770     IMGUI_API const char*           TableGetColumnName(int column_n = -1);      // return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column.
771     IMGUI_API ImGuiTableColumnFlags TableGetColumnFlags(int column_n = -1);     // return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column.
772     IMGUI_API void                  TableSetColumnEnabled(int column_n, bool v);// change user accessible enabled/disabled state of a column. Set to false to hide the column. User can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody)
773     IMGUI_API void                  TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n = -1);  // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details.
774 
775     // Legacy Columns API (prefer using Tables!)
776     // - You can also use SameLine(pos_x) to mimic simplified columns.
777     IMGUI_API void          Columns(int count = 1, const char* id = NULL, bool border = true);
778     IMGUI_API void          NextColumn();                                                       // next column, defaults to current row or next row if the current row is finished
779     IMGUI_API int           GetColumnIndex();                                                   // get current column index
780     IMGUI_API float         GetColumnWidth(int column_index = -1);                              // get column width (in pixels). pass -1 to use current column
781     IMGUI_API void          SetColumnWidth(int column_index, float width);                      // set column width (in pixels). pass -1 to use current column
782     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
783     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
784     IMGUI_API int           GetColumnsCount();
785 
786     // Tab Bars, Tabs
787     IMGUI_API bool          BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0);        // create and append into a TabBar
788     IMGUI_API void          EndTabBar();                                                        // only call EndTabBar() if BeginTabBar() returns true!
789     IMGUI_API bool          BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected.
790     IMGUI_API void          EndTabItem();                                                       // only call EndTabItem() if BeginTabItem() returns true!
791     IMGUI_API bool          TabItemButton(const char* label, ImGuiTabItemFlags flags = 0);      // create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar.
792     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.
793 
794     // Logging/Capture
795     // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.
796     IMGUI_API void          LogToTTY(int auto_open_depth = -1);                                 // start logging to tty (stdout)
797     IMGUI_API void          LogToFile(int auto_open_depth = -1, const char* filename = NULL);   // start logging to file
798     IMGUI_API void          LogToClipboard(int auto_open_depth = -1);                           // start logging to OS clipboard
799     IMGUI_API void          LogFinish();                                                        // stop logging (close file, etc.)
800     IMGUI_API void          LogButtons();                                                       // helper to display buttons for logging to tty/file/clipboard
801     IMGUI_API void          LogText(const char* fmt, ...) IM_FMTARGS(1);                        // pass text data straight to log (without being displayed)
802     IMGUI_API void          LogTextV(const char* fmt, va_list args) IM_FMTLIST(1);
803 
804     // Drag and Drop
805     // - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource().
806     // - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget().
807     // - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip, see #1725)
808     // - An item can be both drag source and drop target.
809     IMGUI_API bool          BeginDragDropSource(ImGuiDragDropFlags flags = 0);                                      // call after submitting an item which may be dragged. when this return true, you can call SetDragDropPayload() + EndDragDropSource()
810     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.
811     IMGUI_API void          EndDragDropSource();                                                                    // only call EndDragDropSource() if BeginDragDropSource() returns true!
812     IMGUI_API bool                  BeginDragDropTarget();                                                          // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
813     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.
814     IMGUI_API void                  EndDragDropTarget();                                                            // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
815     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.
816 
817     // Disabling [BETA API]
818     // - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors)
819     // - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled)
820     // - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it.
821     IMGUI_API void          BeginDisabled(bool disabled = true);
822     IMGUI_API void          EndDisabled();
823 
824     // Clipping
825     // - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only.
826     IMGUI_API void          PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
827     IMGUI_API void          PopClipRect();
828 
829     // Focus, Activation
830     // - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item"
831     IMGUI_API void          SetItemDefaultFocus();                                              // make last item the default focused item of a window.
832     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.
833 
834     // Item/Widgets Utilities and Query Functions
835     // - Most of the functions are referring to the previous Item that has been submitted.
836     // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions.
837     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.
838     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)
839     IMGUI_API bool          IsItemFocused();                                                    // is the last item focused for keyboard/gamepad navigation?
840     IMGUI_API bool          IsItemClicked(ImGuiMouseButton mouse_button = 0);                   // is the last item hovered and mouse clicked on? (**)  == IsMouseClicked(mouse_button) && IsItemHovered()Important. (**) this it NOT equivalent to the behavior of e.g. Button(). Read comments in function definition.
841     IMGUI_API bool          IsItemVisible();                                                    // is the last item visible? (items may be out of sight because of clipping/scrolling)
842     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.
843     IMGUI_API bool          IsItemActivated();                                                  // was the last item just made active (item was previously inactive).
844     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.
845     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).
846     IMGUI_API bool          IsItemToggledOpen();                                                // was the last item open state toggled? set by TreeNode().
847     IMGUI_API bool          IsAnyItemHovered();                                                 // is any item hovered?
848     IMGUI_API bool          IsAnyItemActive();                                                  // is any item active?
849     IMGUI_API bool          IsAnyItemFocused();                                                 // is any item focused?
850     IMGUI_API ImVec2        GetItemRectMin();                                                   // get upper-left bounding rectangle of the last item (screen space)
851     IMGUI_API ImVec2        GetItemRectMax();                                                   // get lower-right bounding rectangle of the last item (screen space)
852     IMGUI_API ImVec2        GetItemRectSize();                                                  // get size of last item
853     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.
854 
855     // Viewports
856     // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
857     // - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
858     // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
859     IMGUI_API ImGuiViewport* GetMainViewport();                                                 // return primary/default viewport. This can never be NULL.
860 
861     // Miscellaneous Utilities
862     IMGUI_API bool          IsRectVisible(const ImVec2& size);                                  // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
863     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.
864     IMGUI_API double        GetTime();                                                          // get global imgui time. incremented by io.DeltaTime every frame.
865     IMGUI_API int           GetFrameCount();                                                    // get global imgui frame count. incremented by 1 every frame.
866     IMGUI_API ImDrawList*   GetBackgroundDrawList();                                            // this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.
867     IMGUI_API ImDrawList*   GetForegroundDrawList();                                            // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
868     IMGUI_API ImDrawListSharedData* GetDrawListSharedData();                                    // you may use this when creating your own ImDrawList instances.
869     IMGUI_API const char*   GetStyleColorName(ImGuiCol idx);                                    // get a string corresponding to the enum value (for display, saving, etc.).
870     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)
871     IMGUI_API ImGuiStorage* GetStateStorage();
872     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.
873     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
874     IMGUI_API void          EndChildFrame();                                                    // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window)
875 
876     // Text Utilities
877     IMGUI_API ImVec2        CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
878 
879     // Color Utilities
880     IMGUI_API ImVec4        ColorConvertU32ToFloat4(ImU32 in);
881     IMGUI_API ImU32         ColorConvertFloat4ToU32(const ImVec4& in);
882     IMGUI_API void          ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
883     IMGUI_API void          ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
884 
885     // Inputs Utilities: Keyboard
886     // - For 'int user_key_index' you can use your own indices/enums according to how your backend/engine stored them in io.KeysDown[].
887     // - We don't know the meaning of those value. You can use GetKeyIndex() to map a ImGuiKey_ value into the user index.
888     IMGUI_API int           GetKeyIndex(ImGuiKey imgui_key);                                    // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
889     IMGUI_API bool          IsKeyDown(int user_key_index);                                      // is key being held. == io.KeysDown[user_key_index].
890     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
891     IMGUI_API bool          IsKeyReleased(int user_key_index);                                  // was key released (went from Down to !Down)?
892     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
893     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.
894 
895     // Inputs Utilities: Mouse
896     // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.
897     // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
898     // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold')
899     IMGUI_API bool          IsMouseDown(ImGuiMouseButton button);                               // is mouse button held?
900     IMGUI_API bool          IsMouseClicked(ImGuiMouseButton button, bool repeat = false);       // did mouse button clicked? (went from !Down to Down)
901     IMGUI_API bool          IsMouseReleased(ImGuiMouseButton button);                           // did mouse button released? (went from Down to !Down)
902     IMGUI_API bool          IsMouseDoubleClicked(ImGuiMouseButton button);                      // did mouse button double-clicked? (note that a double-click will also report IsMouseClicked() == true)
903     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.
904     IMGUI_API bool          IsMousePosValid(const ImVec2* mouse_pos = NULL);                    // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available
905     IMGUI_API bool          IsAnyMouseDown();                                                   // is any mouse button held?
906     IMGUI_API ImVec2        GetMousePos();                                                      // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
907     IMGUI_API ImVec2        GetMousePosOnOpeningCurrentPopup();                                 // retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves)
908     IMGUI_API bool          IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f);         // is mouse dragging? (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold)
909     IMGUI_API ImVec2        GetMouseDragDelta(ImGuiMouseButton button = 0, float lock_threshold = -1.0f);   // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold)
910     IMGUI_API void          ResetMouseDragDelta(ImGuiMouseButton button = 0);                   //
911     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
912     IMGUI_API void          SetMouseCursor(ImGuiMouseCursor cursor_type);                       // set desired cursor type
913     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.
914 
915     // Clipboard Utilities
916     // - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard.
917     IMGUI_API const char*   GetClipboardText();
918     IMGUI_API void          SetClipboardText(const char* text);
919 
920     // Settings/.Ini Utilities
921     // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
922     // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
923     // - Important: default value "imgui.ini" is relative to current working dir! Most apps will want to lock this to an absolute path (e.g. same path as executables).
924     IMGUI_API void          LoadIniSettingsFromDisk(const char* ini_filename);                  // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
925     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.
926     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).
927     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.
928 
929     // Debug Utilities
930     // - This is used by the IMGUI_CHECKVERSION() macro.
931     IMGUI_API bool          DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro.
932 
933     // Memory Allocators
934     // - Those functions are not reliant on the current context.
935     // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
936     //   for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
937     IMGUI_API void          SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL);
938     IMGUI_API void          GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data);
939     IMGUI_API void*         MemAlloc(size_t size);
940     IMGUI_API void          MemFree(void* ptr);
941 
942 } // namespace ImGui
943 
944 //-----------------------------------------------------------------------------
945 // [SECTION] Flags & Enumerations
946 //-----------------------------------------------------------------------------
947 
948 // Flags for ImGui::Begin()
949 enum ImGuiWindowFlags_
950 {
951     ImGuiWindowFlags_None                   = 0,
952     ImGuiWindowFlags_NoTitleBar             = 1 << 0,   // Disable title-bar
953     ImGuiWindowFlags_NoResize               = 1 << 1,   // Disable user resizing with the lower-right grip
954     ImGuiWindowFlags_NoMove                 = 1 << 2,   // Disable user moving the window
955     ImGuiWindowFlags_NoScrollbar            = 1 << 3,   // Disable scrollbars (window can still scroll with mouse or programmatically)
956     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.
957     ImGuiWindowFlags_NoCollapse             = 1 << 5,   // Disable user collapsing window by double-clicking on it
958     ImGuiWindowFlags_AlwaysAutoResize       = 1 << 6,   // Resize every window to its content every frame
959     ImGuiWindowFlags_NoBackground           = 1 << 7,   // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
960     ImGuiWindowFlags_NoSavedSettings        = 1 << 8,   // Never load/save settings in .ini file
961     ImGuiWindowFlags_NoMouseInputs          = 1 << 9,   // Disable catching mouse, hovering test with pass through.
962     ImGuiWindowFlags_MenuBar                = 1 << 10,  // Has a menu-bar
963     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.
964     ImGuiWindowFlags_NoFocusOnAppearing     = 1 << 12,  // Disable taking focus when transitioning from hidden to visible state
965     ImGuiWindowFlags_NoBringToFrontOnFocus  = 1 << 13,  // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus)
966     ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14,  // Always show vertical scrollbar (even if ContentSize.y < Size.y)
967     ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15,  // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
968     ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16,  // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
969     ImGuiWindowFlags_NoNavInputs            = 1 << 18,  // No gamepad/keyboard navigation within the window
970     ImGuiWindowFlags_NoNavFocus             = 1 << 19,  // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
971     ImGuiWindowFlags_UnsavedDocument        = 1 << 20,  // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.
972     ImGuiWindowFlags_NoNav                  = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
973     ImGuiWindowFlags_NoDecoration           = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,
974     ImGuiWindowFlags_NoInputs               = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
975 
976     // [Internal]
977     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!)
978     ImGuiWindowFlags_ChildWindow            = 1 << 24,  // Don't use! For internal use by BeginChild()
979     ImGuiWindowFlags_Tooltip                = 1 << 25,  // Don't use! For internal use by BeginTooltip()
980     ImGuiWindowFlags_Popup                  = 1 << 26,  // Don't use! For internal use by BeginPopup()
981     ImGuiWindowFlags_Modal                  = 1 << 27,  // Don't use! For internal use by BeginPopupModal()
982     ImGuiWindowFlags_ChildMenu              = 1 << 28   // Don't use! For internal use by BeginMenu()
983 
984     // [Obsolete]
985     //ImGuiWindowFlags_ResizeFromAnySide    = 1 << 17,  // --> Set io.ConfigWindowsResizeFromEdges=true and make sure mouse cursors are supported by backend (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors)
986 };
987 
988 // Flags for ImGui::InputText()
989 enum ImGuiInputTextFlags_
990 {
991     ImGuiInputTextFlags_None                = 0,
992     ImGuiInputTextFlags_CharsDecimal        = 1 << 0,   // Allow 0123456789.+-*/
993     ImGuiInputTextFlags_CharsHexadecimal    = 1 << 1,   // Allow 0123456789ABCDEFabcdef
994     ImGuiInputTextFlags_CharsUppercase      = 1 << 2,   // Turn a..z into A..Z
995     ImGuiInputTextFlags_CharsNoBlank        = 1 << 3,   // Filter out spaces, tabs
996     ImGuiInputTextFlags_AutoSelectAll       = 1 << 4,   // Select entire text when first taking mouse focus
997     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.
998     ImGuiInputTextFlags_CallbackCompletion  = 1 << 6,   // Callback on pressing TAB (for completion handling)
999     ImGuiInputTextFlags_CallbackHistory     = 1 << 7,   // Callback on pressing Up/Down arrows (for history handling)
1000     ImGuiInputTextFlags_CallbackAlways      = 1 << 8,   // Callback on each iteration. User code may query cursor position, modify text buffer.
1001     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.
1002     ImGuiInputTextFlags_AllowTabInput       = 1 << 10,  // Pressing TAB input a '\t' character into the text field
1003     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).
1004     ImGuiInputTextFlags_NoHorizontalScroll  = 1 << 12,  // Disable following the cursor horizontally
1005     ImGuiInputTextFlags_AlwaysOverwrite     = 1 << 13,  // Overwrite mode
1006     ImGuiInputTextFlags_ReadOnly            = 1 << 14,  // Read-only mode
1007     ImGuiInputTextFlags_Password            = 1 << 15,  // Password mode, display all characters as '*'
1008     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().
1009     ImGuiInputTextFlags_CharsScientific     = 1 << 17,  // Allow 0123456789.+-*/eE (Scientific notation input)
1010     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)
1011     ImGuiInputTextFlags_CallbackEdit        = 1 << 19   // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
1012 
1013     // Obsolete names (will be removed soon)
1014 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1015     , ImGuiInputTextFlags_AlwaysInsertMode    = ImGuiInputTextFlags_AlwaysOverwrite   // [renamed in 1.82] name was not matching behavior
1016 #endif
1017 };
1018 
1019 // Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
1020 enum ImGuiTreeNodeFlags_
1021 {
1022     ImGuiTreeNodeFlags_None                 = 0,
1023     ImGuiTreeNodeFlags_Selected             = 1 << 0,   // Draw as selected
1024     ImGuiTreeNodeFlags_Framed               = 1 << 1,   // Draw frame with background (e.g. for CollapsingHeader)
1025     ImGuiTreeNodeFlags_AllowItemOverlap     = 1 << 2,   // Hit testing to allow subsequent widgets to overlap this one
1026     ImGuiTreeNodeFlags_NoTreePushOnOpen     = 1 << 3,   // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
1027     ImGuiTreeNodeFlags_NoAutoOpenOnLog      = 1 << 4,   // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
1028     ImGuiTreeNodeFlags_DefaultOpen          = 1 << 5,   // Default node to be open
1029     ImGuiTreeNodeFlags_OpenOnDoubleClick    = 1 << 6,   // Need double-click to open node
1030     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.
1031     ImGuiTreeNodeFlags_Leaf                 = 1 << 8,   // No collapsing, no arrow (use as a convenience for leaf nodes).
1032     ImGuiTreeNodeFlags_Bullet               = 1 << 9,   // Display a bullet instead of arrow
1033     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().
1034     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.
1035     ImGuiTreeNodeFlags_SpanFullWidth        = 1 << 12,  // Extend hit box to the left-most and right-most edges (bypass the indented area).
1036     ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13,  // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
1037     //ImGuiTreeNodeFlags_NoScrollOnOpen     = 1 << 14,  // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
1038     ImGuiTreeNodeFlags_CollapsingHeader     = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog
1039 };
1040 
1041 // Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions.
1042 // - To be backward compatible with older API which took an 'int mouse_button = 1' argument, we need to treat
1043 //   small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags.
1044 //   It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags.
1045 // - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0.
1046 //   IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter
1047 //   and want to another another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag.
1048 // - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later).
1049 enum ImGuiPopupFlags_
1050 {
1051     ImGuiPopupFlags_None                    = 0,
1052     ImGuiPopupFlags_MouseButtonLeft         = 0,        // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left)
1053     ImGuiPopupFlags_MouseButtonRight        = 1,        // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right)
1054     ImGuiPopupFlags_MouseButtonMiddle       = 2,        // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle)
1055     ImGuiPopupFlags_MouseButtonMask_        = 0x1F,
1056     ImGuiPopupFlags_MouseButtonDefault_     = 1,
1057     ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 5,   // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack
1058     ImGuiPopupFlags_NoOpenOverItems         = 1 << 6,   // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space
1059     ImGuiPopupFlags_AnyPopupId              = 1 << 7,   // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup.
1060     ImGuiPopupFlags_AnyPopupLevel           = 1 << 8,   // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level)
1061     ImGuiPopupFlags_AnyPopup                = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel
1062 };
1063 
1064 // Flags for ImGui::Selectable()
1065 enum ImGuiSelectableFlags_
1066 {
1067     ImGuiSelectableFlags_None               = 0,
1068     ImGuiSelectableFlags_DontClosePopups    = 1 << 0,   // Clicking this don't close parent popup window
1069     ImGuiSelectableFlags_SpanAllColumns     = 1 << 1,   // Selectable frame can span all columns (text will still fit in current column)
1070     ImGuiSelectableFlags_AllowDoubleClick   = 1 << 2,   // Generate press events on double clicks too
1071     ImGuiSelectableFlags_Disabled           = 1 << 3,   // Cannot be selected, display grayed out text
1072     ImGuiSelectableFlags_AllowItemOverlap   = 1 << 4    // (WIP) Hit testing to allow subsequent widgets to overlap this one
1073 };
1074 
1075 // Flags for ImGui::BeginCombo()
1076 enum ImGuiComboFlags_
1077 {
1078     ImGuiComboFlags_None                    = 0,
1079     ImGuiComboFlags_PopupAlignLeft          = 1 << 0,   // Align the popup toward the left by default
1080     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()
1081     ImGuiComboFlags_HeightRegular           = 1 << 2,   // Max ~8 items visible (default)
1082     ImGuiComboFlags_HeightLarge             = 1 << 3,   // Max ~20 items visible
1083     ImGuiComboFlags_HeightLargest           = 1 << 4,   // As many fitting items as possible
1084     ImGuiComboFlags_NoArrowButton           = 1 << 5,   // Display on the preview box without the square arrow button
1085     ImGuiComboFlags_NoPreview               = 1 << 6,   // Display only a square arrow button
1086     ImGuiComboFlags_HeightMask_             = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest
1087 };
1088 
1089 // Flags for ImGui::BeginTabBar()
1090 enum ImGuiTabBarFlags_
1091 {
1092     ImGuiTabBarFlags_None                           = 0,
1093     ImGuiTabBarFlags_Reorderable                    = 1 << 0,   // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list
1094     ImGuiTabBarFlags_AutoSelectNewTabs              = 1 << 1,   // Automatically select new tabs when they appear
1095     ImGuiTabBarFlags_TabListPopupButton             = 1 << 2,   // Disable buttons to open the tab list popup
1096     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.
1097     ImGuiTabBarFlags_NoTabListScrollingButtons      = 1 << 4,   // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll)
1098     ImGuiTabBarFlags_NoTooltip                      = 1 << 5,   // Disable tooltips when hovering a tab
1099     ImGuiTabBarFlags_FittingPolicyResizeDown        = 1 << 6,   // Resize tabs when they don't fit
1100     ImGuiTabBarFlags_FittingPolicyScroll            = 1 << 7,   // Add scroll buttons when tabs don't fit
1101     ImGuiTabBarFlags_FittingPolicyMask_             = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll,
1102     ImGuiTabBarFlags_FittingPolicyDefault_          = ImGuiTabBarFlags_FittingPolicyResizeDown
1103 };
1104 
1105 // Flags for ImGui::BeginTabItem()
1106 enum ImGuiTabItemFlags_
1107 {
1108     ImGuiTabItemFlags_None                          = 0,
1109     ImGuiTabItemFlags_UnsavedDocument               = 1 << 0,   // Display a dot next to the title + tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.
1110     ImGuiTabItemFlags_SetSelected                   = 1 << 1,   // Trigger flag to programmatically make the tab selected when calling BeginTabItem()
1111     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.
1112     ImGuiTabItemFlags_NoPushId                      = 1 << 3,   // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem()
1113     ImGuiTabItemFlags_NoTooltip                     = 1 << 4,   // Disable tooltip for the given tab
1114     ImGuiTabItemFlags_NoReorder                     = 1 << 5,   // Disable reordering this tab or having another tab cross over this tab
1115     ImGuiTabItemFlags_Leading                       = 1 << 6,   // Enforce the tab position to the left of the tab bar (after the tab list popup button)
1116     ImGuiTabItemFlags_Trailing                      = 1 << 7    // Enforce the tab position to the right of the tab bar (before the scrolling buttons)
1117 };
1118 
1119 // Flags for ImGui::BeginTable()
1120 // [BETA API] API may evolve slightly! If you use this, please update to the next version when it comes out!
1121 // - Important! Sizing policies have complex and subtle side effects, more so than you would expect.
1122 //   Read comments/demos carefully + experiment with live demos to get acquainted with them.
1123 // - The DEFAULT sizing policies are:
1124 //    - Default to ImGuiTableFlags_SizingFixedFit    if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize.
1125 //    - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off.
1126 // - When ScrollX is off:
1127 //    - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight.
1128 //    - Columns sizing policy allowed: Stretch (default), Fixed/Auto.
1129 //    - Fixed Columns will generally obtain their requested width (unless the table cannot fit them all).
1130 //    - Stretch Columns will share the remaining width.
1131 //    - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors.
1132 //      The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns.
1133 //      (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing).
1134 // - When ScrollX is on:
1135 //    - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed
1136 //    - Columns sizing policy allowed: Fixed/Auto mostly.
1137 //    - Fixed Columns can be enlarged as needed. Table will show an horizontal scrollbar if needed.
1138 //    - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop.
1139 //    - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable().
1140 //      If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed Fixed/Stretch columns become meaningful again.
1141 // - Read on documentation at the top of imgui_tables.cpp for details.
1142 enum ImGuiTableFlags_
1143 {
1144     // Features
1145     ImGuiTableFlags_None                       = 0,
1146     ImGuiTableFlags_Resizable                  = 1 << 0,   // Enable resizing columns.
1147     ImGuiTableFlags_Reorderable                = 1 << 1,   // Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers)
1148     ImGuiTableFlags_Hideable                   = 1 << 2,   // Enable hiding/disabling columns in context menu.
1149     ImGuiTableFlags_Sortable                   = 1 << 3,   // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate.
1150     ImGuiTableFlags_NoSavedSettings            = 1 << 4,   // Disable persisting columns order, width and sort settings in the .ini file.
1151     ImGuiTableFlags_ContextMenuInBody          = 1 << 5,   // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow().
1152     // Decorations
1153     ImGuiTableFlags_RowBg                      = 1 << 6,   // Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent of calling TableSetBgColor with ImGuiTableBgFlags_RowBg0 on each row manually)
1154     ImGuiTableFlags_BordersInnerH              = 1 << 7,   // Draw horizontal borders between rows.
1155     ImGuiTableFlags_BordersOuterH              = 1 << 8,   // Draw horizontal borders at the top and bottom.
1156     ImGuiTableFlags_BordersInnerV              = 1 << 9,   // Draw vertical borders between columns.
1157     ImGuiTableFlags_BordersOuterV              = 1 << 10,  // Draw vertical borders on the left and right sides.
1158     ImGuiTableFlags_BordersH                   = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders.
1159     ImGuiTableFlags_BordersV                   = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders.
1160     ImGuiTableFlags_BordersInner               = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders.
1161     ImGuiTableFlags_BordersOuter               = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders.
1162     ImGuiTableFlags_Borders                    = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter,   // Draw all borders.
1163     ImGuiTableFlags_NoBordersInBody            = 1 << 11,  // [ALPHA] Disable vertical borders in columns Body (borders will always appears in Headers). -> May move to style
1164     ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12,  // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appears in Headers). -> May move to style
1165     // Sizing Policy (read above for defaults)
1166     ImGuiTableFlags_SizingFixedFit             = 1 << 13,  // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width.
1167     ImGuiTableFlags_SizingFixedSame            = 2 << 13,  // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible.
1168     ImGuiTableFlags_SizingStretchProp          = 3 << 13,  // Columns default to _WidthStretch with default weights proportional to each columns contents widths.
1169     ImGuiTableFlags_SizingStretchSame          = 4 << 13,  // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn().
1170     // Sizing Extra Options
1171     ImGuiTableFlags_NoHostExtendX              = 1 << 16,  // Make outer width auto-fit to columns, overriding outer_size.x value. Only available when ScrollX/ScrollY are disabled and Stretch columns are not used.
1172     ImGuiTableFlags_NoHostExtendY              = 1 << 17,  // Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible.
1173     ImGuiTableFlags_NoKeepColumnsVisible       = 1 << 18,  // Disable keeping column always minimally visible when ScrollX is off and table gets too small. Not recommended if columns are resizable.
1174     ImGuiTableFlags_PreciseWidths              = 1 << 19,  // Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth.
1175     // Clipping
1176     ImGuiTableFlags_NoClip                     = 1 << 20,  // Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze().
1177     // Padding
1178     ImGuiTableFlags_PadOuterX                  = 1 << 21,  // Default if BordersOuterV is on. Enable outer-most padding. Generally desirable if you have headers.
1179     ImGuiTableFlags_NoPadOuterX                = 1 << 22,  // Default if BordersOuterV is off. Disable outer-most padding.
1180     ImGuiTableFlags_NoPadInnerX                = 1 << 23,  // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off).
1181     // Scrolling
1182     ImGuiTableFlags_ScrollX                    = 1 << 24,  // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this create a child window, ScrollY is currently generally recommended when using ScrollX.
1183     ImGuiTableFlags_ScrollY                    = 1 << 25,  // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size.
1184     // Sorting
1185     ImGuiTableFlags_SortMulti                  = 1 << 26,  // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).
1186     ImGuiTableFlags_SortTristate               = 1 << 27,  // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).
1187 
1188     // [Internal] Combinations and masks
1189     ImGuiTableFlags_SizingMask_                = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame
1190 
1191     // Obsolete names (will be removed soon)
1192 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1193     //, ImGuiTableFlags_ColumnsWidthFixed = ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_ColumnsWidthStretch = ImGuiTableFlags_SizingStretchSame   // WIP Tables 2020/12
1194     //, ImGuiTableFlags_SizingPolicyFixed = ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_SizingPolicyStretch = ImGuiTableFlags_SizingStretchSame   // WIP Tables 2021/01
1195 #endif
1196 };
1197 
1198 // Flags for ImGui::TableSetupColumn()
1199 enum ImGuiTableColumnFlags_
1200 {
1201     // Input configuration flags
1202     ImGuiTableColumnFlags_None                  = 0,
1203     ImGuiTableColumnFlags_Disabled              = 1 << 0,   // Overriding/master disable flag: hide column, won't show in context menu (unlike calling TableSetColumnEnabled() which manipulates the user accessible state)
1204     ImGuiTableColumnFlags_DefaultHide           = 1 << 1,   // Default as a hidden/disabled column.
1205     ImGuiTableColumnFlags_DefaultSort           = 1 << 2,   // Default as a sorting column.
1206     ImGuiTableColumnFlags_WidthStretch          = 1 << 3,   // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp).
1207     ImGuiTableColumnFlags_WidthFixed            = 1 << 4,   // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable).
1208     ImGuiTableColumnFlags_NoResize              = 1 << 5,   // Disable manual resizing.
1209     ImGuiTableColumnFlags_NoReorder             = 1 << 6,   // Disable manual reordering this column, this will also prevent other columns from crossing over this column.
1210     ImGuiTableColumnFlags_NoHide                = 1 << 7,   // Disable ability to hide/disable this column.
1211     ImGuiTableColumnFlags_NoClip                = 1 << 8,   // Disable clipping for this column (all NoClip columns will render in a same draw command).
1212     ImGuiTableColumnFlags_NoSort                = 1 << 9,   // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table).
1213     ImGuiTableColumnFlags_NoSortAscending       = 1 << 10,  // Disable ability to sort in the ascending direction.
1214     ImGuiTableColumnFlags_NoSortDescending      = 1 << 11,  // Disable ability to sort in the descending direction.
1215     ImGuiTableColumnFlags_NoHeaderLabel         = 1 << 12,  // TableHeadersRow() will not submit label for this column. Convenient for some small columns. Name will still appear in context menu.
1216     ImGuiTableColumnFlags_NoHeaderWidth         = 1 << 13,  // Disable header text width contribution to automatic column width.
1217     ImGuiTableColumnFlags_PreferSortAscending   = 1 << 14,  // Make the initial sort direction Ascending when first sorting on this column (default).
1218     ImGuiTableColumnFlags_PreferSortDescending  = 1 << 15,  // Make the initial sort direction Descending when first sorting on this column.
1219     ImGuiTableColumnFlags_IndentEnable          = 1 << 16,  // Use current Indent value when entering cell (default for column 0).
1220     ImGuiTableColumnFlags_IndentDisable         = 1 << 17,  // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored.
1221 
1222     // Output status flags, read-only via TableGetColumnFlags()
1223     ImGuiTableColumnFlags_IsEnabled             = 1 << 24,  // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags.
1224     ImGuiTableColumnFlags_IsVisible             = 1 << 25,  // Status: is visible == is enabled AND not clipped by scrolling.
1225     ImGuiTableColumnFlags_IsSorted              = 1 << 26,  // Status: is currently part of the sort specs
1226     ImGuiTableColumnFlags_IsHovered             = 1 << 27,  // Status: is hovered by mouse
1227 
1228     // [Internal] Combinations and masks
1229     ImGuiTableColumnFlags_WidthMask_            = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed,
1230     ImGuiTableColumnFlags_IndentMask_           = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable,
1231     ImGuiTableColumnFlags_StatusMask_           = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered,
1232     ImGuiTableColumnFlags_NoDirectResize_       = 1 << 30   // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge)
1233 
1234     // Obsolete names (will be removed soon)
1235 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1236     //ImGuiTableColumnFlags_WidthAuto           = ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_NoResize, // Column will not stretch and keep resizing based on submitted contents.
1237 #endif
1238 };
1239 
1240 // Flags for ImGui::TableNextRow()
1241 enum ImGuiTableRowFlags_
1242 {
1243     ImGuiTableRowFlags_None                         = 0,
1244     ImGuiTableRowFlags_Headers                      = 1 << 0    // Identify header row (set default background color + width of its contents accounted different for auto column width)
1245 };
1246 
1247 // Enum for ImGui::TableSetBgColor()
1248 // Background colors are rendering in 3 layers:
1249 //  - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set.
1250 //  - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set.
1251 //  - Layer 2: draw with CellBg color if set.
1252 // The purpose of the two row/columns layers is to let you decide if a background color changes should override or blend with the existing color.
1253 // When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows.
1254 // If you set the color of RowBg0 target, your color will override the existing RowBg0 color.
1255 // If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color.
1256 enum ImGuiTableBgTarget_
1257 {
1258     ImGuiTableBgTarget_None                         = 0,
1259     ImGuiTableBgTarget_RowBg0                       = 1,        // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used)
1260     ImGuiTableBgTarget_RowBg1                       = 2,        // Set row background color 1 (generally used for selection marking)
1261     ImGuiTableBgTarget_CellBg                       = 3         // Set cell background color (top-most color)
1262 };
1263 
1264 // Flags for ImGui::IsWindowFocused()
1265 enum ImGuiFocusedFlags_
1266 {
1267     ImGuiFocusedFlags_None                          = 0,
1268     ImGuiFocusedFlags_ChildWindows                  = 1 << 0,   // Return true if any children of the window is focused
1269     ImGuiFocusedFlags_RootWindow                    = 1 << 1,   // Test from root window (top most parent of the current hierarchy)
1270     ImGuiFocusedFlags_AnyWindow                     = 1 << 2,   // Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ!
1271     ImGuiFocusedFlags_NoPopupHierarchy              = 1 << 3,   // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
1272     //ImGuiFocusedFlags_DockHierarchy               = 1 << 4,   // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
1273     ImGuiFocusedFlags_RootAndChildWindows           = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows
1274 };
1275 
1276 // Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
1277 // Note: if you are trying to check whether your mouse should be dispatched to Dear ImGui or to your app, you should use 'io.WantCaptureMouse' instead! Please read the FAQ!
1278 // Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.
1279 enum ImGuiHoveredFlags_
1280 {
1281     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.
1282     ImGuiHoveredFlags_ChildWindows                  = 1 << 0,   // IsWindowHovered() only: Return true if any children of the window is hovered
1283     ImGuiHoveredFlags_RootWindow                    = 1 << 1,   // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
1284     ImGuiHoveredFlags_AnyWindow                     = 1 << 2,   // IsWindowHovered() only: Return true if any window is hovered
1285     ImGuiHoveredFlags_NoPopupHierarchy              = 1 << 3,   // IsWindowHovered() only: Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
1286     //ImGuiHoveredFlags_DockHierarchy               = 1 << 4,   // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
1287     ImGuiHoveredFlags_AllowWhenBlockedByPopup       = 1 << 5,   // Return true even if a popup window is normally blocking access to this item/window
1288     //ImGuiHoveredFlags_AllowWhenBlockedByModal     = 1 << 6,   // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
1289     ImGuiHoveredFlags_AllowWhenBlockedByActiveItem  = 1 << 7,   // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
1290     ImGuiHoveredFlags_AllowWhenOverlapped           = 1 << 8,   // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window
1291     ImGuiHoveredFlags_AllowWhenDisabled             = 1 << 9,   // IsItemHovered() only: Return true even if the item is disabled
1292     ImGuiHoveredFlags_RectOnly                      = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
1293     ImGuiHoveredFlags_RootAndChildWindows           = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows
1294 };
1295 
1296 // Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
1297 enum ImGuiDragDropFlags_
1298 {
1299     ImGuiDragDropFlags_None                         = 0,
1300     // BeginDragDropSource() flags
1301     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.
1302     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.
1303     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.
1304     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.
1305     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.
1306     ImGuiDragDropFlags_SourceAutoExpirePayload      = 1 << 5,   // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)
1307     // AcceptDragDropPayload() flags
1308     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.
1309     ImGuiDragDropFlags_AcceptNoDrawDefaultRect      = 1 << 11,  // Do not draw the default highlight rectangle when hovering over target.
1310     ImGuiDragDropFlags_AcceptNoPreviewTooltip       = 1 << 12,  // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.
1311     ImGuiDragDropFlags_AcceptPeekOnly               = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect  // For peeking ahead and inspecting the payload before delivery.
1312 };
1313 
1314 // Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.
1315 #define IMGUI_PAYLOAD_TYPE_COLOR_3F     "_COL3F"    // float[3]: Standard type for colors, without alpha. User code may use this type.
1316 #define IMGUI_PAYLOAD_TYPE_COLOR_4F     "_COL4F"    // float[4]: Standard type for colors. User code may use this type.
1317 
1318 // A primary data type
1319 enum ImGuiDataType_
1320 {
1321     ImGuiDataType_S8,       // signed char / char (with sensible compilers)
1322     ImGuiDataType_U8,       // unsigned char
1323     ImGuiDataType_S16,      // short
1324     ImGuiDataType_U16,      // unsigned short
1325     ImGuiDataType_S32,      // int
1326     ImGuiDataType_U32,      // unsigned int
1327     ImGuiDataType_S64,      // long long / __int64
1328     ImGuiDataType_U64,      // unsigned long long / unsigned __int64
1329     ImGuiDataType_Float,    // float
1330     ImGuiDataType_Double,   // double
1331     ImGuiDataType_COUNT
1332 };
1333 
1334 // A cardinal direction
1335 enum ImGuiDir_
1336 {
1337     ImGuiDir_None    = -1,
1338     ImGuiDir_Left    = 0,
1339     ImGuiDir_Right   = 1,
1340     ImGuiDir_Up      = 2,
1341     ImGuiDir_Down    = 3,
1342     ImGuiDir_COUNT
1343 };
1344 
1345 // A sorting direction
1346 enum ImGuiSortDirection_
1347 {
1348     ImGuiSortDirection_None         = 0,
1349     ImGuiSortDirection_Ascending    = 1,    // Ascending = 0->9, A->Z etc.
1350     ImGuiSortDirection_Descending   = 2     // Descending = 9->0, Z->A etc.
1351 };
1352 
1353 // User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array
1354 enum ImGuiKey_
1355 {
1356     ImGuiKey_Tab,
1357     ImGuiKey_LeftArrow,
1358     ImGuiKey_RightArrow,
1359     ImGuiKey_UpArrow,
1360     ImGuiKey_DownArrow,
1361     ImGuiKey_PageUp,
1362     ImGuiKey_PageDown,
1363     ImGuiKey_Home,
1364     ImGuiKey_End,
1365     ImGuiKey_Insert,
1366     ImGuiKey_Delete,
1367     ImGuiKey_Backspace,
1368     ImGuiKey_Space,
1369     ImGuiKey_Enter,
1370     ImGuiKey_Escape,
1371     ImGuiKey_KeyPadEnter,
1372     ImGuiKey_A,                 // for text edit CTRL+A: select all
1373     ImGuiKey_C,                 // for text edit CTRL+C: copy
1374     ImGuiKey_V,                 // for text edit CTRL+V: paste
1375     ImGuiKey_X,                 // for text edit CTRL+X: cut
1376     ImGuiKey_Y,                 // for text edit CTRL+Y: redo
1377     ImGuiKey_Z,                 // for text edit CTRL+Z: undo
1378     ImGuiKey_COUNT
1379 };
1380 
1381 // To test io.KeyMods (which is a combination of individual fields io.KeyCtrl, io.KeyShift, io.KeyAlt set by user/backend)
1382 enum ImGuiKeyModFlags_
1383 {
1384     ImGuiKeyModFlags_None       = 0,
1385     ImGuiKeyModFlags_Ctrl       = 1 << 0,
1386     ImGuiKeyModFlags_Shift      = 1 << 1,
1387     ImGuiKeyModFlags_Alt        = 1 << 2,
1388     ImGuiKeyModFlags_Super      = 1 << 3
1389 };
1390 
1391 // Gamepad/Keyboard navigation
1392 // Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
1393 // Gamepad:  Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Backend: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
1394 // Read instructions in imgui.cpp for more details. Download PNG/PSD at http://dearimgui.org/controls_sheets.
1395 enum ImGuiNavInput_
1396 {
1397     // Gamepad Mapping
1398     ImGuiNavInput_Activate,      // activate / open / toggle / tweak value       // e.g. Cross  (PS4), A (Xbox), A (Switch), Space (Keyboard)
1399     ImGuiNavInput_Cancel,        // cancel / close / exit                        // e.g. Circle (PS4), B (Xbox), B (Switch), Escape (Keyboard)
1400     ImGuiNavInput_Input,         // text input / on-screen keyboard              // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard)
1401     ImGuiNavInput_Menu,          // tap: toggle menu / hold: focus, move, resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard)
1402     ImGuiNavInput_DpadLeft,      // move / tweak / resize window (w/ PadMenu)    // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard)
1403     ImGuiNavInput_DpadRight,     //
1404     ImGuiNavInput_DpadUp,        //
1405     ImGuiNavInput_DpadDown,      //
1406     ImGuiNavInput_LStickLeft,    // scroll / move window (w/ PadMenu)            // e.g. Left Analog Stick Left/Right/Up/Down
1407     ImGuiNavInput_LStickRight,   //
1408     ImGuiNavInput_LStickUp,      //
1409     ImGuiNavInput_LStickDown,    //
1410     ImGuiNavInput_FocusPrev,     // next window (w/ PadMenu)                     // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
1411     ImGuiNavInput_FocusNext,     // prev window (w/ PadMenu)                     // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
1412     ImGuiNavInput_TweakSlow,     // slower tweaks                                // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
1413     ImGuiNavInput_TweakFast,     // faster tweaks                                // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
1414 
1415     // [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them.
1416     // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[].
1417     ImGuiNavInput_KeyLeft_,      // move left                                    // = Arrow keys
1418     ImGuiNavInput_KeyRight_,     // move right
1419     ImGuiNavInput_KeyUp_,        // move up
1420     ImGuiNavInput_KeyDown_,      // move down
1421     ImGuiNavInput_COUNT,
1422     ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyLeft_
1423 };
1424 
1425 // Configuration flags stored in io.ConfigFlags. Set by user/application.
1426 enum ImGuiConfigFlags_
1427 {
1428     ImGuiConfigFlags_None                   = 0,
1429     ImGuiConfigFlags_NavEnableKeyboard      = 1 << 0,   // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeysDown[].
1430     ImGuiConfigFlags_NavEnableGamepad       = 1 << 1,   // Master gamepad navigation enable flag. This is mostly to instruct your imgui backend to fill io.NavInputs[]. Backend also needs to set ImGuiBackendFlags_HasGamepad.
1431     ImGuiConfigFlags_NavEnableSetMousePos   = 1 << 2,   // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your backend, otherwise ImGui will react as if the mouse is jumping around back and forth.
1432     ImGuiConfigFlags_NavNoCaptureKeyboard   = 1 << 3,   // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set.
1433     ImGuiConfigFlags_NoMouse                = 1 << 4,   // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the backend.
1434     ImGuiConfigFlags_NoMouseCursorChange    = 1 << 5,   // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead.
1435 
1436     // User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core Dear ImGui)
1437     ImGuiConfigFlags_IsSRGB                 = 1 << 20,  // Application is SRGB-aware.
1438     ImGuiConfigFlags_IsTouchScreen          = 1 << 21   // Application is using a touch screen instead of a mouse.
1439 };
1440 
1441 // Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend.
1442 enum ImGuiBackendFlags_
1443 {
1444     ImGuiBackendFlags_None                  = 0,
1445     ImGuiBackendFlags_HasGamepad            = 1 << 0,   // Backend Platform supports gamepad and currently has one connected.
1446     ImGuiBackendFlags_HasMouseCursors       = 1 << 1,   // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
1447     ImGuiBackendFlags_HasSetMousePos        = 1 << 2,   // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
1448     ImGuiBackendFlags_RendererHasVtxOffset  = 1 << 3    // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
1449 };
1450 
1451 // Enumeration for PushStyleColor() / PopStyleColor()
1452 enum ImGuiCol_
1453 {
1454     ImGuiCol_Text,
1455     ImGuiCol_TextDisabled,
1456     ImGuiCol_WindowBg,              // Background of normal windows
1457     ImGuiCol_ChildBg,               // Background of child windows
1458     ImGuiCol_PopupBg,               // Background of popups, menus, tooltips windows
1459     ImGuiCol_Border,
1460     ImGuiCol_BorderShadow,
1461     ImGuiCol_FrameBg,               // Background of checkbox, radio button, plot, slider, text input
1462     ImGuiCol_FrameBgHovered,
1463     ImGuiCol_FrameBgActive,
1464     ImGuiCol_TitleBg,
1465     ImGuiCol_TitleBgActive,
1466     ImGuiCol_TitleBgCollapsed,
1467     ImGuiCol_MenuBarBg,
1468     ImGuiCol_ScrollbarBg,
1469     ImGuiCol_ScrollbarGrab,
1470     ImGuiCol_ScrollbarGrabHovered,
1471     ImGuiCol_ScrollbarGrabActive,
1472     ImGuiCol_CheckMark,
1473     ImGuiCol_SliderGrab,
1474     ImGuiCol_SliderGrabActive,
1475     ImGuiCol_Button,
1476     ImGuiCol_ButtonHovered,
1477     ImGuiCol_ButtonActive,
1478     ImGuiCol_Header,                // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem
1479     ImGuiCol_HeaderHovered,
1480     ImGuiCol_HeaderActive,
1481     ImGuiCol_Separator,
1482     ImGuiCol_SeparatorHovered,
1483     ImGuiCol_SeparatorActive,
1484     ImGuiCol_ResizeGrip,
1485     ImGuiCol_ResizeGripHovered,
1486     ImGuiCol_ResizeGripActive,
1487     ImGuiCol_Tab,
1488     ImGuiCol_TabHovered,
1489     ImGuiCol_TabActive,
1490     ImGuiCol_TabUnfocused,
1491     ImGuiCol_TabUnfocusedActive,
1492     ImGuiCol_PlotLines,
1493     ImGuiCol_PlotLinesHovered,
1494     ImGuiCol_PlotHistogram,
1495     ImGuiCol_PlotHistogramHovered,
1496     ImGuiCol_TableHeaderBg,         // Table header background
1497     ImGuiCol_TableBorderStrong,     // Table outer and header borders (prefer using Alpha=1.0 here)
1498     ImGuiCol_TableBorderLight,      // Table inner borders (prefer using Alpha=1.0 here)
1499     ImGuiCol_TableRowBg,            // Table row background (even rows)
1500     ImGuiCol_TableRowBgAlt,         // Table row background (odd rows)
1501     ImGuiCol_TextSelectedBg,
1502     ImGuiCol_DragDropTarget,
1503     ImGuiCol_NavHighlight,          // Gamepad/keyboard: current highlighted item
1504     ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB
1505     ImGuiCol_NavWindowingDimBg,     // Darken/colorize entire screen behind the CTRL+TAB window list, when active
1506     ImGuiCol_ModalWindowDimBg,      // Darken/colorize entire screen behind a modal window, when one is active
1507     ImGuiCol_COUNT
1508 };
1509 
1510 // Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
1511 // - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code.
1512 //   During initialization or between frames, feel free to just poke into ImGuiStyle directly.
1513 // - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description.
1514 //   In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
1515 //   With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
1516 // - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type.
1517 enum ImGuiStyleVar_
1518 {
1519     // Enum name --------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
1520     ImGuiStyleVar_Alpha,               // float     Alpha
1521     ImGuiStyleVar_DisabledAlpha,       // float     DisabledAlpha
1522     ImGuiStyleVar_WindowPadding,       // ImVec2    WindowPadding
1523     ImGuiStyleVar_WindowRounding,      // float     WindowRounding
1524     ImGuiStyleVar_WindowBorderSize,    // float     WindowBorderSize
1525     ImGuiStyleVar_WindowMinSize,       // ImVec2    WindowMinSize
1526     ImGuiStyleVar_WindowTitleAlign,    // ImVec2    WindowTitleAlign
1527     ImGuiStyleVar_ChildRounding,       // float     ChildRounding
1528     ImGuiStyleVar_ChildBorderSize,     // float     ChildBorderSize
1529     ImGuiStyleVar_PopupRounding,       // float     PopupRounding
1530     ImGuiStyleVar_PopupBorderSize,     // float     PopupBorderSize
1531     ImGuiStyleVar_FramePadding,        // ImVec2    FramePadding
1532     ImGuiStyleVar_FrameRounding,       // float     FrameRounding
1533     ImGuiStyleVar_FrameBorderSize,     // float     FrameBorderSize
1534     ImGuiStyleVar_ItemSpacing,         // ImVec2    ItemSpacing
1535     ImGuiStyleVar_ItemInnerSpacing,    // ImVec2    ItemInnerSpacing
1536     ImGuiStyleVar_IndentSpacing,       // float     IndentSpacing
1537     ImGuiStyleVar_CellPadding,         // ImVec2    CellPadding
1538     ImGuiStyleVar_ScrollbarSize,       // float     ScrollbarSize
1539     ImGuiStyleVar_ScrollbarRounding,   // float     ScrollbarRounding
1540     ImGuiStyleVar_GrabMinSize,         // float     GrabMinSize
1541     ImGuiStyleVar_GrabRounding,        // float     GrabRounding
1542     ImGuiStyleVar_TabRounding,         // float     TabRounding
1543     ImGuiStyleVar_ButtonTextAlign,     // ImVec2    ButtonTextAlign
1544     ImGuiStyleVar_SelectableTextAlign, // ImVec2    SelectableTextAlign
1545     ImGuiStyleVar_COUNT
1546 };
1547 
1548 // Flags for InvisibleButton() [extended in imgui_internal.h]
1549 enum ImGuiButtonFlags_
1550 {
1551     ImGuiButtonFlags_None                   = 0,
1552     ImGuiButtonFlags_MouseButtonLeft        = 1 << 0,   // React on left mouse button (default)
1553     ImGuiButtonFlags_MouseButtonRight       = 1 << 1,   // React on right mouse button
1554     ImGuiButtonFlags_MouseButtonMiddle      = 1 << 2,   // React on center mouse button
1555 
1556     // [Internal]
1557     ImGuiButtonFlags_MouseButtonMask_       = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle,
1558     ImGuiButtonFlags_MouseButtonDefault_    = ImGuiButtonFlags_MouseButtonLeft
1559 };
1560 
1561 // Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
1562 enum ImGuiColorEditFlags_
1563 {
1564     ImGuiColorEditFlags_None            = 0,
1565     ImGuiColorEditFlags_NoAlpha         = 1 << 1,   //              // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer).
1566     ImGuiColorEditFlags_NoPicker        = 1 << 2,   //              // ColorEdit: disable picker when clicking on color square.
1567     ImGuiColorEditFlags_NoOptions       = 1 << 3,   //              // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
1568     ImGuiColorEditFlags_NoSmallPreview  = 1 << 4,   //              // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs)
1569     ImGuiColorEditFlags_NoInputs        = 1 << 5,   //              // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square).
1570     ImGuiColorEditFlags_NoTooltip       = 1 << 6,   //              // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
1571     ImGuiColorEditFlags_NoLabel         = 1 << 7,   //              // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
1572     ImGuiColorEditFlags_NoSidePreview   = 1 << 8,   //              // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead.
1573     ImGuiColorEditFlags_NoDragDrop      = 1 << 9,   //              // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
1574     ImGuiColorEditFlags_NoBorder        = 1 << 10,  //              // ColorButton: disable border (which is enforced by default)
1575 
1576     // User Options (right-click on widget to change some of them).
1577     ImGuiColorEditFlags_AlphaBar        = 1 << 16,  //              // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
1578     ImGuiColorEditFlags_AlphaPreview    = 1 << 17,  //              // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.
1579     ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18,  //              // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque.
1580     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).
1581     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.
1582     ImGuiColorEditFlags_DisplayHSV      = 1 << 21,  // [Display]    // "
1583     ImGuiColorEditFlags_DisplayHex      = 1 << 22,  // [Display]    // "
1584     ImGuiColorEditFlags_Uint8           = 1 << 23,  // [DataType]   // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.
1585     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.
1586     ImGuiColorEditFlags_PickerHueBar    = 1 << 25,  // [Picker]     // ColorPicker: bar for Hue, rectangle for Sat/Value.
1587     ImGuiColorEditFlags_PickerHueWheel  = 1 << 26,  // [Picker]     // ColorPicker: wheel for Hue, triangle for Sat/Value.
1588     ImGuiColorEditFlags_InputRGB        = 1 << 27,  // [Input]      // ColorEdit, ColorPicker: input and output data in RGB format.
1589     ImGuiColorEditFlags_InputHSV        = 1 << 28,  // [Input]      // ColorEdit, ColorPicker: input and output data in HSV format.
1590 
1591     // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to
1592     // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup.
1593     ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar,
1594 
1595     // [Internal] Masks
1596     ImGuiColorEditFlags_DisplayMask_    = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex,
1597     ImGuiColorEditFlags_DataTypeMask_   = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float,
1598     ImGuiColorEditFlags_PickerMask_     = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar,
1599     ImGuiColorEditFlags_InputMask_      = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV
1600 
1601     // Obsolete names (will be removed)
1602 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1603     , ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex  // [renamed in 1.69]
1604 #endif
1605 };
1606 
1607 // Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
1608 // We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.
1609 enum ImGuiSliderFlags_
1610 {
1611     ImGuiSliderFlags_None                   = 0,
1612     ImGuiSliderFlags_AlwaysClamp            = 1 << 4,       // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds.
1613     ImGuiSliderFlags_Logarithmic            = 1 << 5,       // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits.
1614     ImGuiSliderFlags_NoRoundToFormat        = 1 << 6,       // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits)
1615     ImGuiSliderFlags_NoInput                = 1 << 7,       // Disable CTRL+Click or Enter key allowing to input text directly into the widget
1616     ImGuiSliderFlags_InvalidMask_           = 0x7000000F    // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed.
1617 
1618     // Obsolete names (will be removed)
1619 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1620     , ImGuiSliderFlags_ClampOnInput = ImGuiSliderFlags_AlwaysClamp // [renamed in 1.79]
1621 #endif
1622 };
1623 
1624 // Identify a mouse button.
1625 // Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience.
1626 enum ImGuiMouseButton_
1627 {
1628     ImGuiMouseButton_Left = 0,
1629     ImGuiMouseButton_Right = 1,
1630     ImGuiMouseButton_Middle = 2,
1631     ImGuiMouseButton_COUNT = 5
1632 };
1633 
1634 // Enumeration for GetMouseCursor()
1635 // User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here
1636 enum ImGuiMouseCursor_
1637 {
1638     ImGuiMouseCursor_None = -1,
1639     ImGuiMouseCursor_Arrow = 0,
1640     ImGuiMouseCursor_TextInput,         // When hovering over InputText, etc.
1641     ImGuiMouseCursor_ResizeAll,         // (Unused by Dear ImGui functions)
1642     ImGuiMouseCursor_ResizeNS,          // When hovering over an horizontal border
1643     ImGuiMouseCursor_ResizeEW,          // When hovering over a vertical border or a column
1644     ImGuiMouseCursor_ResizeNESW,        // When hovering over the bottom-left corner of a window
1645     ImGuiMouseCursor_ResizeNWSE,        // When hovering over the bottom-right corner of a window
1646     ImGuiMouseCursor_Hand,              // (Unused by Dear ImGui functions. Use for e.g. hyperlinks)
1647     ImGuiMouseCursor_NotAllowed,        // When hovering something with disallowed interaction. Usually a crossed circle.
1648     ImGuiMouseCursor_COUNT
1649 };
1650 
1651 // Enumeration for ImGui::SetWindow***(), SetNextWindow***(), SetNextItem***() functions
1652 // Represent a condition.
1653 // 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.
1654 enum ImGuiCond_
1655 {
1656     ImGuiCond_None          = 0,        // No condition (always set the variable), same as _Always
1657     ImGuiCond_Always        = 1 << 0,   // No condition (always set the variable)
1658     ImGuiCond_Once          = 1 << 1,   // Set the variable once per runtime session (only the first call will succeed)
1659     ImGuiCond_FirstUseEver  = 1 << 2,   // Set the variable if the object/window has no persistently saved data (no entry in .ini file)
1660     ImGuiCond_Appearing     = 1 << 3    // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
1661 };
1662 
1663 //-----------------------------------------------------------------------------
1664 // [SECTION] Helpers: Memory allocations macros, ImVector<>
1665 //-----------------------------------------------------------------------------
1666 
1667 //-----------------------------------------------------------------------------
1668 // IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE()
1669 // We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
1670 // Defining a custom placement new() with a custom parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.
1671 //-----------------------------------------------------------------------------
1672 
1673 struct ImNewWrapper {};
new(size_t,ImNewWrapper,void * ptr)1674 inline void* operator new(size_t, ImNewWrapper, void* ptr) { return ptr; }
delete(void *,ImNewWrapper,void *)1675 inline void  operator delete(void*, ImNewWrapper, void*)   {} // This is only required so we can use the symmetrical new()
1676 #define IM_ALLOC(_SIZE)                     ImGui::MemAlloc(_SIZE)
1677 #define IM_FREE(_PTR)                       ImGui::MemFree(_PTR)
1678 #define IM_PLACEMENT_NEW(_PTR)              new(ImNewWrapper(), _PTR)
1679 #define IM_NEW(_TYPE)                       new(ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
IM_DELETE(T * p)1680 template<typename T> void IM_DELETE(T* p)   { if (p) { p->~T(); ImGui::MemFree(p); } }
1681 
1682 //-----------------------------------------------------------------------------
1683 // ImVector<>
1684 // 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).
1685 //-----------------------------------------------------------------------------
1686 // - You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our public structures are relying on it.
1687 // - We use std-like naming convention here, which is a little unusual for this codebase.
1688 // - 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.
1689 // - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,
1690 //   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.
1691 //-----------------------------------------------------------------------------
1692 
1693 IM_MSVC_RUNTIME_CHECKS_OFF
1694 template<typename T>
1695 struct ImVector
1696 {
1697     int                 Size;
1698     int                 Capacity;
1699     T*                  Data;
1700 
1701     // Provide standard typedefs but we don't use them ourselves.
1702     typedef T                   value_type;
1703     typedef value_type*         iterator;
1704     typedef const value_type*   const_iterator;
1705 
1706     // Constructors, destructor
ImVectorImVector1707     inline ImVector()                                       { Size = Capacity = 0; Data = NULL; }
ImVectorImVector1708     inline ImVector(const ImVector<T>& src)                 { Size = Capacity = 0; Data = NULL; operator=(src); }
1709     inline ImVector<T>& operator=(const ImVector<T>& src)   { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; }
~ImVectorImVector1710     inline ~ImVector()                                      { if (Data) IM_FREE(Data); } // Important: does not destruct anything
1711 
clearImVector1712     inline void         clear()                             { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } }  // Important: does not destruct anything
clear_deleteImVector1713     inline void         clear_delete()                      { for (int n = 0; n < Size; n++) IM_DELETE(Data[n]); clear(); }     // Important: never called automatically! always explicit.
clear_destructImVector1714     inline void         clear_destruct()                    { for (int n = 0; n < Size; n++) Data[n].~T(); clear(); }           // Important: never called automatically! always explicit.
1715 
emptyImVector1716     inline bool         empty() const                       { return Size == 0; }
sizeImVector1717     inline int          size() const                        { return Size; }
size_in_bytesImVector1718     inline int          size_in_bytes() const               { return Size * (int)sizeof(T); }
max_sizeImVector1719     inline int          max_size() const                    { return 0x7FFFFFFF / (int)sizeof(T); }
capacityImVector1720     inline int          capacity() const                    { return Capacity; }
1721     inline T&           operator[](int i)                   { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
1722     inline const T&     operator[](int i) const             { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
1723 
beginImVector1724     inline T*           begin()                             { return Data; }
beginImVector1725     inline const T*     begin() const                       { return Data; }
endImVector1726     inline T*           end()                               { return Data + Size; }
endImVector1727     inline const T*     end() const                         { return Data + Size; }
frontImVector1728     inline T&           front()                             { IM_ASSERT(Size > 0); return Data[0]; }
frontImVector1729     inline const T&     front() const                       { IM_ASSERT(Size > 0); return Data[0]; }
backImVector1730     inline T&           back()                              { IM_ASSERT(Size > 0); return Data[Size - 1]; }
backImVector1731     inline const T&     back() const                        { IM_ASSERT(Size > 0); return Data[Size - 1]; }
swapImVector1732     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; }
1733 
_grow_capacityImVector1734     inline int          _grow_capacity(int sz) const        { int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8; return new_capacity > sz ? new_capacity : sz; }
resizeImVector1735     inline void         resize(int new_size)                { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
resizeImVector1736     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; }
shrinkImVector1737     inline void         shrink(int new_size)                { IM_ASSERT(new_size <= Size); Size = new_size; } // Resize a vector to a smaller size, guaranteed not to cause a reallocation
reserveImVector1738     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; }
1739 
1740     // 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_backImVector1741     inline void         push_back(const T& v)               { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }
pop_backImVector1742     inline void         pop_back()                          { IM_ASSERT(Size > 0); Size--; }
push_frontImVector1743     inline void         push_front(const T& v)              { if (Size == 0) push_back(v); else insert(Data, v); }
eraseImVector1744     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; }
eraseImVector1745     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_unsortedImVector1746     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; }
insertImVector1747     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; }
containsImVector1748     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; }
findImVector1749     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; }
findImVector1750     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_eraseImVector1751     inline bool         find_erase(const T& v)              { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; }
find_erase_unsortedImVector1752     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_ptrImVector1753     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; }
1754 };
1755 IM_MSVC_RUNTIME_CHECKS_RESTORE
1756 
1757 //-----------------------------------------------------------------------------
1758 // [SECTION] ImGuiStyle
1759 //-----------------------------------------------------------------------------
1760 // You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
1761 // During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,
1762 // and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
1763 //-----------------------------------------------------------------------------
1764 
1765 struct ImGuiStyle
1766 {
1767     float       Alpha;                      // Global alpha applies to everything in Dear ImGui.
1768     float       DisabledAlpha;              // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
1769     ImVec2      WindowPadding;              // Padding within a window.
1770     float       WindowRounding;             // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
1771     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).
1772     ImVec2      WindowMinSize;              // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints().
1773     ImVec2      WindowTitleAlign;           // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
1774     ImGuiDir    WindowMenuButtonPosition;   // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left.
1775     float       ChildRounding;              // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
1776     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).
1777     float       PopupRounding;              // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
1778     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).
1779     ImVec2      FramePadding;               // Padding within a framed rectangle (used by most widgets).
1780     float       FrameRounding;              // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
1781     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).
1782     ImVec2      ItemSpacing;                // Horizontal and vertical spacing between widgets/lines.
1783     ImVec2      ItemInnerSpacing;           // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
1784     ImVec2      CellPadding;                // Padding within a table cell
1785     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!
1786     float       IndentSpacing;              // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
1787     float       ColumnsMinSpacing;          // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
1788     float       ScrollbarSize;              // Width of the vertical scrollbar, Height of the horizontal scrollbar.
1789     float       ScrollbarRounding;          // Radius of grab corners for scrollbar.
1790     float       GrabMinSize;                // Minimum width/height of a grab box for slider/scrollbar.
1791     float       GrabRounding;               // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
1792     float       LogSliderDeadzone;          // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
1793     float       TabRounding;                // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
1794     float       TabBorderSize;              // Thickness of border around tabs.
1795     float       TabMinWidthForCloseButton;  // Minimum width for close button to appears on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
1796     ImGuiDir    ColorButtonPosition;        // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
1797     ImVec2      ButtonTextAlign;            // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
1798     ImVec2      SelectableTextAlign;        // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
1799     ImVec2      DisplayWindowPadding;       // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.
1800     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!
1801     float       MouseCursorScale;           // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
1802     bool        AntiAliasedLines;           // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
1803     bool        AntiAliasedLinesUseTex;     // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering. Latched at the beginning of the frame (copied to ImDrawList).
1804     bool        AntiAliasedFill;            // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
1805     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.
1806     float       CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
1807     ImVec4      Colors[ImGuiCol_COUNT];
1808 
1809     IMGUI_API ImGuiStyle();
1810     IMGUI_API void ScaleAllSizes(float scale_factor);
1811 };
1812 
1813 //-----------------------------------------------------------------------------
1814 // [SECTION] ImGuiIO
1815 //-----------------------------------------------------------------------------
1816 // Communicate most settings and inputs/outputs to Dear ImGui using this structure.
1817 // Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.
1818 //-----------------------------------------------------------------------------
1819 
1820 struct ImGuiIO
1821 {
1822     //------------------------------------------------------------------
1823     // Configuration (fill once)                // Default value
1824     //------------------------------------------------------------------
1825 
1826     ImGuiConfigFlags   ConfigFlags;             // = 0              // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
1827     ImGuiBackendFlags  BackendFlags;            // = 0              // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend.
1828     ImVec2      DisplaySize;                    // <unset>          // Main display size, in pixels (generally == GetMainViewport()->Size)
1829     float       DeltaTime;                      // = 1.0f/60.0f     // Time elapsed since last frame, in seconds.
1830     float       IniSavingRate;                  // = 5.0f           // Minimum time between saving positions/sizes to .ini file, in seconds.
1831     const char* IniFilename;                    // = "imgui.ini"    // Path to .ini file (important: default "imgui.ini" is relative to current working dir!). Set NULL to disable automatic .ini loading/saving or if you want to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions.
1832     const char* LogFilename;                    // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
1833     float       MouseDoubleClickTime;           // = 0.30f          // Time for a double-click, in seconds.
1834     float       MouseDoubleClickMaxDist;        // = 6.0f           // Distance threshold to stay in to validate a double-click, in pixels.
1835     float       MouseDragThreshold;             // = 6.0f           // Distance threshold before considering we are dragging.
1836     int         KeyMap[ImGuiKey_COUNT];         // <unset>          // Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state.
1837     float       KeyRepeatDelay;                 // = 0.250f         // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
1838     float       KeyRepeatRate;                  // = 0.050f         // When holding a key/button, rate at which it repeats, in seconds.
1839     void*       UserData;                       // = NULL           // Store your own data for retrieval by callbacks.
1840 
1841     ImFontAtlas*Fonts;                          // <auto>           // Font atlas: load, rasterize and pack one or more fonts into a single texture.
1842     float       FontGlobalScale;                // = 1.0f           // Global scale all fonts
1843     bool        FontAllowUserScaling;           // = false          // Allow user scaling text of individual window with CTRL+Wheel.
1844     ImFont*     FontDefault;                    // = NULL           // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
1845     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.
1846 
1847     // Miscellaneous options
1848     bool        MouseDrawCursor;                // = false          // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations.
1849     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.
1850     bool        ConfigInputTextCursorBlink;     // = true           // Enable blinking cursor (optional as some users consider it to be distracting).
1851     bool        ConfigDragClickToInputText;     // = false          // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard.
1852     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)
1853     bool        ConfigWindowsMoveFromTitleBarOnly; // = false       // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar.
1854     float       ConfigMemoryCompactTimer;       // = 60.0f          // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable.
1855 
1856     //------------------------------------------------------------------
1857     // Platform Functions
1858     // (the imgui_impl_xxxx backend files are setting those up for you)
1859     //------------------------------------------------------------------
1860 
1861     // Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff.
1862     const char* BackendPlatformName;            // = NULL
1863     const char* BackendRendererName;            // = NULL
1864     void*       BackendPlatformUserData;        // = NULL           // User data for platform backend
1865     void*       BackendRendererUserData;        // = NULL           // User data for renderer backend
1866     void*       BackendLanguageUserData;        // = NULL           // User data for non C++ programming language backend
1867 
1868     // Optional: Access OS clipboard
1869     // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
1870     const char* (*GetClipboardTextFn)(void* user_data);
1871     void        (*SetClipboardTextFn)(void* user_data, const char* text);
1872     void*       ClipboardUserData;
1873 
1874     // 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)
1875     // (default to use native imm32 api on Windows)
1876     void        (*ImeSetInputScreenPosFn)(int x, int y);
1877     void*       ImeWindowHandle;                // = NULL           // (Windows) Set this to your HWND to get automatic IME cursor positioning.
1878 
1879     //------------------------------------------------------------------
1880     // Input - Fill before calling NewFrame()
1881     //------------------------------------------------------------------
1882 
1883     ImVec2      MousePos;                       // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.)
1884     bool        MouseDown[5];                   // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
1885     float       MouseWheel;                     // Mouse wheel Vertical: 1 unit scrolls about 5 lines text.
1886     float       MouseWheelH;                    // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all backends.
1887     bool        KeyCtrl;                        // Keyboard modifier pressed: Control
1888     bool        KeyShift;                       // Keyboard modifier pressed: Shift
1889     bool        KeyAlt;                         // Keyboard modifier pressed: Alt
1890     bool        KeySuper;                       // Keyboard modifier pressed: Cmd/Super/Windows
1891     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).
1892     float       NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame().
1893 
1894     // Functions
1895     IMGUI_API void  AddInputCharacter(unsigned int c);          // Queue new character input
1896     IMGUI_API void  AddInputCharacterUTF16(ImWchar16 c);        // Queue new character input from an UTF-16 character, it can be a surrogate
1897     IMGUI_API void  AddInputCharactersUTF8(const char* str);    // Queue new characters input from an UTF-8 string
1898     IMGUI_API void  AddFocusEvent(bool focused);                // Notifies Dear ImGui when hosting platform windows lose or gain input focus
1899     IMGUI_API void  ClearInputCharacters();                     // [Internal] Clear the text input buffer manually
1900     IMGUI_API void  ClearInputKeys();                           // [Internal] Release all keys
1901 
1902     //------------------------------------------------------------------
1903     // Output - Updated by NewFrame() or EndFrame()/Render()
1904     // (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is
1905     //  generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!)
1906     //------------------------------------------------------------------
1907 
1908     bool        WantCaptureMouse;               // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.).
1909     bool        WantCaptureKeyboard;            // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).
1910     bool        WantTextInput;                  // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
1911     bool        WantSetMousePos;                // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
1912     bool        WantSaveIniSettings;            // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving!
1913     bool        NavActive;                      // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
1914     bool        NavVisible;                     // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
1915     float       Framerate;                      // Rough estimate of application framerate, in frame per second. Solely for convenience. Rolling average estimation based on io.DeltaTime over 120 frames.
1916     int         MetricsRenderVertices;          // Vertices output during last call to Render()
1917     int         MetricsRenderIndices;           // Indices output during last call to Render() = number of triangles * 3
1918     int         MetricsRenderWindows;           // Number of visible windows
1919     int         MetricsActiveWindows;           // Number of active windows
1920     int         MetricsActiveAllocations;       // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts.
1921     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.
1922 
1923     //------------------------------------------------------------------
1924     // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed!
1925     //------------------------------------------------------------------
1926 
1927     bool        WantCaptureMouseUnlessPopupClose;// Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup.
1928     ImGuiKeyModFlags KeyMods;                   // Key mods flags (same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags), updated by NewFrame()
1929     ImGuiKeyModFlags KeyModsPrev;               // Previous key mods
1930     ImVec2      MousePosPrev;                   // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
1931     ImVec2      MouseClickedPos[5];             // Position at time of clicking
1932     double      MouseClickedTime[5];            // Time of last click (used to figure out double-click)
1933     bool        MouseClicked[5];                // Mouse button went from !Down to Down
1934     bool        MouseDoubleClicked[5];          // Has mouse button been double-clicked?
1935     bool        MouseReleased[5];               // Mouse button went from Down to !Down
1936     bool        MouseDownOwned[5];              // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds.
1937     bool        MouseDownOwnedUnlessPopupClose[5];//Track if button was clicked inside a dear imgui window.
1938     bool        MouseDownWasDoubleClick[5];     // Track if button down was a double-click
1939     float       MouseDownDuration[5];           // Duration the mouse button has been down (0.0f == just clicked)
1940     float       MouseDownDurationPrev[5];       // Previous time the mouse button has been down
1941     ImVec2      MouseDragMaxDistanceAbs[5];     // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
1942     float       MouseDragMaxDistanceSqr[5];     // Squared maximum distance of how much mouse has traveled from the clicking point
1943     float       KeysDownDuration[512];          // Duration the keyboard key has been down (0.0f == just pressed)
1944     float       KeysDownDurationPrev[512];      // Previous duration the key has been down
1945     float       NavInputsDownDuration[ImGuiNavInput_COUNT];
1946     float       NavInputsDownDurationPrev[ImGuiNavInput_COUNT];
1947     float       PenPressure;                    // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui.
1948     bool        AppFocusLost;
1949     ImWchar16   InputQueueSurrogate;            // For AddInputCharacterUTF16
1950     ImVector<ImWchar> InputQueueCharacters;     // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.
1951 
1952     IMGUI_API   ImGuiIO();
1953 };
1954 
1955 //-----------------------------------------------------------------------------
1956 // [SECTION] Misc data structures
1957 //-----------------------------------------------------------------------------
1958 
1959 // Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
1960 // The callback function should return 0 by default.
1961 // Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
1962 // - ImGuiInputTextFlags_CallbackEdit:        Callback on buffer edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
1963 // - ImGuiInputTextFlags_CallbackAlways:      Callback on each iteration
1964 // - ImGuiInputTextFlags_CallbackCompletion:  Callback on pressing TAB
1965 // - ImGuiInputTextFlags_CallbackHistory:     Callback on pressing Up/Down arrows
1966 // - ImGuiInputTextFlags_CallbackCharFilter:  Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
1967 // - ImGuiInputTextFlags_CallbackResize:      Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
1968 struct ImGuiInputTextCallbackData
1969 {
1970     ImGuiInputTextFlags EventFlag;      // One ImGuiInputTextFlags_Callback*    // Read-only
1971     ImGuiInputTextFlags Flags;          // What user passed to InputText()      // Read-only
1972     void*               UserData;       // What user passed to InputText()      // Read-only
1973 
1974     // Arguments for the different callback events
1975     // - 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.
1976     // - 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.
1977     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;
1978     ImGuiKey            EventKey;       // Key pressed (Up/Down/TAB)            // Read-only    // [Completion,History]
1979     char*               Buf;            // Text buffer                          // Read-write   // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
1980     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()
1981     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
1982     bool                BufDirty;       // Set if you modify Buf/BufTextLen!    // Write        // [Completion,History,Always]
1983     int                 CursorPos;      //                                      // Read-write   // [Completion,History,Always]
1984     int                 SelectionStart; //                                      // Read-write   // [Completion,History,Always] == to SelectionEnd when no selection)
1985     int                 SelectionEnd;   //                                      // Read-write   // [Completion,History,Always]
1986 
1987     // Helper functions for text manipulation.
1988     // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection.
1989     IMGUI_API ImGuiInputTextCallbackData();
1990     IMGUI_API void      DeleteChars(int pos, int bytes_count);
1991     IMGUI_API void      InsertChars(int pos, const char* text, const char* text_end = NULL);
SelectAllImGuiInputTextCallbackData1992     void                SelectAll()             { SelectionStart = 0; SelectionEnd = BufTextLen; }
ClearSelectionImGuiInputTextCallbackData1993     void                ClearSelection()        { SelectionStart = SelectionEnd = BufTextLen; }
HasSelectionImGuiInputTextCallbackData1994     bool                HasSelection() const    { return SelectionStart != SelectionEnd; }
1995 };
1996 
1997 // Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
1998 // NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
1999 struct ImGuiSizeCallbackData
2000 {
2001     void*   UserData;       // Read-only.   What user passed to SetNextWindowSizeConstraints()
2002     ImVec2  Pos;            // Read-only.   Window position, for reference.
2003     ImVec2  CurrentSize;    // Read-only.   Current window size.
2004     ImVec2  DesiredSize;    // Read-write.  Desired size, based on user's mouse position. Write to this field to restrain resizing.
2005 };
2006 
2007 // Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()
2008 struct ImGuiPayload
2009 {
2010     // Members
2011     void*           Data;               // Data (copied and owned by dear imgui)
2012     int             DataSize;           // Data size
2013 
2014     // [Internal]
2015     ImGuiID         SourceId;           // Source item id
2016     ImGuiID         SourceParentId;     // Source parent id (if available)
2017     int             DataFrameCount;     // Data timestamp
2018     char            DataType[32 + 1];   // Data type tag (short user-supplied string, 32 characters max)
2019     bool            Preview;            // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)
2020     bool            Delivery;           // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.
2021 
ImGuiPayloadImGuiPayload2022     ImGuiPayload()  { Clear(); }
ClearImGuiPayload2023     void Clear()    { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; }
IsDataTypeImGuiPayload2024     bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; }
IsPreviewImGuiPayload2025     bool IsPreview() const                  { return Preview; }
IsDeliveryImGuiPayload2026     bool IsDelivery() const                 { return Delivery; }
2027 };
2028 
2029 // Sorting specification for one column of a table (sizeof == 12 bytes)
2030 struct ImGuiTableColumnSortSpecs
2031 {
2032     ImGuiID                     ColumnUserID;       // User id of the column (if specified by a TableSetupColumn() call)
2033     ImS16                       ColumnIndex;        // Index of the column
2034     ImS16                       SortOrder;          // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here)
2035     ImGuiSortDirection          SortDirection : 8;  // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending (you can use this or SortSign, whichever is more convenient for your sort function)
2036 
ImGuiTableColumnSortSpecsImGuiTableColumnSortSpecs2037     ImGuiTableColumnSortSpecs() { memset(this, 0, sizeof(*this)); }
2038 };
2039 
2040 // Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
2041 // Obtained by calling TableGetSortSpecs().
2042 // When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time.
2043 // Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame!
2044 struct ImGuiTableSortSpecs
2045 {
2046     const ImGuiTableColumnSortSpecs* Specs;     // Pointer to sort spec array.
2047     int                         SpecsCount;     // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled.
2048     bool                        SpecsDirty;     // Set to true when specs have changed since last time! Use this to sort again, then clear the flag.
2049 
ImGuiTableSortSpecsImGuiTableSortSpecs2050     ImGuiTableSortSpecs()       { memset(this, 0, sizeof(*this)); }
2051 };
2052 
2053 //-----------------------------------------------------------------------------
2054 // [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)
2055 //-----------------------------------------------------------------------------
2056 
2057 // Helper: Unicode defines
2058 #define IM_UNICODE_CODEPOINT_INVALID 0xFFFD     // Invalid Unicode code point (standard value).
2059 #ifdef IMGUI_USE_WCHAR32
2060 #define IM_UNICODE_CODEPOINT_MAX     0x10FFFF   // Maximum Unicode code point supported by this build.
2061 #else
2062 #define IM_UNICODE_CODEPOINT_MAX     0xFFFF     // Maximum Unicode code point supported by this build.
2063 #endif
2064 
2065 // 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.
2066 // Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame");
2067 struct ImGuiOnceUponAFrame
2068 {
ImGuiOnceUponAFrameImGuiOnceUponAFrame2069     ImGuiOnceUponAFrame() { RefFrame = -1; }
2070     mutable int RefFrame;
2071     operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
2072 };
2073 
2074 // Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
2075 struct ImGuiTextFilter
2076 {
2077     IMGUI_API           ImGuiTextFilter(const char* default_filter = "");
2078     IMGUI_API bool      Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f);  // Helper calling InputText+Build
2079     IMGUI_API bool      PassFilter(const char* text, const char* text_end = NULL) const;
2080     IMGUI_API void      Build();
ClearImGuiTextFilter2081     void                Clear()          { InputBuf[0] = 0; Build(); }
IsActiveImGuiTextFilter2082     bool                IsActive() const { return !Filters.empty(); }
2083 
2084     // [Internal]
2085     struct ImGuiTextRange
2086     {
2087         const char*     b;
2088         const char*     e;
2089 
ImGuiTextRangeImGuiTextFilter::ImGuiTextRange2090         ImGuiTextRange()                                { b = e = NULL; }
ImGuiTextRangeImGuiTextFilter::ImGuiTextRange2091         ImGuiTextRange(const char* _b, const char* _e)  { b = _b; e = _e; }
emptyImGuiTextFilter::ImGuiTextRange2092         bool            empty() const                   { return b == e; }
2093         IMGUI_API void  split(char separator, ImVector<ImGuiTextRange>* out) const;
2094     };
2095     char                    InputBuf[256];
2096     ImVector<ImGuiTextRange>Filters;
2097     int                     CountGrep;
2098 };
2099 
2100 // Helper: Growable text buffer for logging/accumulating text
2101 // (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')
2102 struct ImGuiTextBuffer
2103 {
2104     ImVector<char>      Buf;
2105     IMGUI_API static char EmptyString[1];
2106 
ImGuiTextBufferImGuiTextBuffer2107     ImGuiTextBuffer()   { }
2108     inline char         operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }
beginImGuiTextBuffer2109     const char*         begin() const           { return Buf.Data ? &Buf.front() : EmptyString; }
endImGuiTextBuffer2110     const char*         end() const             { return Buf.Data ? &Buf.back() : EmptyString; }   // Buf is zero-terminated, so end() will point on the zero-terminator
sizeImGuiTextBuffer2111     int                 size() const            { return Buf.Size ? Buf.Size - 1 : 0; }
emptyImGuiTextBuffer2112     bool                empty() const           { return Buf.Size <= 1; }
clearImGuiTextBuffer2113     void                clear()                 { Buf.clear(); }
reserveImGuiTextBuffer2114     void                reserve(int capacity)   { Buf.reserve(capacity); }
c_strImGuiTextBuffer2115     const char*         c_str() const           { return Buf.Data ? Buf.Data : EmptyString; }
2116     IMGUI_API void      append(const char* str, const char* str_end = NULL);
2117     IMGUI_API void      appendf(const char* fmt, ...) IM_FMTARGS(2);
2118     IMGUI_API void      appendfv(const char* fmt, va_list args) IM_FMTLIST(2);
2119 };
2120 
2121 // Helper: Key->Value storage
2122 // Typically you don't have to worry about this since a storage is held within each Window.
2123 // We use it to e.g. store collapse state for a tree (Int 0/1)
2124 // This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)
2125 // You can use it as custom user storage for temporary values. Declare your own storage if, for example:
2126 // - 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).
2127 // - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)
2128 // Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
2129 struct ImGuiStorage
2130 {
2131     // [Internal]
2132     struct ImGuiStoragePair
2133     {
2134         ImGuiID key;
2135         union { int val_i; float val_f; void* val_p; };
ImGuiStoragePairImGuiStorage::ImGuiStoragePair2136         ImGuiStoragePair(ImGuiID _key, int _val_i)      { key = _key; val_i = _val_i; }
ImGuiStoragePairImGuiStorage::ImGuiStoragePair2137         ImGuiStoragePair(ImGuiID _key, float _val_f)    { key = _key; val_f = _val_f; }
ImGuiStoragePairImGuiStorage::ImGuiStoragePair2138         ImGuiStoragePair(ImGuiID _key, void* _val_p)    { key = _key; val_p = _val_p; }
2139     };
2140 
2141     ImVector<ImGuiStoragePair>      Data;
2142 
2143     // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
2144     // - Set***() functions find pair, insertion on demand if missing.
2145     // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
ClearImGuiStorage2146     void                Clear() { Data.clear(); }
2147     IMGUI_API int       GetInt(ImGuiID key, int default_val = 0) const;
2148     IMGUI_API void      SetInt(ImGuiID key, int val);
2149     IMGUI_API bool      GetBool(ImGuiID key, bool default_val = false) const;
2150     IMGUI_API void      SetBool(ImGuiID key, bool val);
2151     IMGUI_API float     GetFloat(ImGuiID key, float default_val = 0.0f) const;
2152     IMGUI_API void      SetFloat(ImGuiID key, float val);
2153     IMGUI_API void*     GetVoidPtr(ImGuiID key) const; // default_val is NULL
2154     IMGUI_API void      SetVoidPtr(ImGuiID key, void* val);
2155 
2156     // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
2157     // - 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.
2158     // - 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)
2159     //      float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
2160     IMGUI_API int*      GetIntRef(ImGuiID key, int default_val = 0);
2161     IMGUI_API bool*     GetBoolRef(ImGuiID key, bool default_val = false);
2162     IMGUI_API float*    GetFloatRef(ImGuiID key, float default_val = 0.0f);
2163     IMGUI_API void**    GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
2164 
2165     // Use on your own storage if you know only integer are being stored (open/close all tree nodes)
2166     IMGUI_API void      SetAllInt(int val);
2167 
2168     // For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
2169     IMGUI_API void      BuildSortByKey();
2170 };
2171 
2172 // Helper: Manually clip large list of items.
2173 // If you are submitting lots of evenly spaced items and you have a random access to the list, you can perform coarse
2174 // clipping based on visibility to save yourself from processing those items at all.
2175 // The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
2176 // (Dear ImGui already clip items based on their bounds but it needs to measure text size to do so, whereas manual coarse clipping before submission makes this cost and your own data fetching/submission cost almost null)
2177 // Usage:
2178 //   ImGuiListClipper clipper;
2179 //   clipper.Begin(1000);         // We have 1000 elements, evenly spaced.
2180 //   while (clipper.Step())
2181 //       for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
2182 //           ImGui::Text("line number %d", i);
2183 // Generally what happens is:
2184 // - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not.
2185 // - User code submit one element.
2186 // - Clipper can measure the height of the first element
2187 // - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element.
2188 // - User code submit visible elements.
2189 struct ImGuiListClipper
2190 {
2191     int     DisplayStart;
2192     int     DisplayEnd;
2193 
2194     // [Internal]
2195     int     ItemsCount;
2196     int     StepNo;
2197     int     ItemsFrozen;
2198     float   ItemsHeight;
2199     float   StartPosY;
2200 
2201     IMGUI_API ImGuiListClipper();
2202     IMGUI_API ~ImGuiListClipper();
2203 
2204     // items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step)
2205     // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
2206     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.
2207     IMGUI_API void End();                                               // Automatically called on the last call of Step() that returns false.
2208     IMGUI_API bool Step();                                              // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
2209 
2210 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2211     inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset(this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79]
2212 #endif
2213 };
2214 
2215 // Helpers macros to generate 32-bit encoded colors
2216 #ifdef IMGUI_USE_BGRA_PACKED_COLOR
2217 #define IM_COL32_R_SHIFT    16
2218 #define IM_COL32_G_SHIFT    8
2219 #define IM_COL32_B_SHIFT    0
2220 #define IM_COL32_A_SHIFT    24
2221 #define IM_COL32_A_MASK     0xFF000000
2222 #else
2223 #define IM_COL32_R_SHIFT    0
2224 #define IM_COL32_G_SHIFT    8
2225 #define IM_COL32_B_SHIFT    16
2226 #define IM_COL32_A_SHIFT    24
2227 #define IM_COL32_A_MASK     0xFF000000
2228 #endif
2229 #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))
2230 #define IM_COL32_WHITE       IM_COL32(255,255,255,255)  // Opaque white = 0xFFFFFFFF
2231 #define IM_COL32_BLACK       IM_COL32(0,0,0,255)        // Opaque black
2232 #define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0)          // Transparent black = 0x00000000
2233 
2234 // Helper: ImColor() implicitly converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
2235 // Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
2236 // **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
2237 // **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.
2238 struct ImColor
2239 {
2240     ImVec4              Value;
2241 
ImColorImColor2242     ImColor()                                                       { Value.x = Value.y = Value.z = Value.w = 0.0f; }
2243     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; }
ImColorImColor2244     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; }
2245     ImColor(float r, float g, float b, float a = 1.0f)              { Value.x = r; Value.y = g; Value.z = b; Value.w = a; }
ImColorImColor2246     ImColor(const ImVec4& col)                                      { Value = col; }
ImU32ImColor2247     inline operator ImU32() const                                   { return ImGui::ColorConvertFloat4ToU32(Value); }
ImVec4ImColor2248     inline operator ImVec4() const                                  { return Value; }
2249 
2250     // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.
2251     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; }
2252     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); }
2253 };
2254 
2255 //-----------------------------------------------------------------------------
2256 // [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)
2257 // Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
2258 //-----------------------------------------------------------------------------
2259 
2260 // The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking.
2261 #ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX
2262 #define IM_DRAWLIST_TEX_LINES_WIDTH_MAX     (63)
2263 #endif
2264 
2265 // ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h]
2266 // NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
2267 // you can poke into the draw list for that! Draw callback may be useful for example to:
2268 //  A) Change your GPU render state,
2269 //  B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
2270 // The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
2271 // If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering backend accordingly.
2272 #ifndef ImDrawCallback
2273 typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
2274 #endif
2275 
2276 // Special Draw callback value to request renderer backend to reset the graphics/render state.
2277 // The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address.
2278 // This is useful for example if you submitted callbacks which you know have altered the render state and you want it to be restored.
2279 // 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).
2280 #define ImDrawCallback_ResetRenderState     (ImDrawCallback)(-1)
2281 
2282 // Typically, 1 command = 1 GPU draw call (unless command is a callback)
2283 // - VtxOffset/IdxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,
2284 //   those fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
2285 //   Pre-1.71 backends will typically ignore the VtxOffset/IdxOffset fields.
2286 // - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for).
2287 struct ImDrawCmd
2288 {
2289     ImVec4          ClipRect;           // 4*4  // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
2290     ImTextureID     TextureId;          // 4-8  // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
2291     unsigned int    VtxOffset;          // 4    // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices.
2292     unsigned int    IdxOffset;          // 4    // Start offset in index buffer. Always equal to sum of ElemCount drawn so far.
2293     unsigned int    ElemCount;          // 4    // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
2294     ImDrawCallback  UserCallback;       // 4-8  // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
2295     void*           UserCallbackData;   // 4-8  // The draw callback code can access this.
2296 
ImDrawCmdImDrawCmd2297     ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed
2298 
2299     // Since 1.83: returns ImTextureID associated with this draw call. Warning: DO NOT assume this is always same as 'TextureId' (we will change this function for an upcoming feature)
GetTexIDImDrawCmd2300     inline ImTextureID GetTexID() const { return TextureId; }
2301 };
2302 
2303 // Vertex layout
2304 #ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
2305 struct ImDrawVert
2306 {
2307     ImVec2  pos;
2308     ImVec2  uv;
2309     ImU32   col;
2310 };
2311 #else
2312 // You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
2313 // 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.
2314 // 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.
2315 // 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.
2316 IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
2317 #endif
2318 
2319 // [Internal] For use by ImDrawList
2320 struct ImDrawCmdHeader
2321 {
2322     ImVec4          ClipRect;
2323     ImTextureID     TextureId;
2324     unsigned int    VtxOffset;
2325 };
2326 
2327 // [Internal] For use by ImDrawListSplitter
2328 struct ImDrawChannel
2329 {
2330     ImVector<ImDrawCmd>         _CmdBuffer;
2331     ImVector<ImDrawIdx>         _IdxBuffer;
2332 };
2333 
2334 
2335 // Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order.
2336 // This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call.
2337 struct ImDrawListSplitter
2338 {
2339     int                         _Current;    // Current channel number (0)
2340     int                         _Count;      // Number of active channels (1+)
2341     ImVector<ImDrawChannel>     _Channels;   // Draw channels (not resized down so _Count might be < Channels.Size)
2342 
ImDrawListSplitterImDrawListSplitter2343     inline ImDrawListSplitter()  { memset(this, 0, sizeof(*this)); }
~ImDrawListSplitterImDrawListSplitter2344     inline ~ImDrawListSplitter() { ClearFreeMemory(); }
ClearImDrawListSplitter2345     inline void                 Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame
2346     IMGUI_API void              ClearFreeMemory();
2347     IMGUI_API void              Split(ImDrawList* draw_list, int count);
2348     IMGUI_API void              Merge(ImDrawList* draw_list);
2349     IMGUI_API void              SetCurrentChannel(ImDrawList* draw_list, int channel_idx);
2350 };
2351 
2352 // Flags for ImDrawList functions
2353 // (Legacy: bit 0 must always correspond to ImDrawFlags_Closed to be backward compatible with old API using a bool. Bits 1..3 must be unused)
2354 enum ImDrawFlags_
2355 {
2356     ImDrawFlags_None                        = 0,
2357     ImDrawFlags_Closed                      = 1 << 0, // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason)
2358     ImDrawFlags_RoundCornersTopLeft         = 1 << 4, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners). Was 0x01.
2359     ImDrawFlags_RoundCornersTopRight        = 1 << 5, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners). Was 0x02.
2360     ImDrawFlags_RoundCornersBottomLeft      = 1 << 6, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners). Was 0x04.
2361     ImDrawFlags_RoundCornersBottomRight     = 1 << 7, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f, we default to all corners). Wax 0x08.
2362     ImDrawFlags_RoundCornersNone            = 1 << 8, // AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag!
2363     ImDrawFlags_RoundCornersTop             = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight,
2364     ImDrawFlags_RoundCornersBottom          = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
2365     ImDrawFlags_RoundCornersLeft            = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft,
2366     ImDrawFlags_RoundCornersRight           = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight,
2367     ImDrawFlags_RoundCornersAll             = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
2368     ImDrawFlags_RoundCornersDefault_        = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified.
2369     ImDrawFlags_RoundCornersMask_           = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone
2370 };
2371 
2372 // Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly.
2373 // It is however possible to temporarily alter flags between calls to ImDrawList:: functions.
2374 enum ImDrawListFlags_
2375 {
2376     ImDrawListFlags_None                    = 0,
2377     ImDrawListFlags_AntiAliasedLines        = 1 << 0,  // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough to be drawn using textures, otherwise *3 the number of triangles)
2378     ImDrawListFlags_AntiAliasedLinesUseTex  = 1 << 1,  // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering.
2379     ImDrawListFlags_AntiAliasedFill         = 1 << 2,  // Enable anti-aliased edge around filled shapes (rounded rectangles, circles).
2380     ImDrawListFlags_AllowVtxOffset          = 1 << 3   // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.
2381 };
2382 
2383 // Draw command list
2384 // This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame,
2385 // all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
2386 // Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to
2387 // access the current window draw list and draw custom primitives.
2388 // You can interleave normal ImGui:: calls and adding primitives to the current draw list.
2389 // In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize).
2390 // You are totally free to apply whatever transformation matrix to want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!)
2391 // 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.
2392 struct ImDrawList
2393 {
2394     // This is what you have to render
2395     ImVector<ImDrawCmd>     CmdBuffer;          // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.
2396     ImVector<ImDrawIdx>     IdxBuffer;          // Index buffer. Each command consume ImDrawCmd::ElemCount of those
2397     ImVector<ImDrawVert>    VtxBuffer;          // Vertex buffer.
2398     ImDrawListFlags         Flags;              // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
2399 
2400     // [Internal, used while building lists]
2401     unsigned int            _VtxCurrentIdx;     // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.
2402     const ImDrawListSharedData* _Data;          // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
2403     const char*             _OwnerName;         // Pointer to owner window's name for debugging
2404     ImDrawVert*             _VtxWritePtr;       // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
2405     ImDrawIdx*              _IdxWritePtr;       // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
2406     ImVector<ImVec4>        _ClipRectStack;     // [Internal]
2407     ImVector<ImTextureID>   _TextureIdStack;    // [Internal]
2408     ImVector<ImVec2>        _Path;              // [Internal] current path building
2409     ImDrawCmdHeader         _CmdHeader;         // [Internal] template of active commands. Fields should match those of CmdBuffer.back().
2410     ImDrawListSplitter      _Splitter;          // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!)
2411     float                   _FringeScale;       // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content
2412 
2413     // 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)
ImDrawListImDrawList2414     ImDrawList(const ImDrawListSharedData* shared_data) { memset(this, 0, sizeof(*this)); _Data = shared_data; }
2415 
~ImDrawListImDrawList2416     ~ImDrawList() { _ClearFreeMemory(); }
2417     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)
2418     IMGUI_API void  PushClipRectFullScreen();
2419     IMGUI_API void  PopClipRect();
2420     IMGUI_API void  PushTextureID(ImTextureID texture_id);
2421     IMGUI_API void  PopTextureID();
GetClipRectMinImDrawList2422     inline ImVec2   GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }
GetClipRectMaxImDrawList2423     inline ImVec2   GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
2424 
2425     // Primitives
2426     // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
2427     // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred).
2428     //   In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12.
2429     //   In future versions we will use textures to provide cheaper and higher-quality circles.
2430     //   Use AddNgon() and AddNgonFilled() functions if you need to guaranteed a specific number of sides.
2431     IMGUI_API void  AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f);
2432     IMGUI_API void  AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0, float thickness = 1.0f);   // a: upper-left, b: lower-right (== upper-left + size)
2433     IMGUI_API void  AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0);                     // a: upper-left, b: lower-right (== upper-left + size)
2434     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);
2435     IMGUI_API void  AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f);
2436     IMGUI_API void  AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col);
2437     IMGUI_API void  AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f);
2438     IMGUI_API void  AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col);
2439     IMGUI_API void  AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 0, float thickness = 1.0f);
2440     IMGUI_API void  AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0);
2441     IMGUI_API void  AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f);
2442     IMGUI_API void  AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments);
2443     IMGUI_API void  AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
2444     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);
2445     IMGUI_API void  AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness);
2446     IMGUI_API void  AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order.
2447     IMGUI_API void  AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Cubic Bezier (4 control points)
2448     IMGUI_API void  AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0);               // Quadratic Bezier (3 control points)
2449 
2450     // Image primitives
2451     // - Read FAQ to understand what ImTextureID is.
2452     // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle.
2453     // - "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.
2454     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);
2455     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);
2456     IMGUI_API void  AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0);
2457 
2458     // Stateful path API, add points then finish with PathFillConvex() or PathStroke()
PathClearImDrawList2459     inline    void  PathClear()                                                 { _Path.Size = 0; }
PathLineToImDrawList2460     inline    void  PathLineTo(const ImVec2& pos)                               { _Path.push_back(pos); }
PathLineToMergeDuplicateImDrawList2461     inline    void  PathLineToMergeDuplicate(const ImVec2& pos)                 { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); }
PathFillConvexImDrawList2462     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.
2463     inline    void  PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; }
2464     IMGUI_API void  PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0);
2465     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
2466     IMGUI_API void  PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points)
2467     IMGUI_API void  PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0);               // Quadratic Bezier (3 control points)
2468     IMGUI_API void  PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0);
2469 
2470     // Advanced
2471     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.
2472     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
2473     IMGUI_API ImDrawList* CloneOutput() const;                                  // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.
2474 
2475     // Advanced: Channels
2476     // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives)
2477     // - Use to minimize draw calls (e.g. if going back-and-forth between multiple clipping rectangles, prefer to append into separate channels then merge at the end)
2478     // - FIXME-OBSOLETE: This API shouldn't have been in ImDrawList in the first place!
2479     //   Prefer using your own persistent instance of ImDrawListSplitter as you can stack them.
2480     //   Using the ImDrawList::ChannelsXXXX you cannot stack a split over another.
ChannelsSplitImDrawList2481     inline void     ChannelsSplit(int count)    { _Splitter.Split(this, count); }
ChannelsMergeImDrawList2482     inline void     ChannelsMerge()             { _Splitter.Merge(this); }
ChannelsSetCurrentImDrawList2483     inline void     ChannelsSetCurrent(int n)   { _Splitter.SetCurrentChannel(this, n); }
2484 
2485     // Advanced: Primitives allocations
2486     // - We render triangles (three vertices)
2487     // - All primitives needs to be reserved via PrimReserve() beforehand.
2488     IMGUI_API void  PrimReserve(int idx_count, int vtx_count);
2489     IMGUI_API void  PrimUnreserve(int idx_count, int vtx_count);
2490     IMGUI_API void  PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col);      // Axis aligned rectangle (composed of two triangles)
2491     IMGUI_API void  PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
2492     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);
PrimWriteVtxImDrawList2493     inline    void  PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col)    { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
PrimWriteIdxImDrawList2494     inline    void  PrimWriteIdx(ImDrawIdx idx)                                     { *_IdxWritePtr = idx; _IdxWritePtr++; }
PrimVtxImDrawList2495     inline    void  PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col)         { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index
2496 
2497 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2498     inline    void  AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); }
2499     inline    void  PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); }
2500 #endif
2501 
2502     // [Internal helpers]
2503     IMGUI_API void  _ResetForNewFrame();
2504     IMGUI_API void  _ClearFreeMemory();
2505     IMGUI_API void  _PopUnusedDrawCmd();
2506     IMGUI_API void  _TryMergeDrawCmds();
2507     IMGUI_API void  _OnChangedClipRect();
2508     IMGUI_API void  _OnChangedTextureID();
2509     IMGUI_API void  _OnChangedVtxOffset();
2510     IMGUI_API int   _CalcCircleAutoSegmentCount(float radius) const;
2511     IMGUI_API void  _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step);
2512     IMGUI_API void  _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments);
2513 };
2514 
2515 // All draw data to render a Dear ImGui frame
2516 // (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose,
2517 // as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList)
2518 struct ImDrawData
2519 {
2520     bool            Valid;                  // Only valid after Render() is called and before the next NewFrame() is called.
2521     int             CmdListsCount;          // Number of ImDrawList* to render
2522     int             TotalIdxCount;          // For convenience, sum of all ImDrawList's IdxBuffer.Size
2523     int             TotalVtxCount;          // For convenience, sum of all ImDrawList's VtxBuffer.Size
2524     ImDrawList**    CmdLists;               // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here.
2525     ImVec2          DisplayPos;             // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications)
2526     ImVec2          DisplaySize;            // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications)
2527     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.
2528 
2529     // Functions
ImDrawDataImDrawData2530     ImDrawData()    { Clear(); }
ClearImDrawData2531     void Clear()    { memset(this, 0, sizeof(*this)); }     // The ImDrawList are owned by ImGuiContext!
2532     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!
2533     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.
2534 };
2535 
2536 //-----------------------------------------------------------------------------
2537 // [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)
2538 //-----------------------------------------------------------------------------
2539 
2540 struct ImFontConfig
2541 {
2542     void*           FontData;               //          // TTF/OTF data
2543     int             FontDataSize;           //          // TTF/OTF data size
2544     bool            FontDataOwnedByAtlas;   // true     // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
2545     int             FontNo;                 // 0        // Index of font within TTF/OTF file
2546     float           SizePixels;             //          // Size in pixels for rasterizer (more or less maps to the resulting font height).
2547     int             OversampleH;            // 3        // Rasterize at higher quality for sub-pixel positioning. Note the difference between 2 and 3 is minimal so you can reduce this to 2 to save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.
2548     int             OversampleV;            // 1        // Rasterize at higher quality for sub-pixel positioning. This is not really useful as we don't use sub-pixel positions on the Y axis.
2549     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.
2550     ImVec2          GlyphExtraSpacing;      // 0, 0     // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
2551     ImVec2          GlyphOffset;            // 0, 0     // Offset all glyphs from this font input.
2552     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.
2553     float           GlyphMinAdvanceX;       // 0        // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font
2554     float           GlyphMaxAdvanceX;       // FLT_MAX  // Maximum AdvanceX for glyphs
2555     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.
2556     unsigned int    FontBuilderFlags;       // 0        // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure.
2557     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.
2558     ImWchar         EllipsisChar;           // -1       // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.
2559 
2560     // [Internal]
2561     char            Name[40];               // Name (strictly to ease debugging)
2562     ImFont*         DstFont;
2563 
2564     IMGUI_API ImFontConfig();
2565 };
2566 
2567 // Hold rendering data for one glyph.
2568 // (Note: some language parsers may fail to convert the 31+1 bitfield members, in this case maybe drop store a single u32 or we can rework this)
2569 struct ImFontGlyph
2570 {
2571     unsigned int    Colored : 1;        // Flag to indicate glyph is colored and should generally ignore tinting (make it usable with no shift on little-endian as this is used in loops)
2572     unsigned int    Visible : 1;        // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering.
2573     unsigned int    Codepoint : 30;     // 0x0000..0x10FFFF
2574     float           AdvanceX;           // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in)
2575     float           X0, Y0, X1, Y1;     // Glyph corners
2576     float           U0, V0, U1, V1;     // Texture coordinates
2577 };
2578 
2579 // Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges().
2580 // This is essentially a tightly packed of vector of 64k booleans = 8KB storage.
2581 struct ImFontGlyphRangesBuilder
2582 {
2583     ImVector<ImU32> UsedChars;            // Store 1-bit per Unicode code point (0=unused, 1=used)
2584 
ImFontGlyphRangesBuilderImFontGlyphRangesBuilder2585     ImFontGlyphRangesBuilder()              { Clear(); }
ClearImFontGlyphRangesBuilder2586     inline void     Clear()                 { int size_in_bytes = (IM_UNICODE_CODEPOINT_MAX + 1) / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); }
GetBitImFontGlyphRangesBuilder2587     inline bool     GetBit(size_t n) const  { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; }  // Get bit n in the array
SetBitImFontGlyphRangesBuilder2588     inline void     SetBit(size_t n)        { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; }               // Set bit n in the array
AddCharImFontGlyphRangesBuilder2589     inline void     AddChar(ImWchar c)      { SetBit(c); }                      // Add character
2590     IMGUI_API void  AddText(const char* text, const char* text_end = NULL);     // Add string (each character of the UTF-8 string are added)
2591     IMGUI_API void  AddRanges(const ImWchar* ranges);                           // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
2592     IMGUI_API void  BuildRanges(ImVector<ImWchar>* out_ranges);                 // Output new ranges
2593 };
2594 
2595 // See ImFontAtlas::AddCustomRectXXX functions.
2596 struct ImFontAtlasCustomRect
2597 {
2598     unsigned short  Width, Height;  // Input    // Desired rectangle dimension
2599     unsigned short  X, Y;           // Output   // Packed position in Atlas
2600     unsigned int    GlyphID;        // Input    // For custom font glyphs only (ID < 0x110000)
2601     float           GlyphAdvanceX;  // Input    // For custom font glyphs only: glyph xadvance
2602     ImVec2          GlyphOffset;    // Input    // For custom font glyphs only: glyph display offset
2603     ImFont*         Font;           // Input    // For custom font glyphs only: target font
ImFontAtlasCustomRectImFontAtlasCustomRect2604     ImFontAtlasCustomRect()         { Width = Height = 0; X = Y = 0xFFFF; GlyphID = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; }
IsPackedImFontAtlasCustomRect2605     bool IsPacked() const           { return X != 0xFFFF; }
2606 };
2607 
2608 // Flags for ImFontAtlas build
2609 enum ImFontAtlasFlags_
2610 {
2611     ImFontAtlasFlags_None               = 0,
2612     ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0,   // Don't round the height to next power of two
2613     ImFontAtlasFlags_NoMouseCursors     = 1 << 1,   // Don't build software mouse cursors into the atlas (save a little texture memory)
2614     ImFontAtlasFlags_NoBakedLines       = 1 << 2    // Don't build thick line textures into the atlas (save a little texture memory). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU).
2615 };
2616 
2617 // Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
2618 //  - One or more fonts.
2619 //  - Custom graphics data needed to render the shapes needed by Dear ImGui.
2620 //  - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas).
2621 // It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api.
2622 //  - 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.
2623 //  - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
2624 //  - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples)
2625 //  - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
2626 //    This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details.
2627 // Common pitfalls:
2628 // - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the
2629 //   atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
2630 // - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.
2631 //   You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
2632 // - Even though many functions are suffixed with "TTF", OTF data is supported just as well.
2633 // - This is an old API and it is currently awkward for those and and various other reasons! We will address them in the future!
2634 struct ImFontAtlas
2635 {
2636     IMGUI_API ImFontAtlas();
2637     IMGUI_API ~ImFontAtlas();
2638     IMGUI_API ImFont*           AddFont(const ImFontConfig* font_cfg);
2639     IMGUI_API ImFont*           AddFontDefault(const ImFontConfig* font_cfg = NULL);
2640     IMGUI_API ImFont*           AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
2641     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.
2642     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.
2643     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.
2644     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.
2645     IMGUI_API void              ClearTexData();             // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory.
2646     IMGUI_API void              ClearFonts();               // Clear output font data (glyphs storage, UV coordinates).
2647     IMGUI_API void              Clear();                    // Clear all input and output.
2648 
2649     // Build atlas, retrieve pixel data.
2650     // 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().
2651     // The pitch is always = Width * BytesPerPixels (1 or 4)
2652     // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
2653     // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste.
2654     IMGUI_API bool              Build();                    // Build pixels data. This is called automatically for you by the GetTexData*** functions.
2655     IMGUI_API void              GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL);  // 1 byte per-pixel
2656     IMGUI_API void              GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL);  // 4 bytes-per-pixel
IsBuiltImFontAtlas2657     bool                        IsBuilt() const             { return Fonts.Size > 0 && TexReady; } // Bit ambiguous: used to detect when user didn't built texture but effectively we should check TexID != 0 except that would be backend dependent...
SetTexIDImFontAtlas2658     void                        SetTexID(ImTextureID id)    { TexID = id; }
2659 
2660     //-------------------------------------------
2661     // Glyph Ranges
2662     //-------------------------------------------
2663 
2664     // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
2665     // 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.
2666     // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.
2667     IMGUI_API const ImWchar*    GetGlyphRangesDefault();                // Basic Latin, Extended Latin
2668     IMGUI_API const ImWchar*    GetGlyphRangesKorean();                 // Default + Korean characters
2669     IMGUI_API const ImWchar*    GetGlyphRangesJapanese();               // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs
2670     IMGUI_API const ImWchar*    GetGlyphRangesChineseFull();            // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs
2671     IMGUI_API const ImWchar*    GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
2672     IMGUI_API const ImWchar*    GetGlyphRangesCyrillic();               // Default + about 400 Cyrillic characters
2673     IMGUI_API const ImWchar*    GetGlyphRangesThai();                   // Default + Thai characters
2674     IMGUI_API const ImWchar*    GetGlyphRangesVietnamese();             // Default + Vietnamese characters
2675 
2676     //-------------------------------------------
2677     // [BETA] Custom Rectangles/Glyphs API
2678     //-------------------------------------------
2679 
2680     // You can request arbitrary rectangles to be packed into the atlas, for your own purposes.
2681     // - After calling Build(), you can query the rectangle position and render your pixels.
2682     // - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of prefered texture format.
2683     // - You can also request your rectangles to be mapped as font glyph (given a font + Unicode point),
2684     //   so you can render e.g. custom colorful icons and use them as regular glyphs.
2685     // - Read docs/FONTS.md for more details about using colorful icons.
2686     // - Note: this API may be redesigned later in order to support multi-monitor varying DPI settings.
2687     IMGUI_API int               AddCustomRectRegular(int width, int height);
2688     IMGUI_API int               AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0));
GetCustomRectByIndexImFontAtlas2689     ImFontAtlasCustomRect*      GetCustomRectByIndex(int index) { IM_ASSERT(index >= 0); return &CustomRects[index]; }
2690 
2691     // [Internal]
2692     IMGUI_API void              CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const;
2693     IMGUI_API bool              GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]);
2694 
2695     //-------------------------------------------
2696     // Members
2697     //-------------------------------------------
2698 
2699     ImFontAtlasFlags            Flags;              // Build flags (see ImFontAtlasFlags_)
2700     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.
2701     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.
2702     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.
2703     bool                        Locked;             // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
2704 
2705     // [Internal]
2706     // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
2707     bool                        TexReady;           // Set when texture was built matching current font input
2708     bool                        TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format.
2709     unsigned char*              TexPixelsAlpha8;    // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
2710     unsigned int*               TexPixelsRGBA32;    // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
2711     int                         TexWidth;           // Texture width calculated during Build().
2712     int                         TexHeight;          // Texture height calculated during Build().
2713     ImVec2                      TexUvScale;         // = (1.0f/TexWidth, 1.0f/TexHeight)
2714     ImVec2                      TexUvWhitePixel;    // Texture coordinates to a white pixel
2715     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.
2716     ImVector<ImFontAtlasCustomRect> CustomRects;    // Rectangles for packing custom texture data into the atlas.
2717     ImVector<ImFontConfig>      ConfigData;         // Configuration data
2718     ImVec4                      TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1];  // UVs for baked anti-aliased lines
2719 
2720     // [Internal] Font builder
2721     const ImFontBuilderIO*      FontBuilderIO;      // Opaque interface to a font builder (default to stb_truetype, can be changed to use FreeType by defining IMGUI_ENABLE_FREETYPE).
2722     unsigned int                FontBuilderFlags;   // Shared flags (for all fonts) for custom font builder. THIS IS BUILD IMPLEMENTATION DEPENDENT. Per-font override is also available in ImFontConfig.
2723 
2724     // [Internal] Packing data
2725     int                         PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors
2726     int                         PackIdLines;        // Custom texture rectangle ID for baked anti-aliased lines
2727 
2728 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2729     typedef ImFontAtlasCustomRect    CustomRect;         // OBSOLETED in 1.72+
2730     //typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
2731 #endif
2732 };
2733 
2734 // Font runtime data and rendering
2735 // ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
2736 struct ImFont
2737 {
2738     // Members: Hot ~20/24 bytes (for CalcTextSize)
2739     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).
2740     float                       FallbackAdvanceX;   // 4     // out // = FallbackGlyph->AdvanceX
2741     float                       FontSize;           // 4     // in  //            // Height of characters/line, set during loading (don't change after loading)
2742 
2743     // Members: Hot ~28/40 bytes (for CalcTextSize + render loop)
2744     ImVector<ImWchar>           IndexLookup;        // 12-16 // out //            // Sparse. Index glyphs by Unicode code-point.
2745     ImVector<ImFontGlyph>       Glyphs;             // 12-16 // out //            // All glyphs.
2746     const ImFontGlyph*          FallbackGlyph;      // 4-8   // out // = FindGlyph(FontFallbackChar)
2747 
2748     // Members: Cold ~32/40 bytes
2749     ImFontAtlas*                ContainerAtlas;     // 4-8   // out //            // What we has been loaded into
2750     const ImFontConfig*         ConfigData;         // 4-8   // in  //            // Pointer within ContainerAtlas->ConfigData
2751     short                       ConfigDataCount;    // 2     // in  // ~ 1        // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
2752     ImWchar                     FallbackChar;       // 2     // out // = FFFD/'?' // Character used if a glyph isn't found.
2753     ImWchar                     EllipsisChar;       // 2     // out // = '...'    // Character used for ellipsis rendering.
2754     ImWchar                     DotChar;            // 2     // out // = '.'      // Character used for ellipsis rendering (if a single '...' character isn't found)
2755     bool                        DirtyLookupTables;  // 1     // out //
2756     float                       Scale;              // 4     // in  // = 1.f      // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
2757     float                       Ascent, Descent;    // 4+4   // out //            // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
2758     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)
2759     ImU8                        Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/4096/8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints.
2760 
2761     // Methods
2762     IMGUI_API ImFont();
2763     IMGUI_API ~ImFont();
2764     IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const;
2765     IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const;
GetCharAdvanceImFont2766     float                       GetCharAdvance(ImWchar c) const     { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; }
IsLoadedImFont2767     bool                        IsLoaded() const                    { return ContainerAtlas != NULL; }
GetDebugNameImFont2768     const char*                 GetDebugName() const                { return ConfigData ? ConfigData->Name : "<unknown>"; }
2769 
2770     // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
2771     // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
2772     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
2773     IMGUI_API const char*       CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
2774     IMGUI_API void              RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const;
2775     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;
2776 
2777     // [Internal] Don't use!
2778     IMGUI_API void              BuildLookupTable();
2779     IMGUI_API void              ClearOutputData();
2780     IMGUI_API void              GrowIndex(int new_size);
2781     IMGUI_API void              AddGlyph(const ImFontConfig* src_cfg, ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x);
2782     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.
2783     IMGUI_API void              SetGlyphVisible(ImWchar c, bool visible);
2784     IMGUI_API bool              IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last);
2785 };
2786 
2787 //-----------------------------------------------------------------------------
2788 // [SECTION] Viewports
2789 //-----------------------------------------------------------------------------
2790 
2791 // Flags stored in ImGuiViewport::Flags, giving indications to the platform backends.
2792 enum ImGuiViewportFlags_
2793 {
2794     ImGuiViewportFlags_None                     = 0,
2795     ImGuiViewportFlags_IsPlatformWindow         = 1 << 0,   // Represent a Platform Window
2796     ImGuiViewportFlags_IsPlatformMonitor        = 1 << 1,   // Represent a Platform Monitor (unused yet)
2797     ImGuiViewportFlags_OwnedByApp               = 1 << 2    // Platform Window: is created/managed by the application (rather than a dear imgui backend)
2798 };
2799 
2800 // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
2801 // - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
2802 // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
2803 // - About Main Area vs Work Area:
2804 //   - Main Area = entire viewport.
2805 //   - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor).
2806 //   - Windows are generally trying to stay within the Work Area of their host viewport.
2807 struct ImGuiViewport
2808 {
2809     ImGuiViewportFlags  Flags;                  // See ImGuiViewportFlags_
2810     ImVec2              Pos;                    // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates)
2811     ImVec2              Size;                   // Main Area: Size of the viewport.
2812     ImVec2              WorkPos;                // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos)
2813     ImVec2              WorkSize;               // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)
2814 
ImGuiViewportImGuiViewport2815     ImGuiViewport()     { memset(this, 0, sizeof(*this)); }
2816 
2817     // Helpers
GetCenterImGuiViewport2818     ImVec2              GetCenter() const       { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); }
GetWorkCenterImGuiViewport2819     ImVec2              GetWorkCenter() const   { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); }
2820 };
2821 
2822 //-----------------------------------------------------------------------------
2823 // [SECTION] Obsolete functions and types
2824 // (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
2825 // Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead.
2826 //-----------------------------------------------------------------------------
2827 
2828 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2829 namespace ImGui
2830 {
2831     // OBSOLETED in 1.85 (from August 2021)
GetWindowContentRegionWidth()2832     static inline float GetWindowContentRegionWidth() { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; }
2833     // OBSOLETED in 1.81 (from February 2021)
2834     IMGUI_API bool      ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // Helper to calculate size from items_count and height_in_items
2835     static inline bool  ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); }
ListBoxFooter()2836     static inline void  ListBoxFooter() { EndListBox(); }
2837     // OBSOLETED in 1.79 (from August 2020)
2838     static inline void  OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry!
2839     // OBSOLETED in 1.78 (from June 2020)
2840     // Old drag/sliders functions that took a 'float power = 1.0' argument instead of flags.
2841     // For shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`.
2842     IMGUI_API bool      DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power);
2843     IMGUI_API bool      DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power);
DragFloat(const char * label,float * v,float v_speed,float v_min,float v_max,const char * format,float power)2844     static inline bool  DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power)    { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); }
DragFloat2(const char * label,float v[2],float v_speed,float v_min,float v_max,const char * format,float power)2845     static inline bool  DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); }
DragFloat3(const char * label,float v[3],float v_speed,float v_min,float v_max,const char * format,float power)2846     static inline bool  DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); }
DragFloat4(const char * label,float v[4],float v_speed,float v_min,float v_max,const char * format,float power)2847     static inline bool  DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); }
2848     IMGUI_API bool      SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power);
2849     IMGUI_API bool      SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power);
SliderFloat(const char * label,float * v,float v_min,float v_max,const char * format,float power)2850     static inline bool  SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power)                 { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); }
SliderFloat2(const char * label,float v[2],float v_min,float v_max,const char * format,float power)2851     static inline bool  SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power)              { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); }
SliderFloat3(const char * label,float v[3],float v_min,float v_max,const char * format,float power)2852     static inline bool  SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power)              { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); }
SliderFloat4(const char * label,float v[4],float v_min,float v_max,const char * format,float power)2853     static inline bool  SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power)              { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); }
2854     // OBSOLETED in 1.77 (from June 2020)
BeginPopupContextWindow(const char * str_id,ImGuiMouseButton mb,bool over_items)2855     static inline bool  BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); }
2856     // OBSOLETED in 1.72 (from April 2019)
TreeAdvanceToLabelPos()2857     static inline void  TreeAdvanceToLabelPos()             { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); }
2858     // OBSOLETED in 1.71 (from June 2019)
2859     static inline void  SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); }
2860     // OBSOLETED in 1.70 (from May 2019)
GetContentRegionAvailWidth()2861     static inline float GetContentRegionAvailWidth()        { return GetContentRegionAvail().x; }
2862 
2863     // Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE)
2864     //static inline ImDrawList* GetOverlayDrawList()            { return GetForegroundDrawList(); }                         // OBSOLETED in 1.69 (from Mar 2019)
2865     //static inline void  SetScrollHere(float ratio = 0.5f)     { SetScrollHereY(ratio); }                                  // OBSOLETED in 1.66 (from Nov 2018)
2866     //static inline bool  IsItemDeactivatedAfterChange()        { return IsItemDeactivatedAfterEdit(); }                    // OBSOLETED in 1.63 (from Aug 2018)
2867     //static inline bool  IsAnyWindowFocused()                  { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); }    // OBSOLETED in 1.60 (from Apr 2018)
2868     //static inline bool  IsAnyWindowHovered()                  { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }    // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)
2869     //static inline void  ShowTestWindow()                      { return ShowDemoWindow(); }                                // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
2870     //static inline bool  IsRootWindowFocused()                 { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); }   // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
2871     //static inline bool  IsRootWindowOrAnyChildFocused()       { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
2872     //static inline void  SetNextWindowContentWidth(float w)    { SetNextWindowContentSize(ImVec2(w, 0.0f)); }              // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
2873     //static inline float GetItemsLineHeightWithSpacing()       { return GetFrameHeightWithSpacing(); }                     // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
2874 }
2875 
2876 // OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect()
2877 typedef ImDrawFlags ImDrawCornerFlags;
2878 enum ImDrawCornerFlags_
2879 {
2880     ImDrawCornerFlags_None      = ImDrawFlags_RoundCornersNone,         // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit
2881     ImDrawCornerFlags_TopLeft   = ImDrawFlags_RoundCornersTopLeft,      // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally).
2882     ImDrawCornerFlags_TopRight  = ImDrawFlags_RoundCornersTopRight,     // Was == 0x02 (1 << 1) prior to 1.82.
2883     ImDrawCornerFlags_BotLeft   = ImDrawFlags_RoundCornersBottomLeft,   // Was == 0x04 (1 << 2) prior to 1.82.
2884     ImDrawCornerFlags_BotRight  = ImDrawFlags_RoundCornersBottomRight,  // Was == 0x08 (1 << 3) prior to 1.82.
2885     ImDrawCornerFlags_All       = ImDrawFlags_RoundCornersAll,          // Was == 0x0F prior to 1.82
2886     ImDrawCornerFlags_Top       = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight,
2887     ImDrawCornerFlags_Bot       = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight,
2888     ImDrawCornerFlags_Left      = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft,
2889     ImDrawCornerFlags_Right     = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight
2890 };
2891 
2892 #endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2893 
2894 //-----------------------------------------------------------------------------
2895 
2896 #if defined(__clang__)
2897 #pragma clang diagnostic pop
2898 #elif defined(__GNUC__)
2899 #pragma GCC diagnostic pop
2900 #endif
2901 
2902 #ifdef _MSC_VER
2903 #pragma warning (pop)
2904 #endif
2905 
2906 // Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h)
2907 #ifdef IMGUI_INCLUDE_IMGUI_USER_H
2908 #include "imgui_user.h"
2909 #endif
2910 
2911 #endif // #ifndef IMGUI_DISABLE
2912