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1 // dear imgui, v1.68 WIP
2 // (headers)
3 
4 // See imgui.cpp file for documentation.
5 // Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
6 // Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase.
7 // Get latest version at https://github.com/ocornut/imgui
8 
9 /*
10 
11 Index of this file:
12 // Header mess
13 // Forward declarations and basic types
14 // ImGui API (Dear ImGui end-user API)
15 // Flags & Enumerations
16 // ImVector<>
17 // ImGuiStyle
18 // ImGuiIO
19 // Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
20 // Obsolete functions
21 // Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)
22 // Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListFlags, ImDrawList, ImDrawData)
23 // Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
24 
25 */
26 
27 #pragma once
28 
29 // Configuration file (edit imconfig.h or define IMGUI_USER_CONFIG to your own filename)
30 #ifdef IMGUI_USER_CONFIG
31 #include IMGUI_USER_CONFIG
32 #endif
33 #if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H)
34 #include "imconfig.h"
35 #endif
36 
37 //-----------------------------------------------------------------------------
38 // Header mess
39 //-----------------------------------------------------------------------------
40 
41 #include <float.h>                  // FLT_MAX
42 #include <stdarg.h>                 // va_list
43 #include <stddef.h>                 // ptrdiff_t, NULL
44 #include <string.h>                 // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
45 
46 // Version
47 // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY00 then bounced up to XYY01 when release tagging happens)
48 #define IMGUI_VERSION               "1.68 WIP"
49 #define IMGUI_VERSION_NUM           16800
50 #define IMGUI_CHECKVERSION()        ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert))
51 
52 // Define attributes of all API symbols declarations (e.g. for DLL under Windows)
53 // IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default bindings files (imgui_impl_xxx.h)
54 #ifndef IMGUI_API
55 #define IMGUI_API
56 #endif
57 #ifndef IMGUI_IMPL_API
58 #define IMGUI_IMPL_API              IMGUI_API
59 #endif
60 
61 // Helper Macros
62 #ifndef IM_ASSERT
63 #include <assert.h>
64 #define IM_ASSERT(_EXPR)            assert(_EXPR)                               // You can override the default assert handler by editing imconfig.h
65 #endif
66 #if defined(__clang__) || defined(__GNUC__)
67 #define IM_FMTARGS(FMT)             __attribute__((format(printf, FMT, FMT+1))) // Apply printf-style warnings to user functions.
68 #define IM_FMTLIST(FMT)             __attribute__((format(printf, FMT, 0)))
69 #else
70 #define IM_FMTARGS(FMT)
71 #define IM_FMTLIST(FMT)
72 #endif
73 #define IM_ARRAYSIZE(_ARR)          ((int)(sizeof(_ARR)/sizeof(*_ARR)))         // Size of a static C-style array. Don't use on pointers!
74 #define IM_OFFSETOF(_TYPE,_MEMBER)  ((size_t)&(((_TYPE*)0)->_MEMBER))           // Offset of _MEMBER within _TYPE. Standardized as offsetof() in modern C++.
75 #define IM_UNUSED(_VAR)             ((void)_VAR)                                // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
76 
77 // Warnings
78 #if defined(__clang__)
79 #pragma clang diagnostic push
80 #pragma clang diagnostic ignored "-Wold-style-cast"
81 #if __has_warning("-Wzero-as-null-pointer-constant")
82 #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
83 #endif
84 #elif defined(__GNUC__) && __GNUC__ >= 8
85 #pragma GCC diagnostic push
86 #pragma GCC diagnostic ignored "-Wclass-memaccess"
87 #endif
88 
89 //-----------------------------------------------------------------------------
90 // Forward declarations and basic types
91 //-----------------------------------------------------------------------------
92 
93 struct ImDrawChannel;               // Temporary storage for ImDrawList ot output draw commands out of order, used by ImDrawList::ChannelsSplit()
94 struct ImDrawCmd;                   // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)
95 struct ImDrawData;                  // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.
96 struct ImDrawList;                  // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder)
97 struct ImDrawListSharedData;        // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
98 struct ImDrawVert;                  // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
99 struct ImFont;                      // Runtime data for a single font within a parent ImFontAtlas
100 struct ImFontAtlas;                 // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
101 struct ImFontConfig;                // Configuration data when adding a font or merging fonts
102 struct ImFontGlyph;                 // A single font glyph (code point + coordinates within in ImFontAtlas + offset)
103 struct ImFontGlyphRangesBuilder;    // Helper to build glyph ranges from text/string data
104 struct ImColor;                     // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)
105 struct ImGuiContext;                // Dear ImGui context (opaque structure, unless including imgui_internal.h)
106 struct ImGuiIO;                     // Main configuration and I/O between your application and ImGui
107 struct ImGuiInputTextCallbackData;  // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
108 struct ImGuiListClipper;            // Helper to manually clip large list of items
109 struct ImGuiOnceUponAFrame;         // Helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro
110 struct ImGuiPayload;                // User data payload for drag and drop operations
111 struct ImGuiSizeCallbackData;       // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
112 struct ImGuiStorage;                // Helper for key->value storage
113 struct ImGuiStyle;                  // Runtime data for styling/colors
114 struct ImGuiTextBuffer;             // Helper to hold and append into a text buffer (~string builder)
115 struct ImGuiTextFilter;             // Helper to parse and apply text filters (e.g. "aaaaa[,bbbb][,ccccc]")
116 
117 // Typedefs and Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file)
118 // Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists.
119 #ifndef ImTextureID
120 typedef void* ImTextureID;          // User data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp)
121 #endif
122 typedef unsigned int ImGuiID;       // Unique ID used by widgets (typically hashed from a stack of string)
123 typedef unsigned short ImWchar;     // A single U16 character for keyboard input/display. We encode them as multi bytes UTF-8 when used in strings.
124 typedef int ImGuiCol;               // -> enum ImGuiCol_             // Enum: A color identifier for styling
125 typedef int ImGuiCond;              // -> enum ImGuiCond_            // Enum: A condition for Set*()
126 typedef int ImGuiDataType;          // -> enum ImGuiDataType_        // Enum: A primary data type
127 typedef int ImGuiDir;               // -> enum ImGuiDir_             // Enum: A cardinal direction
128 typedef int ImGuiKey;               // -> enum ImGuiKey_             // Enum: A key identifier (ImGui-side enum)
129 typedef int ImGuiNavInput;          // -> enum ImGuiNavInput_        // Enum: An input identifier for navigation
130 typedef int ImGuiMouseCursor;       // -> enum ImGuiMouseCursor_     // Enum: A mouse cursor identifier
131 typedef int ImGuiStyleVar;          // -> enum ImGuiStyleVar_        // Enum: A variable identifier for styling
132 typedef int ImDrawCornerFlags;      // -> enum ImDrawCornerFlags_    // Flags: for ImDrawList::AddRect*() etc.
133 typedef int ImDrawListFlags;        // -> enum ImDrawListFlags_      // Flags: for ImDrawList
134 typedef int ImFontAtlasFlags;       // -> enum ImFontAtlasFlags_     // Flags: for ImFontAtlas
135 typedef int ImGuiBackendFlags;      // -> enum ImGuiBackendFlags_    // Flags: for io.BackendFlags
136 typedef int ImGuiColorEditFlags;    // -> enum ImGuiColorEditFlags_  // Flags: for ColorEdit*(), ColorPicker*()
137 typedef int ImGuiColumnsFlags;      // -> enum ImGuiColumnsFlags_    // Flags: for Columns(), BeginColumns()
138 typedef int ImGuiConfigFlags;       // -> enum ImGuiConfigFlags_     // Flags: for io.ConfigFlags
139 typedef int ImGuiComboFlags;        // -> enum ImGuiComboFlags_      // Flags: for BeginCombo()
140 typedef int ImGuiDragDropFlags;     // -> enum ImGuiDragDropFlags_   // Flags: for *DragDrop*()
141 typedef int ImGuiFocusedFlags;      // -> enum ImGuiFocusedFlags_    // Flags: for IsWindowFocused()
142 typedef int ImGuiHoveredFlags;      // -> enum ImGuiHoveredFlags_    // Flags: for IsItemHovered(), IsWindowHovered() etc.
143 typedef int ImGuiInputTextFlags;    // -> enum ImGuiInputTextFlags_  // Flags: for InputText*()
144 typedef int ImGuiSelectableFlags;   // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
145 typedef int ImGuiTabBarFlags;       // -> enum ImGuiTabBarFlags_     // Flags: for BeginTabBar()
146 typedef int ImGuiTabItemFlags;      // -> enum ImGuiTabItemFlags_    // Flags: for BeginTabItem()
147 typedef int ImGuiTreeNodeFlags;     // -> enum ImGuiTreeNodeFlags_   // Flags: for TreeNode*(),CollapsingHeader()
148 typedef int ImGuiWindowFlags;       // -> enum ImGuiWindowFlags_     // Flags: for Begin*()
149 typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData *data);
150 typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data);
151 
152 // Scalar data types
153 typedef signed int          ImS32;  // 32-bit signed integer == int
154 typedef unsigned int        ImU32;  // 32-bit unsigned integer (often used to store packed colors)
155 #if defined(_MSC_VER) && !defined(__clang__)
156 typedef signed   __int64    ImS64;  // 64-bit signed integer (pre and post C++11 with Visual Studio)
157 typedef unsigned __int64    ImU64;  // 64-bit unsigned integer (pre and post C++11 with Visual Studio)
158 #elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100)
159 #include <stdint.h>
160 typedef int64_t             ImS64;  // 64-bit signed integer (pre C++11)
161 typedef uint64_t            ImU64;  // 64-bit unsigned integer (pre C++11)
162 #else
163 typedef signed   long long  ImS64;  // 64-bit signed integer (post C++11)
164 typedef unsigned long long  ImU64;  // 64-bit unsigned integer (post C++11)
165 #endif
166 
167 // 2D vector (often used to store positions, sizes, etc.)
168 struct ImVec2
169 {
170     float     x, y;
ImVec2ImVec2171     ImVec2()  { x = y = 0.0f; }
ImVec2ImVec2172     ImVec2(float _x, float _y) { x = _x; y = _y; }
173     float  operator[] (size_t idx) const { IM_ASSERT(idx <= 1); return (&x)[idx]; }    // We very rarely use this [] operator, the assert overhead is fine.
174     float& operator[] (size_t idx)       { IM_ASSERT(idx <= 1); return (&x)[idx]; }    // We very rarely use this [] operator, the assert overhead is fine.
175 #ifdef IM_VEC2_CLASS_EXTRA
176     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.
177 #endif
178 };
179 
180 // 4D vector (often used to store floating-point colors)
181 struct ImVec4
182 {
183     float     x, y, z, w;
ImVec4ImVec4184     ImVec4()  { x = y = z = w = 0.0f; }
ImVec4ImVec4185     ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; }
186 #ifdef IM_VEC4_CLASS_EXTRA
187     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.
188 #endif
189 };
190 
191 //-----------------------------------------------------------------------------
192 // ImGui: Dear ImGui end-user API
193 // (Inside a namespace so you can add extra functions in your own separate file. Please don't modify imgui.cpp/.h!)
194 //-----------------------------------------------------------------------------
195 
196 namespace ImGui
197 {
198     // Context creation and access
199     // Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between imgui contexts.
200     // All those functions are not reliant on the current context.
201     IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
202     IMGUI_API void          DestroyContext(ImGuiContext* ctx = NULL);   // NULL = destroy current context
203     IMGUI_API ImGuiContext* GetCurrentContext();
204     IMGUI_API void          SetCurrentContext(ImGuiContext* ctx);
205     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);
206 
207     // Main
208     IMGUI_API ImGuiIO&      GetIO();                                    // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
209     IMGUI_API ImGuiStyle&   GetStyle();                                 // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame.
210     IMGUI_API void          NewFrame();                                 // start a new ImGui frame, you can submit any command from this point until Render()/EndFrame().
211     IMGUI_API void          EndFrame();                                 // ends the ImGui frame. automatically called by Render(), you likely don't need to call that yourself directly. If you don't need to render data (skipping rendering) you may call EndFrame() but you'll have wasted CPU already! If you don't need to render, better to not create any imgui windows and not call NewFrame() at all!
212     IMGUI_API void          Render();                                   // ends the ImGui frame, finalize the draw data. (Obsolete: optionally call io.RenderDrawListsFn if set. Nowadays, prefer calling your render function yourself.)
213     IMGUI_API ImDrawData*   GetDrawData();                              // valid after Render() and until the next call to NewFrame(). this is what you have to render. (Obsolete: this used to be passed to your io.RenderDrawListsFn() function.)
214 
215     // Demo, Debug, Information
216     IMGUI_API void          ShowDemoWindow(bool* p_open = NULL);        // create demo/test window (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
217     IMGUI_API void          ShowAboutWindow(bool* p_open = NULL);       // create about window. display Dear ImGui version, credits and build/system information.
218     IMGUI_API void          ShowMetricsWindow(bool* p_open = NULL);     // create metrics window. display Dear ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc.
219     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)
220     IMGUI_API bool          ShowStyleSelector(const char* label);       // add style selector block (not a window), essentially a combo listing the default styles.
221     IMGUI_API void          ShowFontSelector(const char* label);        // add font selector block (not a window), essentially a combo listing the loaded fonts.
222     IMGUI_API void          ShowUserGuide();                            // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls).
223     IMGUI_API const char*   GetVersion();                               // get the compiled version string e.g. "1.23"
224 
225     // Styles
226     IMGUI_API void          StyleColorsDark(ImGuiStyle* dst = NULL);    // new, recommended style (default)
227     IMGUI_API void          StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style
228     IMGUI_API void          StyleColorsLight(ImGuiStyle* dst = NULL);   // best used with borders and a custom, thicker font
229 
230     // Windows
231     // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.
232     // - You may append multiple times to the same window during the same frame.
233     // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,
234     //   which clicking will set the boolean to false when clicked.
235     // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
236     //   anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
237     //   [this is due to legacy reason and is inconsistent with most other functions such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc.
238     //    where the EndXXX call should only be called if the corresponding BeginXXX function returned true.]
239     // - Note that the bottom of window stack always contains a window called "Debug".
240     IMGUI_API bool          Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
241     IMGUI_API void          End();
242 
243     // Child Windows
244     // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
245     // - 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).
246     // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window.
247     //   Always call a matching EndChild() for each BeginChild() call, regardless of its return value [this is due to legacy reason and is inconsistent with most other functions such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function returned true.]
248     IMGUI_API bool          BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0);
249     IMGUI_API bool          BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0);
250     IMGUI_API void          EndChild();
251 
252     // Windows Utilities
253     // - "current window" = the window we are appending into while inside a Begin()/End() block. "next window" = next window we will Begin() into.
254     IMGUI_API bool          IsWindowAppearing();
255     IMGUI_API bool          IsWindowCollapsed();
256     IMGUI_API bool          IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
257     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!
258     IMGUI_API ImDrawList*   GetWindowDrawList();                        // get draw list associated to the current window, to append your own drawing primitives
259 
260     IMGUI_API ImVec2        GetWindowPos();                             // get current window position in screen space (useful if you want to do your own drawing via the DrawList API)
261     IMGUI_API ImVec2        GetWindowSize();                            // get current window size
262     IMGUI_API float         GetWindowWidth();                           // get current window width (shortcut for GetWindowSize().x)
263     IMGUI_API float         GetWindowHeight();                          // get current window height (shortcut for GetWindowSize().y)
264     IMGUI_API ImVec2        GetContentRegionMax();                      // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
265     IMGUI_API ImVec2        GetContentRegionAvail();                    // == GetContentRegionMax() - GetCursorPos()
266     IMGUI_API float         GetContentRegionAvailWidth();               //
267     IMGUI_API ImVec2        GetWindowContentRegionMin();                // content boundaries min (roughly (0,0)-Scroll), in window coordinates
268     IMGUI_API ImVec2        GetWindowContentRegionMax();                // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
269     IMGUI_API float         GetWindowContentRegionWidth();              //
270 
271     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.
272     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()
273     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. Use callback to apply non-trivial programmatic constraints.
274     IMGUI_API void          SetNextWindowContentSize(const ImVec2& size);                               // set next window content size (~ enforce the range of scrollbars). not including window decorations (title bar, menu bar, etc.). set an axis to 0.0f to leave it automatic. call before Begin()
275     IMGUI_API void          SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0);                 // set next window collapsed state. call before Begin()
276     IMGUI_API void          SetNextWindowFocus();                                                       // set next window to be focused / front-most. call before Begin()
277     IMGUI_API void          SetNextWindowBgAlpha(float alpha);                                          // set next window background color alpha. helper to easily modify ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground.
278     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.
279     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.
280     IMGUI_API void          SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0);                     // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
281     IMGUI_API void          SetWindowFocus();                                                           // (not recommended) set current window to be focused / front-most. prefer using SetNextWindowFocus().
282     IMGUI_API void          SetWindowFontScale(float scale);                                            // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows
283     IMGUI_API void          SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0);      // set named window position.
284     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.
285     IMGUI_API void          SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0);   // set named window collapsed state
286     IMGUI_API void          SetWindowFocus(const char* name);                                           // set named window to be focused / front-most. use NULL to remove focus.
287 
288     // Windows Scrolling
289     IMGUI_API float         GetScrollX();                                                   // get scrolling amount [0..GetScrollMaxX()]
290     IMGUI_API float         GetScrollY();                                                   // get scrolling amount [0..GetScrollMaxY()]
291     IMGUI_API float         GetScrollMaxX();                                                // get maximum scrolling amount ~~ ContentSize.X - WindowSize.X
292     IMGUI_API float         GetScrollMaxY();                                                // get maximum scrolling amount ~~ ContentSize.Y - WindowSize.Y
293     IMGUI_API void          SetScrollX(float scroll_x);                                     // set scrolling amount [0..GetScrollMaxX()]
294     IMGUI_API void          SetScrollY(float scroll_y);                                     // set scrolling amount [0..GetScrollMaxY()]
295     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.
296     IMGUI_API void          SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f);  // adjust scrolling amount to make given position valid. use GetCursorPos() or GetCursorStartPos()+offset to get valid positions.
297 
298     // Parameters stacks (shared)
299     IMGUI_API void          PushFont(ImFont* font);                                         // use NULL as a shortcut to push default font
300     IMGUI_API void          PopFont();
301     IMGUI_API void          PushStyleColor(ImGuiCol idx, ImU32 col);
302     IMGUI_API void          PushStyleColor(ImGuiCol idx, const ImVec4& col);
303     IMGUI_API void          PopStyleColor(int count = 1);
304     IMGUI_API void          PushStyleVar(ImGuiStyleVar idx, float val);
305     IMGUI_API void          PushStyleVar(ImGuiStyleVar idx, const ImVec2& val);
306     IMGUI_API void          PopStyleVar(int count = 1);
307     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.
308     IMGUI_API ImFont*       GetFont();                                                      // get current font
309     IMGUI_API float         GetFontSize();                                                  // get current font size (= height in pixels) of current font with current scale applied
310     IMGUI_API ImVec2        GetFontTexUvWhitePixel();                                       // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
311     IMGUI_API ImU32         GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f);              // retrieve given style color with style alpha applied and optional extra alpha multiplier
312     IMGUI_API ImU32         GetColorU32(const ImVec4& col);                                 // retrieve given color with style alpha applied
313     IMGUI_API ImU32         GetColorU32(ImU32 col);                                         // retrieve given color with style alpha applied
314 
315     // Parameters stacks (current window)
316     IMGUI_API void          PushItemWidth(float item_width);                                // width of items for the common item+label case, pixels. 0.0f = default to ~2/3 of windows width, >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side)
317     IMGUI_API void          PopItemWidth();
318     IMGUI_API float         CalcItemWidth();                                                // width of item given pushed settings and current cursor position
319     IMGUI_API void          PushTextWrapPos(float wrap_local_pos_x = 0.0f);                 // word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
320     IMGUI_API void          PopTextWrapPos();
321     IMGUI_API void          PushAllowKeyboardFocus(bool allow_keyboard_focus);              // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
322     IMGUI_API void          PopAllowKeyboardFocus();
323     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.
324     IMGUI_API void          PopButtonRepeat();
325 
326     // Cursor / Layout
327     // - By "cursor" we mean the current output position.
328     // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
329     IMGUI_API void          Separator();                                                    // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
330     IMGUI_API void          SameLine(float local_pos_x = 0.0f, float spacing_w = -1.0f);    // call between widgets or groups to layout them horizontally. X position given in window coordinates.
331     IMGUI_API void          NewLine();                                                      // undo a SameLine() or force a new line when in an horizontal-layout context.
332     IMGUI_API void          Spacing();                                                      // add vertical spacing.
333     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.
334     IMGUI_API void          Indent(float indent_w = 0.0f);                                  // move content position toward the right, by style.IndentSpacing or indent_w if != 0
335     IMGUI_API void          Unindent(float indent_w = 0.0f);                                // move content position back to the left, by style.IndentSpacing or indent_w if != 0
336     IMGUI_API void          BeginGroup();                                                   // lock horizontal starting position
337     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.)
338     IMGUI_API ImVec2        GetCursorPos();                                                 // cursor position in window coordinates (relative to window position)
339     IMGUI_API float         GetCursorPosX();                                                //   (some functions are using window-relative coordinates, such as: GetCursorPos, GetCursorStartPos, GetContentRegionMax, GetWindowContentRegion* etc.
340     IMGUI_API float         GetCursorPosY();                                                //    other functions such as GetCursorScreenPos or everything in ImDrawList::
341     IMGUI_API void          SetCursorPos(const ImVec2& local_pos);                          //    are using the main, absolute coordinate system.
342     IMGUI_API void          SetCursorPosX(float local_x);                                   //    GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.)
343     IMGUI_API void          SetCursorPosY(float local_y);                                   //
344     IMGUI_API ImVec2        GetCursorStartPos();                                            // initial cursor position in window coordinates
345     IMGUI_API ImVec2        GetCursorScreenPos();                                           // cursor position in absolute screen coordinates [0..io.DisplaySize] (useful to work with ImDrawList API)
346     IMGUI_API void          SetCursorScreenPos(const ImVec2& pos);                          // cursor position in absolute screen coordinates [0..io.DisplaySize]
347     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)
348     IMGUI_API float         GetTextLineHeight();                                            // ~ FontSize
349     IMGUI_API float         GetTextLineHeightWithSpacing();                                 // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
350     IMGUI_API float         GetFrameHeight();                                               // ~ FontSize + style.FramePadding.y * 2
351     IMGUI_API float         GetFrameHeightWithSpacing();                                    // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)
352 
353     // ID stack/scopes
354     // - Read the FAQ for more details about how ID are handled in dear imgui. If you are creating widgets in a loop you most
355     //   likely want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
356     // - The resulting ID are hashes of the entire stack.
357     // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others.
358     // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed and used as an ID,
359     //   whereas "str_id" denote a string that is only used as an ID and not normally displayed.
360     IMGUI_API void          PushID(const char* str_id);                                     // push string into the ID stack (will hash string).
361     IMGUI_API void          PushID(const char* str_id_begin, const char* str_id_end);       // push string into the ID stack (will hash string).
362     IMGUI_API void          PushID(const void* ptr_id);                                     // push pointer into the ID stack (will hash pointer).
363     IMGUI_API void          PushID(int int_id);                                             // push integer into the ID stack (will hash integer).
364     IMGUI_API void          PopID();                                                        // pop from the ID stack.
365     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
366     IMGUI_API ImGuiID       GetID(const char* str_id_begin, const char* str_id_end);
367     IMGUI_API ImGuiID       GetID(const void* ptr_id);
368 
369     // Widgets: Text
370     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.
371     IMGUI_API void          Text(const char* fmt, ...)                                      IM_FMTARGS(1); // simple formatted text
372     IMGUI_API void          TextV(const char* fmt, va_list args)                            IM_FMTLIST(1);
373     IMGUI_API void          TextColored(const ImVec4& col, const char* fmt, ...)            IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
374     IMGUI_API void          TextColoredV(const ImVec4& col, const char* fmt, va_list args)  IM_FMTLIST(2);
375     IMGUI_API void          TextDisabled(const char* fmt, ...)                              IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
376     IMGUI_API void          TextDisabledV(const char* fmt, va_list args)                    IM_FMTLIST(1);
377     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().
378     IMGUI_API void          TextWrappedV(const char* fmt, va_list args)                     IM_FMTLIST(1);
379     IMGUI_API void          LabelText(const char* label, const char* fmt, ...)              IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets
380     IMGUI_API void          LabelTextV(const char* label, const char* fmt, va_list args)    IM_FMTLIST(2);
381     IMGUI_API void          BulletText(const char* fmt, ...)                                IM_FMTARGS(1); // shortcut for Bullet()+Text()
382     IMGUI_API void          BulletTextV(const char* fmt, va_list args)                      IM_FMTLIST(1);
383 
384     // Widgets: Main
385     // - Most widgets return true when the value has been changed or when pressed/selected
386     IMGUI_API bool          Button(const char* label, const ImVec2& size = ImVec2(0,0));    // button
387     IMGUI_API bool          SmallButton(const char* label);                                 // button with FramePadding=(0,0) to easily embed within text
388     IMGUI_API bool          InvisibleButton(const char* str_id, const ImVec2& size);        // button behavior without the visuals, useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
389     IMGUI_API bool          ArrowButton(const char* str_id, ImGuiDir dir);                  // square button with an arrow shape
390     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));
391     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
392     IMGUI_API bool          Checkbox(const char* label, bool* v);
393     IMGUI_API bool          CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
394     IMGUI_API bool          RadioButton(const char* label, bool active);                    // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }
395     IMGUI_API bool          RadioButton(const char* label, int* v, int v_button);           // shortcut to handle the above pattern when value is an integer
396     IMGUI_API void          ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-1,0), const char* overlay = NULL);
397     IMGUI_API void          Bullet();                                                       // draw a small circle and keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
398 
399     // Widgets: Combo Box
400     // - The new BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
401     // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose.
402     IMGUI_API bool          BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
403     IMGUI_API void          EndCombo(); // only call EndCombo() if BeginCombo() returns true!
404     IMGUI_API bool          Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);
405     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"
406     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);
407 
408     // Widgets: Drags
409     // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped and can go off-bounds.
410     // - 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
411     // - 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.
412     // - 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).
413     IMGUI_API bool          DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f);     // If v_min >= v_max we have no bound
414     IMGUI_API bool          DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f);
415     IMGUI_API bool          DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f);
416     IMGUI_API bool          DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f);
417     IMGUI_API bool          DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, float power = 1.0f);
418     IMGUI_API bool          DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d");                                       // If v_min >= v_max we have no bound
419     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");
420     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");
421     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");
422     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);
423     IMGUI_API bool          DragScalar(const char* label, ImGuiDataType data_type, void* v, float v_speed, const void* v_min = NULL, const void* v_max = NULL, const char* format = NULL, float power = 1.0f);
424     IMGUI_API bool          DragScalarN(const char* label, ImGuiDataType data_type, void* v, int components, float v_speed, const void* v_min = NULL, const void* v_max = NULL, const char* format = NULL, float power = 1.0f);
425 
426     // Widgets: Sliders
427     // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped and can go off-bounds.
428     // - 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.
429     IMGUI_API bool          SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);     // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display. Use power!=1.0 for power curve sliders
430     IMGUI_API bool          SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
431     IMGUI_API bool          SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
432     IMGUI_API bool          SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
433     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");
434     IMGUI_API bool          SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d");
435     IMGUI_API bool          SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d");
436     IMGUI_API bool          SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d");
437     IMGUI_API bool          SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d");
438     IMGUI_API bool          SliderScalar(const char* label, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f);
439     IMGUI_API bool          SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f);
440     IMGUI_API bool          VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
441     IMGUI_API bool          VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d");
442     IMGUI_API bool          VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f);
443 
444     // Widgets: Input with Keyboard
445     // - If you want to use InputText() with a dynamic string type such as std::string or your own, see misc/cpp/imgui_stdlib.h
446     // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.
447     IMGUI_API bool          InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
448     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);
449     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);
450     IMGUI_API bool          InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
451     IMGUI_API bool          InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
452     IMGUI_API bool          InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
453     IMGUI_API bool          InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0);
454     IMGUI_API bool          InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0);
455     IMGUI_API bool          InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0);
456     IMGUI_API bool          InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0);
457     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);
458     IMGUI_API bool          InputScalar(const char* label, ImGuiDataType data_type, void* v, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
459     IMGUI_API bool          InputScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
460 
461     // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little colored preview square that can be left-clicked to open a picker, and right-clicked to open an option menu.)
462     // - 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. You can the pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
463     IMGUI_API bool          ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
464     IMGUI_API bool          ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
465     IMGUI_API bool          ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
466     IMGUI_API bool          ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
467     IMGUI_API bool          ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0,0));  // display a colored square/button, hover for details, return true when pressed.
468     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.
469 
470     // Widgets: Trees
471     // - 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.
472     IMGUI_API bool          TreeNode(const char* label);
473     IMGUI_API bool          TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2);   // helper variation to completely 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().
474     IMGUI_API bool          TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2);   // "
475     IMGUI_API bool          TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
476     IMGUI_API bool          TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
477     IMGUI_API bool          TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);
478     IMGUI_API bool          TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
479     IMGUI_API bool          TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
480     IMGUI_API bool          TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
481     IMGUI_API bool          TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
482     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.
483     IMGUI_API void          TreePush(const void* ptr_id = NULL);                                // "
484     IMGUI_API void          TreePop();                                                          // ~ Unindent()+PopId()
485     IMGUI_API void          TreeAdvanceToLabelPos();                                            // advance cursor x position by GetTreeNodeToLabelSpacing()
486     IMGUI_API float         GetTreeNodeToLabelSpacing();                                        // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
487     IMGUI_API void          SetNextTreeNodeOpen(bool is_open, ImGuiCond cond = 0);              // set next TreeNode/CollapsingHeader open state.
488     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().
489     IMGUI_API bool          CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags = 0); // when 'p_open' isn't NULL, display an additional small close button on upper right of the header
490 
491     // Widgets: Selectables
492     // - A selectable highlights when hovered, and can display another color when selected.
493     // - Neighbors selectable extend their highlight bounds in order to leave no gap between them.
494     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
495     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.
496 
497     // Widgets: List Boxes
498     // - FIXME: To be consistent with all the newer API, ListBoxHeader/ListBoxFooter should in reality be called BeginListBox/EndListBox. Will rename them.
499     IMGUI_API bool          ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);
500     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);
501     IMGUI_API bool          ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0,0)); // use if you want to reimplement ListBox() will custom data or interactions. if the function return true, you can output elements then call ListBoxFooter() afterwards.
502     IMGUI_API bool          ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // "
503     IMGUI_API void          ListBoxFooter();                                                    // terminate the scrolling region. only call ListBoxFooter() if ListBoxHeader() returned true!
504 
505     // Widgets: Data Plotting
506     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));
507     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));
508     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));
509     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));
510 
511     // Widgets: Value() Helpers.
512     // - 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)
513     IMGUI_API void          Value(const char* prefix, bool b);
514     IMGUI_API void          Value(const char* prefix, int v);
515     IMGUI_API void          Value(const char* prefix, unsigned int v);
516     IMGUI_API void          Value(const char* prefix, float v, const char* float_format = NULL);
517 
518     // Widgets: Menus
519     IMGUI_API bool          BeginMainMenuBar();                                                 // create and append to a full screen menu-bar.
520     IMGUI_API void          EndMainMenuBar();                                                   // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
521     IMGUI_API bool          BeginMenuBar();                                                     // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
522     IMGUI_API void          EndMenuBar();                                                       // only call EndMenuBar() if BeginMenuBar() returns true!
523     IMGUI_API bool          BeginMenu(const char* label, bool enabled = true);                  // create a sub-menu entry. only call EndMenu() if this returns true!
524     IMGUI_API void          EndMenu();                                                          // only call EndMenu() if BeginMenu() returns true!
525     IMGUI_API bool          MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true);  // return true when activated. shortcuts are displayed for convenience but not processed by ImGui at the moment
526     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
527 
528     // Tooltips
529     IMGUI_API void          BeginTooltip();                                                     // begin/append a tooltip window. to create full-featured tooltip (with any kind of items).
530     IMGUI_API void          EndTooltip();
531     IMGUI_API void          SetTooltip(const char* fmt, ...) IM_FMTARGS(1);                     // set a text-only tooltip, typically use with ImGui::IsItemHovered(). overidde any previous call to SetTooltip().
532     IMGUI_API void          SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
533 
534     // Popups, Modals
535     // The properties of popups windows are:
536     // - They block normal mouse hovering detection outside them. (*)
537     // - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
538     // - Their visibility state (~bool) is held internally by imgui instead of being held by the programmer as we are used to with regular Begin() calls.
539     //   User can manipulate the visibility state by calling OpenPopup().
540     // (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even when normally blocked by a popup.
541     // Those three properties are connected. The library needs to hold their visibility state because it can close popups at any time.
542     IMGUI_API void          OpenPopup(const char* str_id);                                      // call to mark popup as open (don't call every frame!). popups are closed when user click outside, or if CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. By default, Selectable()/MenuItem() are calling CloseCurrentPopup(). Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
543     IMGUI_API bool          BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0);                                             // return true if the popup is open, and you can start outputting to it. only call EndPopup() if BeginPopup() returns true!
544     IMGUI_API bool          BeginPopupContextItem(const char* str_id = NULL, int mouse_button = 1);                                 // helper to open and begin popup when clicked on last item. if you can pass a NULL str_id only if the previous item had an id. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!
545     IMGUI_API bool          BeginPopupContextWindow(const char* str_id = NULL, int mouse_button = 1, bool also_over_items = true);  // helper to open and begin popup when clicked on current window.
546     IMGUI_API bool          BeginPopupContextVoid(const char* str_id = NULL, int mouse_button = 1);                                 // helper to open and begin popup when clicked in void (where there are no imgui windows).
547     IMGUI_API bool          BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);                     // modal dialog (regular window with title bar, block interactions behind the modal window, can't close the modal window by clicking outside)
548     IMGUI_API void          EndPopup();                                                                                             // only call EndPopup() if BeginPopupXXX() returns true!
549     IMGUI_API bool          OpenPopupOnItemClick(const char* str_id = NULL, int mouse_button = 1);                                  // helper to open popup when clicked on last item (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors). return true when just opened.
550     IMGUI_API bool          IsPopupOpen(const char* str_id);                                    // return true if the popup is open at the current begin-ed level of the popup stack.
551     IMGUI_API void          CloseCurrentPopup();                                                // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup.
552 
553     // Columns
554     // - You can also use SameLine(pos_x) to mimic simplified columns.
555     // - The columns API is work-in-progress and rather lacking (columns are arguably the worst part of dear imgui at the moment!)
556     IMGUI_API void          Columns(int count = 1, const char* id = NULL, bool border = true);
557     IMGUI_API void          NextColumn();                                                       // next column, defaults to current row or next row if the current row is finished
558     IMGUI_API int           GetColumnIndex();                                                   // get current column index
559     IMGUI_API float         GetColumnWidth(int column_index = -1);                              // get column width (in pixels). pass -1 to use current column
560     IMGUI_API void          SetColumnWidth(int column_index, float width);                      // set column width (in pixels). pass -1 to use current column
561     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
562     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
563     IMGUI_API int           GetColumnsCount();
564 
565     // Tab Bars, Tabs
566     // [BETA API] API may evolve!
567     IMGUI_API bool          BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0);        // create and append into a TabBar
568     IMGUI_API void          EndTabBar();                                                        // only call EndTabBar() if BeginTabBar() returns true!
569     IMGUI_API bool          BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0);// create a Tab. Returns true if the Tab is selected.
570     IMGUI_API void          EndTabItem();                                                       // only call EndTabItem() if BeginTabItem() returns true!
571     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.
572 
573     // Logging/Capture
574     // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.
575     IMGUI_API void          LogToTTY(int max_depth = -1);                                       // start logging to tty (stdout)
576     IMGUI_API void          LogToFile(int max_depth = -1, const char* filename = NULL);         // start logging to file
577     IMGUI_API void          LogToClipboard(int max_depth = -1);                                 // start logging to OS clipboard
578     IMGUI_API void          LogFinish();                                                        // stop logging (close file, etc.)
579     IMGUI_API void          LogButtons();                                                       // helper to display buttons for logging to tty/file/clipboard
580     IMGUI_API void          LogText(const char* fmt, ...) IM_FMTARGS(1);                        // pass text data straight to log (without being displayed)
581 
582     // Drag and Drop
583     // [BETA API] API may evolve!
584     IMGUI_API bool          BeginDragDropSource(ImGuiDragDropFlags flags = 0);                                      // call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource()
585     IMGUI_API bool          SetDragDropPayload(const char* type, const void* data, size_t size, 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.
586     IMGUI_API void          EndDragDropSource();                                                                    // only call EndDragDropSource() if BeginDragDropSource() returns true!
587     IMGUI_API bool                  BeginDragDropTarget();                                                          // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
588     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.
589     IMGUI_API void                  EndDragDropTarget();                                                            // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
590     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.
591 
592     // Clipping
593     IMGUI_API void          PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
594     IMGUI_API void          PopClipRect();
595 
596     // Focus, Activation
597     // - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item"
598     IMGUI_API void          SetItemDefaultFocus();                                              // make last item the default focused item of a window.
599     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.
600 
601     // Item/Widgets Utilities
602     // - Most of the functions are referring to the last/previous item we submitted.
603     // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions.
604     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.
605     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)
606     IMGUI_API bool          IsItemFocused();                                                    // is the last item focused for keyboard/gamepad navigation?
607     IMGUI_API bool          IsItemClicked(int mouse_button = 0);                                // is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(mouse_button) && IsItemHovered()
608     IMGUI_API bool          IsItemVisible();                                                    // is the last item visible? (items may be out of sight because of clipping/scrolling)
609     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.
610     IMGUI_API bool          IsItemActivated();                                                  // was the last item just made active (item was previously inactive).
611     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.
612     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).
613     IMGUI_API bool          IsAnyItemHovered();
614     IMGUI_API bool          IsAnyItemActive();
615     IMGUI_API bool          IsAnyItemFocused();
616     IMGUI_API ImVec2        GetItemRectMin();                                                   // get upper-left bounding rectangle of the last item (screen space)
617     IMGUI_API ImVec2        GetItemRectMax();                                                   // get lower-right bounding rectangle of the last item (screen space)
618     IMGUI_API ImVec2        GetItemRectSize();                                                  // get size of last item
619     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.
620 
621     // Miscellaneous Utilities
622     IMGUI_API bool          IsRectVisible(const ImVec2& size);                                  // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
623     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.
624     IMGUI_API double        GetTime();                                                          // get global imgui time. incremented by io.DeltaTime every frame.
625     IMGUI_API int           GetFrameCount();                                                    // get global imgui frame count. incremented by 1 every frame.
626     IMGUI_API ImDrawList*   GetOverlayDrawList();                                               // this draw list will be the last rendered one, useful to quickly draw overlays shapes/text
627     IMGUI_API ImDrawListSharedData* GetDrawListSharedData();                                    // you may use this when creating your own ImDrawList instances
628     IMGUI_API const char*   GetStyleColorName(ImGuiCol idx);
629     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)
630     IMGUI_API ImGuiStorage* GetStateStorage();
631     IMGUI_API ImVec2        CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
632     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.
633     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
634     IMGUI_API void          EndChildFrame();                                                    // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window)
635 
636     // Color Utilities
637     IMGUI_API ImVec4        ColorConvertU32ToFloat4(ImU32 in);
638     IMGUI_API ImU32         ColorConvertFloat4ToU32(const ImVec4& in);
639     IMGUI_API void          ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
640     IMGUI_API void          ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
641 
642     // Inputs Utilities
643     IMGUI_API int           GetKeyIndex(ImGuiKey imgui_key);                                    // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
644     IMGUI_API bool          IsKeyDown(int user_key_index);                                      // is key being held. == io.KeysDown[user_key_index]. note that imgui doesn't know the semantic of each entry of io.KeysDown[]. Use your own indices/enums according to how your backend/engine stored them into io.KeysDown[]!
645     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
646     IMGUI_API bool          IsKeyReleased(int user_key_index);                                  // was key released (went from Down to !Down)..
647     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
648     IMGUI_API bool          IsMouseDown(int button);                                            // is mouse button held (0=left, 1=right, 2=middle)
649     IMGUI_API bool          IsAnyMouseDown();                                                   // is any mouse button held
650     IMGUI_API bool          IsMouseClicked(int button, bool repeat = false);                    // did mouse button clicked (went from !Down to Down) (0=left, 1=right, 2=middle)
651     IMGUI_API bool          IsMouseDoubleClicked(int button);                                   // did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime.
652     IMGUI_API bool          IsMouseReleased(int button);                                        // did mouse button released (went from Down to !Down)
653     IMGUI_API bool          IsMouseDragging(int button = 0, float lock_threshold = -1.0f);      // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
654     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.
655     IMGUI_API bool          IsMousePosValid(const ImVec2* mouse_pos = NULL);                    //
656     IMGUI_API ImVec2        GetMousePos();                                                      // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
657     IMGUI_API ImVec2        GetMousePosOnOpeningCurrentPopup();                                 // retrieve backup of mouse position at the time of opening popup we have BeginPopup() into
658     IMGUI_API ImVec2        GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f);    // return the delta from the initial clicking position. 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
659     IMGUI_API void          ResetMouseDragDelta(int button = 0);                                //
660     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
661     IMGUI_API void          SetMouseCursor(ImGuiMouseCursor type);                              // set desired cursor type
662     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.
663     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.
664 
665     // Clipboard Utilities (also see the LogToClipboard() function to capture or output text data to the clipboard)
666     IMGUI_API const char*   GetClipboardText();
667     IMGUI_API void          SetClipboardText(const char* text);
668 
669     // Settings/.Ini Utilities
670     // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
671     // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
672     IMGUI_API void          LoadIniSettingsFromDisk(const char* ini_filename);                  // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
673     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.
674     IMGUI_API void          SaveIniSettingsToDisk(const char* ini_filename);
675     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.
676 
677     // Memory Utilities
678     // - All those functions are not reliant on the current context.
679     // - If you reload the contents of imgui.cpp at runtime, you may need to call SetCurrentContext() + SetAllocatorFunctions() again.
680     IMGUI_API void          SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data = NULL);
681     IMGUI_API void*         MemAlloc(size_t size);
682     IMGUI_API void          MemFree(void* ptr);
683 
684 } // namespace ImGui
685 
686 //-----------------------------------------------------------------------------
687 // Flags & Enumerations
688 //-----------------------------------------------------------------------------
689 
690 // Flags for ImGui::Begin()
691 enum ImGuiWindowFlags_
692 {
693     ImGuiWindowFlags_None                   = 0,
694     ImGuiWindowFlags_NoTitleBar             = 1 << 0,   // Disable title-bar
695     ImGuiWindowFlags_NoResize               = 1 << 1,   // Disable user resizing with the lower-right grip
696     ImGuiWindowFlags_NoMove                 = 1 << 2,   // Disable user moving the window
697     ImGuiWindowFlags_NoScrollbar            = 1 << 3,   // Disable scrollbars (window can still scroll with mouse or programatically)
698     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.
699     ImGuiWindowFlags_NoCollapse             = 1 << 5,   // Disable user collapsing window by double-clicking on it
700     ImGuiWindowFlags_AlwaysAutoResize       = 1 << 6,   // Resize every window to its content every frame
701     ImGuiWindowFlags_NoBackground           = 1 << 7,   // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
702     ImGuiWindowFlags_NoSavedSettings        = 1 << 8,   // Never load/save settings in .ini file
703     ImGuiWindowFlags_NoMouseInputs          = 1 << 9,   // Disable catching mouse, hovering test with pass through.
704     ImGuiWindowFlags_MenuBar                = 1 << 10,  // Has a menu-bar
705     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.
706     ImGuiWindowFlags_NoFocusOnAppearing     = 1 << 12,  // Disable taking focus when transitioning from hidden to visible state
707     ImGuiWindowFlags_NoBringToFrontOnFocus  = 1 << 13,  // Disable bringing window to front when taking focus (e.g. clicking on it or programatically giving it focus)
708     ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14,  // Always show vertical scrollbar (even if ContentSize.y < Size.y)
709     ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15,  // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
710     ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16,  // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
711     ImGuiWindowFlags_NoNavInputs            = 1 << 18,  // No gamepad/keyboard navigation within the window
712     ImGuiWindowFlags_NoNavFocus             = 1 << 19,  // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
713     ImGuiWindowFlags_UnsavedDocument        = 1 << 20,  // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. When used in a tab/docking context, tab is selected on closure and closure is deferred by one frame to allow code to cancel the closure (with a confirmation popup, etc.) without flicker.
714     ImGuiWindowFlags_NoNav                  = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
715     ImGuiWindowFlags_NoDecoration           = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,
716     ImGuiWindowFlags_NoInputs               = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
717 
718     // [Internal]
719     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!)
720     ImGuiWindowFlags_ChildWindow            = 1 << 24,  // Don't use! For internal use by BeginChild()
721     ImGuiWindowFlags_Tooltip                = 1 << 25,  // Don't use! For internal use by BeginTooltip()
722     ImGuiWindowFlags_Popup                  = 1 << 26,  // Don't use! For internal use by BeginPopup()
723     ImGuiWindowFlags_Modal                  = 1 << 27,  // Don't use! For internal use by BeginPopupModal()
724     ImGuiWindowFlags_ChildMenu              = 1 << 28   // Don't use! For internal use by BeginMenu()
725 
726     // [Obsolete]
727     //ImGuiWindowFlags_ShowBorders          = 1 << 7,   // --> Set style.FrameBorderSize=1.0f / style.WindowBorderSize=1.0f to enable borders around windows and items
728     //ImGuiWindowFlags_ResizeFromAnySide    = 1 << 17,  // --> Set io.ConfigWindowsResizeFromEdges and make sure mouse cursors are supported by back-end (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors)
729 };
730 
731 // Flags for ImGui::InputText()
732 enum ImGuiInputTextFlags_
733 {
734     ImGuiInputTextFlags_None                = 0,
735     ImGuiInputTextFlags_CharsDecimal        = 1 << 0,   // Allow 0123456789.+-*/
736     ImGuiInputTextFlags_CharsHexadecimal    = 1 << 1,   // Allow 0123456789ABCDEFabcdef
737     ImGuiInputTextFlags_CharsUppercase      = 1 << 2,   // Turn a..z into A..Z
738     ImGuiInputTextFlags_CharsNoBlank        = 1 << 3,   // Filter out spaces, tabs
739     ImGuiInputTextFlags_AutoSelectAll       = 1 << 4,   // Select entire text when first taking mouse focus
740     ImGuiInputTextFlags_EnterReturnsTrue    = 1 << 5,   // Return 'true' when Enter is pressed (as opposed to when the value was modified)
741     ImGuiInputTextFlags_CallbackCompletion  = 1 << 6,   // Callback on pressing TAB (for completion handling)
742     ImGuiInputTextFlags_CallbackHistory     = 1 << 7,   // Callback on pressing Up/Down arrows (for history handling)
743     ImGuiInputTextFlags_CallbackAlways      = 1 << 8,   // Callback on each iteration. User code may query cursor position, modify text buffer.
744     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.
745     ImGuiInputTextFlags_AllowTabInput       = 1 << 10,  // Pressing TAB input a '\t' character into the text field
746     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).
747     ImGuiInputTextFlags_NoHorizontalScroll  = 1 << 12,  // Disable following the cursor horizontally
748     ImGuiInputTextFlags_AlwaysInsertMode    = 1 << 13,  // Insert mode
749     ImGuiInputTextFlags_ReadOnly            = 1 << 14,  // Read-only mode
750     ImGuiInputTextFlags_Password            = 1 << 15,  // Password mode, display all characters as '*'
751     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().
752     ImGuiInputTextFlags_CharsScientific     = 1 << 17,  // Allow 0123456789.+-*/eE (Scientific notation input)
753     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)
754     // [Internal]
755     ImGuiInputTextFlags_Multiline           = 1 << 20   // For internal use by InputTextMultiline()
756 };
757 
758 // Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
759 enum ImGuiTreeNodeFlags_
760 {
761     ImGuiTreeNodeFlags_None                 = 0,
762     ImGuiTreeNodeFlags_Selected             = 1 << 0,   // Draw as selected
763     ImGuiTreeNodeFlags_Framed               = 1 << 1,   // Full colored frame (e.g. for CollapsingHeader)
764     ImGuiTreeNodeFlags_AllowItemOverlap     = 1 << 2,   // Hit testing to allow subsequent widgets to overlap this one
765     ImGuiTreeNodeFlags_NoTreePushOnOpen     = 1 << 3,   // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
766     ImGuiTreeNodeFlags_NoAutoOpenOnLog      = 1 << 4,   // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
767     ImGuiTreeNodeFlags_DefaultOpen          = 1 << 5,   // Default node to be open
768     ImGuiTreeNodeFlags_OpenOnDoubleClick    = 1 << 6,   // Need double-click to open node
769     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.
770     ImGuiTreeNodeFlags_Leaf                 = 1 << 8,   // No collapsing, no arrow (use as a convenience for leaf nodes).
771     ImGuiTreeNodeFlags_Bullet               = 1 << 9,   // Display a bullet instead of arrow
772     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().
773     //ImGuITreeNodeFlags_SpanAllAvailWidth  = 1 << 11,  // FIXME: TODO: Extend hit box horizontally even if not framed
774     //ImGuiTreeNodeFlags_NoScrollOnOpen     = 1 << 12,  // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
775     ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13,  // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
776     ImGuiTreeNodeFlags_CollapsingHeader     = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog
777 
778     // Obsolete names (will be removed)
779 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
780     , ImGuiTreeNodeFlags_AllowOverlapMode = ImGuiTreeNodeFlags_AllowItemOverlap
781 #endif
782 };
783 
784 // Flags for ImGui::Selectable()
785 enum ImGuiSelectableFlags_
786 {
787     ImGuiSelectableFlags_None               = 0,
788     ImGuiSelectableFlags_DontClosePopups    = 1 << 0,   // Clicking this don't close parent popup window
789     ImGuiSelectableFlags_SpanAllColumns     = 1 << 1,   // Selectable frame can span all columns (text will still fit in current column)
790     ImGuiSelectableFlags_AllowDoubleClick   = 1 << 2,   // Generate press events on double clicks too
791     ImGuiSelectableFlags_Disabled           = 1 << 3    // Cannot be selected, display greyed out text
792 };
793 
794 // Flags for ImGui::BeginCombo()
795 enum ImGuiComboFlags_
796 {
797     ImGuiComboFlags_None                    = 0,
798     ImGuiComboFlags_PopupAlignLeft          = 1 << 0,   // Align the popup toward the left by default
799     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()
800     ImGuiComboFlags_HeightRegular           = 1 << 2,   // Max ~8 items visible (default)
801     ImGuiComboFlags_HeightLarge             = 1 << 3,   // Max ~20 items visible
802     ImGuiComboFlags_HeightLargest           = 1 << 4,   // As many fitting items as possible
803     ImGuiComboFlags_NoArrowButton           = 1 << 5,   // Display on the preview box without the square arrow button
804     ImGuiComboFlags_NoPreview               = 1 << 6,   // Display only a square arrow button
805     ImGuiComboFlags_HeightMask_             = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest
806 };
807 
808 // Flags for ImGui::BeginTabBar()
809 enum ImGuiTabBarFlags_
810 {
811     ImGuiTabBarFlags_None                           = 0,
812     ImGuiTabBarFlags_Reorderable                    = 1 << 0,   // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list
813     ImGuiTabBarFlags_AutoSelectNewTabs              = 1 << 1,   // Automatically select new tabs when they appear
814     ImGuiTabBarFlags_TabListPopupButton             = 1 << 2,
815     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.
816     ImGuiTabBarFlags_NoTabListScrollingButtons      = 1 << 4,
817     ImGuiTabBarFlags_NoTooltip                      = 1 << 5,   // Disable tooltips when hovering a tab
818     ImGuiTabBarFlags_FittingPolicyResizeDown        = 1 << 6,   // Resize tabs when they don't fit
819     ImGuiTabBarFlags_FittingPolicyScroll            = 1 << 7,   // Add scroll buttons when tabs don't fit
820     ImGuiTabBarFlags_FittingPolicyMask_             = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll,
821     ImGuiTabBarFlags_FittingPolicyDefault_          = ImGuiTabBarFlags_FittingPolicyResizeDown
822 };
823 
824 // Flags for ImGui::BeginTabItem()
825 enum ImGuiTabItemFlags_
826 {
827     ImGuiTabItemFlags_None                          = 0,
828     ImGuiTabItemFlags_UnsavedDocument               = 1 << 0,   // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. Also: tab is selected on closure and closure is deferred by one frame to allow code to undo it without flicker.
829     ImGuiTabItemFlags_SetSelected                   = 1 << 1,   // Trigger flag to programatically make the tab selected when calling BeginTabItem()
830     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.
831     ImGuiTabItemFlags_NoPushId                      = 1 << 3    // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem()
832 };
833 
834 // Flags for ImGui::IsWindowFocused()
835 enum ImGuiFocusedFlags_
836 {
837     ImGuiFocusedFlags_None                          = 0,
838     ImGuiFocusedFlags_ChildWindows                  = 1 << 0,   // IsWindowFocused(): Return true if any children of the window is focused
839     ImGuiFocusedFlags_RootWindow                    = 1 << 1,   // IsWindowFocused(): Test from root window (top most parent of the current hierarchy)
840     ImGuiFocusedFlags_AnyWindow                     = 1 << 2,   // IsWindowFocused(): Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use ImGui::GetIO().WantCaptureMouse instead.
841     ImGuiFocusedFlags_RootAndChildWindows           = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows
842 };
843 
844 // Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
845 // Note: if you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that. Please read the FAQ!
846 // Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.
847 enum ImGuiHoveredFlags_
848 {
849     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.
850     ImGuiHoveredFlags_ChildWindows                  = 1 << 0,   // IsWindowHovered() only: Return true if any children of the window is hovered
851     ImGuiHoveredFlags_RootWindow                    = 1 << 1,   // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
852     ImGuiHoveredFlags_AnyWindow                     = 1 << 2,   // IsWindowHovered() only: Return true if any window is hovered
853     ImGuiHoveredFlags_AllowWhenBlockedByPopup       = 1 << 3,   // Return true even if a popup window is normally blocking access to this item/window
854     //ImGuiHoveredFlags_AllowWhenBlockedByModal     = 1 << 4,   // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
855     ImGuiHoveredFlags_AllowWhenBlockedByActiveItem  = 1 << 5,   // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
856     ImGuiHoveredFlags_AllowWhenOverlapped           = 1 << 6,   // Return true even if the position is overlapped by another window
857     ImGuiHoveredFlags_AllowWhenDisabled             = 1 << 7,   // Return true even if the item is disabled
858     ImGuiHoveredFlags_RectOnly                      = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
859     ImGuiHoveredFlags_RootAndChildWindows           = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows
860 };
861 
862 // Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
863 enum ImGuiDragDropFlags_
864 {
865     ImGuiDragDropFlags_None                         = 0,
866     // BeginDragDropSource() flags
867     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.
868     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.
869     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.
870     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.
871     ImGuiDragDropFlags_SourceExtern                 = 1 << 4,   // External source (from outside of imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously.
872     ImGuiDragDropFlags_SourceAutoExpirePayload      = 1 << 5,   // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)
873     // AcceptDragDropPayload() flags
874     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.
875     ImGuiDragDropFlags_AcceptNoDrawDefaultRect      = 1 << 11,  // Do not draw the default highlight rectangle when hovering over target.
876     ImGuiDragDropFlags_AcceptNoPreviewTooltip       = 1 << 12,  // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.
877     ImGuiDragDropFlags_AcceptPeekOnly               = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect  // For peeking ahead and inspecting the payload before delivery.
878 };
879 
880 // Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.
881 #define IMGUI_PAYLOAD_TYPE_COLOR_3F     "_COL3F"    // float[3]: Standard type for colors, without alpha. User code may use this type.
882 #define IMGUI_PAYLOAD_TYPE_COLOR_4F     "_COL4F"    // float[4]: Standard type for colors. User code may use this type.
883 
884 // A primary data type
885 enum ImGuiDataType_
886 {
887     ImGuiDataType_S32,      // int
888     ImGuiDataType_U32,      // unsigned int
889     ImGuiDataType_S64,      // long long, __int64
890     ImGuiDataType_U64,      // unsigned long long, unsigned __int64
891     ImGuiDataType_Float,    // float
892     ImGuiDataType_Double,   // double
893     ImGuiDataType_COUNT
894 };
895 
896 // A cardinal direction
897 enum ImGuiDir_
898 {
899     ImGuiDir_None    = -1,
900     ImGuiDir_Left    = 0,
901     ImGuiDir_Right   = 1,
902     ImGuiDir_Up      = 2,
903     ImGuiDir_Down    = 3,
904     ImGuiDir_COUNT
905 };
906 
907 // User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array
908 enum ImGuiKey_
909 {
910     ImGuiKey_Tab,
911     ImGuiKey_LeftArrow,
912     ImGuiKey_RightArrow,
913     ImGuiKey_UpArrow,
914     ImGuiKey_DownArrow,
915     ImGuiKey_PageUp,
916     ImGuiKey_PageDown,
917     ImGuiKey_Home,
918     ImGuiKey_End,
919     ImGuiKey_Insert,
920     ImGuiKey_Delete,
921     ImGuiKey_Backspace,
922     ImGuiKey_Space,
923     ImGuiKey_Enter,
924     ImGuiKey_Escape,
925     ImGuiKey_A,         // for text edit CTRL+A: select all
926     ImGuiKey_C,         // for text edit CTRL+C: copy
927     ImGuiKey_V,         // for text edit CTRL+V: paste
928     ImGuiKey_X,         // for text edit CTRL+X: cut
929     ImGuiKey_Y,         // for text edit CTRL+Y: redo
930     ImGuiKey_Z,         // for text edit CTRL+Z: undo
931     ImGuiKey_COUNT
932 };
933 
934 // Gamepad/Keyboard directional navigation
935 // Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
936 // Gamepad:  Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Back-end: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
937 // Read instructions in imgui.cpp for more details. Download PNG/PSD at http://goo.gl/9LgVZW.
938 enum ImGuiNavInput_
939 {
940     // Gamepad Mapping
941     ImGuiNavInput_Activate,      // activate / open / toggle / tweak value       // e.g. Cross  (PS4), A (Xbox), A (Switch), Space (Keyboard)
942     ImGuiNavInput_Cancel,        // cancel / close / exit                        // e.g. Circle (PS4), B (Xbox), B (Switch), Escape (Keyboard)
943     ImGuiNavInput_Input,         // text input / on-screen keyboard              // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard)
944     ImGuiNavInput_Menu,          // tap: toggle menu / hold: focus, move, resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard)
945     ImGuiNavInput_DpadLeft,      // move / tweak / resize window (w/ PadMenu)    // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard)
946     ImGuiNavInput_DpadRight,     //
947     ImGuiNavInput_DpadUp,        //
948     ImGuiNavInput_DpadDown,      //
949     ImGuiNavInput_LStickLeft,    // scroll / move window (w/ PadMenu)            // e.g. Left Analog Stick Left/Right/Up/Down
950     ImGuiNavInput_LStickRight,   //
951     ImGuiNavInput_LStickUp,      //
952     ImGuiNavInput_LStickDown,    //
953     ImGuiNavInput_FocusPrev,     // next window (w/ PadMenu)                     // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
954     ImGuiNavInput_FocusNext,     // prev window (w/ PadMenu)                     // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
955     ImGuiNavInput_TweakSlow,     // slower tweaks                                // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
956     ImGuiNavInput_TweakFast,     // faster tweaks                                // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
957 
958     // [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them.
959     // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[].
960     ImGuiNavInput_KeyMenu_,      // toggle menu                                  // = io.KeyAlt
961     ImGuiNavInput_KeyLeft_,      // move left                                    // = Arrow keys
962     ImGuiNavInput_KeyRight_,     // move right
963     ImGuiNavInput_KeyUp_,        // move up
964     ImGuiNavInput_KeyDown_,      // move down
965     ImGuiNavInput_COUNT,
966     ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyMenu_
967 };
968 
969 // Configuration flags stored in io.ConfigFlags. Set by user/application.
970 enum ImGuiConfigFlags_
971 {
972     ImGuiConfigFlags_None                   = 0,
973     ImGuiConfigFlags_NavEnableKeyboard      = 1 << 0,   // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeysDown[].
974     ImGuiConfigFlags_NavEnableGamepad       = 1 << 1,   // Master gamepad navigation enable flag. This is mostly to instruct your imgui back-end to fill io.NavInputs[]. Back-end also needs to set ImGuiBackendFlags_HasGamepad.
975     ImGuiConfigFlags_NavEnableSetMousePos   = 1 << 2,   // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your binding, otherwise ImGui will react as if the mouse is jumping around back and forth.
976     ImGuiConfigFlags_NavNoCaptureKeyboard   = 1 << 3,   // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set.
977     ImGuiConfigFlags_NoMouse                = 1 << 4,   // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the back-end.
978     ImGuiConfigFlags_NoMouseCursorChange    = 1 << 5,   // Instruct back-end to not alter mouse cursor shape and visibility. Use if the back-end cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead.
979 
980     // User storage (to allow your back-end/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core ImGui)
981     ImGuiConfigFlags_IsSRGB                 = 1 << 20,  // Application is SRGB-aware.
982     ImGuiConfigFlags_IsTouchScreen          = 1 << 21   // Application is using a touch screen instead of a mouse.
983 };
984 
985 // Back-end capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom back-end.
986 enum ImGuiBackendFlags_
987 {
988     ImGuiBackendFlags_None                  = 0,
989     ImGuiBackendFlags_HasGamepad            = 1 << 0,   // Back-end supports gamepad and currently has one connected.
990     ImGuiBackendFlags_HasMouseCursors       = 1 << 1,   // Back-end supports honoring GetMouseCursor() value to change the OS cursor shape.
991     ImGuiBackendFlags_HasSetMousePos        = 1 << 2    // Back-end supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
992 };
993 
994 // Enumeration for PushStyleColor() / PopStyleColor()
995 enum ImGuiCol_
996 {
997     ImGuiCol_Text,
998     ImGuiCol_TextDisabled,
999     ImGuiCol_WindowBg,              // Background of normal windows
1000     ImGuiCol_ChildBg,               // Background of child windows
1001     ImGuiCol_PopupBg,               // Background of popups, menus, tooltips windows
1002     ImGuiCol_Border,
1003     ImGuiCol_BorderShadow,
1004     ImGuiCol_FrameBg,               // Background of checkbox, radio button, plot, slider, text input
1005     ImGuiCol_FrameBgHovered,
1006     ImGuiCol_FrameBgActive,
1007     ImGuiCol_TitleBg,
1008     ImGuiCol_TitleBgActive,
1009     ImGuiCol_TitleBgCollapsed,
1010     ImGuiCol_MenuBarBg,
1011     ImGuiCol_ScrollbarBg,
1012     ImGuiCol_ScrollbarGrab,
1013     ImGuiCol_ScrollbarGrabHovered,
1014     ImGuiCol_ScrollbarGrabActive,
1015     ImGuiCol_CheckMark,
1016     ImGuiCol_SliderGrab,
1017     ImGuiCol_SliderGrabActive,
1018     ImGuiCol_Button,
1019     ImGuiCol_ButtonHovered,
1020     ImGuiCol_ButtonActive,
1021     ImGuiCol_Header,
1022     ImGuiCol_HeaderHovered,
1023     ImGuiCol_HeaderActive,
1024     ImGuiCol_Separator,
1025     ImGuiCol_SeparatorHovered,
1026     ImGuiCol_SeparatorActive,
1027     ImGuiCol_ResizeGrip,
1028     ImGuiCol_ResizeGripHovered,
1029     ImGuiCol_ResizeGripActive,
1030     ImGuiCol_Tab,
1031     ImGuiCol_TabHovered,
1032     ImGuiCol_TabActive,
1033     ImGuiCol_TabUnfocused,
1034     ImGuiCol_TabUnfocusedActive,
1035     ImGuiCol_PlotLines,
1036     ImGuiCol_PlotLinesHovered,
1037     ImGuiCol_PlotHistogram,
1038     ImGuiCol_PlotHistogramHovered,
1039     ImGuiCol_TextSelectedBg,
1040     ImGuiCol_DragDropTarget,
1041     ImGuiCol_NavHighlight,          // Gamepad/keyboard: current highlighted item
1042     ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB
1043     ImGuiCol_NavWindowingDimBg,     // Darken/colorize entire screen behind the CTRL+TAB window list, when active
1044     ImGuiCol_ModalWindowDimBg,      // Darken/colorize entire screen behind a modal window, when one is active
1045     ImGuiCol_COUNT
1046 
1047     // Obsolete names (will be removed)
1048 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1049     , ImGuiCol_ModalWindowDarkening = ImGuiCol_ModalWindowDimBg                      // [renamed in 1.63]
1050     , ImGuiCol_ChildWindowBg = ImGuiCol_ChildBg                                      // [renamed in 1.53]
1051     , ImGuiCol_Column = ImGuiCol_Separator, ImGuiCol_ColumnHovered = ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive = ImGuiCol_SeparatorActive  // [renamed in 1.51]
1052     //ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered, // [unused since 1.60+] the close button now uses regular button colors.
1053     //ImGuiCol_ComboBg,                                                              // [unused since 1.53+] ComboBg has been merged with PopupBg, so a redirect isn't accurate.
1054 #endif
1055 };
1056 
1057 // Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
1058 // NB: the enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code. During initialization, feel free to just poke into ImGuiStyle directly.
1059 // NB: if changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type.
1060 enum ImGuiStyleVar_
1061 {
1062     // Enum name ......................// Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
1063     ImGuiStyleVar_Alpha,               // float     Alpha
1064     ImGuiStyleVar_WindowPadding,       // ImVec2    WindowPadding
1065     ImGuiStyleVar_WindowRounding,      // float     WindowRounding
1066     ImGuiStyleVar_WindowBorderSize,    // float     WindowBorderSize
1067     ImGuiStyleVar_WindowMinSize,       // ImVec2    WindowMinSize
1068     ImGuiStyleVar_WindowTitleAlign,    // ImVec2    WindowTitleAlign
1069     ImGuiStyleVar_ChildRounding,       // float     ChildRounding
1070     ImGuiStyleVar_ChildBorderSize,     // float     ChildBorderSize
1071     ImGuiStyleVar_PopupRounding,       // float     PopupRounding
1072     ImGuiStyleVar_PopupBorderSize,     // float     PopupBorderSize
1073     ImGuiStyleVar_FramePadding,        // ImVec2    FramePadding
1074     ImGuiStyleVar_FrameRounding,       // float     FrameRounding
1075     ImGuiStyleVar_FrameBorderSize,     // float     FrameBorderSize
1076     ImGuiStyleVar_ItemSpacing,         // ImVec2    ItemSpacing
1077     ImGuiStyleVar_ItemInnerSpacing,    // ImVec2    ItemInnerSpacing
1078     ImGuiStyleVar_IndentSpacing,       // float     IndentSpacing
1079     ImGuiStyleVar_ScrollbarSize,       // float     ScrollbarSize
1080     ImGuiStyleVar_ScrollbarRounding,   // float     ScrollbarRounding
1081     ImGuiStyleVar_GrabMinSize,         // float     GrabMinSize
1082     ImGuiStyleVar_GrabRounding,        // float     GrabRounding
1083     ImGuiStyleVar_TabRounding,         // float     TabRounding
1084     ImGuiStyleVar_ButtonTextAlign,     // ImVec2    ButtonTextAlign
1085     ImGuiStyleVar_SelectableTextAlign, // ImVec2    SelectableTextAlign
1086     ImGuiStyleVar_COUNT
1087 
1088     // Obsolete names (will be removed)
1089 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1090     , ImGuiStyleVar_Count_ = ImGuiStyleVar_COUNT, ImGuiStyleVar_ChildWindowRounding = ImGuiStyleVar_ChildRounding
1091 #endif
1092 };
1093 
1094 // Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
1095 enum ImGuiColorEditFlags_
1096 {
1097     ImGuiColorEditFlags_None            = 0,
1098     ImGuiColorEditFlags_NoAlpha         = 1 << 1,   //              // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (read 3 components from the input pointer).
1099     ImGuiColorEditFlags_NoPicker        = 1 << 2,   //              // ColorEdit: disable picker when clicking on colored square.
1100     ImGuiColorEditFlags_NoOptions       = 1 << 3,   //              // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
1101     ImGuiColorEditFlags_NoSmallPreview  = 1 << 4,   //              // ColorEdit, ColorPicker: disable colored square preview next to the inputs. (e.g. to show only the inputs)
1102     ImGuiColorEditFlags_NoInputs        = 1 << 5,   //              // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview colored square).
1103     ImGuiColorEditFlags_NoTooltip       = 1 << 6,   //              // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
1104     ImGuiColorEditFlags_NoLabel         = 1 << 7,   //              // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
1105     ImGuiColorEditFlags_NoSidePreview   = 1 << 8,   //              // ColorPicker: disable bigger color preview on right side of the picker, use small colored square preview instead.
1106     ImGuiColorEditFlags_NoDragDrop      = 1 << 9,   //              // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
1107 
1108     // User Options (right-click on widget to change some of them). You can set application defaults using SetColorEditOptions(). The idea is that you probably don't want to override them in most of your calls, let the user choose and/or call SetColorEditOptions() during startup.
1109     ImGuiColorEditFlags_AlphaBar        = 1 << 16,  //              // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
1110     ImGuiColorEditFlags_AlphaPreview    = 1 << 17,  //              // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.
1111     ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18,  //              // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque.
1112     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).
1113     ImGuiColorEditFlags_RGB             = 1 << 20,  // [Inputs]     // ColorEdit: choose one among RGB/HSV/HEX. ColorPicker: choose any combination using RGB/HSV/HEX.
1114     ImGuiColorEditFlags_HSV             = 1 << 21,  // [Inputs]     // "
1115     ImGuiColorEditFlags_HEX             = 1 << 22,  // [Inputs]     // "
1116     ImGuiColorEditFlags_Uint8           = 1 << 23,  // [DataType]   // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.
1117     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.
1118     ImGuiColorEditFlags_PickerHueBar    = 1 << 25,  // [PickerMode] // ColorPicker: bar for Hue, rectangle for Sat/Value.
1119     ImGuiColorEditFlags_PickerHueWheel  = 1 << 26,  // [PickerMode] // ColorPicker: wheel for Hue, triangle for Sat/Value.
1120 
1121     // [Internal] Masks
1122     ImGuiColorEditFlags__InputsMask     = ImGuiColorEditFlags_RGB|ImGuiColorEditFlags_HSV|ImGuiColorEditFlags_HEX,
1123     ImGuiColorEditFlags__DataTypeMask   = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_Float,
1124     ImGuiColorEditFlags__PickerMask     = ImGuiColorEditFlags_PickerHueWheel|ImGuiColorEditFlags_PickerHueBar,
1125     ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_RGB|ImGuiColorEditFlags_PickerHueBar    // Change application default using SetColorEditOptions()
1126 };
1127 
1128 // Enumeration for GetMouseCursor()
1129 // User code may request binding to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here
1130 enum ImGuiMouseCursor_
1131 {
1132     ImGuiMouseCursor_None = -1,
1133     ImGuiMouseCursor_Arrow = 0,
1134     ImGuiMouseCursor_TextInput,         // When hovering over InputText, etc.
1135     ImGuiMouseCursor_ResizeAll,         // (Unused by imgui functions)
1136     ImGuiMouseCursor_ResizeNS,          // When hovering over an horizontal border
1137     ImGuiMouseCursor_ResizeEW,          // When hovering over a vertical border or a column
1138     ImGuiMouseCursor_ResizeNESW,        // When hovering over the bottom-left corner of a window
1139     ImGuiMouseCursor_ResizeNWSE,        // When hovering over the bottom-right corner of a window
1140     ImGuiMouseCursor_Hand,              // (Unused by imgui functions. Use for e.g. hyperlinks)
1141     ImGuiMouseCursor_COUNT
1142 
1143     // Obsolete names (will be removed)
1144 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1145     , ImGuiMouseCursor_Count_ = ImGuiMouseCursor_COUNT
1146 #endif
1147 };
1148 
1149 // Enumateration for ImGui::SetWindow***(), SetNextWindow***(), SetNextTreeNode***() functions
1150 // Represent a condition.
1151 // 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.
1152 enum ImGuiCond_
1153 {
1154     ImGuiCond_Always        = 1 << 0,   // Set the variable
1155     ImGuiCond_Once          = 1 << 1,   // Set the variable once per runtime session (only the first call with succeed)
1156     ImGuiCond_FirstUseEver  = 1 << 2,   // Set the variable if the object/window has no persistently saved data (no entry in .ini file)
1157     ImGuiCond_Appearing     = 1 << 3    // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
1158 
1159     // Obsolete names (will be removed)
1160 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1161     , ImGuiSetCond_Always = ImGuiCond_Always, ImGuiSetCond_Once = ImGuiCond_Once, ImGuiSetCond_FirstUseEver = ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing = ImGuiCond_Appearing
1162 #endif
1163 };
1164 
1165 //-----------------------------------------------------------------------------
1166 // Helper: ImVector<>
1167 // 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).
1168 // You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our data structures are relying on it.
1169 // 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.
1170 // Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,
1171 // 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.
1172 //-----------------------------------------------------------------------------
1173 
1174 template<typename T>
1175 struct ImVector
1176 {
1177     int                 Size;
1178     int                 Capacity;
1179     T*                  Data;
1180 
1181     // Provide standard typedefs but we don't use them ourselves.
1182     typedef T                   value_type;
1183     typedef value_type*         iterator;
1184     typedef const value_type*   const_iterator;
1185 
1186     // Constructors, destructor
ImVectorImVector1187     inline ImVector()                                       { Size = Capacity = 0; Data = NULL; }
ImVectorImVector1188     inline ImVector(const ImVector<T>& src)                 { Size = Capacity = 0; Data = NULL; operator=(src); }
1189     inline ImVector<T>& operator=(const ImVector<T>& src)   { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; }
~ImVectorImVector1190     inline ~ImVector()                                      { if (Data) ImGui::MemFree(Data); }
1191 
emptyImVector1192     inline bool         empty() const                       { return Size == 0; }
sizeImVector1193     inline int          size() const                        { return Size; }
size_in_bytesImVector1194     inline int          size_in_bytes() const               { return Size * (int)sizeof(T); }
capacityImVector1195     inline int          capacity() const                    { return Capacity; }
1196     inline T&           operator[](int i)                   { IM_ASSERT(i < Size); return Data[i]; }
1197     inline const T&     operator[](int i) const             { IM_ASSERT(i < Size); return Data[i]; }
1198 
clearImVector1199     inline void         clear()                             { if (Data) { Size = Capacity = 0; ImGui::MemFree(Data); Data = NULL; } }
beginImVector1200     inline T*           begin()                             { return Data; }
beginImVector1201     inline const T*     begin() const                       { return Data; }
endImVector1202     inline T*           end()                               { return Data + Size; }
endImVector1203     inline const T*     end() const                         { return Data + Size; }
frontImVector1204     inline T&           front()                             { IM_ASSERT(Size > 0); return Data[0]; }
frontImVector1205     inline const T&     front() const                       { IM_ASSERT(Size > 0); return Data[0]; }
backImVector1206     inline T&           back()                              { IM_ASSERT(Size > 0); return Data[Size - 1]; }
backImVector1207     inline const T&     back() const                        { IM_ASSERT(Size > 0); return Data[Size - 1]; }
swapImVector1208     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; }
1209 
_grow_capacityImVector1210     inline int          _grow_capacity(int sz) const        { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > sz ? new_capacity : sz; }
resizeImVector1211     inline void         resize(int new_size)                { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
resizeImVector1212     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; }
reserveImVector1213     inline void         reserve(int new_capacity)           { if (new_capacity <= Capacity) return; T* new_data = (T*)ImGui::MemAlloc((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); ImGui::MemFree(Data); } Data = new_data; Capacity = new_capacity; }
1214 
1215     // 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_backImVector1216     inline void         push_back(const T& v)               { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }
pop_backImVector1217     inline void         pop_back()                          { IM_ASSERT(Size > 0); Size--; }
push_frontImVector1218     inline void         push_front(const T& v)              { if (Size == 0) push_back(v); else insert(Data, v); }
eraseImVector1219     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; }
eraseImVector1220     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_unsortedImVector1221     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; }
insertImVector1222     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; }
containsImVector1223     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; }
index_from_ptrImVector1224     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; }
1225 };
1226 
1227 //-----------------------------------------------------------------------------
1228 // ImGuiStyle
1229 // You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
1230 // During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,
1231 // and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
1232 //-----------------------------------------------------------------------------
1233 
1234 struct ImGuiStyle
1235 {
1236     float       Alpha;                      // Global alpha applies to everything in ImGui.
1237     ImVec2      WindowPadding;              // Padding within a window.
1238     float       WindowRounding;             // Radius of window corners rounding. Set to 0.0f to have rectangular windows.
1239     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).
1240     ImVec2      WindowMinSize;              // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints().
1241     ImVec2      WindowTitleAlign;           // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
1242     float       ChildRounding;              // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
1243     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).
1244     float       PopupRounding;              // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
1245     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).
1246     ImVec2      FramePadding;               // Padding within a framed rectangle (used by most widgets).
1247     float       FrameRounding;              // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
1248     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).
1249     ImVec2      ItemSpacing;                // Horizontal and vertical spacing between widgets/lines.
1250     ImVec2      ItemInnerSpacing;           // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
1251     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!
1252     float       IndentSpacing;              // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
1253     float       ColumnsMinSpacing;          // Minimum horizontal spacing between two columns.
1254     float       ScrollbarSize;              // Width of the vertical scrollbar, Height of the horizontal scrollbar.
1255     float       ScrollbarRounding;          // Radius of grab corners for scrollbar.
1256     float       GrabMinSize;                // Minimum width/height of a grab box for slider/scrollbar.
1257     float       GrabRounding;               // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
1258     float       TabRounding;                // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
1259     float       TabBorderSize;              // Thickness of border around tabs.
1260     ImVec2      ButtonTextAlign;            // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
1261     ImVec2      SelectableTextAlign;        // Alignment of selectable text when selectable is larger than text. Defaults to (0.0f, 0.0f) (top-left aligned).
1262     ImVec2      DisplayWindowPadding;       // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows.
1263     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!
1264     float       MouseCursorScale;           // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
1265     bool        AntiAliasedLines;           // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU.
1266     bool        AntiAliasedFill;            // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)
1267     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.
1268     ImVec4      Colors[ImGuiCol_COUNT];
1269 
1270     IMGUI_API ImGuiStyle();
1271     IMGUI_API void ScaleAllSizes(float scale_factor);
1272 };
1273 
1274 //-----------------------------------------------------------------------------
1275 // ImGuiIO
1276 // Communicate most settings and inputs/outputs to Dear ImGui using this structure.
1277 // Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.
1278 //-----------------------------------------------------------------------------
1279 
1280 struct ImGuiIO
1281 {
1282     //------------------------------------------------------------------
1283     // Configuration (fill once)                // Default value
1284     //------------------------------------------------------------------
1285 
1286     ImGuiConfigFlags   ConfigFlags;             // = 0              // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
1287     ImGuiBackendFlags  BackendFlags;            // = 0              // See ImGuiBackendFlags_ enum. Set by back-end (imgui_impl_xxx files or custom back-end) to communicate features supported by the back-end.
1288     ImVec2      DisplaySize;                    // <unset>          // Main display size, in pixels.
1289     float       DeltaTime;                      // = 1.0f/60.0f     // Time elapsed since last frame, in seconds.
1290     float       IniSavingRate;                  // = 5.0f           // Minimum time between saving positions/sizes to .ini file, in seconds.
1291     const char* IniFilename;                    // = "imgui.ini"    // Path to .ini file. Set NULL to disable automatic .ini loading/saving, if e.g. you want to manually load/save from memory.
1292     const char* LogFilename;                    // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
1293     float       MouseDoubleClickTime;           // = 0.30f          // Time for a double-click, in seconds.
1294     float       MouseDoubleClickMaxDist;        // = 6.0f           // Distance threshold to stay in to validate a double-click, in pixels.
1295     float       MouseDragThreshold;             // = 6.0f           // Distance threshold before considering we are dragging.
1296     int         KeyMap[ImGuiKey_COUNT];         // <unset>          // Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state.
1297     float       KeyRepeatDelay;                 // = 0.250f         // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
1298     float       KeyRepeatRate;                  // = 0.050f         // When holding a key/button, rate at which it repeats, in seconds.
1299     void*       UserData;                       // = NULL           // Store your own data for retrieval by callbacks.
1300 
1301     ImFontAtlas*Fonts;                          // <auto>           // Load, rasterize and pack one or more fonts into a single texture.
1302     float       FontGlobalScale;                // = 1.0f           // Global scale all fonts
1303     bool        FontAllowUserScaling;           // = false          // Allow user scaling text of individual window with CTRL+Wheel.
1304     ImFont*     FontDefault;                    // = NULL           // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
1305     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.
1306 
1307     // Miscellaneous options
1308     bool        MouseDrawCursor;                // = false          // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by back-end implementations.
1309     bool        ConfigMacOSXBehaviors;          // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl (was called io.OptMacOSXBehaviors prior to 1.63)
1310     bool        ConfigInputTextCursorBlink;     // = true           // Set to false to disable blinking cursor, for users who consider it distracting. (was called: io.OptCursorBlink prior to 1.63)
1311     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 the a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
1312     bool        ConfigWindowsMoveFromTitleBarOnly; // = false       // [BETA] Set to true to only allow moving windows when clicked+dragged from the title bar. Windows without a title bar are not affected.
1313 
1314     //------------------------------------------------------------------
1315     // Platform Functions
1316     // (the imgui_impl_xxxx back-end files are setting those up for you)
1317     //------------------------------------------------------------------
1318 
1319     // Optional: Platform/Renderer back-end name (informational only! will be displayed in About Window) + User data for back-end/wrappers to store their own stuff.
1320     const char* BackendPlatformName;            // = NULL
1321     const char* BackendRendererName;            // = NULL
1322     void*       BackendPlatformUserData;        // = NULL
1323     void*       BackendRendererUserData;        // = NULL
1324     void*       BackendLanguageUserData;        // = NULL
1325 
1326     // Optional: Access OS clipboard
1327     // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
1328     const char* (*GetClipboardTextFn)(void* user_data);
1329     void        (*SetClipboardTextFn)(void* user_data, const char* text);
1330     void*       ClipboardUserData;
1331 
1332     // 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)
1333     // (default to use native imm32 api on Windows)
1334     void        (*ImeSetInputScreenPosFn)(int x, int y);
1335     void*       ImeWindowHandle;                // = NULL           // (Windows) Set this to your HWND to get automatic IME cursor positioning.
1336 
1337 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1338     // [OBSOLETE since 1.60+] Rendering function, will be automatically called in Render(). Please call your rendering function yourself now!
1339     // You can obtain the ImDrawData* by calling ImGui::GetDrawData() after Render(). See example applications if you are unsure of how to implement this.
1340     void        (*RenderDrawListsFn)(ImDrawData* data);
1341 #else
1342     // This is only here to keep ImGuiIO the same size/layout, so that IMGUI_DISABLE_OBSOLETE_FUNCTIONS can exceptionally be used outside of imconfig.h.
1343     void*       RenderDrawListsFnUnused;
1344 #endif
1345 
1346     //------------------------------------------------------------------
1347     // Input - Fill before calling NewFrame()
1348     //------------------------------------------------------------------
1349 
1350     ImVec2      MousePos;                       // Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.)
1351     bool        MouseDown[5];                   // Mouse buttons: 0=left, 1=right, 2=middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
1352     float       MouseWheel;                     // Mouse wheel Vertical: 1 unit scrolls about 5 lines text.
1353     float       MouseWheelH;                    // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all back-ends.
1354     bool        KeyCtrl;                        // Keyboard modifier pressed: Control
1355     bool        KeyShift;                       // Keyboard modifier pressed: Shift
1356     bool        KeyAlt;                         // Keyboard modifier pressed: Alt
1357     bool        KeySuper;                       // Keyboard modifier pressed: Cmd/Super/Windows
1358     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).
1359     float       NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame().
1360 
1361     // Functions
1362     IMGUI_API void  AddInputCharacter(ImWchar c);               // Queue new character input
1363     IMGUI_API void  AddInputCharactersUTF8(const char* str);    // Queue new characters input from an UTF-8 string
1364     IMGUI_API void  ClearInputCharacters();                     // Clear the text input buffer manually
1365 
1366     //------------------------------------------------------------------
1367     // Output - Retrieve after calling NewFrame()
1368     //------------------------------------------------------------------
1369 
1370     bool        WantCaptureMouse;               // When io.WantCaptureMouse is true, imgui will use the mouse inputs, do not dispatch them to your main game/application (in both cases, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.).
1371     bool        WantCaptureKeyboard;            // When io.WantCaptureKeyboard is true, imgui will use the keyboard inputs, do not dispatch them to your main game/application (in both cases, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).
1372     bool        WantTextInput;                  // Mobile/console: when io.WantTextInput is true, you may display an on-screen keyboard. This is set by ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
1373     bool        WantSetMousePos;                // MousePos has been altered, back-end should reposition mouse on next frame. Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
1374     bool        WantSaveIniSettings;            // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. IMPORTANT: You need to clear io.WantSaveIniSettings yourself.
1375     bool        NavActive;                      // Directional navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
1376     bool        NavVisible;                     // Directional navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
1377     float       Framerate;                      // Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames
1378     int         MetricsRenderVertices;          // Vertices output during last call to Render()
1379     int         MetricsRenderIndices;           // Indices output during last call to Render() = number of triangles * 3
1380     int         MetricsRenderWindows;           // Number of visible windows
1381     int         MetricsActiveWindows;           // Number of active windows
1382     int         MetricsActiveAllocations;       // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts.
1383     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.
1384 
1385     //------------------------------------------------------------------
1386     // [Internal] ImGui will maintain those fields. Forward compatibility not guaranteed!
1387     //------------------------------------------------------------------
1388 
1389     ImVec2      MousePosPrev;                   // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
1390     ImVec2      MouseClickedPos[5];             // Position at time of clicking
1391     double      MouseClickedTime[5];            // Time of last click (used to figure out double-click)
1392     bool        MouseClicked[5];                // Mouse button went from !Down to Down
1393     bool        MouseDoubleClicked[5];          // Has mouse button been double-clicked?
1394     bool        MouseReleased[5];               // Mouse button went from Down to !Down
1395     bool        MouseDownOwned[5];              // Track if button was clicked inside a window. We don't request mouse capture from the application if click started outside ImGui bounds.
1396     float       MouseDownDuration[5];           // Duration the mouse button has been down (0.0f == just clicked)
1397     float       MouseDownDurationPrev[5];       // Previous time the mouse button has been down
1398     ImVec2      MouseDragMaxDistanceAbs[5];     // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
1399     float       MouseDragMaxDistanceSqr[5];     // Squared maximum distance of how much mouse has traveled from the clicking point
1400     float       KeysDownDuration[512];          // Duration the keyboard key has been down (0.0f == just pressed)
1401     float       KeysDownDurationPrev[512];      // Previous duration the key has been down
1402     float       NavInputsDownDuration[ImGuiNavInput_COUNT];
1403     float       NavInputsDownDurationPrev[ImGuiNavInput_COUNT];
1404     ImVector<ImWchar> InputQueueCharacters;     // Queue of _characters_ input (obtained by platform back-end). Fill using AddInputCharacter() helper.
1405 
1406     IMGUI_API   ImGuiIO();
1407 };
1408 
1409 //-----------------------------------------------------------------------------
1410 // Misc data structures
1411 //-----------------------------------------------------------------------------
1412 
1413 // Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
1414 // The callback function should return 0 by default.
1415 // Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
1416 // - ImGuiInputTextFlags_CallbackCompletion:  Callback on pressing TAB
1417 // - ImGuiInputTextFlags_CallbackHistory:     Callback on pressing Up/Down arrows
1418 // - ImGuiInputTextFlags_CallbackAlways:      Callback on each iteration
1419 // - ImGuiInputTextFlags_CallbackCharFilter:  Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
1420 // - ImGuiInputTextFlags_CallbackResize:      Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
1421 struct ImGuiInputTextCallbackData
1422 {
1423     ImGuiInputTextFlags EventFlag;      // One ImGuiInputTextFlags_Callback*    // Read-only
1424     ImGuiInputTextFlags Flags;          // What user passed to InputText()      // Read-only
1425     void*               UserData;       // What user passed to InputText()      // Read-only
1426 
1427     // Arguments for the different callback events
1428     // - 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.
1429     // - 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.
1430     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;
1431     ImGuiKey            EventKey;       // Key pressed (Up/Down/TAB)            // Read-only    // [Completion,History]
1432     char*               Buf;            // Text buffer                          // Read-write   // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
1433     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()
1434     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
1435     bool                BufDirty;       // Set if you modify Buf/BufTextLen!    // Write        // [Completion,History,Always]
1436     int                 CursorPos;      //                                      // Read-write   // [Completion,History,Always]
1437     int                 SelectionStart; //                                      // Read-write   // [Completion,History,Always] == to SelectionEnd when no selection)
1438     int                 SelectionEnd;   //                                      // Read-write   // [Completion,History,Always]
1439 
1440     // Helper functions for text manipulation.
1441     // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection.
1442     IMGUI_API ImGuiInputTextCallbackData();
1443     IMGUI_API void      DeleteChars(int pos, int bytes_count);
1444     IMGUI_API void      InsertChars(int pos, const char* text, const char* text_end = NULL);
HasSelectionImGuiInputTextCallbackData1445     bool                HasSelection() const { return SelectionStart != SelectionEnd; }
1446 };
1447 
1448 // Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
1449 // NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
1450 struct ImGuiSizeCallbackData
1451 {
1452     void*   UserData;       // Read-only.   What user passed to SetNextWindowSizeConstraints()
1453     ImVec2  Pos;            // Read-only.   Window position, for reference.
1454     ImVec2  CurrentSize;    // Read-only.   Current window size.
1455     ImVec2  DesiredSize;    // Read-write.  Desired size, based on user's mouse position. Write to this field to restrain resizing.
1456 };
1457 
1458 // Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()
1459 struct ImGuiPayload
1460 {
1461     // Members
1462     void*           Data;               // Data (copied and owned by dear imgui)
1463     int             DataSize;           // Data size
1464 
1465     // [Internal]
1466     ImGuiID         SourceId;           // Source item id
1467     ImGuiID         SourceParentId;     // Source parent id (if available)
1468     int             DataFrameCount;     // Data timestamp
1469     char            DataType[32+1];     // Data type tag (short user-supplied string, 32 characters max)
1470     bool            Preview;            // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)
1471     bool            Delivery;           // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.
1472 
ImGuiPayloadImGuiPayload1473     ImGuiPayload()  { Clear(); }
ClearImGuiPayload1474     void Clear()    { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; }
IsDataTypeImGuiPayload1475     bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; }
IsPreviewImGuiPayload1476     bool IsPreview() const                  { return Preview; }
IsDeliveryImGuiPayload1477     bool IsDelivery() const                 { return Delivery; }
1478 };
1479 
1480 //-----------------------------------------------------------------------------
1481 // Obsolete functions (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
1482 // Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead.
1483 //-----------------------------------------------------------------------------
1484 
1485 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1486 namespace ImGui
1487 {
1488     // OBSOLETED in 1.66 (from Sep 2018)
1489     static inline void  SetScrollHere(float center_ratio=0.5f){ SetScrollHereY(center_ratio); }
1490     // OBSOLETED in 1.63 (between Aug 2018 and Sept 2018)
IsItemDeactivatedAfterChange()1491     static inline bool  IsItemDeactivatedAfterChange()        { return IsItemDeactivatedAfterEdit(); }
1492     // OBSOLETED in 1.61 (between Apr 2018 and Aug 2018)
1493     IMGUI_API bool      InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags flags = 0); // Use the 'const char* format' version instead of 'decimal_precision'!
1494     IMGUI_API bool      InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags flags = 0);
1495     IMGUI_API bool      InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags flags = 0);
1496     IMGUI_API bool      InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags flags = 0);
1497     // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)
IsAnyWindowFocused()1498     static inline bool  IsAnyWindowFocused()                  { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); }
IsAnyWindowHovered()1499     static inline bool  IsAnyWindowHovered()                  { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }
1500     static inline ImVec2 CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = 0.f) { IM_UNUSED(on_edge); IM_UNUSED(outward); IM_ASSERT(0); return pos; }
1501     // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
ShowTestWindow()1502     static inline void  ShowTestWindow()                      { return ShowDemoWindow(); }
IsRootWindowFocused()1503     static inline bool  IsRootWindowFocused()                 { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); }
IsRootWindowOrAnyChildFocused()1504     static inline bool  IsRootWindowOrAnyChildFocused()       { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); }
SetNextWindowContentWidth(float w)1505     static inline void  SetNextWindowContentWidth(float w)    { SetNextWindowContentSize(ImVec2(w, 0.0f)); }
GetItemsLineHeightWithSpacing()1506     static inline float GetItemsLineHeightWithSpacing()       { return GetFrameHeightWithSpacing(); }
1507     // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
1508     IMGUI_API bool      Begin(const char* name, bool* p_open, const ImVec2& size_on_first_use, float bg_alpha_override = -1.0f, ImGuiWindowFlags flags = 0); // Use SetNextWindowSize(size, ImGuiCond_FirstUseEver) + SetNextWindowBgAlpha() instead.
IsRootWindowOrAnyChildHovered()1509     static inline bool  IsRootWindowOrAnyChildHovered()       { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); }
AlignFirstTextHeightToWidgets()1510     static inline void  AlignFirstTextHeightToWidgets()       { AlignTextToFramePadding(); }
1511     static inline void  SetNextWindowPosCenter(ImGuiCond c=0) { ImGuiIO& io = GetIO(); SetNextWindowPos(ImVec2(io.DisplaySize.x * 0.5f, io.DisplaySize.y * 0.5f), c, ImVec2(0.5f, 0.5f)); }
1512     // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
IsItemHoveredRect()1513     static inline bool  IsItemHoveredRect()                   { return IsItemHovered(ImGuiHoveredFlags_RectOnly); }
IsPosHoveringAnyWindow(const ImVec2 &)1514     static inline bool  IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // This was misleading and partly broken. You probably want to use the ImGui::GetIO().WantCaptureMouse flag instead.
IsMouseHoveringAnyWindow()1515     static inline bool  IsMouseHoveringAnyWindow()            { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }
IsMouseHoveringWindow()1516     static inline bool  IsMouseHoveringWindow()               { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); }
1517 }
1518 typedef ImGuiInputTextCallback      ImGuiTextEditCallback;    // OBSOLETE in 1.63 (from Aug 2018): made the names consistent
1519 typedef ImGuiInputTextCallbackData  ImGuiTextEditCallbackData;
1520 #endif
1521 
1522 //-----------------------------------------------------------------------------
1523 // Helpers
1524 //-----------------------------------------------------------------------------
1525 
1526 // Helper: IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() macros to call MemAlloc + Placement New, Placement Delete + MemFree
1527 // We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
1528 // Defining a custom placement new() with a dummy parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.
1529 struct ImNewDummy {};
new(size_t,ImNewDummy,void * ptr)1530 inline void* operator new(size_t, ImNewDummy, void* ptr) { return ptr; }
delete(void *,ImNewDummy,void *)1531 inline void  operator delete(void*, ImNewDummy, void*)   {} // This is only required so we can use the symetrical new()
1532 #define IM_PLACEMENT_NEW(_PTR)              new(ImNewDummy(), _PTR)
1533 #define IM_NEW(_TYPE)                       new(ImNewDummy(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
IM_DELETE(T * p)1534 template<typename T> void IM_DELETE(T* p)   { if (p) { p->~T(); ImGui::MemFree(p); } }
1535 
1536 // 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.
1537 // Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame");
1538 struct ImGuiOnceUponAFrame
1539 {
ImGuiOnceUponAFrameImGuiOnceUponAFrame1540     ImGuiOnceUponAFrame() { RefFrame = -1; }
1541     mutable int RefFrame;
1542     operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
1543 };
1544 
1545 // Helper: Macro for ImGuiOnceUponAFrame. Attention: The macro expands into 2 statement so make sure you don't use it within e.g. an if() statement without curly braces.
1546 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1547 #define IMGUI_ONCE_UPON_A_FRAME     static ImGuiOnceUponAFrame imgui_oaf; if (imgui_oaf)    // OBSOLETED in 1.51, will remove!
1548 #endif
1549 
1550 // Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
1551 struct ImGuiTextFilter
1552 {
1553     IMGUI_API           ImGuiTextFilter(const char* default_filter = "");
1554     IMGUI_API bool      Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f);  // Helper calling InputText+Build
1555     IMGUI_API bool      PassFilter(const char* text, const char* text_end = NULL) const;
1556     IMGUI_API void      Build();
ClearImGuiTextFilter1557     void                Clear()          { InputBuf[0] = 0; Build(); }
IsActiveImGuiTextFilter1558     bool                IsActive() const { return !Filters.empty(); }
1559 
1560     // [Internal]
1561     struct TextRange
1562     {
1563         const char* b;
1564         const char* e;
1565 
TextRangeImGuiTextFilter::TextRange1566         TextRange() { b = e = NULL; }
TextRangeImGuiTextFilter::TextRange1567         TextRange(const char* _b, const char* _e) { b = _b; e = _e; }
beginImGuiTextFilter::TextRange1568         const char*     begin() const   { return b; }
endImGuiTextFilter::TextRange1569         const char*     end () const    { return e; }
emptyImGuiTextFilter::TextRange1570         bool            empty() const   { return b == e; }
1571         IMGUI_API void  split(char separator, ImVector<TextRange>* out) const;
1572     };
1573     char                InputBuf[256];
1574     ImVector<TextRange> Filters;
1575     int                 CountGrep;
1576 };
1577 
1578 // Helper: Growable text buffer for logging/accumulating text
1579 // (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')
1580 struct ImGuiTextBuffer
1581 {
1582     ImVector<char>      Buf;
1583     static char         EmptyString[1];
1584 
ImGuiTextBufferImGuiTextBuffer1585     ImGuiTextBuffer()   { }
1586     inline char         operator[](int i)       { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }
beginImGuiTextBuffer1587     const char*         begin() const           { return Buf.Data ? &Buf.front() : EmptyString; }
endImGuiTextBuffer1588     const char*         end() const             { return Buf.Data ? &Buf.back() : EmptyString; }   // Buf is zero-terminated, so end() will point on the zero-terminator
sizeImGuiTextBuffer1589     int                 size() const            { return Buf.Size ? Buf.Size - 1 : 0; }
emptyImGuiTextBuffer1590     bool                empty()                 { return Buf.Size <= 1; }
clearImGuiTextBuffer1591     void                clear()                 { Buf.clear(); }
reserveImGuiTextBuffer1592     void                reserve(int capacity)   { Buf.reserve(capacity); }
c_strImGuiTextBuffer1593     const char*         c_str() const           { return Buf.Data ? Buf.Data : EmptyString; }
1594     IMGUI_API void      append(const char* str, const char* str_end = NULL);
1595     IMGUI_API void      appendf(const char* fmt, ...) IM_FMTARGS(2);
1596     IMGUI_API void      appendfv(const char* fmt, va_list args) IM_FMTLIST(2);
1597 };
1598 
1599 // Helper: Key->Value storage
1600 // Typically you don't have to worry about this since a storage is held within each Window.
1601 // We use it to e.g. store collapse state for a tree (Int 0/1)
1602 // This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)
1603 // You can use it as custom user storage for temporary values. Declare your own storage if, for example:
1604 // - 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).
1605 // - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)
1606 // Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
1607 struct ImGuiStorage
1608 {
1609     struct Pair
1610     {
1611         ImGuiID key;
1612         union { int val_i; float val_f; void* val_p; };
PairImGuiStorage::Pair1613         Pair(ImGuiID _key, int _val_i)   { key = _key; val_i = _val_i; }
PairImGuiStorage::Pair1614         Pair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; }
PairImGuiStorage::Pair1615         Pair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; }
1616     };
1617     ImVector<Pair>      Data;
1618 
1619     // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
1620     // - Set***() functions find pair, insertion on demand if missing.
1621     // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
ClearImGuiStorage1622     void                Clear() { Data.clear(); }
1623     IMGUI_API int       GetInt(ImGuiID key, int default_val = 0) const;
1624     IMGUI_API void      SetInt(ImGuiID key, int val);
1625     IMGUI_API bool      GetBool(ImGuiID key, bool default_val = false) const;
1626     IMGUI_API void      SetBool(ImGuiID key, bool val);
1627     IMGUI_API float     GetFloat(ImGuiID key, float default_val = 0.0f) const;
1628     IMGUI_API void      SetFloat(ImGuiID key, float val);
1629     IMGUI_API void*     GetVoidPtr(ImGuiID key) const; // default_val is NULL
1630     IMGUI_API void      SetVoidPtr(ImGuiID key, void* val);
1631 
1632     // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
1633     // - 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.
1634     // - 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)
1635     //      float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
1636     IMGUI_API int*      GetIntRef(ImGuiID key, int default_val = 0);
1637     IMGUI_API bool*     GetBoolRef(ImGuiID key, bool default_val = false);
1638     IMGUI_API float*    GetFloatRef(ImGuiID key, float default_val = 0.0f);
1639     IMGUI_API void**    GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
1640 
1641     // Use on your own storage if you know only integer are being stored (open/close all tree nodes)
1642     IMGUI_API void      SetAllInt(int val);
1643 
1644     // For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
1645     IMGUI_API void      BuildSortByKey();
1646 };
1647 
1648 // Helper: Manually clip large list of items.
1649 // If you are submitting lots of evenly spaced items and you have a random access to the list, you can perform coarse clipping based on visibility to save yourself from processing those items at all.
1650 // The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
1651 // ImGui already clip items based on their bounds but it needs to measure text size to do so. Coarse clipping before submission makes this cost and your own data fetching/submission cost null.
1652 // Usage:
1653 //     ImGuiListClipper clipper(1000);  // we have 1000 elements, evenly spaced.
1654 //     while (clipper.Step())
1655 //         for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
1656 //             ImGui::Text("line number %d", i);
1657 // - Step 0: the clipper let you process the first element, regardless of it being visible or not, so we can measure the element height (step skipped if we passed a known height as second arg to constructor).
1658 // - Step 1: the clipper infer height from first element, calculate the actual range of elements to display, and position the cursor before the first element.
1659 // - (Step 2: dummy step only required if an explicit items_height was passed to constructor or Begin() and user call Step(). Does nothing and switch to Step 3.)
1660 // - Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), advance the cursor to the end of the list and then returns 'false' to end the loop.
1661 struct ImGuiListClipper
1662 {
1663     float   StartPosY;
1664     float   ItemsHeight;
1665     int     ItemsCount, StepNo, DisplayStart, DisplayEnd;
1666 
1667     // items_count:  Use -1 to ignore (you can call Begin later). Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step).
1668     // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
1669     // If you don't specify an items_height, you NEED to call Step(). If you specify items_height you may call the old Begin()/End() api directly, but prefer calling Step().
1670     ImGuiListClipper(int items_count = -1, float items_height = -1.0f)  { Begin(items_count, items_height); } // NB: Begin() initialize every fields (as we allow user to call Begin/End multiple times on a same instance if they want).
~ImGuiListClipperImGuiListClipper1671     ~ImGuiListClipper()                                                 { IM_ASSERT(ItemsCount == -1); }      // Assert if user forgot to call End() or Step() until false.
1672 
1673     IMGUI_API bool Step();                                              // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
1674     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.
1675     IMGUI_API void End();                                               // Automatically called on the last call of Step() that returns false.
1676 };
1677 
1678 // Helpers macros to generate 32-bits encoded colors
1679 #ifdef IMGUI_USE_BGRA_PACKED_COLOR
1680 #define IM_COL32_R_SHIFT    16
1681 #define IM_COL32_G_SHIFT    8
1682 #define IM_COL32_B_SHIFT    0
1683 #define IM_COL32_A_SHIFT    24
1684 #define IM_COL32_A_MASK     0xFF000000
1685 #else
1686 #define IM_COL32_R_SHIFT    0
1687 #define IM_COL32_G_SHIFT    8
1688 #define IM_COL32_B_SHIFT    16
1689 #define IM_COL32_A_SHIFT    24
1690 #define IM_COL32_A_MASK     0xFF000000
1691 #endif
1692 #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))
1693 #define IM_COL32_WHITE       IM_COL32(255,255,255,255)  // Opaque white = 0xFFFFFFFF
1694 #define IM_COL32_BLACK       IM_COL32(0,0,0,255)        // Opaque black
1695 #define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0)          // Transparent black = 0x00000000
1696 
1697 // Helper: ImColor() implicity converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
1698 // Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
1699 // **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
1700 // **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.
1701 struct ImColor
1702 {
1703     ImVec4              Value;
1704 
ImColorImColor1705     ImColor()                                                       { Value.x = Value.y = Value.z = Value.w = 0.0f; }
1706     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; }
ImColorImColor1707     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; }
1708     ImColor(float r, float g, float b, float a = 1.0f)              { Value.x = r; Value.y = g; Value.z = b; Value.w = a; }
ImColorImColor1709     ImColor(const ImVec4& col)                                      { Value = col; }
ImU32ImColor1710     inline operator ImU32() const                                   { return ImGui::ColorConvertFloat4ToU32(Value); }
ImVec4ImColor1711     inline operator ImVec4() const                                  { return Value; }
1712 
1713     // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.
1714     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; }
1715     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); }
1716 };
1717 
1718 //-----------------------------------------------------------------------------
1719 // Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListFlags, ImDrawList, ImDrawData)
1720 // Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
1721 //-----------------------------------------------------------------------------
1722 
1723 // Draw callbacks for advanced uses.
1724 // NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
1725 // you can poke into the draw list for that! Draw callback may be useful for example to: A) Change your GPU render state,
1726 // B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
1727 // The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
1728 typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
1729 
1730 // Typically, 1 command = 1 GPU draw call (unless command is a callback)
1731 struct ImDrawCmd
1732 {
1733     unsigned int    ElemCount;              // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
1734     ImVec4          ClipRect;               // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
1735     ImTextureID     TextureId;              // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
1736     ImDrawCallback  UserCallback;           // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
1737     void*           UserCallbackData;       // The draw callback code can access this.
1738 
ImDrawCmdImDrawCmd1739     ImDrawCmd() { ElemCount = 0; ClipRect.x = ClipRect.y = ClipRect.z = ClipRect.w = 0.0f; TextureId = (ImTextureID)NULL; UserCallback = NULL; UserCallbackData = NULL; }
1740 };
1741 
1742 // Vertex index (override with '#define ImDrawIdx unsigned int' in imconfig.h)
1743 #ifndef ImDrawIdx
1744 typedef unsigned short ImDrawIdx;
1745 #endif
1746 
1747 // Vertex layout
1748 #ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
1749 struct ImDrawVert
1750 {
1751     ImVec2  pos;
1752     ImVec2  uv;
1753     ImU32   col;
1754 };
1755 #else
1756 // You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
1757 // 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.
1758 // The type has to be described within the macro (you can either declare the struct or use a typedef)
1759 // 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.
1760 IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
1761 #endif
1762 
1763 // Draw channels are used by the Columns API to "split" the render list into different channels while building, so items of each column can be batched together.
1764 // You can also use them to simulate drawing layers and submit primitives in a different order than how they will be rendered.
1765 struct ImDrawChannel
1766 {
1767     ImVector<ImDrawCmd>     CmdBuffer;
1768     ImVector<ImDrawIdx>     IdxBuffer;
1769 };
1770 
1771 enum ImDrawCornerFlags_
1772 {
1773     ImDrawCornerFlags_TopLeft   = 1 << 0, // 0x1
1774     ImDrawCornerFlags_TopRight  = 1 << 1, // 0x2
1775     ImDrawCornerFlags_BotLeft   = 1 << 2, // 0x4
1776     ImDrawCornerFlags_BotRight  = 1 << 3, // 0x8
1777     ImDrawCornerFlags_Top       = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight,   // 0x3
1778     ImDrawCornerFlags_Bot       = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight,   // 0xC
1779     ImDrawCornerFlags_Left      = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft,    // 0x5
1780     ImDrawCornerFlags_Right     = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight,  // 0xA
1781     ImDrawCornerFlags_All       = 0xF     // In your function calls you may use ~0 (= all bits sets) instead of ImDrawCornerFlags_All, as a convenience
1782 };
1783 
1784 enum ImDrawListFlags_
1785 {
1786     ImDrawListFlags_None             = 0,
1787     ImDrawListFlags_AntiAliasedLines = 1 << 0,  // Lines are anti-aliased (*2 the number of triangles for 1.0f wide line, otherwise *3 the number of triangles)
1788     ImDrawListFlags_AntiAliasedFill  = 1 << 1   // Filled shapes have anti-aliased edges (*2 the number of vertices)
1789 };
1790 
1791 // Draw command list
1792 // This is the low-level list of polygons that ImGui functions are filling. At the end of the frame, all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
1793 // Each ImGui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to access the current window draw list and draw custom primitives.
1794 // You can interleave normal ImGui:: calls and adding primitives to the current draw list.
1795 // All positions are generally in pixel coordinates (top-left at (0,0), bottom-right at io.DisplaySize), but you are totally free to apply whatever transformation matrix to want to the data (if you apply such transformation you'll want to apply it to ClipRect as well)
1796 // 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.
1797 struct ImDrawList
1798 {
1799     // This is what you have to render
1800     ImVector<ImDrawCmd>     CmdBuffer;          // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.
1801     ImVector<ImDrawIdx>     IdxBuffer;          // Index buffer. Each command consume ImDrawCmd::ElemCount of those
1802     ImVector<ImDrawVert>    VtxBuffer;          // Vertex buffer.
1803     ImDrawListFlags         Flags;              // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
1804 
1805     // [Internal, used while building lists]
1806     const ImDrawListSharedData* _Data;          // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
1807     const char*             _OwnerName;         // Pointer to owner window's name for debugging
1808     unsigned int            _VtxCurrentIdx;     // [Internal] == VtxBuffer.Size
1809     ImDrawVert*             _VtxWritePtr;       // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
1810     ImDrawIdx*              _IdxWritePtr;       // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
1811     ImVector<ImVec4>        _ClipRectStack;     // [Internal]
1812     ImVector<ImTextureID>   _TextureIdStack;    // [Internal]
1813     ImVector<ImVec2>        _Path;              // [Internal] current path building
1814     int                     _ChannelsCurrent;   // [Internal] current channel number (0)
1815     int                     _ChannelsCount;     // [Internal] number of active channels (1+)
1816     ImVector<ImDrawChannel> _Channels;          // [Internal] draw channels for columns API (not resized down so _ChannelsCount may be smaller than _Channels.Size)
1817 
1818     // 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)
ImDrawListImDrawList1819     ImDrawList(const ImDrawListSharedData* shared_data) { _Data = shared_data; _OwnerName = NULL; Clear(); }
~ImDrawListImDrawList1820     ~ImDrawList() { ClearFreeMemory(); }
1821     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)
1822     IMGUI_API void  PushClipRectFullScreen();
1823     IMGUI_API void  PopClipRect();
1824     IMGUI_API void  PushTextureID(ImTextureID texture_id);
1825     IMGUI_API void  PopTextureID();
GetClipRectMinImDrawList1826     inline ImVec2   GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }
GetClipRectMaxImDrawList1827     inline ImVec2   GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
1828 
1829     // Primitives
1830     IMGUI_API void  AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f);
1831     IMGUI_API void  AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All, float thickness = 1.0f);   // a: upper-left, b: lower-right, rounding_corners_flags: 4-bits corresponding to which corner to round
1832     IMGUI_API void  AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All);                     // a: upper-left, b: lower-right
1833     IMGUI_API void  AddRectFilledMultiColor(const ImVec2& a, const ImVec2& b, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);
1834     IMGUI_API void  AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness = 1.0f);
1835     IMGUI_API void  AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col);
1836     IMGUI_API void  AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness = 1.0f);
1837     IMGUI_API void  AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col);
1838     IMGUI_API void  AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f);
1839     IMGUI_API void  AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
1840     IMGUI_API void  AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
1841     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);
1842     IMGUI_API void  AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,1), ImU32 col = 0xFFFFFFFF);
1843     IMGUI_API void  AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,0), const ImVec2& uv_c = ImVec2(1,1), const ImVec2& uv_d = ImVec2(0,1), ImU32 col = 0xFFFFFFFF);
1844     IMGUI_API void  AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col, float rounding, int rounding_corners = ImDrawCornerFlags_All);
1845     IMGUI_API void  AddPolyline(const ImVec2* points, const int num_points, ImU32 col, bool closed, float thickness);
1846     IMGUI_API void  AddConvexPolyFilled(const ImVec2* points, const int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order.
1847     IMGUI_API void  AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0);
1848 
1849     // Stateful path API, add points then finish with PathFillConvex() or PathStroke()
PathClearImDrawList1850     inline    void  PathClear()                                                 { _Path.Size = 0; }
PathLineToImDrawList1851     inline    void  PathLineTo(const ImVec2& pos)                               { _Path.push_back(pos); }
PathLineToMergeDuplicateImDrawList1852     inline    void  PathLineToMergeDuplicate(const ImVec2& pos)                 { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size-1], &pos, 8) != 0) _Path.push_back(pos); }
PathFillConvexImDrawList1853     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.
1854     inline    void  PathStroke(ImU32 col, bool closed, float thickness = 1.0f)  { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); _Path.Size = 0; }
1855     IMGUI_API void  PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 10);
1856     IMGUI_API void  PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12);                                            // Use precomputed angles for a 12 steps circle
1857     IMGUI_API void  PathBezierCurveTo(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, int num_segments = 0);
1858     IMGUI_API void  PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All);
1859 
1860     // Channels
1861     // - Use to simulate layers. By switching channels to can render out-of-order (e.g. submit foreground primitives before background primitives)
1862     // - Use to minimize draw calls (e.g. if going back-and-forth between multiple non-overlapping clipping rectangles, prefer to append into separate channels then merge at the end)
1863     IMGUI_API void  ChannelsSplit(int channels_count);
1864     IMGUI_API void  ChannelsMerge();
1865     IMGUI_API void  ChannelsSetCurrent(int channel_index);
1866 
1867     // Advanced
1868     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.
1869     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
1870     IMGUI_API ImDrawList* CloneOutput() const;                                  // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.
1871 
1872     // Internal helpers
1873     // NB: all primitives needs to be reserved via PrimReserve() beforehand!
1874     IMGUI_API void  Clear();
1875     IMGUI_API void  ClearFreeMemory();
1876     IMGUI_API void  PrimReserve(int idx_count, int vtx_count);
1877     IMGUI_API void  PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col);      // Axis aligned rectangle (composed of two triangles)
1878     IMGUI_API void  PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
1879     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);
PrimWriteVtxImDrawList1880     inline    void  PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col){ _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
PrimWriteIdxImDrawList1881     inline    void  PrimWriteIdx(ImDrawIdx idx)                                 { *_IdxWritePtr = idx; _IdxWritePtr++; }
PrimVtxImDrawList1882     inline    void  PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col)     { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); }
1883     IMGUI_API void  UpdateClipRect();
1884     IMGUI_API void  UpdateTextureID();
1885 };
1886 
1887 // All draw data to render an ImGui frame
1888 // (NB: the style and the naming convention here is a little inconsistent but we preserve them for backward compatibility purpose)
1889 struct ImDrawData
1890 {
1891     bool            Valid;                  // Only valid after Render() is called and before the next NewFrame() is called.
1892     ImDrawList**    CmdLists;               // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here.
1893     int             CmdListsCount;          // Number of ImDrawList* to render
1894     int             TotalIdxCount;          // For convenience, sum of all ImDrawList's IdxBuffer.Size
1895     int             TotalVtxCount;          // For convenience, sum of all ImDrawList's VtxBuffer.Size
1896     ImVec2          DisplayPos;             // Upper-left position of the viewport to render (== upper-left of the orthogonal projection matrix to use)
1897     ImVec2          DisplaySize;            // Size of the viewport to render (== io.DisplaySize for the main viewport) (DisplayPos + DisplaySize == lower-right of the orthogonal projection matrix to use)
1898     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.
1899 
1900     // Functions
ImDrawDataImDrawData1901     ImDrawData()    { Valid = false; Clear(); }
~ImDrawDataImDrawData1902     ~ImDrawData()   { Clear(); }
ClearImDrawData1903     void Clear()    { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.f, 0.f); } // The ImDrawList are owned by ImGuiContext!
1904     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!
1905     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 ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
1906 };
1907 
1908 //-----------------------------------------------------------------------------
1909 // Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)
1910 //-----------------------------------------------------------------------------
1911 
1912 struct ImFontConfig
1913 {
1914     void*           FontData;               //          // TTF/OTF data
1915     int             FontDataSize;           //          // TTF/OTF data size
1916     bool            FontDataOwnedByAtlas;   // true     // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
1917     int             FontNo;                 // 0        // Index of font within TTF/OTF file
1918     float           SizePixels;             //          // Size in pixels for rasterizer (more or less maps to the resulting font height).
1919     int             OversampleH;            // 3        // Rasterize at higher quality for sub-pixel positioning. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.
1920     int             OversampleV;            // 1        // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
1921     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.
1922     ImVec2          GlyphExtraSpacing;      // 0, 0     // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
1923     ImVec2          GlyphOffset;            // 0, 0     // Offset all glyphs from this font input.
1924     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.
1925     float           GlyphMinAdvanceX;       // 0        // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font
1926     float           GlyphMaxAdvanceX;       // FLT_MAX  // Maximum AdvanceX for glyphs
1927     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.
1928     unsigned int    RasterizerFlags;        // 0x00     // Settings for custom font rasterizer (e.g. ImGuiFreeType). Leave as zero if you aren't using one.
1929     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.
1930 
1931     // [Internal]
1932     char            Name[40];               // Name (strictly to ease debugging)
1933     ImFont*         DstFont;
1934 
1935     IMGUI_API ImFontConfig();
1936 };
1937 
1938 struct ImFontGlyph
1939 {
1940     ImWchar         Codepoint;          // 0x0000..0xFFFF
1941     float           AdvanceX;           // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in)
1942     float           X0, Y0, X1, Y1;     // Glyph corners
1943     float           U0, V0, U1, V1;     // Texture coordinates
1944 };
1945 
1946 // Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges().
1947 // This is essentially a tightly packed of vector of 64k booleans = 8KB storage.
1948 struct ImFontGlyphRangesBuilder
1949 {
1950     ImVector<int> UsedChars;            // Store 1-bit per Unicode code point (0=unused, 1=used)
1951 
ImFontGlyphRangesBuilderImFontGlyphRangesBuilder1952     ImFontGlyphRangesBuilder()          { UsedChars.resize(0x10000 / sizeof(int)); memset(UsedChars.Data, 0, 0x10000 / sizeof(int)); }
GetBitImFontGlyphRangesBuilder1953     bool            GetBit(int n) const { int off = (n >> 5); int mask = 1 << (n & 31); return (UsedChars[off] & mask) != 0; }  // Get bit n in the array
SetBitImFontGlyphRangesBuilder1954     void            SetBit(int n)       { int off = (n >> 5); int mask = 1 << (n & 31); UsedChars[off] |= mask; }               // Set bit n in the array
AddCharImFontGlyphRangesBuilder1955     void            AddChar(ImWchar c)  { SetBit(c); }                          // Add character
1956     IMGUI_API void  AddText(const char* text, const char* text_end = NULL);     // Add string (each character of the UTF-8 string are added)
1957     IMGUI_API void  AddRanges(const ImWchar* ranges);                           // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
1958     IMGUI_API void  BuildRanges(ImVector<ImWchar>* out_ranges);                 // Output new ranges
1959 };
1960 
1961 enum ImFontAtlasFlags_
1962 {
1963     ImFontAtlasFlags_None               = 0,
1964     ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0,   // Don't round the height to next power of two
1965     ImFontAtlasFlags_NoMouseCursors     = 1 << 1    // Don't build software mouse cursors into the atlas
1966 };
1967 
1968 // Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
1969 //  - One or more fonts.
1970 //  - Custom graphics data needed to render the shapes needed by Dear ImGui.
1971 //  - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas).
1972 // It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api.
1973 //  - 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.
1974 //  - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
1975 //  - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples)
1976 //  - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
1977 //    This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details.
1978 // Common pitfalls:
1979 // - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the
1980 //   atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
1981 // - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.
1982 //   You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
1983 // - Even though many functions are suffixed with "TTF", OTF data is supported just as well.
1984 // - This is an old API and it is currently awkward for those and and various other reasons! We will address them in the future!
1985 struct ImFontAtlas
1986 {
1987     IMGUI_API ImFontAtlas();
1988     IMGUI_API ~ImFontAtlas();
1989     IMGUI_API ImFont*           AddFont(const ImFontConfig* font_cfg);
1990     IMGUI_API ImFont*           AddFontDefault(const ImFontConfig* font_cfg = NULL);
1991     IMGUI_API ImFont*           AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
1992     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.
1993     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.
1994     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.
1995     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.
1996     IMGUI_API void              ClearTexData();             // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory.
1997     IMGUI_API void              ClearFonts();               // Clear output font data (glyphs storage, UV coordinates).
1998     IMGUI_API void              Clear();                    // Clear all input and output.
1999 
2000     // Build atlas, retrieve pixel data.
2001     // 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().
2002     // The pitch is always = Width * BytesPerPixels (1 or 4)
2003     // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
2004     // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste.
2005     IMGUI_API bool              Build();                    // Build pixels data. This is called automatically for you by the GetTexData*** functions.
2006     IMGUI_API void              GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL);  // 1 byte per-pixel
2007     IMGUI_API void              GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL);  // 4 bytes-per-pixel
IsBuiltImFontAtlas2008     bool                        IsBuilt()                   { return Fonts.Size > 0 && (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); }
SetTexIDImFontAtlas2009     void                        SetTexID(ImTextureID id)    { TexID = id; }
2010 
2011     //-------------------------------------------
2012     // Glyph Ranges
2013     //-------------------------------------------
2014 
2015     // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
2016     // 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.
2017     // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.
2018     IMGUI_API const ImWchar*    GetGlyphRangesDefault();                // Basic Latin, Extended Latin
2019     IMGUI_API const ImWchar*    GetGlyphRangesKorean();                 // Default + Korean characters
2020     IMGUI_API const ImWchar*    GetGlyphRangesJapanese();               // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
2021     IMGUI_API const ImWchar*    GetGlyphRangesChineseFull();            // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs
2022     IMGUI_API const ImWchar*    GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
2023     IMGUI_API const ImWchar*    GetGlyphRangesCyrillic();               // Default + about 400 Cyrillic characters
2024     IMGUI_API const ImWchar*    GetGlyphRangesThai();                   // Default + Thai characters
2025 
2026     //-------------------------------------------
2027     // Custom Rectangles/Glyphs API
2028     //-------------------------------------------
2029 
2030     // You can request arbitrary rectangles to be packed into the atlas, for your own purposes. After calling Build(), you can query the rectangle position and render your pixels.
2031     // You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), so you can render e.g. custom colorful icons and use them as regular glyphs.
2032     struct CustomRect
2033     {
2034         unsigned int    ID;             // Input    // User ID. Use <0x10000 to map into a font glyph, >=0x10000 for other/internal/custom texture data.
2035         unsigned short  Width, Height;  // Input    // Desired rectangle dimension
2036         unsigned short  X, Y;           // Output   // Packed position in Atlas
2037         float           GlyphAdvanceX;  // Input    // For custom font glyphs only (ID<0x10000): glyph xadvance
2038         ImVec2          GlyphOffset;    // Input    // For custom font glyphs only (ID<0x10000): glyph display offset
2039         ImFont*         Font;           // Input    // For custom font glyphs only (ID<0x10000): target font
CustomRectImFontAtlas::CustomRect2040         CustomRect()            { ID = 0xFFFFFFFF; Width = Height = 0; X = Y = 0xFFFF; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0,0); Font = NULL; }
IsPackedImFontAtlas::CustomRect2041         bool IsPacked() const   { return X != 0xFFFF; }
2042     };
2043 
2044     IMGUI_API int       AddCustomRectRegular(unsigned int id, int width, int height);                                                                   // Id needs to be >= 0x10000. Id >= 0x80000000 are reserved for ImGui and ImDrawList
2045     IMGUI_API int       AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0,0));   // Id needs to be < 0x10000 to register a rectangle to map into a specific font.
GetCustomRectByIndexImFontAtlas2046     const CustomRect*   GetCustomRectByIndex(int index) const { if (index < 0) return NULL; return &CustomRects[index]; }
2047 
2048     // [Internal]
2049     IMGUI_API void      CalcCustomRectUV(const CustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max);
2050     IMGUI_API bool      GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]);
2051 
2052     //-------------------------------------------
2053     // Members
2054     //-------------------------------------------
2055 
2056     bool                        Locked;             // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
2057     ImFontAtlasFlags            Flags;              // Build flags (see ImFontAtlasFlags_)
2058     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.
2059     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.
2060     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.
2061 
2062     // [Internal]
2063     // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
2064     unsigned char*              TexPixelsAlpha8;    // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
2065     unsigned int*               TexPixelsRGBA32;    // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
2066     int                         TexWidth;           // Texture width calculated during Build().
2067     int                         TexHeight;          // Texture height calculated during Build().
2068     ImVec2                      TexUvScale;         // = (1.0f/TexWidth, 1.0f/TexHeight)
2069     ImVec2                      TexUvWhitePixel;    // Texture coordinates to a white pixel
2070     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.
2071     ImVector<CustomRect>        CustomRects;        // Rectangles for packing custom texture data into the atlas.
2072     ImVector<ImFontConfig>      ConfigData;         // Internal data
2073     int                         CustomRectIds[1];   // Identifiers of custom texture rectangle used by ImFontAtlas/ImDrawList
2074 
2075 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2076     typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETE 1.67+
2077 #endif
2078 };
2079 
2080 // Font runtime data and rendering
2081 // ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
2082 struct ImFont
2083 {
2084     // Members: Hot ~20/24 bytes (for CalcTextSize)
2085     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).
2086     float                       FallbackAdvanceX;   // 4     // out // = FallbackGlyph->AdvanceX
2087     float                       FontSize;           // 4     // in  //            // Height of characters/line, set during loading (don't change after loading)
2088 
2089     // Members: Hot ~36/48 bytes (for CalcTextSize + render loop)
2090     ImVector<ImWchar>           IndexLookup;        // 12-16 // out //            // Sparse. Index glyphs by Unicode code-point.
2091     ImVector<ImFontGlyph>       Glyphs;             // 12-16 // out //            // All glyphs.
2092     const ImFontGlyph*          FallbackGlyph;      // 4-8   // out // = FindGlyph(FontFallbackChar)
2093     ImVec2                      DisplayOffset;      // 8     // in  // = (0,0)    // Offset font rendering by xx pixels
2094 
2095     // Members: Cold ~32/40 bytes
2096     ImFontAtlas*                ContainerAtlas;     // 4-8   // out //            // What we has been loaded into
2097     const ImFontConfig*         ConfigData;         // 4-8   // in  //            // Pointer within ContainerAtlas->ConfigData
2098     short                       ConfigDataCount;    // 2     // in  // ~ 1        // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
2099     ImWchar                     FallbackChar;       // 2     // in  // = '?'      // Replacement glyph if one isn't found. Only set via SetFallbackChar()
2100     float                       Scale;              // 4     // in  // = 1.f      // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
2101     float                       Ascent, Descent;    // 4+4   // out //            // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
2102     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)
2103     bool                        DirtyLookupTables;  // 1     // out //
2104 
2105     // Methods
2106     IMGUI_API ImFont();
2107     IMGUI_API ~ImFont();
2108     IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const;
2109     IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const;
GetCharAdvanceImFont2110     float                       GetCharAdvance(ImWchar c) const     { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; }
IsLoadedImFont2111     bool                        IsLoaded() const                    { return ContainerAtlas != NULL; }
GetDebugNameImFont2112     const char*                 GetDebugName() const                { return ConfigData ? ConfigData->Name : "<unknown>"; }
2113 
2114     // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
2115     // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
2116     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
2117     IMGUI_API const char*       CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
2118     IMGUI_API void              RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const;
2119     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;
2120 
2121     // [Internal] Don't use!
2122     IMGUI_API void              BuildLookupTable();
2123     IMGUI_API void              ClearOutputData();
2124     IMGUI_API void              GrowIndex(int new_size);
2125     IMGUI_API void              AddGlyph(ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x);
2126     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.
2127     IMGUI_API void              SetFallbackChar(ImWchar c);
2128 
2129 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2130     typedef ImFontGlyph Glyph; // OBSOLETE 1.52+
2131 #endif
2132 };
2133 
2134 #if defined(__clang__)
2135 #pragma clang diagnostic pop
2136 #elif defined(__GNUC__) && __GNUC__ >= 8
2137 #pragma GCC diagnostic pop
2138 #endif
2139 
2140 // Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h)
2141 #ifdef IMGUI_INCLUDE_IMGUI_USER_H
2142 #include "imgui_user.h"
2143 #endif
2144