cscg22-gearboy

CSCG 2022 Challenge 'Gearboy'
git clone https://git.sinitax.com/sinitax/cscg22-gearboy
Log | Files | Refs | sfeed.txt

imgui.h (223750B)


      1// dear imgui, v1.76
      2// (headers)
      3
      4// Help:
      5// - Read FAQ at http://dearimgui.org/faq
      6// - Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
      7// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. All applications in examples/ are doing that.
      8// Read imgui.cpp for details, links and comments.
      9
     10// Resources:
     11// - FAQ                   http://dearimgui.org/faq
     12// - Homepage & latest     https://github.com/ocornut/imgui
     13// - Releases & changelog  https://github.com/ocornut/imgui/releases
     14// - Gallery               https://github.com/ocornut/imgui/issues/3075 (please post your screenshots/video there!)
     15// - Glossary              https://github.com/ocornut/imgui/wiki/Glossary
     16// - Wiki                  https://github.com/ocornut/imgui/wiki
     17// - Issues & support      https://github.com/ocornut/imgui/issues
     18
     19/*
     20
     21Index of this file:
     22// Header mess
     23// Forward declarations and basic types
     24// ImGui API (Dear ImGui end-user API)
     25// Flags & Enumerations
     26// Memory allocations macros
     27// ImVector<>
     28// ImGuiStyle
     29// ImGuiIO
     30// Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
     31// Obsolete functions
     32// Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)
     33// Draw List API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)
     34// Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
     35
     36*/
     37
     38#pragma once
     39
     40// Configuration file with compile-time options (edit imconfig.h or #define IMGUI_USER_CONFIG to your own filename)
     41#ifdef IMGUI_USER_CONFIG
     42#include IMGUI_USER_CONFIG
     43#endif
     44#if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H)
     45#include "imconfig.h"
     46#endif
     47
     48#ifndef IMGUI_DISABLE
     49
     50//-----------------------------------------------------------------------------
     51// Header mess
     52//-----------------------------------------------------------------------------
     53
     54// Includes
     55#include <float.h>                  // FLT_MIN, FLT_MAX
     56#include <stdarg.h>                 // va_list, va_start, va_end
     57#include <stddef.h>                 // ptrdiff_t, NULL
     58#include <string.h>                 // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
     59
     60// Version
     61// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
     62#define IMGUI_VERSION               "1.76"
     63#define IMGUI_VERSION_NUM           17600
     64#define IMGUI_CHECKVERSION()        ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
     65
     66// Define attributes of all API symbols declarations (e.g. for DLL under Windows)
     67// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default bindings files (imgui_impl_xxx.h)
     68// Using dear imgui via a shared library is not recommended, because we don't guarantee backward nor forward ABI compatibility (also function call overhead, as dear imgui is a call-heavy API)
     69#ifndef IMGUI_API
     70#define IMGUI_API
     71#endif
     72#ifndef IMGUI_IMPL_API
     73#define IMGUI_IMPL_API              IMGUI_API
     74#endif
     75
     76// Helper Macros
     77#ifndef IM_ASSERT
     78#include <assert.h>
     79#define IM_ASSERT(_EXPR)            assert(_EXPR)                               // You can override the default assert handler by editing imconfig.h
     80#endif
     81#if !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__))
     82#define IM_FMTARGS(FMT)             __attribute__((format(printf, FMT, FMT+1))) // To apply printf-style warnings to our functions.
     83#define IM_FMTLIST(FMT)             __attribute__((format(printf, FMT, 0)))
     84#else
     85#define IM_FMTARGS(FMT)
     86#define IM_FMTLIST(FMT)
     87#endif
     88#define IM_ARRAYSIZE(_ARR)          ((int)(sizeof(_ARR) / sizeof(*_ARR)))       // Size of a static C-style array. Don't use on pointers!
     89#define IM_UNUSED(_VAR)             ((void)_VAR)                                // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
     90#if (__cplusplus >= 201100)
     91#define IM_OFFSETOF(_TYPE,_MEMBER)  offsetof(_TYPE, _MEMBER)                    // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11
     92#else
     93#define IM_OFFSETOF(_TYPE,_MEMBER)  ((size_t)&(((_TYPE*)0)->_MEMBER))           // Offset of _MEMBER within _TYPE. Old style macro.
     94#endif
     95
     96// Warnings
     97#if defined(__clang__)
     98#pragma clang diagnostic push
     99#pragma clang diagnostic ignored "-Wold-style-cast"
    100#if __has_warning("-Wzero-as-null-pointer-constant")
    101#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
    102#endif
    103#elif defined(__GNUC__)
    104#pragma GCC diagnostic push
    105#pragma GCC diagnostic ignored "-Wpragmas"                  // warning: unknown option after '#pragma GCC diagnostic' kind
    106#pragma GCC diagnostic ignored "-Wclass-memaccess"          // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
    107#endif
    108
    109//-----------------------------------------------------------------------------
    110// Forward declarations and basic types
    111//-----------------------------------------------------------------------------
    112
    113// Forward declarations
    114struct ImDrawChannel;               // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit()
    115struct ImDrawCmd;                   // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)
    116struct ImDrawData;                  // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.
    117struct ImDrawList;                  // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder)
    118struct ImDrawListSharedData;        // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
    119struct ImDrawListSplitter;          // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back.
    120struct ImDrawVert;                  // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
    121struct ImFont;                      // Runtime data for a single font within a parent ImFontAtlas
    122struct ImFontAtlas;                 // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
    123struct ImFontConfig;                // Configuration data when adding a font or merging fonts
    124struct ImFontGlyph;                 // A single font glyph (code point + coordinates within in ImFontAtlas + offset)
    125struct ImFontGlyphRangesBuilder;    // Helper to build glyph ranges from text/string data
    126struct ImColor;                     // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)
    127struct ImGuiContext;                // Dear ImGui context (opaque structure, unless including imgui_internal.h)
    128struct ImGuiIO;                     // Main configuration and I/O between your application and ImGui
    129struct ImGuiInputTextCallbackData;  // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
    130struct ImGuiListClipper;            // Helper to manually clip large list of items
    131struct ImGuiOnceUponAFrame;         // Helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro
    132struct ImGuiPayload;                // User data payload for drag and drop operations
    133struct ImGuiSizeCallbackData;       // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
    134struct ImGuiStorage;                // Helper for key->value storage
    135struct ImGuiStyle;                  // Runtime data for styling/colors
    136struct ImGuiTextBuffer;             // Helper to hold and append into a text buffer (~string builder)
    137struct ImGuiTextFilter;             // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]")
    138
    139// Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file)
    140// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
    141//   In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
    142//   With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
    143typedef int ImGuiCol;               // -> enum ImGuiCol_             // Enum: A color identifier for styling
    144typedef int ImGuiCond;              // -> enum ImGuiCond_            // Enum: A condition for many Set*() functions
    145typedef int ImGuiDataType;          // -> enum ImGuiDataType_        // Enum: A primary data type
    146typedef int ImGuiDir;               // -> enum ImGuiDir_             // Enum: A cardinal direction
    147typedef int ImGuiKey;               // -> enum ImGuiKey_             // Enum: A key identifier (ImGui-side enum)
    148typedef int ImGuiNavInput;          // -> enum ImGuiNavInput_        // Enum: An input identifier for navigation
    149typedef int ImGuiMouseButton;       // -> enum ImGuiMouseButton_     // Enum: A mouse button identifier (0=left, 1=right, 2=middle)
    150typedef int ImGuiMouseCursor;       // -> enum ImGuiMouseCursor_     // Enum: A mouse cursor identifier
    151typedef int ImGuiStyleVar;          // -> enum ImGuiStyleVar_        // Enum: A variable identifier for styling
    152typedef int ImDrawCornerFlags;      // -> enum ImDrawCornerFlags_    // Flags: for ImDrawList::AddRect(), AddRectFilled() etc.
    153typedef int ImDrawListFlags;        // -> enum ImDrawListFlags_      // Flags: for ImDrawList
    154typedef int ImFontAtlasFlags;       // -> enum ImFontAtlasFlags_     // Flags: for ImFontAtlas
    155typedef int ImGuiBackendFlags;      // -> enum ImGuiBackendFlags_    // Flags: for io.BackendFlags
    156typedef int ImGuiColorEditFlags;    // -> enum ImGuiColorEditFlags_  // Flags: for ColorEdit4(), ColorPicker4() etc.
    157typedef int ImGuiConfigFlags;       // -> enum ImGuiConfigFlags_     // Flags: for io.ConfigFlags
    158typedef int ImGuiComboFlags;        // -> enum ImGuiComboFlags_      // Flags: for BeginCombo()
    159typedef int ImGuiDragDropFlags;     // -> enum ImGuiDragDropFlags_   // Flags: for BeginDragDropSource(), AcceptDragDropPayload()
    160typedef int ImGuiFocusedFlags;      // -> enum ImGuiFocusedFlags_    // Flags: for IsWindowFocused()
    161typedef int ImGuiHoveredFlags;      // -> enum ImGuiHoveredFlags_    // Flags: for IsItemHovered(), IsWindowHovered() etc.
    162typedef int ImGuiInputTextFlags;    // -> enum ImGuiInputTextFlags_  // Flags: for InputText(), InputTextMultiline()
    163typedef int ImGuiKeyModFlags;       // -> enum ImGuiKeyModFlags_     // Flags: for io.KeyMods (Ctrl/Shift/Alt/Super)
    164typedef int ImGuiSelectableFlags;   // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
    165typedef int ImGuiTabBarFlags;       // -> enum ImGuiTabBarFlags_     // Flags: for BeginTabBar()
    166typedef int ImGuiTabItemFlags;      // -> enum ImGuiTabItemFlags_    // Flags: for BeginTabItem()
    167typedef int ImGuiTreeNodeFlags;     // -> enum ImGuiTreeNodeFlags_   // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader()
    168typedef int ImGuiWindowFlags;       // -> enum ImGuiWindowFlags_     // Flags: for Begin(), BeginChild()
    169
    170// Other types
    171#ifndef ImTextureID                 // ImTextureID [configurable type: override in imconfig.h with '#define ImTextureID xxx']
    172typedef void* ImTextureID;          // User data for rendering back-end to identify a texture. This is whatever to you want it to be! read the FAQ about ImTextureID for details.
    173#endif
    174typedef unsigned int ImGuiID;       // A unique ID used by widgets, typically hashed from a stack of string.
    175typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData *data);
    176typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data);
    177
    178// Decoded character types
    179// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display)
    180typedef unsigned short ImWchar16;   // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings.
    181typedef unsigned int ImWchar32;     // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings.
    182#ifdef IMGUI_USE_WCHAR32            // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16]
    183typedef ImWchar32 ImWchar;
    184#else
    185typedef ImWchar16 ImWchar;
    186#endif
    187
    188// Basic scalar data types
    189typedef signed char         ImS8;   // 8-bit signed integer
    190typedef unsigned char       ImU8;   // 8-bit unsigned integer
    191typedef signed short        ImS16;  // 16-bit signed integer
    192typedef unsigned short      ImU16;  // 16-bit unsigned integer
    193typedef signed int          ImS32;  // 32-bit signed integer == int
    194typedef unsigned int        ImU32;  // 32-bit unsigned integer (often used to store packed colors)
    195#if defined(_MSC_VER) && !defined(__clang__)
    196typedef signed   __int64    ImS64;  // 64-bit signed integer (pre and post C++11 with Visual Studio)
    197typedef unsigned __int64    ImU64;  // 64-bit unsigned integer (pre and post C++11 with Visual Studio)
    198#elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100)
    199#include <stdint.h>
    200typedef int64_t             ImS64;  // 64-bit signed integer (pre C++11)
    201typedef uint64_t            ImU64;  // 64-bit unsigned integer (pre C++11)
    202#else
    203typedef signed   long long  ImS64;  // 64-bit signed integer (post C++11)
    204typedef unsigned long long  ImU64;  // 64-bit unsigned integer (post C++11)
    205#endif
    206
    207// 2D vector (often used to store positions or sizes)
    208struct ImVec2
    209{
    210    float                                   x, y;
    211    ImVec2()                                { x = y = 0.0f; }
    212    ImVec2(float _x, float _y)              { x = _x; y = _y; }
    213    float  operator[] (size_t idx) const    { IM_ASSERT(idx <= 1); return (&x)[idx]; }    // We very rarely use this [] operator, the assert overhead is fine.
    214    float& operator[] (size_t idx)          { IM_ASSERT(idx <= 1); return (&x)[idx]; }    // We very rarely use this [] operator, the assert overhead is fine.
    215#ifdef IM_VEC2_CLASS_EXTRA
    216    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.
    217#endif
    218};
    219
    220// 4D vector (often used to store floating-point colors)
    221struct ImVec4
    222{
    223    float                                   x, y, z, w;
    224    ImVec4()                                { x = y = z = w = 0.0f; }
    225    ImVec4(float _x, float _y, float _z, float _w)  { x = _x; y = _y; z = _z; w = _w; }
    226#ifdef IM_VEC4_CLASS_EXTRA
    227    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.
    228#endif
    229};
    230
    231//-----------------------------------------------------------------------------
    232// ImGui: Dear ImGui end-user API
    233// (This is a namespace. You can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!)
    234//-----------------------------------------------------------------------------
    235
    236namespace ImGui
    237{
    238    // Context creation and access
    239    // 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.
    240    // None of those functions is reliant on the current context.
    241    IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
    242    IMGUI_API void          DestroyContext(ImGuiContext* ctx = NULL);   // NULL = destroy current context
    243    IMGUI_API ImGuiContext* GetCurrentContext();
    244    IMGUI_API void          SetCurrentContext(ImGuiContext* ctx);
    245
    246    // Main
    247    IMGUI_API ImGuiIO&      GetIO();                                    // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
    248    IMGUI_API ImGuiStyle&   GetStyle();                                 // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame!
    249    IMGUI_API void          NewFrame();                                 // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame().
    250    IMGUI_API void          EndFrame();                                 // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all!
    251    IMGUI_API void          Render();                                   // ends the Dear ImGui frame, finalize the draw data. You can get call GetDrawData() to obtain it and run your rendering function (up to v1.60, this used to call io.RenderDrawListsFn(). Nowadays, we allow and prefer calling your render function yourself.)
    252    IMGUI_API ImDrawData*   GetDrawData();                              // valid after Render() and until the next call to NewFrame(). this is what you have to render.
    253
    254    // Demo, Debug, Information
    255    IMGUI_API void          ShowDemoWindow(bool* p_open = NULL);        // create Demo window (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
    256    IMGUI_API void          ShowAboutWindow(bool* p_open = NULL);       // create About window. display Dear ImGui version, credits and build/system information.
    257    IMGUI_API void          ShowMetricsWindow(bool* p_open = NULL);     // create Debug/Metrics window. display Dear ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc.
    258    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)
    259    IMGUI_API bool          ShowStyleSelector(const char* label);       // add style selector block (not a window), essentially a combo listing the default styles.
    260    IMGUI_API void          ShowFontSelector(const char* label);        // add font selector block (not a window), essentially a combo listing the loaded fonts.
    261    IMGUI_API void          ShowUserGuide();                            // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls).
    262    IMGUI_API const char*   GetVersion();                               // get the compiled version string e.g. "1.23" (essentially the compiled value for IMGUI_VERSION)
    263
    264    // Styles
    265    IMGUI_API void          StyleColorsDark(ImGuiStyle* dst = NULL);    // new, recommended style (default)
    266    IMGUI_API void          StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style
    267    IMGUI_API void          StyleColorsLight(ImGuiStyle* dst = NULL);   // best used with borders and a custom, thicker font
    268
    269    // Windows
    270    // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.
    271    // - You may append multiple times to the same window during the same frame.
    272    // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,
    273    //   which clicking will set the boolean to false when clicked.
    274    // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
    275    //   anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
    276    //   [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu,
    277    //    BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function
    278    //    returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
    279    // - Note that the bottom of window stack always contains a window called "Debug".
    280    IMGUI_API bool          Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
    281    IMGUI_API void          End();
    282
    283    // Child Windows
    284    // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
    285    // - 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).
    286    // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window.
    287    //   Always call a matching EndChild() for each BeginChild() call, regardless of its return value [as with Begin: this is due to legacy reason and inconsistent with most BeginXXX functions apart from the regular Begin() which behaves like BeginChild().]
    288    IMGUI_API bool          BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0);
    289    IMGUI_API bool          BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0);
    290    IMGUI_API void          EndChild();
    291
    292    // Windows Utilities
    293    // - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into.
    294    IMGUI_API bool          IsWindowAppearing();
    295    IMGUI_API bool          IsWindowCollapsed();
    296    IMGUI_API bool          IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
    297    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!
    298    IMGUI_API ImDrawList*   GetWindowDrawList();                        // get draw list associated to the current window, to append your own drawing primitives
    299    IMGUI_API ImVec2        GetWindowPos();                             // get current window position in screen space (useful if you want to do your own drawing via the DrawList API)
    300    IMGUI_API ImVec2        GetWindowSize();                            // get current window size
    301    IMGUI_API float         GetWindowWidth();                           // get current window width (shortcut for GetWindowSize().x)
    302    IMGUI_API float         GetWindowHeight();                          // get current window height (shortcut for GetWindowSize().y)
    303
    304    // Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
    305    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.
    306    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()
    307    IMGUI_API void          SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Sizes will be rounded down. Use callback to apply non-trivial programmatic constraints.
    308    IMGUI_API void          SetNextWindowContentSize(const ImVec2& size);                               // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin()
    309    IMGUI_API void          SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0);                 // set next window collapsed state. call before Begin()
    310    IMGUI_API void          SetNextWindowFocus();                                                       // set next window to be focused / top-most. call before Begin()
    311    IMGUI_API void          SetNextWindowBgAlpha(float alpha);                                          // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground.
    312    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.
    313    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.
    314    IMGUI_API void          SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0);                     // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
    315    IMGUI_API void          SetWindowFocus();                                                           // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().
    316    IMGUI_API void          SetWindowFontScale(float scale);                                            // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes().
    317    IMGUI_API void          SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0);      // set named window position.
    318    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.
    319    IMGUI_API void          SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0);   // set named window collapsed state
    320    IMGUI_API void          SetWindowFocus(const char* name);                                           // set named window to be focused / top-most. use NULL to remove focus.
    321
    322    // Content region
    323    // - Those functions are bound to be redesigned soon (they are confusing, incomplete and return values in local window coordinates which increases confusion)
    324    IMGUI_API ImVec2        GetContentRegionMax();                                          // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
    325    IMGUI_API ImVec2        GetContentRegionAvail();                                        // == GetContentRegionMax() - GetCursorPos()
    326    IMGUI_API ImVec2        GetWindowContentRegionMin();                                    // content boundaries min (roughly (0,0)-Scroll), in window coordinates
    327    IMGUI_API ImVec2        GetWindowContentRegionMax();                                    // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
    328    IMGUI_API float         GetWindowContentRegionWidth();                                  //
    329
    330    // Windows Scrolling
    331    IMGUI_API float         GetScrollX();                                                   // get scrolling amount [0..GetScrollMaxX()]
    332    IMGUI_API float         GetScrollY();                                                   // get scrolling amount [0..GetScrollMaxY()]
    333    IMGUI_API float         GetScrollMaxX();                                                // get maximum scrolling amount ~~ ContentSize.X - WindowSize.X
    334    IMGUI_API float         GetScrollMaxY();                                                // get maximum scrolling amount ~~ ContentSize.Y - WindowSize.Y
    335    IMGUI_API void          SetScrollX(float scroll_x);                                     // set scrolling amount [0..GetScrollMaxX()]
    336    IMGUI_API void          SetScrollY(float scroll_y);                                     // set scrolling amount [0..GetScrollMaxY()]
    337    IMGUI_API void          SetScrollHereX(float center_x_ratio = 0.5f);                    // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
    338    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.
    339    IMGUI_API void          SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f);  // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
    340    IMGUI_API void          SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f);  // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
    341
    342    // Parameters stacks (shared)
    343    IMGUI_API void          PushFont(ImFont* font);                                         // use NULL as a shortcut to push default font
    344    IMGUI_API void          PopFont();
    345    IMGUI_API void          PushStyleColor(ImGuiCol idx, ImU32 col);
    346    IMGUI_API void          PushStyleColor(ImGuiCol idx, const ImVec4& col);
    347    IMGUI_API void          PopStyleColor(int count = 1);
    348    IMGUI_API void          PushStyleVar(ImGuiStyleVar idx, float val);
    349    IMGUI_API void          PushStyleVar(ImGuiStyleVar idx, const ImVec2& val);
    350    IMGUI_API void          PopStyleVar(int count = 1);
    351    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.
    352    IMGUI_API ImFont*       GetFont();                                                      // get current font
    353    IMGUI_API float         GetFontSize();                                                  // get current font size (= height in pixels) of current font with current scale applied
    354    IMGUI_API ImVec2        GetFontTexUvWhitePixel();                                       // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
    355    IMGUI_API ImU32         GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f);              // retrieve given style color with style alpha applied and optional extra alpha multiplier
    356    IMGUI_API ImU32         GetColorU32(const ImVec4& col);                                 // retrieve given color with style alpha applied
    357    IMGUI_API ImU32         GetColorU32(ImU32 col);                                         // retrieve given color with style alpha applied
    358
    359    // Parameters stacks (current window)
    360    IMGUI_API void          PushItemWidth(float item_width);                                // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side). 0.0f = default to ~2/3 of windows width,
    361    IMGUI_API void          PopItemWidth();
    362    IMGUI_API void          SetNextItemWidth(float item_width);                             // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side)
    363    IMGUI_API float         CalcItemWidth();                                                // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions.
    364    IMGUI_API void          PushTextWrapPos(float wrap_local_pos_x = 0.0f);                 // push word-wrapping position for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
    365    IMGUI_API void          PopTextWrapPos();
    366    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
    367    IMGUI_API void          PopAllowKeyboardFocus();
    368    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.
    369    IMGUI_API void          PopButtonRepeat();
    370
    371    // Cursor / Layout
    372    // - By "cursor" we mean the current output position.
    373    // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
    374    // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceeding widget.
    375    // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API:
    376    //    Window-local coordinates:   SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos()
    377    //    Absolute coordinate:        GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions.
    378    IMGUI_API void          Separator();                                                    // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
    379    IMGUI_API void          SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f);  // call between widgets or groups to layout them horizontally. X position given in window coordinates.
    380    IMGUI_API void          NewLine();                                                      // undo a SameLine() or force a new line when in an horizontal-layout context.
    381    IMGUI_API void          Spacing();                                                      // add vertical spacing.
    382    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.
    383    IMGUI_API void          Indent(float indent_w = 0.0f);                                  // move content position toward the right, by style.IndentSpacing or indent_w if != 0
    384    IMGUI_API void          Unindent(float indent_w = 0.0f);                                // move content position back to the left, by style.IndentSpacing or indent_w if != 0
    385    IMGUI_API void          BeginGroup();                                                   // lock horizontal starting position
    386    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.)
    387    IMGUI_API ImVec2        GetCursorPos();                                                 // cursor position in window coordinates (relative to window position)
    388    IMGUI_API float         GetCursorPosX();                                                //   (some functions are using window-relative coordinates, such as: GetCursorPos, GetCursorStartPos, GetContentRegionMax, GetWindowContentRegion* etc.
    389    IMGUI_API float         GetCursorPosY();                                                //    other functions such as GetCursorScreenPos or everything in ImDrawList::
    390    IMGUI_API void          SetCursorPos(const ImVec2& local_pos);                          //    are using the main, absolute coordinate system.
    391    IMGUI_API void          SetCursorPosX(float local_x);                                   //    GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.)
    392    IMGUI_API void          SetCursorPosY(float local_y);                                   //
    393    IMGUI_API ImVec2        GetCursorStartPos();                                            // initial cursor position in window coordinates
    394    IMGUI_API ImVec2        GetCursorScreenPos();                                           // cursor position in absolute screen coordinates [0..io.DisplaySize] (useful to work with ImDrawList API)
    395    IMGUI_API void          SetCursorScreenPos(const ImVec2& pos);                          // cursor position in absolute screen coordinates [0..io.DisplaySize]
    396    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)
    397    IMGUI_API float         GetTextLineHeight();                                            // ~ FontSize
    398    IMGUI_API float         GetTextLineHeightWithSpacing();                                 // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
    399    IMGUI_API float         GetFrameHeight();                                               // ~ FontSize + style.FramePadding.y * 2
    400    IMGUI_API float         GetFrameHeightWithSpacing();                                    // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)
    401
    402    // ID stack/scopes
    403    // - Read the FAQ for more details about how ID are handled in dear imgui. If you are creating widgets in a loop you most
    404    //   likely want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
    405    // - The resulting ID are hashes of the entire stack.
    406    // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others.
    407    // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed and used as an ID,
    408    //   whereas "str_id" denote a string that is only used as an ID and not normally displayed.
    409    IMGUI_API void          PushID(const char* str_id);                                     // push string into the ID stack (will hash string).
    410    IMGUI_API void          PushID(const char* str_id_begin, const char* str_id_end);       // push string into the ID stack (will hash string).
    411    IMGUI_API void          PushID(const void* ptr_id);                                     // push pointer into the ID stack (will hash pointer).
    412    IMGUI_API void          PushID(int int_id);                                             // push integer into the ID stack (will hash integer).
    413    IMGUI_API void          PopID();                                                        // pop from the ID stack.
    414    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
    415    IMGUI_API ImGuiID       GetID(const char* str_id_begin, const char* str_id_end);
    416    IMGUI_API ImGuiID       GetID(const void* ptr_id);
    417
    418    // Widgets: Text
    419    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.
    420    IMGUI_API void          Text(const char* fmt, ...)                                      IM_FMTARGS(1); // formatted text
    421    IMGUI_API void          TextV(const char* fmt, va_list args)                            IM_FMTLIST(1);
    422    IMGUI_API void          TextColored(const ImVec4& col, const char* fmt, ...)            IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
    423    IMGUI_API void          TextColoredV(const ImVec4& col, const char* fmt, va_list args)  IM_FMTLIST(2);
    424    IMGUI_API void          TextDisabled(const char* fmt, ...)                              IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
    425    IMGUI_API void          TextDisabledV(const char* fmt, va_list args)                    IM_FMTLIST(1);
    426    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().
    427    IMGUI_API void          TextWrappedV(const char* fmt, va_list args)                     IM_FMTLIST(1);
    428    IMGUI_API void          LabelText(const char* label, const char* fmt, ...)              IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets
    429    IMGUI_API void          LabelTextV(const char* label, const char* fmt, va_list args)    IM_FMTLIST(2);
    430    IMGUI_API void          BulletText(const char* fmt, ...)                                IM_FMTARGS(1); // shortcut for Bullet()+Text()
    431    IMGUI_API void          BulletTextV(const char* fmt, va_list args)                      IM_FMTLIST(1);
    432
    433    // Widgets: Main
    434    // - Most widgets return true when the value has been changed or when pressed/selected
    435    // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state.
    436    IMGUI_API bool          Button(const char* label, const ImVec2& size = ImVec2(0,0));    // button
    437    IMGUI_API bool          SmallButton(const char* label);                                 // button with FramePadding=(0,0) to easily embed within text
    438    IMGUI_API bool          InvisibleButton(const char* str_id, const ImVec2& size);        // button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
    439    IMGUI_API bool          ArrowButton(const char* str_id, ImGuiDir dir);                  // square button with an arrow shape
    440    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));
    441    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
    442    IMGUI_API bool          Checkbox(const char* label, bool* v);
    443    IMGUI_API bool          CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
    444    IMGUI_API bool          RadioButton(const char* label, bool active);                    // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }
    445    IMGUI_API bool          RadioButton(const char* label, int* v, int v_button);           // shortcut to handle the above pattern when value is an integer
    446    IMGUI_API void          ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-1,0), const char* overlay = NULL);
    447    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
    448
    449    // Widgets: Combo Box
    450    // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
    451    // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose.
    452    IMGUI_API bool          BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
    453    IMGUI_API void          EndCombo(); // only call EndCombo() if BeginCombo() returns true!
    454    IMGUI_API bool          Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);
    455    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"
    456    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);
    457
    458    // Widgets: Drags
    459    // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped and can go off-bounds.
    460    // - 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
    461    // - 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.
    462    // - 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).
    463    // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits.
    464    // - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum.
    465    // - Use v_min > v_max to lock edits.
    466    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
    467    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);
    468    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);
    469    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);
    470    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);
    471    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
    472    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");
    473    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");
    474    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");
    475    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);
    476    IMGUI_API bool          DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, float power = 1.0f);
    477    IMGUI_API bool          DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, float power = 1.0f);
    478
    479    // Widgets: Sliders
    480    // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped and can go off-bounds.
    481    // - 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.
    482    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
    483    IMGUI_API bool          SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
    484    IMGUI_API bool          SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
    485    IMGUI_API bool          SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
    486    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");
    487    IMGUI_API bool          SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d");
    488    IMGUI_API bool          SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d");
    489    IMGUI_API bool          SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d");
    490    IMGUI_API bool          SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d");
    491    IMGUI_API bool          SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, float power = 1.0f);
    492    IMGUI_API bool          SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format = NULL, float power = 1.0f);
    493    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);
    494    IMGUI_API bool          VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d");
    495    IMGUI_API bool          VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, float power = 1.0f);
    496
    497    // Widgets: Input with Keyboard
    498    // - If you want to use InputText() with std::string or any custom dynamic string type, see misc/cpp/imgui_stdlib.h and comments in imgui_demo.cpp.
    499    // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.
    500    IMGUI_API bool          InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
    501    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);
    502    IMGUI_API bool          InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
    503    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);
    504    IMGUI_API bool          InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
    505    IMGUI_API bool          InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
    506    IMGUI_API bool          InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
    507    IMGUI_API bool          InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0);
    508    IMGUI_API bool          InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0);
    509    IMGUI_API bool          InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0);
    510    IMGUI_API bool          InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0);
    511    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);
    512    IMGUI_API bool          InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
    513    IMGUI_API bool          InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
    514
    515    // 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.)
    516    // - 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.
    517    // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
    518    IMGUI_API bool          ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
    519    IMGUI_API bool          ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
    520    IMGUI_API bool          ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
    521    IMGUI_API bool          ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
    522    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.
    523    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.
    524
    525    // Widgets: Trees
    526    // - 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.
    527    IMGUI_API bool          TreeNode(const char* label);
    528    IMGUI_API bool          TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2);   // helper variation to easily decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
    529    IMGUI_API bool          TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2);   // "
    530    IMGUI_API bool          TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
    531    IMGUI_API bool          TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
    532    IMGUI_API bool          TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);
    533    IMGUI_API bool          TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
    534    IMGUI_API bool          TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
    535    IMGUI_API bool          TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
    536    IMGUI_API bool          TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
    537    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.
    538    IMGUI_API void          TreePush(const void* ptr_id = NULL);                                // "
    539    IMGUI_API void          TreePop();                                                          // ~ Unindent()+PopId()
    540    IMGUI_API float         GetTreeNodeToLabelSpacing();                                        // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
    541    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().
    542    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
    543    IMGUI_API void          SetNextItemOpen(bool is_open, ImGuiCond cond = 0);                  // set next TreeNode/CollapsingHeader open state.
    544
    545    // Widgets: Selectables
    546    // - A selectable highlights when hovered, and can display another color when selected.
    547    // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous.
    548    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
    549    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.
    550
    551    // Widgets: List Boxes
    552    // - FIXME: To be consistent with all the newer API, ListBoxHeader/ListBoxFooter should in reality be called BeginListBox/EndListBox. Will rename them.
    553    IMGUI_API bool          ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);
    554    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);
    555    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.
    556    IMGUI_API bool          ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // "
    557    IMGUI_API void          ListBoxFooter();                                                    // terminate the scrolling region. only call ListBoxFooter() if ListBoxHeader() returned true!
    558
    559    // Widgets: Data Plotting
    560    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));
    561    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));
    562    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));
    563    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));
    564
    565    // Widgets: Value() Helpers.
    566    // - 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)
    567    IMGUI_API void          Value(const char* prefix, bool b);
    568    IMGUI_API void          Value(const char* prefix, int v);
    569    IMGUI_API void          Value(const char* prefix, unsigned int v);
    570    IMGUI_API void          Value(const char* prefix, float v, const char* float_format = NULL);
    571
    572    // Widgets: Menus
    573    // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar.
    574    // - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it.
    575    // - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it.
    576    IMGUI_API bool          BeginMenuBar();                                                     // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
    577    IMGUI_API void          EndMenuBar();                                                       // only call EndMenuBar() if BeginMenuBar() returns true!
    578    IMGUI_API bool          BeginMainMenuBar();                                                 // create and append to a full screen menu-bar.
    579    IMGUI_API void          EndMainMenuBar();                                                   // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
    580    IMGUI_API bool          BeginMenu(const char* label, bool enabled = true);                  // create a sub-menu entry. only call EndMenu() if this returns true!
    581    IMGUI_API void          EndMenu();                                                          // only call EndMenu() if BeginMenu() returns true!
    582    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
    583    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
    584
    585    // Tooltips
    586    // - Tooltip are windows following the mouse which do not take focus away.
    587    IMGUI_API void          BeginTooltip();                                                     // begin/append a tooltip window. to create full-featured tooltip (with any kind of items).
    588    IMGUI_API void          EndTooltip();
    589    IMGUI_API void          SetTooltip(const char* fmt, ...) IM_FMTARGS(1);                     // set a text-only tooltip, typically use with ImGui::IsItemHovered(). override any previous call to SetTooltip().
    590    IMGUI_API void          SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
    591
    592    // Popups, Modals
    593    // The properties of popups windows are:
    594    // - They block normal mouse hovering detection outside them. (*)
    595    // - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
    596    // - 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.
    597    //   User can manipulate the visibility state by calling OpenPopup().
    598    // - We default to use the right mouse (ImGuiMouseButton_Right=1) for the Popup Context functions.
    599    // (*) You can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even when normally blocked by a popup.
    600    // Those three properties are connected. The library needs to hold their visibility state because it can close popups at any time.
    601    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).
    602    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!
    603    IMGUI_API bool          BeginPopupContextItem(const char* str_id = NULL, ImGuiMouseButton 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!
    604    IMGUI_API bool          BeginPopupContextWindow(const char* str_id = NULL, ImGuiMouseButton mouse_button = 1, bool also_over_items = true);  // helper to open and begin popup when clicked on current window.
    605    IMGUI_API bool          BeginPopupContextVoid(const char* str_id = NULL, ImGuiMouseButton mouse_button = 1);                    // helper to open and begin popup when clicked in void (where there are no imgui windows).
    606    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)
    607    IMGUI_API void          EndPopup();                                                                                             // only call EndPopup() if BeginPopupXXX() returns true!
    608    IMGUI_API bool          OpenPopupOnItemClick(const char* str_id = NULL, ImGuiMouseButton 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.
    609    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.
    610    IMGUI_API void          CloseCurrentPopup();                                                // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup.
    611
    612    // Columns
    613    // - You can also use SameLine(pos_x) to mimic simplified columns.
    614    // - The columns API is work-in-progress and rather lacking (columns are arguably the worst part of dear imgui at the moment!)
    615    // - There is a maximum of 64 columns.
    616    // - Currently working on new 'Tables' api which will replace columns around Q2 2020 (see GitHub #2957).
    617    IMGUI_API void          Columns(int count = 1, const char* id = NULL, bool border = true);
    618    IMGUI_API void          NextColumn();                                                       // next column, defaults to current row or next row if the current row is finished
    619    IMGUI_API int           GetColumnIndex();                                                   // get current column index
    620    IMGUI_API float         GetColumnWidth(int column_index = -1);                              // get column width (in pixels). pass -1 to use current column
    621    IMGUI_API void          SetColumnWidth(int column_index, float width);                      // set column width (in pixels). pass -1 to use current column
    622    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
    623    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
    624    IMGUI_API int           GetColumnsCount();
    625
    626    // Tab Bars, Tabs
    627    IMGUI_API bool          BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0);        // create and append into a TabBar
    628    IMGUI_API void          EndTabBar();                                                        // only call EndTabBar() if BeginTabBar() returns true!
    629    IMGUI_API bool          BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0);// create a Tab. Returns true if the Tab is selected.
    630    IMGUI_API void          EndTabItem();                                                       // only call EndTabItem() if BeginTabItem() returns true!
    631    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.
    632
    633    // Logging/Capture
    634    // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.
    635    IMGUI_API void          LogToTTY(int auto_open_depth = -1);                                 // start logging to tty (stdout)
    636    IMGUI_API void          LogToFile(int auto_open_depth = -1, const char* filename = NULL);   // start logging to file
    637    IMGUI_API void          LogToClipboard(int auto_open_depth = -1);                           // start logging to OS clipboard
    638    IMGUI_API void          LogFinish();                                                        // stop logging (close file, etc.)
    639    IMGUI_API void          LogButtons();                                                       // helper to display buttons for logging to tty/file/clipboard
    640    IMGUI_API void          LogText(const char* fmt, ...) IM_FMTARGS(1);                        // pass text data straight to log (without being displayed)
    641
    642    // Drag and Drop
    643    // - [BETA API] API may evolve!
    644    IMGUI_API bool          BeginDragDropSource(ImGuiDragDropFlags flags = 0);                                      // call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource()
    645    IMGUI_API bool          SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0);  // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui.
    646    IMGUI_API void          EndDragDropSource();                                                                    // only call EndDragDropSource() if BeginDragDropSource() returns true!
    647    IMGUI_API bool                  BeginDragDropTarget();                                                          // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
    648    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.
    649    IMGUI_API void                  EndDragDropTarget();                                                            // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
    650    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.
    651
    652    // Clipping
    653    IMGUI_API void          PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
    654    IMGUI_API void          PopClipRect();
    655
    656    // Focus, Activation
    657    // - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item"
    658    IMGUI_API void          SetItemDefaultFocus();                                              // make last item the default focused item of a window.
    659    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.
    660
    661    // Item/Widgets Utilities
    662    // - Most of the functions are referring to the last/previous item we submitted.
    663    // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions.
    664    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.
    665    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)
    666    IMGUI_API bool          IsItemFocused();                                                    // is the last item focused for keyboard/gamepad navigation?
    667    IMGUI_API bool          IsItemClicked(ImGuiMouseButton mouse_button = 0);                   // is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(mouse_button) && IsItemHovered()
    668    IMGUI_API bool          IsItemVisible();                                                    // is the last item visible? (items may be out of sight because of clipping/scrolling)
    669    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.
    670    IMGUI_API bool          IsItemActivated();                                                  // was the last item just made active (item was previously inactive).
    671    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.
    672    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).
    673    IMGUI_API bool          IsItemToggledOpen();                                                // was the last item open state toggled? set by TreeNode().
    674    IMGUI_API bool          IsAnyItemHovered();                                                 // is any item hovered?
    675    IMGUI_API bool          IsAnyItemActive();                                                  // is any item active?
    676    IMGUI_API bool          IsAnyItemFocused();                                                 // is any item focused?
    677    IMGUI_API ImVec2        GetItemRectMin();                                                   // get upper-left bounding rectangle of the last item (screen space)
    678    IMGUI_API ImVec2        GetItemRectMax();                                                   // get lower-right bounding rectangle of the last item (screen space)
    679    IMGUI_API ImVec2        GetItemRectSize();                                                  // get size of last item
    680    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.
    681
    682    // Miscellaneous Utilities
    683    IMGUI_API bool          IsRectVisible(const ImVec2& size);                                  // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
    684    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.
    685    IMGUI_API double        GetTime();                                                          // get global imgui time. incremented by io.DeltaTime every frame.
    686    IMGUI_API int           GetFrameCount();                                                    // get global imgui frame count. incremented by 1 every frame.
    687    IMGUI_API ImDrawList*   GetBackgroundDrawList();                                            // this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.
    688    IMGUI_API ImDrawList*   GetForegroundDrawList();                                            // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
    689    IMGUI_API ImDrawListSharedData* GetDrawListSharedData();                                    // you may use this when creating your own ImDrawList instances.
    690    IMGUI_API const char*   GetStyleColorName(ImGuiCol idx);                                    // get a string corresponding to the enum value (for display, saving, etc.).
    691    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)
    692    IMGUI_API ImGuiStorage* GetStateStorage();
    693    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.
    694    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
    695    IMGUI_API void          EndChildFrame();                                                    // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window)
    696
    697    // Text Utilities
    698    IMGUI_API ImVec2        CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
    699
    700    // Color Utilities
    701    IMGUI_API ImVec4        ColorConvertU32ToFloat4(ImU32 in);
    702    IMGUI_API ImU32         ColorConvertFloat4ToU32(const ImVec4& in);
    703    IMGUI_API void          ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
    704    IMGUI_API void          ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
    705
    706    // Inputs Utilities: Keyboard
    707    // - For 'int user_key_index' you can use your own indices/enums according to how your backend/engine stored them in io.KeysDown[].
    708    // - We don't know the meaning of those value. You can use GetKeyIndex() to map a ImGuiKey_ value into the user index.
    709    IMGUI_API int           GetKeyIndex(ImGuiKey imgui_key);                                    // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
    710    IMGUI_API bool          IsKeyDown(int user_key_index);                                      // is key being held. == io.KeysDown[user_key_index].
    711    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
    712    IMGUI_API bool          IsKeyReleased(int user_key_index);                                  // was key released (went from Down to !Down)?
    713    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
    714    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.
    715
    716    // Inputs Utilities: Mouse
    717    // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.
    718    // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
    719    // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold')
    720    IMGUI_API bool          IsMouseDown(ImGuiMouseButton button);                               // is mouse button held?
    721    IMGUI_API bool          IsMouseClicked(ImGuiMouseButton button, bool repeat = false);       // did mouse button clicked? (went from !Down to Down)
    722    IMGUI_API bool          IsMouseReleased(ImGuiMouseButton button);                           // did mouse button released? (went from Down to !Down)
    723    IMGUI_API bool          IsMouseDoubleClicked(ImGuiMouseButton button);                      // did mouse button double-clicked? a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime.
    724    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.
    725    IMGUI_API bool          IsMousePosValid(const ImVec2* mouse_pos = NULL);                    // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available
    726    IMGUI_API bool          IsAnyMouseDown();                                                   // is any mouse button held?
    727    IMGUI_API ImVec2        GetMousePos();                                                      // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
    728    IMGUI_API ImVec2        GetMousePosOnOpeningCurrentPopup();                                 // retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves)
    729    IMGUI_API bool          IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f);         // is mouse dragging? (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold)
    730    IMGUI_API ImVec2        GetMouseDragDelta(ImGuiMouseButton button = 0, float lock_threshold = -1.0f);   // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold)
    731    IMGUI_API void          ResetMouseDragDelta(ImGuiMouseButton button = 0);                   //
    732    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
    733    IMGUI_API void          SetMouseCursor(ImGuiMouseCursor cursor_type);                       // set desired cursor type
    734    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.
    735
    736    // Clipboard Utilities
    737    // - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard.
    738    IMGUI_API const char*   GetClipboardText();
    739    IMGUI_API void          SetClipboardText(const char* text);
    740
    741    // Settings/.Ini Utilities
    742    // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
    743    // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
    744    IMGUI_API void          LoadIniSettingsFromDisk(const char* ini_filename);                  // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
    745    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.
    746    IMGUI_API void          SaveIniSettingsToDisk(const char* ini_filename);                    // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext).
    747    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.
    748
    749    // Debug Utilities
    750    IMGUI_API bool          DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro.
    751
    752    // Memory Allocators
    753    // - All those functions are not reliant on the current context.
    754    // - If you reload the contents of imgui.cpp at runtime, you may need to call SetCurrentContext() + SetAllocatorFunctions() again because we use global storage for those.
    755    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);
    756    IMGUI_API void*         MemAlloc(size_t size);
    757    IMGUI_API void          MemFree(void* ptr);
    758
    759} // namespace ImGui
    760
    761//-----------------------------------------------------------------------------
    762// Flags & Enumerations
    763//-----------------------------------------------------------------------------
    764
    765// Flags for ImGui::Begin()
    766enum ImGuiWindowFlags_
    767{
    768    ImGuiWindowFlags_None                   = 0,
    769    ImGuiWindowFlags_NoTitleBar             = 1 << 0,   // Disable title-bar
    770    ImGuiWindowFlags_NoResize               = 1 << 1,   // Disable user resizing with the lower-right grip
    771    ImGuiWindowFlags_NoMove                 = 1 << 2,   // Disable user moving the window
    772    ImGuiWindowFlags_NoScrollbar            = 1 << 3,   // Disable scrollbars (window can still scroll with mouse or programmatically)
    773    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.
    774    ImGuiWindowFlags_NoCollapse             = 1 << 5,   // Disable user collapsing window by double-clicking on it
    775    ImGuiWindowFlags_AlwaysAutoResize       = 1 << 6,   // Resize every window to its content every frame
    776    ImGuiWindowFlags_NoBackground           = 1 << 7,   // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
    777    ImGuiWindowFlags_NoSavedSettings        = 1 << 8,   // Never load/save settings in .ini file
    778    ImGuiWindowFlags_NoMouseInputs          = 1 << 9,   // Disable catching mouse, hovering test with pass through.
    779    ImGuiWindowFlags_MenuBar                = 1 << 10,  // Has a menu-bar
    780    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.
    781    ImGuiWindowFlags_NoFocusOnAppearing     = 1 << 12,  // Disable taking focus when transitioning from hidden to visible state
    782    ImGuiWindowFlags_NoBringToFrontOnFocus  = 1 << 13,  // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus)
    783    ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14,  // Always show vertical scrollbar (even if ContentSize.y < Size.y)
    784    ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15,  // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
    785    ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16,  // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
    786    ImGuiWindowFlags_NoNavInputs            = 1 << 18,  // No gamepad/keyboard navigation within the window
    787    ImGuiWindowFlags_NoNavFocus             = 1 << 19,  // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
    788    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.
    789    ImGuiWindowFlags_NoNav                  = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
    790    ImGuiWindowFlags_NoDecoration           = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,
    791    ImGuiWindowFlags_NoInputs               = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
    792
    793    // [Internal]
    794    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!)
    795    ImGuiWindowFlags_ChildWindow            = 1 << 24,  // Don't use! For internal use by BeginChild()
    796    ImGuiWindowFlags_Tooltip                = 1 << 25,  // Don't use! For internal use by BeginTooltip()
    797    ImGuiWindowFlags_Popup                  = 1 << 26,  // Don't use! For internal use by BeginPopup()
    798    ImGuiWindowFlags_Modal                  = 1 << 27,  // Don't use! For internal use by BeginPopupModal()
    799    ImGuiWindowFlags_ChildMenu              = 1 << 28   // Don't use! For internal use by BeginMenu()
    800
    801    // [Obsolete]
    802    //ImGuiWindowFlags_ShowBorders          = 1 << 7,   // --> Set style.FrameBorderSize=1.0f or style.WindowBorderSize=1.0f to enable borders around items or windows.
    803    //ImGuiWindowFlags_ResizeFromAnySide    = 1 << 17,  // --> Set io.ConfigWindowsResizeFromEdges=true and make sure mouse cursors are supported by back-end (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors)
    804};
    805
    806// Flags for ImGui::InputText()
    807enum ImGuiInputTextFlags_
    808{
    809    ImGuiInputTextFlags_None                = 0,
    810    ImGuiInputTextFlags_CharsDecimal        = 1 << 0,   // Allow 0123456789.+-*/
    811    ImGuiInputTextFlags_CharsHexadecimal    = 1 << 1,   // Allow 0123456789ABCDEFabcdef
    812    ImGuiInputTextFlags_CharsUppercase      = 1 << 2,   // Turn a..z into A..Z
    813    ImGuiInputTextFlags_CharsNoBlank        = 1 << 3,   // Filter out spaces, tabs
    814    ImGuiInputTextFlags_AutoSelectAll       = 1 << 4,   // Select entire text when first taking mouse focus
    815    ImGuiInputTextFlags_EnterReturnsTrue    = 1 << 5,   // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider looking at the IsItemDeactivatedAfterEdit() function.
    816    ImGuiInputTextFlags_CallbackCompletion  = 1 << 6,   // Callback on pressing TAB (for completion handling)
    817    ImGuiInputTextFlags_CallbackHistory     = 1 << 7,   // Callback on pressing Up/Down arrows (for history handling)
    818    ImGuiInputTextFlags_CallbackAlways      = 1 << 8,   // Callback on each iteration. User code may query cursor position, modify text buffer.
    819    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.
    820    ImGuiInputTextFlags_AllowTabInput       = 1 << 10,  // Pressing TAB input a '\t' character into the text field
    821    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).
    822    ImGuiInputTextFlags_NoHorizontalScroll  = 1 << 12,  // Disable following the cursor horizontally
    823    ImGuiInputTextFlags_AlwaysInsertMode    = 1 << 13,  // Insert mode
    824    ImGuiInputTextFlags_ReadOnly            = 1 << 14,  // Read-only mode
    825    ImGuiInputTextFlags_Password            = 1 << 15,  // Password mode, display all characters as '*'
    826    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().
    827    ImGuiInputTextFlags_CharsScientific     = 1 << 17,  // Allow 0123456789.+-*/eE (Scientific notation input)
    828    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)
    829    // [Internal]
    830    ImGuiInputTextFlags_Multiline           = 1 << 20,  // For internal use by InputTextMultiline()
    831    ImGuiInputTextFlags_NoMarkEdited        = 1 << 21   // For internal use by functions using InputText() before reformatting data
    832};
    833
    834// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
    835enum ImGuiTreeNodeFlags_
    836{
    837    ImGuiTreeNodeFlags_None                 = 0,
    838    ImGuiTreeNodeFlags_Selected             = 1 << 0,   // Draw as selected
    839    ImGuiTreeNodeFlags_Framed               = 1 << 1,   // Full colored frame (e.g. for CollapsingHeader)
    840    ImGuiTreeNodeFlags_AllowItemOverlap     = 1 << 2,   // Hit testing to allow subsequent widgets to overlap this one
    841    ImGuiTreeNodeFlags_NoTreePushOnOpen     = 1 << 3,   // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
    842    ImGuiTreeNodeFlags_NoAutoOpenOnLog      = 1 << 4,   // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
    843    ImGuiTreeNodeFlags_DefaultOpen          = 1 << 5,   // Default node to be open
    844    ImGuiTreeNodeFlags_OpenOnDoubleClick    = 1 << 6,   // Need double-click to open node
    845    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.
    846    ImGuiTreeNodeFlags_Leaf                 = 1 << 8,   // No collapsing, no arrow (use as a convenience for leaf nodes).
    847    ImGuiTreeNodeFlags_Bullet               = 1 << 9,   // Display a bullet instead of arrow
    848    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().
    849    ImGuiTreeNodeFlags_SpanAvailWidth       = 1 << 11,  // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line. In the future we may refactor the hit system to be front-to-back, allowing natural overlaps and then this can become the default.
    850    ImGuiTreeNodeFlags_SpanFullWidth        = 1 << 12,  // Extend hit box to the left-most and right-most edges (bypass the indented area).
    851    ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13,  // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
    852    //ImGuiTreeNodeFlags_NoScrollOnOpen     = 1 << 14,  // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
    853    ImGuiTreeNodeFlags_CollapsingHeader     = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog
    854};
    855
    856// Flags for ImGui::Selectable()
    857enum ImGuiSelectableFlags_
    858{
    859    ImGuiSelectableFlags_None               = 0,
    860    ImGuiSelectableFlags_DontClosePopups    = 1 << 0,   // Clicking this don't close parent popup window
    861    ImGuiSelectableFlags_SpanAllColumns     = 1 << 1,   // Selectable frame can span all columns (text will still fit in current column)
    862    ImGuiSelectableFlags_AllowDoubleClick   = 1 << 2,   // Generate press events on double clicks too
    863    ImGuiSelectableFlags_Disabled           = 1 << 3,   // Cannot be selected, display grayed out text
    864    ImGuiSelectableFlags_AllowItemOverlap   = 1 << 4    // (WIP) Hit testing to allow subsequent widgets to overlap this one
    865};
    866
    867// Flags for ImGui::BeginCombo()
    868enum ImGuiComboFlags_
    869{
    870    ImGuiComboFlags_None                    = 0,
    871    ImGuiComboFlags_PopupAlignLeft          = 1 << 0,   // Align the popup toward the left by default
    872    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()
    873    ImGuiComboFlags_HeightRegular           = 1 << 2,   // Max ~8 items visible (default)
    874    ImGuiComboFlags_HeightLarge             = 1 << 3,   // Max ~20 items visible
    875    ImGuiComboFlags_HeightLargest           = 1 << 4,   // As many fitting items as possible
    876    ImGuiComboFlags_NoArrowButton           = 1 << 5,   // Display on the preview box without the square arrow button
    877    ImGuiComboFlags_NoPreview               = 1 << 6,   // Display only a square arrow button
    878    ImGuiComboFlags_HeightMask_             = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest
    879};
    880
    881// Flags for ImGui::BeginTabBar()
    882enum ImGuiTabBarFlags_
    883{
    884    ImGuiTabBarFlags_None                           = 0,
    885    ImGuiTabBarFlags_Reorderable                    = 1 << 0,   // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list
    886    ImGuiTabBarFlags_AutoSelectNewTabs              = 1 << 1,   // Automatically select new tabs when they appear
    887    ImGuiTabBarFlags_TabListPopupButton             = 1 << 2,   // Disable buttons to open the tab list popup
    888    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.
    889    ImGuiTabBarFlags_NoTabListScrollingButtons      = 1 << 4,   // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll)
    890    ImGuiTabBarFlags_NoTooltip                      = 1 << 5,   // Disable tooltips when hovering a tab
    891    ImGuiTabBarFlags_FittingPolicyResizeDown        = 1 << 6,   // Resize tabs when they don't fit
    892    ImGuiTabBarFlags_FittingPolicyScroll            = 1 << 7,   // Add scroll buttons when tabs don't fit
    893    ImGuiTabBarFlags_FittingPolicyMask_             = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll,
    894    ImGuiTabBarFlags_FittingPolicyDefault_          = ImGuiTabBarFlags_FittingPolicyResizeDown
    895};
    896
    897// Flags for ImGui::BeginTabItem()
    898enum ImGuiTabItemFlags_
    899{
    900    ImGuiTabItemFlags_None                          = 0,
    901    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.
    902    ImGuiTabItemFlags_SetSelected                   = 1 << 1,   // Trigger flag to programmatically make the tab selected when calling BeginTabItem()
    903    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.
    904    ImGuiTabItemFlags_NoPushId                      = 1 << 3    // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem()
    905};
    906
    907// Flags for ImGui::IsWindowFocused()
    908enum ImGuiFocusedFlags_
    909{
    910    ImGuiFocusedFlags_None                          = 0,
    911    ImGuiFocusedFlags_ChildWindows                  = 1 << 0,   // IsWindowFocused(): Return true if any children of the window is focused
    912    ImGuiFocusedFlags_RootWindow                    = 1 << 1,   // IsWindowFocused(): Test from root window (top most parent of the current hierarchy)
    913    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 'io.WantCaptureMouse' instead! Please read the FAQ!
    914    ImGuiFocusedFlags_RootAndChildWindows           = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows
    915};
    916
    917// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
    918// Note: if you are trying to check whether your mouse should be dispatched to Dear ImGui or to your app, you should use 'io.WantCaptureMouse' instead! Please read the FAQ!
    919// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.
    920enum ImGuiHoveredFlags_
    921{
    922    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.
    923    ImGuiHoveredFlags_ChildWindows                  = 1 << 0,   // IsWindowHovered() only: Return true if any children of the window is hovered
    924    ImGuiHoveredFlags_RootWindow                    = 1 << 1,   // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
    925    ImGuiHoveredFlags_AnyWindow                     = 1 << 2,   // IsWindowHovered() only: Return true if any window is hovered
    926    ImGuiHoveredFlags_AllowWhenBlockedByPopup       = 1 << 3,   // Return true even if a popup window is normally blocking access to this item/window
    927    //ImGuiHoveredFlags_AllowWhenBlockedByModal     = 1 << 4,   // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
    928    ImGuiHoveredFlags_AllowWhenBlockedByActiveItem  = 1 << 5,   // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
    929    ImGuiHoveredFlags_AllowWhenOverlapped           = 1 << 6,   // Return true even if the position is obstructed or overlapped by another window
    930    ImGuiHoveredFlags_AllowWhenDisabled             = 1 << 7,   // Return true even if the item is disabled
    931    ImGuiHoveredFlags_RectOnly                      = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
    932    ImGuiHoveredFlags_RootAndChildWindows           = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows
    933};
    934
    935// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
    936enum ImGuiDragDropFlags_
    937{
    938    ImGuiDragDropFlags_None                         = 0,
    939    // BeginDragDropSource() flags
    940    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.
    941    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.
    942    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.
    943    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.
    944    ImGuiDragDropFlags_SourceExtern                 = 1 << 4,   // External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously.
    945    ImGuiDragDropFlags_SourceAutoExpirePayload      = 1 << 5,   // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)
    946    // AcceptDragDropPayload() flags
    947    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.
    948    ImGuiDragDropFlags_AcceptNoDrawDefaultRect      = 1 << 11,  // Do not draw the default highlight rectangle when hovering over target.
    949    ImGuiDragDropFlags_AcceptNoPreviewTooltip       = 1 << 12,  // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.
    950    ImGuiDragDropFlags_AcceptPeekOnly               = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect  // For peeking ahead and inspecting the payload before delivery.
    951};
    952
    953// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.
    954#define IMGUI_PAYLOAD_TYPE_COLOR_3F     "_COL3F"    // float[3]: Standard type for colors, without alpha. User code may use this type.
    955#define IMGUI_PAYLOAD_TYPE_COLOR_4F     "_COL4F"    // float[4]: Standard type for colors. User code may use this type.
    956
    957// A primary data type
    958enum ImGuiDataType_
    959{
    960    ImGuiDataType_S8,       // signed char / char (with sensible compilers)
    961    ImGuiDataType_U8,       // unsigned char
    962    ImGuiDataType_S16,      // short
    963    ImGuiDataType_U16,      // unsigned short
    964    ImGuiDataType_S32,      // int
    965    ImGuiDataType_U32,      // unsigned int
    966    ImGuiDataType_S64,      // long long / __int64
    967    ImGuiDataType_U64,      // unsigned long long / unsigned __int64
    968    ImGuiDataType_Float,    // float
    969    ImGuiDataType_Double,   // double
    970    ImGuiDataType_COUNT
    971};
    972
    973// A cardinal direction
    974enum ImGuiDir_
    975{
    976    ImGuiDir_None    = -1,
    977    ImGuiDir_Left    = 0,
    978    ImGuiDir_Right   = 1,
    979    ImGuiDir_Up      = 2,
    980    ImGuiDir_Down    = 3,
    981    ImGuiDir_COUNT
    982};
    983
    984// User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array
    985enum ImGuiKey_
    986{
    987    ImGuiKey_Tab,
    988    ImGuiKey_LeftArrow,
    989    ImGuiKey_RightArrow,
    990    ImGuiKey_UpArrow,
    991    ImGuiKey_DownArrow,
    992    ImGuiKey_PageUp,
    993    ImGuiKey_PageDown,
    994    ImGuiKey_Home,
    995    ImGuiKey_End,
    996    ImGuiKey_Insert,
    997    ImGuiKey_Delete,
    998    ImGuiKey_Backspace,
    999    ImGuiKey_Space,
   1000    ImGuiKey_Enter,
   1001    ImGuiKey_Escape,
   1002    ImGuiKey_KeyPadEnter,
   1003    ImGuiKey_A,                 // for text edit CTRL+A: select all
   1004    ImGuiKey_C,                 // for text edit CTRL+C: copy
   1005    ImGuiKey_V,                 // for text edit CTRL+V: paste
   1006    ImGuiKey_X,                 // for text edit CTRL+X: cut
   1007    ImGuiKey_Y,                 // for text edit CTRL+Y: redo
   1008    ImGuiKey_Z,                 // for text edit CTRL+Z: undo
   1009    ImGuiKey_COUNT
   1010};
   1011
   1012// To test io.KeyMods (which is a combination of individual fields io.KeyCtrl, io.KeyShift, io.KeyAlt set by user/back-end)
   1013enum ImGuiKeyModFlags_
   1014{
   1015    ImGuiKeyModFlags_None       = 0,
   1016    ImGuiKeyModFlags_Ctrl       = 1 << 0,
   1017    ImGuiKeyModFlags_Shift      = 1 << 1,
   1018    ImGuiKeyModFlags_Alt        = 1 << 2,
   1019    ImGuiKeyModFlags_Super      = 1 << 3
   1020};
   1021
   1022// Gamepad/Keyboard navigation
   1023// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
   1024// 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().
   1025// Read instructions in imgui.cpp for more details. Download PNG/PSD at http://goo.gl/9LgVZW.
   1026enum ImGuiNavInput_
   1027{
   1028    // Gamepad Mapping
   1029    ImGuiNavInput_Activate,      // activate / open / toggle / tweak value       // e.g. Cross  (PS4), A (Xbox), A (Switch), Space (Keyboard)
   1030    ImGuiNavInput_Cancel,        // cancel / close / exit                        // e.g. Circle (PS4), B (Xbox), B (Switch), Escape (Keyboard)
   1031    ImGuiNavInput_Input,         // text input / on-screen keyboard              // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard)
   1032    ImGuiNavInput_Menu,          // tap: toggle menu / hold: focus, move, resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard)
   1033    ImGuiNavInput_DpadLeft,      // move / tweak / resize window (w/ PadMenu)    // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard)
   1034    ImGuiNavInput_DpadRight,     //
   1035    ImGuiNavInput_DpadUp,        //
   1036    ImGuiNavInput_DpadDown,      //
   1037    ImGuiNavInput_LStickLeft,    // scroll / move window (w/ PadMenu)            // e.g. Left Analog Stick Left/Right/Up/Down
   1038    ImGuiNavInput_LStickRight,   //
   1039    ImGuiNavInput_LStickUp,      //
   1040    ImGuiNavInput_LStickDown,    //
   1041    ImGuiNavInput_FocusPrev,     // next window (w/ PadMenu)                     // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
   1042    ImGuiNavInput_FocusNext,     // prev window (w/ PadMenu)                     // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
   1043    ImGuiNavInput_TweakSlow,     // slower tweaks                                // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
   1044    ImGuiNavInput_TweakFast,     // faster tweaks                                // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
   1045
   1046    // [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them.
   1047    // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[].
   1048    ImGuiNavInput_KeyMenu_,      // toggle menu                                  // = io.KeyAlt
   1049    ImGuiNavInput_KeyLeft_,      // move left                                    // = Arrow keys
   1050    ImGuiNavInput_KeyRight_,     // move right
   1051    ImGuiNavInput_KeyUp_,        // move up
   1052    ImGuiNavInput_KeyDown_,      // move down
   1053    ImGuiNavInput_COUNT,
   1054    ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyMenu_
   1055};
   1056
   1057// Configuration flags stored in io.ConfigFlags. Set by user/application.
   1058enum ImGuiConfigFlags_
   1059{
   1060    ImGuiConfigFlags_None                   = 0,
   1061    ImGuiConfigFlags_NavEnableKeyboard      = 1 << 0,   // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeysDown[].
   1062    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.
   1063    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.
   1064    ImGuiConfigFlags_NavNoCaptureKeyboard   = 1 << 3,   // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set.
   1065    ImGuiConfigFlags_NoMouse                = 1 << 4,   // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the back-end.
   1066    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.
   1067
   1068    // User storage (to allow your back-end/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core Dear ImGui)
   1069    ImGuiConfigFlags_IsSRGB                 = 1 << 20,  // Application is SRGB-aware.
   1070    ImGuiConfigFlags_IsTouchScreen          = 1 << 21   // Application is using a touch screen instead of a mouse.
   1071};
   1072
   1073// Back-end capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom back-end.
   1074enum ImGuiBackendFlags_
   1075{
   1076    ImGuiBackendFlags_None                  = 0,
   1077    ImGuiBackendFlags_HasGamepad            = 1 << 0,   // Back-end Platform supports gamepad and currently has one connected.
   1078    ImGuiBackendFlags_HasMouseCursors       = 1 << 1,   // Back-end Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
   1079    ImGuiBackendFlags_HasSetMousePos        = 1 << 2,   // Back-end Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
   1080    ImGuiBackendFlags_RendererHasVtxOffset  = 1 << 3    // Back-end Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
   1081};
   1082
   1083// Enumeration for PushStyleColor() / PopStyleColor()
   1084enum ImGuiCol_
   1085{
   1086    ImGuiCol_Text,
   1087    ImGuiCol_TextDisabled,
   1088    ImGuiCol_WindowBg,              // Background of normal windows
   1089    ImGuiCol_ChildBg,               // Background of child windows
   1090    ImGuiCol_PopupBg,               // Background of popups, menus, tooltips windows
   1091    ImGuiCol_Border,
   1092    ImGuiCol_BorderShadow,
   1093    ImGuiCol_FrameBg,               // Background of checkbox, radio button, plot, slider, text input
   1094    ImGuiCol_FrameBgHovered,
   1095    ImGuiCol_FrameBgActive,
   1096    ImGuiCol_TitleBg,
   1097    ImGuiCol_TitleBgActive,
   1098    ImGuiCol_TitleBgCollapsed,
   1099    ImGuiCol_MenuBarBg,
   1100    ImGuiCol_ScrollbarBg,
   1101    ImGuiCol_ScrollbarGrab,
   1102    ImGuiCol_ScrollbarGrabHovered,
   1103    ImGuiCol_ScrollbarGrabActive,
   1104    ImGuiCol_CheckMark,
   1105    ImGuiCol_SliderGrab,
   1106    ImGuiCol_SliderGrabActive,
   1107    ImGuiCol_Button,
   1108    ImGuiCol_ButtonHovered,
   1109    ImGuiCol_ButtonActive,
   1110    ImGuiCol_Header,                // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem
   1111    ImGuiCol_HeaderHovered,
   1112    ImGuiCol_HeaderActive,
   1113    ImGuiCol_Separator,
   1114    ImGuiCol_SeparatorHovered,
   1115    ImGuiCol_SeparatorActive,
   1116    ImGuiCol_ResizeGrip,
   1117    ImGuiCol_ResizeGripHovered,
   1118    ImGuiCol_ResizeGripActive,
   1119    ImGuiCol_Tab,
   1120    ImGuiCol_TabHovered,
   1121    ImGuiCol_TabActive,
   1122    ImGuiCol_TabUnfocused,
   1123    ImGuiCol_TabUnfocusedActive,
   1124    ImGuiCol_PlotLines,
   1125    ImGuiCol_PlotLinesHovered,
   1126    ImGuiCol_PlotHistogram,
   1127    ImGuiCol_PlotHistogramHovered,
   1128    ImGuiCol_TextSelectedBg,
   1129    ImGuiCol_DragDropTarget,
   1130    ImGuiCol_NavHighlight,          // Gamepad/keyboard: current highlighted item
   1131    ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB
   1132    ImGuiCol_NavWindowingDimBg,     // Darken/colorize entire screen behind the CTRL+TAB window list, when active
   1133    ImGuiCol_ModalWindowDimBg,      // Darken/colorize entire screen behind a modal window, when one is active
   1134    ImGuiCol_COUNT
   1135
   1136    // Obsolete names (will be removed)
   1137#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
   1138    , ImGuiCol_ModalWindowDarkening = ImGuiCol_ModalWindowDimBg                      // [renamed in 1.63]
   1139    //, ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered// [unused since 1.60+] the close button now uses regular button colors.
   1140#endif
   1141};
   1142
   1143// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
   1144// - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code.
   1145//   During initialization or between frames, feel free to just poke into ImGuiStyle directly.
   1146// - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description.
   1147//   In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
   1148//   With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
   1149// - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type.
   1150enum ImGuiStyleVar_
   1151{
   1152    // Enum name --------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
   1153    ImGuiStyleVar_Alpha,               // float     Alpha
   1154    ImGuiStyleVar_WindowPadding,       // ImVec2    WindowPadding
   1155    ImGuiStyleVar_WindowRounding,      // float     WindowRounding
   1156    ImGuiStyleVar_WindowBorderSize,    // float     WindowBorderSize
   1157    ImGuiStyleVar_WindowMinSize,       // ImVec2    WindowMinSize
   1158    ImGuiStyleVar_WindowTitleAlign,    // ImVec2    WindowTitleAlign
   1159    ImGuiStyleVar_ChildRounding,       // float     ChildRounding
   1160    ImGuiStyleVar_ChildBorderSize,     // float     ChildBorderSize
   1161    ImGuiStyleVar_PopupRounding,       // float     PopupRounding
   1162    ImGuiStyleVar_PopupBorderSize,     // float     PopupBorderSize
   1163    ImGuiStyleVar_FramePadding,        // ImVec2    FramePadding
   1164    ImGuiStyleVar_FrameRounding,       // float     FrameRounding
   1165    ImGuiStyleVar_FrameBorderSize,     // float     FrameBorderSize
   1166    ImGuiStyleVar_ItemSpacing,         // ImVec2    ItemSpacing
   1167    ImGuiStyleVar_ItemInnerSpacing,    // ImVec2    ItemInnerSpacing
   1168    ImGuiStyleVar_IndentSpacing,       // float     IndentSpacing
   1169    ImGuiStyleVar_ScrollbarSize,       // float     ScrollbarSize
   1170    ImGuiStyleVar_ScrollbarRounding,   // float     ScrollbarRounding
   1171    ImGuiStyleVar_GrabMinSize,         // float     GrabMinSize
   1172    ImGuiStyleVar_GrabRounding,        // float     GrabRounding
   1173    ImGuiStyleVar_TabRounding,         // float     TabRounding
   1174    ImGuiStyleVar_ButtonTextAlign,     // ImVec2    ButtonTextAlign
   1175    ImGuiStyleVar_SelectableTextAlign, // ImVec2    SelectableTextAlign
   1176    ImGuiStyleVar_COUNT
   1177
   1178    // Obsolete names (will be removed)
   1179#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
   1180    , ImGuiStyleVar_Count_ = ImGuiStyleVar_COUNT                    // [renamed in 1.60]
   1181#endif
   1182};
   1183
   1184// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
   1185enum ImGuiColorEditFlags_
   1186{
   1187    ImGuiColorEditFlags_None            = 0,
   1188    ImGuiColorEditFlags_NoAlpha         = 1 << 1,   //              // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer).
   1189    ImGuiColorEditFlags_NoPicker        = 1 << 2,   //              // ColorEdit: disable picker when clicking on colored square.
   1190    ImGuiColorEditFlags_NoOptions       = 1 << 3,   //              // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
   1191    ImGuiColorEditFlags_NoSmallPreview  = 1 << 4,   //              // ColorEdit, ColorPicker: disable colored square preview next to the inputs. (e.g. to show only the inputs)
   1192    ImGuiColorEditFlags_NoInputs        = 1 << 5,   //              // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview colored square).
   1193    ImGuiColorEditFlags_NoTooltip       = 1 << 6,   //              // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
   1194    ImGuiColorEditFlags_NoLabel         = 1 << 7,   //              // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
   1195    ImGuiColorEditFlags_NoSidePreview   = 1 << 8,   //              // ColorPicker: disable bigger color preview on right side of the picker, use small colored square preview instead.
   1196    ImGuiColorEditFlags_NoDragDrop      = 1 << 9,   //              // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
   1197    ImGuiColorEditFlags_NoBorder        = 1 << 10,  //              // ColorButton: disable border (which is enforced by default)
   1198
   1199    // User Options (right-click on widget to change some of them).
   1200    ImGuiColorEditFlags_AlphaBar        = 1 << 16,  //              // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
   1201    ImGuiColorEditFlags_AlphaPreview    = 1 << 17,  //              // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.
   1202    ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18,  //              // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque.
   1203    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).
   1204    ImGuiColorEditFlags_DisplayRGB      = 1 << 20,  // [Display]    // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex.
   1205    ImGuiColorEditFlags_DisplayHSV      = 1 << 21,  // [Display]    // "
   1206    ImGuiColorEditFlags_DisplayHex      = 1 << 22,  // [Display]    // "
   1207    ImGuiColorEditFlags_Uint8           = 1 << 23,  // [DataType]   // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.
   1208    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.
   1209    ImGuiColorEditFlags_PickerHueBar    = 1 << 25,  // [Picker]     // ColorPicker: bar for Hue, rectangle for Sat/Value.
   1210    ImGuiColorEditFlags_PickerHueWheel  = 1 << 26,  // [Picker]     // ColorPicker: wheel for Hue, triangle for Sat/Value.
   1211    ImGuiColorEditFlags_InputRGB        = 1 << 27,  // [Input]      // ColorEdit, ColorPicker: input and output data in RGB format.
   1212    ImGuiColorEditFlags_InputHSV        = 1 << 28,  // [Input]      // ColorEdit, ColorPicker: input and output data in HSV format.
   1213
   1214    // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to
   1215    // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup.
   1216    ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_DisplayRGB|ImGuiColorEditFlags_InputRGB|ImGuiColorEditFlags_PickerHueBar,
   1217
   1218    // [Internal] Masks
   1219    ImGuiColorEditFlags__DisplayMask    = ImGuiColorEditFlags_DisplayRGB|ImGuiColorEditFlags_DisplayHSV|ImGuiColorEditFlags_DisplayHex,
   1220    ImGuiColorEditFlags__DataTypeMask   = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_Float,
   1221    ImGuiColorEditFlags__PickerMask     = ImGuiColorEditFlags_PickerHueWheel|ImGuiColorEditFlags_PickerHueBar,
   1222    ImGuiColorEditFlags__InputMask      = ImGuiColorEditFlags_InputRGB|ImGuiColorEditFlags_InputHSV
   1223
   1224    // Obsolete names (will be removed)
   1225#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
   1226    , ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex  // [renamed in 1.69]
   1227#endif
   1228};
   1229
   1230// Identify a mouse button.
   1231// Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience.
   1232enum ImGuiMouseButton_
   1233{
   1234    ImGuiMouseButton_Left = 0,
   1235    ImGuiMouseButton_Right = 1,
   1236    ImGuiMouseButton_Middle = 2,
   1237    ImGuiMouseButton_COUNT = 5
   1238};
   1239
   1240// Enumeration for GetMouseCursor()
   1241// User code may request binding to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here
   1242enum ImGuiMouseCursor_
   1243{
   1244    ImGuiMouseCursor_None = -1,
   1245    ImGuiMouseCursor_Arrow = 0,
   1246    ImGuiMouseCursor_TextInput,         // When hovering over InputText, etc.
   1247    ImGuiMouseCursor_ResizeAll,         // (Unused by Dear ImGui functions)
   1248    ImGuiMouseCursor_ResizeNS,          // When hovering over an horizontal border
   1249    ImGuiMouseCursor_ResizeEW,          // When hovering over a vertical border or a column
   1250    ImGuiMouseCursor_ResizeNESW,        // When hovering over the bottom-left corner of a window
   1251    ImGuiMouseCursor_ResizeNWSE,        // When hovering over the bottom-right corner of a window
   1252    ImGuiMouseCursor_Hand,              // (Unused by Dear ImGui functions. Use for e.g. hyperlinks)
   1253    ImGuiMouseCursor_NotAllowed,        // When hovering something with disallowed interaction. Usually a crossed circle.
   1254    ImGuiMouseCursor_COUNT
   1255
   1256    // Obsolete names (will be removed)
   1257#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
   1258    , ImGuiMouseCursor_Count_ = ImGuiMouseCursor_COUNT      // [renamed in 1.60]
   1259#endif
   1260};
   1261
   1262// Enumeration for ImGui::SetWindow***(), SetNextWindow***(), SetNextItem***() functions
   1263// Represent a condition.
   1264// 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.
   1265enum ImGuiCond_
   1266{
   1267    ImGuiCond_Always        = 1 << 0,   // Set the variable
   1268    ImGuiCond_Once          = 1 << 1,   // Set the variable once per runtime session (only the first call with succeed)
   1269    ImGuiCond_FirstUseEver  = 1 << 2,   // Set the variable if the object/window has no persistently saved data (no entry in .ini file)
   1270    ImGuiCond_Appearing     = 1 << 3    // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
   1271};
   1272
   1273//-----------------------------------------------------------------------------
   1274// Helpers: Memory allocations macros
   1275// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE()
   1276// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
   1277// 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.
   1278//-----------------------------------------------------------------------------
   1279
   1280struct ImNewDummy {};
   1281inline void* operator new(size_t, ImNewDummy, void* ptr) { return ptr; }
   1282inline void  operator delete(void*, ImNewDummy, void*)   {} // This is only required so we can use the symmetrical new()
   1283#define IM_ALLOC(_SIZE)                     ImGui::MemAlloc(_SIZE)
   1284#define IM_FREE(_PTR)                       ImGui::MemFree(_PTR)
   1285#define IM_PLACEMENT_NEW(_PTR)              new(ImNewDummy(), _PTR)
   1286#define IM_NEW(_TYPE)                       new(ImNewDummy(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
   1287template<typename T> void IM_DELETE(T* p)   { if (p) { p->~T(); ImGui::MemFree(p); } }
   1288
   1289//-----------------------------------------------------------------------------
   1290// Helper: ImVector<>
   1291// 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).
   1292//-----------------------------------------------------------------------------
   1293// - You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our public structures are relying on it.
   1294// - We use std-like naming convention here, which is a little unusual for this codebase.
   1295// - 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.
   1296// - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,
   1297//   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.
   1298//-----------------------------------------------------------------------------
   1299
   1300template<typename T>
   1301struct ImVector
   1302{
   1303    int                 Size;
   1304    int                 Capacity;
   1305    T*                  Data;
   1306
   1307    // Provide standard typedefs but we don't use them ourselves.
   1308    typedef T                   value_type;
   1309    typedef value_type*         iterator;
   1310    typedef const value_type*   const_iterator;
   1311
   1312    // Constructors, destructor
   1313    inline ImVector()                                       { Size = Capacity = 0; Data = NULL; }
   1314    inline ImVector(const ImVector<T>& src)                 { Size = Capacity = 0; Data = NULL; operator=(src); }
   1315    inline ImVector<T>& operator=(const ImVector<T>& src)   { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; }
   1316    inline ~ImVector()                                      { if (Data) IM_FREE(Data); }
   1317
   1318    inline bool         empty() const                       { return Size == 0; }
   1319    inline int          size() const                        { return Size; }
   1320    inline int          size_in_bytes() const               { return Size * (int)sizeof(T); }
   1321    inline int          capacity() const                    { return Capacity; }
   1322    inline T&           operator[](int i)                   { IM_ASSERT(i < Size); return Data[i]; }
   1323    inline const T&     operator[](int i) const             { IM_ASSERT(i < Size); return Data[i]; }
   1324
   1325    inline void         clear()                             { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } }
   1326    inline T*           begin()                             { return Data; }
   1327    inline const T*     begin() const                       { return Data; }
   1328    inline T*           end()                               { return Data + Size; }
   1329    inline const T*     end() const                         { return Data + Size; }
   1330    inline T&           front()                             { IM_ASSERT(Size > 0); return Data[0]; }
   1331    inline const T&     front() const                       { IM_ASSERT(Size > 0); return Data[0]; }
   1332    inline T&           back()                              { IM_ASSERT(Size > 0); return Data[Size - 1]; }
   1333    inline const T&     back() const                        { IM_ASSERT(Size > 0); return Data[Size - 1]; }
   1334    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; }
   1335
   1336    inline int          _grow_capacity(int sz) const        { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > sz ? new_capacity : sz; }
   1337    inline void         resize(int new_size)                { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
   1338    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; }
   1339    inline void         shrink(int new_size)                { IM_ASSERT(new_size <= Size); Size = new_size; } // Resize a vector to a smaller size, guaranteed not to cause a reallocation
   1340    inline void         reserve(int new_capacity)           { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; }
   1341
   1342    // 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.
   1343    inline void         push_back(const T& v)               { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }
   1344    inline void         pop_back()                          { IM_ASSERT(Size > 0); Size--; }
   1345    inline void         push_front(const T& v)              { if (Size == 0) push_back(v); else insert(Data, v); }
   1346    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; }
   1347    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; }
   1348    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; }
   1349    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; }
   1350    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; }
   1351    inline T*           find(const T& v)                    { T* data = Data;  const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; }
   1352    inline const T*     find(const T& v) const              { const T* data = Data;  const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; }
   1353    inline bool         find_erase(const T& v)              { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; }
   1354    inline bool         find_erase_unsorted(const T& v)     { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; }
   1355    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; }
   1356};
   1357
   1358//-----------------------------------------------------------------------------
   1359// ImGuiStyle
   1360// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
   1361// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,
   1362// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
   1363//-----------------------------------------------------------------------------
   1364
   1365struct ImGuiStyle
   1366{
   1367    float       Alpha;                      // Global alpha applies to everything in Dear ImGui.
   1368    ImVec2      WindowPadding;              // Padding within a window.
   1369    float       WindowRounding;             // Radius of window corners rounding. Set to 0.0f to have rectangular windows.
   1370    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).
   1371    ImVec2      WindowMinSize;              // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints().
   1372    ImVec2      WindowTitleAlign;           // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
   1373    ImGuiDir    WindowMenuButtonPosition;   // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left.
   1374    float       ChildRounding;              // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
   1375    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).
   1376    float       PopupRounding;              // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
   1377    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).
   1378    ImVec2      FramePadding;               // Padding within a framed rectangle (used by most widgets).
   1379    float       FrameRounding;              // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
   1380    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).
   1381    ImVec2      ItemSpacing;                // Horizontal and vertical spacing between widgets/lines.
   1382    ImVec2      ItemInnerSpacing;           // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
   1383    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!
   1384    float       IndentSpacing;              // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
   1385    float       ColumnsMinSpacing;          // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
   1386    float       ScrollbarSize;              // Width of the vertical scrollbar, Height of the horizontal scrollbar.
   1387    float       ScrollbarRounding;          // Radius of grab corners for scrollbar.
   1388    float       GrabMinSize;                // Minimum width/height of a grab box for slider/scrollbar.
   1389    float       GrabRounding;               // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
   1390    float       TabRounding;                // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
   1391    float       TabBorderSize;              // Thickness of border around tabs.
   1392    ImGuiDir    ColorButtonPosition;        // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
   1393    ImVec2      ButtonTextAlign;            // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
   1394    ImVec2      SelectableTextAlign;        // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
   1395    ImVec2      DisplayWindowPadding;       // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows.
   1396    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!
   1397    float       MouseCursorScale;           // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
   1398    bool        AntiAliasedLines;           // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU.
   1399    bool        AntiAliasedFill;            // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)
   1400    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.
   1401    float       CircleSegmentMaxError;      // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
   1402    ImVec4      Colors[ImGuiCol_COUNT];
   1403
   1404    IMGUI_API ImGuiStyle();
   1405    IMGUI_API void ScaleAllSizes(float scale_factor);
   1406};
   1407
   1408//-----------------------------------------------------------------------------
   1409// ImGuiIO
   1410// Communicate most settings and inputs/outputs to Dear ImGui using this structure.
   1411// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.
   1412//-----------------------------------------------------------------------------
   1413
   1414struct ImGuiIO
   1415{
   1416    //------------------------------------------------------------------
   1417    // Configuration (fill once)                // Default value
   1418    //------------------------------------------------------------------
   1419
   1420    ImGuiConfigFlags   ConfigFlags;             // = 0              // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
   1421    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.
   1422    ImVec2      DisplaySize;                    // <unset>          // Main display size, in pixels.
   1423    float       DeltaTime;                      // = 1.0f/60.0f     // Time elapsed since last frame, in seconds.
   1424    float       IniSavingRate;                  // = 5.0f           // Minimum time between saving positions/sizes to .ini file, in seconds.
   1425    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.
   1426    const char* LogFilename;                    // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
   1427    float       MouseDoubleClickTime;           // = 0.30f          // Time for a double-click, in seconds.
   1428    float       MouseDoubleClickMaxDist;        // = 6.0f           // Distance threshold to stay in to validate a double-click, in pixels.
   1429    float       MouseDragThreshold;             // = 6.0f           // Distance threshold before considering we are dragging.
   1430    int         KeyMap[ImGuiKey_COUNT];         // <unset>          // Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state.
   1431    float       KeyRepeatDelay;                 // = 0.250f         // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
   1432    float       KeyRepeatRate;                  // = 0.050f         // When holding a key/button, rate at which it repeats, in seconds.
   1433    void*       UserData;                       // = NULL           // Store your own data for retrieval by callbacks.
   1434
   1435    ImFontAtlas*Fonts;                          // <auto>           // Font atlas: load, rasterize and pack one or more fonts into a single texture.
   1436    float       FontGlobalScale;                // = 1.0f           // Global scale all fonts
   1437    bool        FontAllowUserScaling;           // = false          // Allow user scaling text of individual window with CTRL+Wheel.
   1438    ImFont*     FontDefault;                    // = NULL           // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
   1439    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.
   1440
   1441    // Miscellaneous options
   1442    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.
   1443    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)
   1444    bool        ConfigInputTextCursorBlink;     // = true           // Set to false to disable blinking cursor, for users who consider it distracting. (was called: io.OptCursorBlink prior to 1.63)
   1445    bool        ConfigWindowsResizeFromEdges;   // = true           // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
   1446    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.
   1447    float       ConfigWindowsMemoryCompactTimer;// = 60.0f          // [BETA] Compact window memory usage when unused. Set to -1.0f to disable.
   1448
   1449    //------------------------------------------------------------------
   1450    // Platform Functions
   1451    // (the imgui_impl_xxxx back-end files are setting those up for you)
   1452    //------------------------------------------------------------------
   1453
   1454    // 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.
   1455    const char* BackendPlatformName;            // = NULL
   1456    const char* BackendRendererName;            // = NULL
   1457    void*       BackendPlatformUserData;        // = NULL           // User data for platform back-end
   1458    void*       BackendRendererUserData;        // = NULL           // User data for renderer back-end
   1459    void*       BackendLanguageUserData;        // = NULL           // User data for non C++ programming language back-end
   1460
   1461    // Optional: Access OS clipboard
   1462    // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
   1463    const char* (*GetClipboardTextFn)(void* user_data);
   1464    void        (*SetClipboardTextFn)(void* user_data, const char* text);
   1465    void*       ClipboardUserData;
   1466
   1467    // 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)
   1468    // (default to use native imm32 api on Windows)
   1469    void        (*ImeSetInputScreenPosFn)(int x, int y);
   1470    void*       ImeWindowHandle;                // = NULL           // (Windows) Set this to your HWND to get automatic IME cursor positioning.
   1471
   1472#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
   1473    // [OBSOLETE since 1.60+] Rendering function, will be automatically called in Render(). Please call your rendering function yourself now!
   1474    // You can obtain the ImDrawData* by calling ImGui::GetDrawData() after Render(). See example applications if you are unsure of how to implement this.
   1475    void        (*RenderDrawListsFn)(ImDrawData* data);
   1476#else
   1477    // 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.
   1478    void*       RenderDrawListsFnUnused;
   1479#endif
   1480
   1481    //------------------------------------------------------------------
   1482    // Input - Fill before calling NewFrame()
   1483    //------------------------------------------------------------------
   1484
   1485    ImVec2      MousePos;                       // Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.)
   1486    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.
   1487    float       MouseWheel;                     // Mouse wheel Vertical: 1 unit scrolls about 5 lines text.
   1488    float       MouseWheelH;                    // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all back-ends.
   1489    bool        KeyCtrl;                        // Keyboard modifier pressed: Control
   1490    bool        KeyShift;                       // Keyboard modifier pressed: Shift
   1491    bool        KeyAlt;                         // Keyboard modifier pressed: Alt
   1492    bool        KeySuper;                       // Keyboard modifier pressed: Cmd/Super/Windows
   1493    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).
   1494    float       NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame().
   1495
   1496    // Functions
   1497    IMGUI_API void  AddInputCharacter(unsigned int c);          // Queue new character input
   1498    IMGUI_API void  AddInputCharacterUTF16(ImWchar16 c);        // Queue new character input from an UTF-16 character, it can be a surrogate
   1499    IMGUI_API void  AddInputCharactersUTF8(const char* str);    // Queue new characters input from an UTF-8 string
   1500    IMGUI_API void  ClearInputCharacters();                     // Clear the text input buffer manually
   1501
   1502    //------------------------------------------------------------------
   1503    // Output - Updated by NewFrame() or EndFrame()/Render()
   1504    // (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is
   1505    //  generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!)
   1506    //------------------------------------------------------------------
   1507
   1508    bool        WantCaptureMouse;               // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.).
   1509    bool        WantCaptureKeyboard;            // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).
   1510    bool        WantTextInput;                  // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
   1511    bool        WantSetMousePos;                // MousePos has been altered, back-end should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
   1512    bool        WantSaveIniSettings;            // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving!
   1513    bool        NavActive;                      // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
   1514    bool        NavVisible;                     // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
   1515    float       Framerate;                      // Application framerate estimate, in frame per second. Solely for convenience. Rolling average estimation based on io.DeltaTime over 120 frames.
   1516    int         MetricsRenderVertices;          // Vertices output during last call to Render()
   1517    int         MetricsRenderIndices;           // Indices output during last call to Render() = number of triangles * 3
   1518    int         MetricsRenderWindows;           // Number of visible windows
   1519    int         MetricsActiveWindows;           // Number of active windows
   1520    int         MetricsActiveAllocations;       // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts.
   1521    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.
   1522
   1523    //------------------------------------------------------------------
   1524    // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed!
   1525    //------------------------------------------------------------------
   1526
   1527    ImGuiKeyModFlags KeyMods;                   // Key mods flags (same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags), updated by NewFrame()
   1528    ImVec2      MousePosPrev;                   // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
   1529    ImVec2      MouseClickedPos[5];             // Position at time of clicking
   1530    double      MouseClickedTime[5];            // Time of last click (used to figure out double-click)
   1531    bool        MouseClicked[5];                // Mouse button went from !Down to Down
   1532    bool        MouseDoubleClicked[5];          // Has mouse button been double-clicked?
   1533    bool        MouseReleased[5];               // Mouse button went from Down to !Down
   1534    bool        MouseDownOwned[5];              // Track if button was clicked inside a dear imgui window. We don't request mouse capture from the application if click started outside ImGui bounds.
   1535    bool        MouseDownWasDoubleClick[5];     // Track if button down was a double-click
   1536    float       MouseDownDuration[5];           // Duration the mouse button has been down (0.0f == just clicked)
   1537    float       MouseDownDurationPrev[5];       // Previous time the mouse button has been down
   1538    ImVec2      MouseDragMaxDistanceAbs[5];     // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
   1539    float       MouseDragMaxDistanceSqr[5];     // Squared maximum distance of how much mouse has traveled from the clicking point
   1540    float       KeysDownDuration[512];          // Duration the keyboard key has been down (0.0f == just pressed)
   1541    float       KeysDownDurationPrev[512];      // Previous duration the key has been down
   1542    float       NavInputsDownDuration[ImGuiNavInput_COUNT];
   1543    float       NavInputsDownDurationPrev[ImGuiNavInput_COUNT];
   1544    ImWchar16   InputQueueSurrogate;            // For AddInputCharacterUTF16
   1545    ImVector<ImWchar> InputQueueCharacters;     // Queue of _characters_ input (obtained by platform back-end). Fill using AddInputCharacter() helper.
   1546
   1547    IMGUI_API   ImGuiIO();
   1548};
   1549
   1550//-----------------------------------------------------------------------------
   1551// Misc data structures
   1552//-----------------------------------------------------------------------------
   1553
   1554// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
   1555// The callback function should return 0 by default.
   1556// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
   1557// - ImGuiInputTextFlags_CallbackCompletion:  Callback on pressing TAB
   1558// - ImGuiInputTextFlags_CallbackHistory:     Callback on pressing Up/Down arrows
   1559// - ImGuiInputTextFlags_CallbackAlways:      Callback on each iteration
   1560// - ImGuiInputTextFlags_CallbackCharFilter:  Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
   1561// - ImGuiInputTextFlags_CallbackResize:      Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
   1562struct ImGuiInputTextCallbackData
   1563{
   1564    ImGuiInputTextFlags EventFlag;      // One ImGuiInputTextFlags_Callback*    // Read-only
   1565    ImGuiInputTextFlags Flags;          // What user passed to InputText()      // Read-only
   1566    void*               UserData;       // What user passed to InputText()      // Read-only
   1567
   1568    // Arguments for the different callback events
   1569    // - 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.
   1570    // - 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.
   1571    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;
   1572    ImGuiKey            EventKey;       // Key pressed (Up/Down/TAB)            // Read-only    // [Completion,History]
   1573    char*               Buf;            // Text buffer                          // Read-write   // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
   1574    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()
   1575    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
   1576    bool                BufDirty;       // Set if you modify Buf/BufTextLen!    // Write        // [Completion,History,Always]
   1577    int                 CursorPos;      //                                      // Read-write   // [Completion,History,Always]
   1578    int                 SelectionStart; //                                      // Read-write   // [Completion,History,Always] == to SelectionEnd when no selection)
   1579    int                 SelectionEnd;   //                                      // Read-write   // [Completion,History,Always]
   1580
   1581    // Helper functions for text manipulation.
   1582    // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection.
   1583    IMGUI_API ImGuiInputTextCallbackData();
   1584    IMGUI_API void      DeleteChars(int pos, int bytes_count);
   1585    IMGUI_API void      InsertChars(int pos, const char* text, const char* text_end = NULL);
   1586    bool                HasSelection() const { return SelectionStart != SelectionEnd; }
   1587};
   1588
   1589// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
   1590// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
   1591struct ImGuiSizeCallbackData
   1592{
   1593    void*   UserData;       // Read-only.   What user passed to SetNextWindowSizeConstraints()
   1594    ImVec2  Pos;            // Read-only.   Window position, for reference.
   1595    ImVec2  CurrentSize;    // Read-only.   Current window size.
   1596    ImVec2  DesiredSize;    // Read-write.  Desired size, based on user's mouse position. Write to this field to restrain resizing.
   1597};
   1598
   1599// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()
   1600struct ImGuiPayload
   1601{
   1602    // Members
   1603    void*           Data;               // Data (copied and owned by dear imgui)
   1604    int             DataSize;           // Data size
   1605
   1606    // [Internal]
   1607    ImGuiID         SourceId;           // Source item id
   1608    ImGuiID         SourceParentId;     // Source parent id (if available)
   1609    int             DataFrameCount;     // Data timestamp
   1610    char            DataType[32+1];     // Data type tag (short user-supplied string, 32 characters max)
   1611    bool            Preview;            // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)
   1612    bool            Delivery;           // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.
   1613
   1614    ImGuiPayload()  { Clear(); }
   1615    void Clear()    { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; }
   1616    bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; }
   1617    bool IsPreview() const                  { return Preview; }
   1618    bool IsDelivery() const                 { return Delivery; }
   1619};
   1620
   1621//-----------------------------------------------------------------------------
   1622// Obsolete functions (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
   1623// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead.
   1624//-----------------------------------------------------------------------------
   1625
   1626#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
   1627namespace ImGui
   1628{
   1629    // OBSOLETED in 1.72 (from July 2019)
   1630    static inline void  TreeAdvanceToLabelPos()               { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); }
   1631    // OBSOLETED in 1.71 (from June 2019)
   1632    static inline void  SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); }
   1633    // OBSOLETED in 1.70 (from May 2019)
   1634    static inline float GetContentRegionAvailWidth()          { return GetContentRegionAvail().x; }
   1635    // OBSOLETED in 1.69 (from Mar 2019)
   1636    static inline ImDrawList* GetOverlayDrawList()            { return GetForegroundDrawList(); }
   1637    // OBSOLETED in 1.66 (from Sep 2018)
   1638    static inline void  SetScrollHere(float center_ratio=0.5f){ SetScrollHereY(center_ratio); }
   1639    // OBSOLETED in 1.63 (between Aug 2018 and Sept 2018)
   1640    static inline bool  IsItemDeactivatedAfterChange()        { return IsItemDeactivatedAfterEdit(); }
   1641    // OBSOLETED in 1.61 (between Apr 2018 and Aug 2018)
   1642    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'!
   1643    IMGUI_API bool      InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags flags = 0);
   1644    IMGUI_API bool      InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags flags = 0);
   1645    IMGUI_API bool      InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags flags = 0);
   1646    // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)
   1647    static inline bool  IsAnyWindowFocused()                  { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); }
   1648    static inline bool  IsAnyWindowHovered()                  { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }
   1649    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; }
   1650}
   1651typedef ImGuiInputTextCallback      ImGuiTextEditCallback;    // OBSOLETED in 1.63 (from Aug 2018): made the names consistent
   1652typedef ImGuiInputTextCallbackData  ImGuiTextEditCallbackData;
   1653#endif
   1654
   1655//-----------------------------------------------------------------------------
   1656// Helpers
   1657//-----------------------------------------------------------------------------
   1658
   1659// Helper: Unicode defines
   1660#define IM_UNICODE_CODEPOINT_INVALID 0xFFFD     // Invalid Unicode code point (standard value).
   1661#ifdef IMGUI_USE_WCHAR32
   1662#define IM_UNICODE_CODEPOINT_MAX     0x10FFFF   // Maximum Unicode code point supported by this build.
   1663#else
   1664#define IM_UNICODE_CODEPOINT_MAX     0xFFFF     // Maximum Unicode code point supported by this build.
   1665#endif
   1666
   1667// 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.
   1668// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame");
   1669struct ImGuiOnceUponAFrame
   1670{
   1671    ImGuiOnceUponAFrame() { RefFrame = -1; }
   1672    mutable int RefFrame;
   1673    operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
   1674};
   1675
   1676// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
   1677struct ImGuiTextFilter
   1678{
   1679    IMGUI_API           ImGuiTextFilter(const char* default_filter = "");
   1680    IMGUI_API bool      Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f);  // Helper calling InputText+Build
   1681    IMGUI_API bool      PassFilter(const char* text, const char* text_end = NULL) const;
   1682    IMGUI_API void      Build();
   1683    void                Clear()          { InputBuf[0] = 0; Build(); }
   1684    bool                IsActive() const { return !Filters.empty(); }
   1685
   1686    // [Internal]
   1687    struct ImGuiTextRange
   1688    {
   1689        const char*     b;
   1690        const char*     e;
   1691
   1692        ImGuiTextRange()                                { b = e = NULL; }
   1693        ImGuiTextRange(const char* _b, const char* _e)  { b = _b; e = _e; }
   1694        bool            empty() const                   { return b == e; }
   1695        IMGUI_API void  split(char separator, ImVector<ImGuiTextRange>* out) const;
   1696    };
   1697    char                    InputBuf[256];
   1698    ImVector<ImGuiTextRange>Filters;
   1699    int                     CountGrep;
   1700};
   1701
   1702// Helper: Growable text buffer for logging/accumulating text
   1703// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')
   1704struct ImGuiTextBuffer
   1705{
   1706    ImVector<char>      Buf;
   1707    IMGUI_API static char EmptyString[1];
   1708
   1709    ImGuiTextBuffer()   { }
   1710    inline char         operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }
   1711    const char*         begin() const           { return Buf.Data ? &Buf.front() : EmptyString; }
   1712    const char*         end() const             { return Buf.Data ? &Buf.back() : EmptyString; }   // Buf is zero-terminated, so end() will point on the zero-terminator
   1713    int                 size() const            { return Buf.Size ? Buf.Size - 1 : 0; }
   1714    bool                empty() const           { return Buf.Size <= 1; }
   1715    void                clear()                 { Buf.clear(); }
   1716    void                reserve(int capacity)   { Buf.reserve(capacity); }
   1717    const char*         c_str() const           { return Buf.Data ? Buf.Data : EmptyString; }
   1718    IMGUI_API void      append(const char* str, const char* str_end = NULL);
   1719    IMGUI_API void      appendf(const char* fmt, ...) IM_FMTARGS(2);
   1720    IMGUI_API void      appendfv(const char* fmt, va_list args) IM_FMTLIST(2);
   1721};
   1722
   1723// Helper: Key->Value storage
   1724// Typically you don't have to worry about this since a storage is held within each Window.
   1725// We use it to e.g. store collapse state for a tree (Int 0/1)
   1726// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)
   1727// You can use it as custom user storage for temporary values. Declare your own storage if, for example:
   1728// - 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).
   1729// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)
   1730// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
   1731struct ImGuiStorage
   1732{
   1733    // [Internal]
   1734    struct ImGuiStoragePair
   1735    {
   1736        ImGuiID key;
   1737        union { int val_i; float val_f; void* val_p; };
   1738        ImGuiStoragePair(ImGuiID _key, int _val_i)      { key = _key; val_i = _val_i; }
   1739        ImGuiStoragePair(ImGuiID _key, float _val_f)    { key = _key; val_f = _val_f; }
   1740        ImGuiStoragePair(ImGuiID _key, void* _val_p)    { key = _key; val_p = _val_p; }
   1741    };
   1742
   1743    ImVector<ImGuiStoragePair>      Data;
   1744
   1745    // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
   1746    // - Set***() functions find pair, insertion on demand if missing.
   1747    // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
   1748    void                Clear() { Data.clear(); }
   1749    IMGUI_API int       GetInt(ImGuiID key, int default_val = 0) const;
   1750    IMGUI_API void      SetInt(ImGuiID key, int val);
   1751    IMGUI_API bool      GetBool(ImGuiID key, bool default_val = false) const;
   1752    IMGUI_API void      SetBool(ImGuiID key, bool val);
   1753    IMGUI_API float     GetFloat(ImGuiID key, float default_val = 0.0f) const;
   1754    IMGUI_API void      SetFloat(ImGuiID key, float val);
   1755    IMGUI_API void*     GetVoidPtr(ImGuiID key) const; // default_val is NULL
   1756    IMGUI_API void      SetVoidPtr(ImGuiID key, void* val);
   1757
   1758    // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
   1759    // - 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.
   1760    // - 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)
   1761    //      float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
   1762    IMGUI_API int*      GetIntRef(ImGuiID key, int default_val = 0);
   1763    IMGUI_API bool*     GetBoolRef(ImGuiID key, bool default_val = false);
   1764    IMGUI_API float*    GetFloatRef(ImGuiID key, float default_val = 0.0f);
   1765    IMGUI_API void**    GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
   1766
   1767    // Use on your own storage if you know only integer are being stored (open/close all tree nodes)
   1768    IMGUI_API void      SetAllInt(int val);
   1769
   1770    // For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
   1771    IMGUI_API void      BuildSortByKey();
   1772};
   1773
   1774// Helper: Manually clip large list of items.
   1775// 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.
   1776// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
   1777// 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.
   1778// Usage:
   1779//     ImGuiListClipper clipper(1000);  // we have 1000 elements, evenly spaced.
   1780//     while (clipper.Step())
   1781//         for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
   1782//             ImGui::Text("line number %d", i);
   1783// - 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).
   1784// - 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.
   1785// - (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.)
   1786// - 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.
   1787struct ImGuiListClipper
   1788{
   1789    int     DisplayStart, DisplayEnd;
   1790    int     ItemsCount;
   1791
   1792    // [Internal]
   1793    int     StepNo;
   1794    float   ItemsHeight;
   1795    float   StartPosY;
   1796
   1797    // 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).
   1798    // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
   1799    // 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().
   1800    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).
   1801    ~ImGuiListClipper()                                                 { IM_ASSERT(ItemsCount == -1); }      // Assert if user forgot to call End() or Step() until false.
   1802
   1803    IMGUI_API bool Step();                                              // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
   1804    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.
   1805    IMGUI_API void End();                                               // Automatically called on the last call of Step() that returns false.
   1806};
   1807
   1808// Helpers macros to generate 32-bit encoded colors
   1809#ifdef IMGUI_USE_BGRA_PACKED_COLOR
   1810#define IM_COL32_R_SHIFT    16
   1811#define IM_COL32_G_SHIFT    8
   1812#define IM_COL32_B_SHIFT    0
   1813#define IM_COL32_A_SHIFT    24
   1814#define IM_COL32_A_MASK     0xFF000000
   1815#else
   1816#define IM_COL32_R_SHIFT    0
   1817#define IM_COL32_G_SHIFT    8
   1818#define IM_COL32_B_SHIFT    16
   1819#define IM_COL32_A_SHIFT    24
   1820#define IM_COL32_A_MASK     0xFF000000
   1821#endif
   1822#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))
   1823#define IM_COL32_WHITE       IM_COL32(255,255,255,255)  // Opaque white = 0xFFFFFFFF
   1824#define IM_COL32_BLACK       IM_COL32(0,0,0,255)        // Opaque black
   1825#define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0)          // Transparent black = 0x00000000
   1826
   1827// Helper: ImColor() implicitly converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
   1828// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
   1829// **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
   1830// **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.
   1831struct ImColor
   1832{
   1833    ImVec4              Value;
   1834
   1835    ImColor()                                                       { Value.x = Value.y = Value.z = Value.w = 0.0f; }
   1836    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; }
   1837    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; }
   1838    ImColor(float r, float g, float b, float a = 1.0f)              { Value.x = r; Value.y = g; Value.z = b; Value.w = a; }
   1839    ImColor(const ImVec4& col)                                      { Value = col; }
   1840    inline operator ImU32() const                                   { return ImGui::ColorConvertFloat4ToU32(Value); }
   1841    inline operator ImVec4() const                                  { return Value; }
   1842
   1843    // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.
   1844    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; }
   1845    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); }
   1846};
   1847
   1848//-----------------------------------------------------------------------------
   1849// Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)
   1850// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
   1851//-----------------------------------------------------------------------------
   1852
   1853// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h]
   1854// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
   1855// you can poke into the draw list for that! Draw callback may be useful for example to:
   1856//  A) Change your GPU render state,
   1857//  B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
   1858// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
   1859// If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering back-end accordingly.
   1860#ifndef ImDrawCallback
   1861typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
   1862#endif
   1863
   1864// Special Draw callback value to request renderer back-end to reset the graphics/render state.
   1865// The renderer back-end needs to handle this special value, otherwise it will crash trying to call a function at this address.
   1866// This is useful for example if you submitted callbacks which you know have altered the render state and you want it to be restored.
   1867// It is not done by default because they are many perfectly useful way of altering render state for imgui contents (e.g. changing shader/blending settings before an Image call).
   1868#define ImDrawCallback_ResetRenderState     (ImDrawCallback)(-1)
   1869
   1870// Typically, 1 command = 1 GPU draw call (unless command is a callback)
   1871// Pre 1.71 back-ends will typically ignore the VtxOffset/IdxOffset fields. When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset'
   1872// is enabled, those fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
   1873struct ImDrawCmd
   1874{
   1875    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[].
   1876    ImVec4          ClipRect;               // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
   1877    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.
   1878    unsigned int    VtxOffset;              // Start offset in vertex buffer. Pre-1.71 or without ImGuiBackendFlags_RendererHasVtxOffset: always 0. With ImGuiBackendFlags_RendererHasVtxOffset: may be >0 to support meshes larger than 64K vertices with 16-bit indices.
   1879    unsigned int    IdxOffset;              // Start offset in index buffer. Always equal to sum of ElemCount drawn so far.
   1880    ImDrawCallback  UserCallback;           // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
   1881    void*           UserCallbackData;       // The draw callback code can access this.
   1882
   1883    ImDrawCmd() { ElemCount = 0; TextureId = (ImTextureID)NULL; VtxOffset = IdxOffset = 0;  UserCallback = NULL; UserCallbackData = NULL; }
   1884};
   1885
   1886// Vertex index, default to 16-bit
   1887// To allow large meshes with 16-bit indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer back-end (recommended).
   1888// To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in imconfig.h.
   1889#ifndef ImDrawIdx
   1890typedef unsigned short ImDrawIdx;
   1891#endif
   1892
   1893// Vertex layout
   1894#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
   1895struct ImDrawVert
   1896{
   1897    ImVec2  pos;
   1898    ImVec2  uv;
   1899    ImU32   col;
   1900};
   1901#else
   1902// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
   1903// 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.
   1904// The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared a the time you'd want to set your type up.
   1905// 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.
   1906IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
   1907#endif
   1908
   1909// For use by ImDrawListSplitter.
   1910struct ImDrawChannel
   1911{
   1912    ImVector<ImDrawCmd>         _CmdBuffer;
   1913    ImVector<ImDrawIdx>         _IdxBuffer;
   1914};
   1915
   1916// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order.
   1917// This is used by the Columns api, so items of each column can be batched together in a same draw call.
   1918struct ImDrawListSplitter
   1919{
   1920    int                         _Current;    // Current channel number (0)
   1921    int                         _Count;      // Number of active channels (1+)
   1922    ImVector<ImDrawChannel>     _Channels;   // Draw channels (not resized down so _Count might be < Channels.Size)
   1923
   1924    inline ImDrawListSplitter()  { Clear(); }
   1925    inline ~ImDrawListSplitter() { ClearFreeMemory(); }
   1926    inline void                 Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame
   1927    IMGUI_API void              ClearFreeMemory();
   1928    IMGUI_API void              Split(ImDrawList* draw_list, int count);
   1929    IMGUI_API void              Merge(ImDrawList* draw_list);
   1930    IMGUI_API void              SetCurrentChannel(ImDrawList* draw_list, int channel_idx);
   1931};
   1932
   1933enum ImDrawCornerFlags_
   1934{
   1935    ImDrawCornerFlags_None      = 0,
   1936    ImDrawCornerFlags_TopLeft   = 1 << 0, // 0x1
   1937    ImDrawCornerFlags_TopRight  = 1 << 1, // 0x2
   1938    ImDrawCornerFlags_BotLeft   = 1 << 2, // 0x4
   1939    ImDrawCornerFlags_BotRight  = 1 << 3, // 0x8
   1940    ImDrawCornerFlags_Top       = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight,   // 0x3
   1941    ImDrawCornerFlags_Bot       = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight,   // 0xC
   1942    ImDrawCornerFlags_Left      = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft,    // 0x5
   1943    ImDrawCornerFlags_Right     = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight,  // 0xA
   1944    ImDrawCornerFlags_All       = 0xF     // In your function calls you may use ~0 (= all bits sets) instead of ImDrawCornerFlags_All, as a convenience
   1945};
   1946
   1947enum ImDrawListFlags_
   1948{
   1949    ImDrawListFlags_None             = 0,
   1950    ImDrawListFlags_AntiAliasedLines = 1 << 0,  // Lines are anti-aliased (*2 the number of triangles for 1.0f wide line, otherwise *3 the number of triangles)
   1951    ImDrawListFlags_AntiAliasedFill  = 1 << 1,  // Filled shapes have anti-aliased edges (*2 the number of vertices)
   1952    ImDrawListFlags_AllowVtxOffset   = 1 << 2   // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.
   1953};
   1954
   1955// Draw command list
   1956// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame,
   1957// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
   1958// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to
   1959// access the current window draw list and draw custom primitives.
   1960// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
   1961// 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)
   1962// 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.
   1963struct ImDrawList
   1964{
   1965    // This is what you have to render
   1966    ImVector<ImDrawCmd>     CmdBuffer;          // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.
   1967    ImVector<ImDrawIdx>     IdxBuffer;          // Index buffer. Each command consume ImDrawCmd::ElemCount of those
   1968    ImVector<ImDrawVert>    VtxBuffer;          // Vertex buffer.
   1969    ImDrawListFlags         Flags;              // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
   1970
   1971    // [Internal, used while building lists]
   1972    const ImDrawListSharedData* _Data;          // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
   1973    const char*             _OwnerName;         // Pointer to owner window's name for debugging
   1974    unsigned int            _VtxCurrentOffset;  // [Internal] Always 0 unless 'Flags & ImDrawListFlags_AllowVtxOffset'.
   1975    unsigned int            _VtxCurrentIdx;     // [Internal] Generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.
   1976    ImDrawVert*             _VtxWritePtr;       // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
   1977    ImDrawIdx*              _IdxWritePtr;       // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
   1978    ImVector<ImVec4>        _ClipRectStack;     // [Internal]
   1979    ImVector<ImTextureID>   _TextureIdStack;    // [Internal]
   1980    ImVector<ImVec2>        _Path;              // [Internal] current path building
   1981    ImDrawListSplitter      _Splitter;          // [Internal] for channels api
   1982
   1983    // 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)
   1984    ImDrawList(const ImDrawListSharedData* shared_data) { _Data = shared_data; _OwnerName = NULL; Clear(); }
   1985    ~ImDrawList() { ClearFreeMemory(); }
   1986    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)
   1987    IMGUI_API void  PushClipRectFullScreen();
   1988    IMGUI_API void  PopClipRect();
   1989    IMGUI_API void  PushTextureID(ImTextureID texture_id);
   1990    IMGUI_API void  PopTextureID();
   1991    inline ImVec2   GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }
   1992    inline ImVec2   GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
   1993
   1994    // Primitives
   1995    // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
   1996    // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred).
   1997    //   In future versions we will use textures to provide cheaper and higher-quality circles.
   1998    //   Use AddNgon() and AddNgonFilled() functions if you need to guaranteed a specific number of sides.
   1999    IMGUI_API void  AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f);
   2000    IMGUI_API void  AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All, float thickness = 1.0f);   // a: upper-left, b: lower-right (== upper-left + size), rounding_corners_flags: 4 bits corresponding to which corner to round
   2001    IMGUI_API void  AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All);                     // a: upper-left, b: lower-right (== upper-left + size)
   2002    IMGUI_API void  AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);
   2003    IMGUI_API void  AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f);
   2004    IMGUI_API void  AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col);
   2005    IMGUI_API void  AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f);
   2006    IMGUI_API void  AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col);
   2007    IMGUI_API void  AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f);
   2008    IMGUI_API void  AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 12);
   2009    IMGUI_API void  AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f);
   2010    IMGUI_API void  AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments);
   2011    IMGUI_API void  AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
   2012    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);
   2013    IMGUI_API void  AddPolyline(const ImVec2* points, int num_points, ImU32 col, bool closed, float thickness);
   2014    IMGUI_API void  AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order.
   2015    IMGUI_API void  AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0);
   2016
   2017    // Image primitives
   2018    // - Read FAQ to understand what ImTextureID is.
   2019    // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle.
   2020    // - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture.
   2021    IMGUI_API void  AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE);
   2022    IMGUI_API void  AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE);
   2023    IMGUI_API void  AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All);
   2024
   2025    // Stateful path API, add points then finish with PathFillConvex() or PathStroke()
   2026    inline    void  PathClear()                                                 { _Path.Size = 0; }
   2027    inline    void  PathLineTo(const ImVec2& pos)                               { _Path.push_back(pos); }
   2028    inline    void  PathLineToMergeDuplicate(const ImVec2& pos)                 { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size-1], &pos, 8) != 0) _Path.push_back(pos); }
   2029    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.
   2030    inline    void  PathStroke(ImU32 col, bool closed, float thickness = 1.0f)  { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); _Path.Size = 0; }
   2031    IMGUI_API void  PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 10);
   2032    IMGUI_API void  PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12);                                            // Use precomputed angles for a 12 steps circle
   2033    IMGUI_API void  PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0);
   2034    IMGUI_API void  PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All);
   2035
   2036    // Advanced
   2037    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.
   2038    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
   2039    IMGUI_API ImDrawList* CloneOutput() const;                                  // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.
   2040
   2041    // Advanced: Channels
   2042    // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives)
   2043    // - Use to minimize draw calls (e.g. if going back-and-forth between multiple clipping rectangles, prefer to append into separate channels then merge at the end)
   2044    // - FIXME-OBSOLETE: This API shouldn't have been in ImDrawList in the first place!
   2045    //   Prefer using your own persistent copy of ImDrawListSplitter as you can stack them.
   2046    //   Using the ImDrawList::ChannelsXXXX you cannot stack a split over another.
   2047    inline void     ChannelsSplit(int count)    { _Splitter.Split(this, count); }
   2048    inline void     ChannelsMerge()             { _Splitter.Merge(this); }
   2049    inline void     ChannelsSetCurrent(int n)   { _Splitter.SetCurrentChannel(this, n); }
   2050
   2051    // Internal helpers
   2052    // NB: all primitives needs to be reserved via PrimReserve() beforehand!
   2053    IMGUI_API void  Clear();
   2054    IMGUI_API void  ClearFreeMemory();
   2055    IMGUI_API void  PrimReserve(int idx_count, int vtx_count);
   2056    IMGUI_API void  PrimUnreserve(int idx_count, int vtx_count);
   2057    IMGUI_API void  PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col);      // Axis aligned rectangle (composed of two triangles)
   2058    IMGUI_API void  PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
   2059    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);
   2060    inline    void  PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col){ _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
   2061    inline    void  PrimWriteIdx(ImDrawIdx idx)                                 { *_IdxWritePtr = idx; _IdxWritePtr++; }
   2062    inline    void  PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col)     { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); }
   2063    IMGUI_API void  UpdateClipRect();
   2064    IMGUI_API void  UpdateTextureID();
   2065};
   2066
   2067// All draw data to render a Dear ImGui frame
   2068// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose,
   2069// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList)
   2070struct ImDrawData
   2071{
   2072    bool            Valid;                  // Only valid after Render() is called and before the next NewFrame() is called.
   2073    ImDrawList**    CmdLists;               // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here.
   2074    int             CmdListsCount;          // Number of ImDrawList* to render
   2075    int             TotalIdxCount;          // For convenience, sum of all ImDrawList's IdxBuffer.Size
   2076    int             TotalVtxCount;          // For convenience, sum of all ImDrawList's VtxBuffer.Size
   2077    ImVec2          DisplayPos;             // Upper-left position of the viewport to render (== upper-left of the orthogonal projection matrix to use)
   2078    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)
   2079    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.
   2080
   2081    // Functions
   2082    ImDrawData()    { Valid = false; Clear(); }
   2083    ~ImDrawData()   { Clear(); }
   2084    void Clear()    { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.f, 0.f); } // The ImDrawList are owned by ImGuiContext!
   2085    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!
   2086    IMGUI_API void  ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
   2087};
   2088
   2089//-----------------------------------------------------------------------------
   2090// Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)
   2091//-----------------------------------------------------------------------------
   2092
   2093struct ImFontConfig
   2094{
   2095    void*           FontData;               //          // TTF/OTF data
   2096    int             FontDataSize;           //          // TTF/OTF data size
   2097    bool            FontDataOwnedByAtlas;   // true     // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
   2098    int             FontNo;                 // 0        // Index of font within TTF/OTF file
   2099    float           SizePixels;             //          // Size in pixels for rasterizer (more or less maps to the resulting font height).
   2100    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.
   2101    int             OversampleV;            // 1        // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
   2102    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.
   2103    ImVec2          GlyphExtraSpacing;      // 0, 0     // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
   2104    ImVec2          GlyphOffset;            // 0, 0     // Offset all glyphs from this font input.
   2105    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.
   2106    float           GlyphMinAdvanceX;       // 0        // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font
   2107    float           GlyphMaxAdvanceX;       // FLT_MAX  // Maximum AdvanceX for glyphs
   2108    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.
   2109    unsigned int    RasterizerFlags;        // 0x00     // Settings for custom font rasterizer (e.g. ImGuiFreeType). Leave as zero if you aren't using one.
   2110    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.
   2111    ImWchar         EllipsisChar;           // -1       // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.
   2112
   2113    // [Internal]
   2114    char            Name[40];               // Name (strictly to ease debugging)
   2115    ImFont*         DstFont;
   2116
   2117    IMGUI_API ImFontConfig();
   2118};
   2119
   2120// Hold rendering data for one glyph.
   2121// (Note: some language parsers may fail to convert the 31+1 bitfield members, in this case maybe drop store a single u32 or we can rework this)
   2122struct ImFontGlyph
   2123{
   2124    unsigned int    Codepoint : 31;     // 0x0000..0xFFFF
   2125    unsigned int    Visible : 1;        // Flag to allow early out when rendering
   2126    float           AdvanceX;           // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in)
   2127    float           X0, Y0, X1, Y1;     // Glyph corners
   2128    float           U0, V0, U1, V1;     // Texture coordinates
   2129};
   2130
   2131// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges().
   2132// This is essentially a tightly packed of vector of 64k booleans = 8KB storage.
   2133struct ImFontGlyphRangesBuilder
   2134{
   2135    ImVector<ImU32> UsedChars;            // Store 1-bit per Unicode code point (0=unused, 1=used)
   2136
   2137    ImFontGlyphRangesBuilder()              { Clear(); }
   2138    inline void     Clear()                 { int size_in_bytes = (IM_UNICODE_CODEPOINT_MAX + 1) / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); }
   2139    inline bool     GetBit(size_t n) const  { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; }  // Get bit n in the array
   2140    inline void     SetBit(size_t n)        { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; }               // Set bit n in the array
   2141    inline void     AddChar(ImWchar c)      { SetBit(c); }                      // Add character
   2142    IMGUI_API void  AddText(const char* text, const char* text_end = NULL);     // Add string (each character of the UTF-8 string are added)
   2143    IMGUI_API void  AddRanges(const ImWchar* ranges);                           // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
   2144    IMGUI_API void  BuildRanges(ImVector<ImWchar>* out_ranges);                 // Output new ranges
   2145};
   2146
   2147// See ImFontAtlas::AddCustomRectXXX functions.
   2148struct ImFontAtlasCustomRect
   2149{
   2150    unsigned int    ID;             // Input    // User ID. Use < 0x110000 to map into a font glyph, >= 0x110000 for other/internal/custom texture data.
   2151    unsigned short  Width, Height;  // Input    // Desired rectangle dimension
   2152    unsigned short  X, Y;           // Output   // Packed position in Atlas
   2153    float           GlyphAdvanceX;  // Input    // For custom font glyphs only (ID < 0x110000): glyph xadvance
   2154    ImVec2          GlyphOffset;    // Input    // For custom font glyphs only (ID < 0x110000): glyph display offset
   2155    ImFont*         Font;           // Input    // For custom font glyphs only (ID < 0x110000): target font
   2156    ImFontAtlasCustomRect()         { ID = 0xFFFFFFFF; Width = Height = 0; X = Y = 0xFFFF; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0,0); Font = NULL; }
   2157    bool IsPacked() const           { return X != 0xFFFF; }
   2158};
   2159
   2160enum ImFontAtlasFlags_
   2161{
   2162    ImFontAtlasFlags_None               = 0,
   2163    ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0,   // Don't round the height to next power of two
   2164    ImFontAtlasFlags_NoMouseCursors     = 1 << 1    // Don't build software mouse cursors into the atlas
   2165};
   2166
   2167// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
   2168//  - One or more fonts.
   2169//  - Custom graphics data needed to render the shapes needed by Dear ImGui.
   2170//  - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas).
   2171// It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api.
   2172//  - 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.
   2173//  - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
   2174//  - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples)
   2175//  - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
   2176//    This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details.
   2177// Common pitfalls:
   2178// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the
   2179//   atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
   2180// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.
   2181//   You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
   2182// - Even though many functions are suffixed with "TTF", OTF data is supported just as well.
   2183// - This is an old API and it is currently awkward for those and and various other reasons! We will address them in the future!
   2184struct ImFontAtlas
   2185{
   2186    IMGUI_API ImFontAtlas();
   2187    IMGUI_API ~ImFontAtlas();
   2188    IMGUI_API ImFont*           AddFont(const ImFontConfig* font_cfg);
   2189    IMGUI_API ImFont*           AddFontDefault(const ImFontConfig* font_cfg = NULL);
   2190    IMGUI_API ImFont*           AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
   2191    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.
   2192    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.
   2193    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.
   2194    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.
   2195    IMGUI_API void              ClearTexData();             // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory.
   2196    IMGUI_API void              ClearFonts();               // Clear output font data (glyphs storage, UV coordinates).
   2197    IMGUI_API void              Clear();                    // Clear all input and output.
   2198
   2199    // Build atlas, retrieve pixel data.
   2200    // 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().
   2201    // The pitch is always = Width * BytesPerPixels (1 or 4)
   2202    // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
   2203    // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste.
   2204    IMGUI_API bool              Build();                    // Build pixels data. This is called automatically for you by the GetTexData*** functions.
   2205    IMGUI_API void              GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL);  // 1 byte per-pixel
   2206    IMGUI_API void              GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL);  // 4 bytes-per-pixel
   2207    bool                        IsBuilt() const             { return Fonts.Size > 0 && (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); }
   2208    void                        SetTexID(ImTextureID id)    { TexID = id; }
   2209
   2210    //-------------------------------------------
   2211    // Glyph Ranges
   2212    //-------------------------------------------
   2213
   2214    // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
   2215    // 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.
   2216    // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.
   2217    IMGUI_API const ImWchar*    GetGlyphRangesDefault();                // Basic Latin, Extended Latin
   2218    IMGUI_API const ImWchar*    GetGlyphRangesKorean();                 // Default + Korean characters
   2219    IMGUI_API const ImWchar*    GetGlyphRangesJapanese();               // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
   2220    IMGUI_API const ImWchar*    GetGlyphRangesChineseFull();            // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs
   2221    IMGUI_API const ImWchar*    GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
   2222    IMGUI_API const ImWchar*    GetGlyphRangesCyrillic();               // Default + about 400 Cyrillic characters
   2223    IMGUI_API const ImWchar*    GetGlyphRangesThai();                   // Default + Thai characters
   2224    IMGUI_API const ImWchar*    GetGlyphRangesVietnamese();             // Default + Vietnamese characters
   2225
   2226    //-------------------------------------------
   2227    // [BETA] Custom Rectangles/Glyphs API
   2228    //-------------------------------------------
   2229
   2230    // You can request arbitrary rectangles to be packed into the atlas, for your own purposes.
   2231    // After calling Build(), you can query the rectangle position and render your pixels.
   2232    // You can also request your rectangles to be mapped as font glyph (given a font + Unicode point),
   2233    // so you can render e.g. custom colorful icons and use them as regular glyphs.
   2234    // Read docs/FONTS.txt for more details about using colorful icons.
   2235    IMGUI_API int               AddCustomRectRegular(unsigned int id, int width, int height);                                                                   // Id needs to be >= 0x110000. Id >= 0x80000000 are reserved for ImGui and ImDrawList
   2236    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 < 0x110000 to register a rectangle to map into a specific font.
   2237    const ImFontAtlasCustomRect*GetCustomRectByIndex(int index) const { if (index < 0) return NULL; return &CustomRects[index]; }
   2238
   2239    // [Internal]
   2240    IMGUI_API void              CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const;
   2241    IMGUI_API bool              GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]);
   2242
   2243    //-------------------------------------------
   2244    // Members
   2245    //-------------------------------------------
   2246
   2247    bool                        Locked;             // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
   2248    ImFontAtlasFlags            Flags;              // Build flags (see ImFontAtlasFlags_)
   2249    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.
   2250    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.
   2251    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.
   2252
   2253    // [Internal]
   2254    // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
   2255    unsigned char*              TexPixelsAlpha8;    // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
   2256    unsigned int*               TexPixelsRGBA32;    // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
   2257    int                         TexWidth;           // Texture width calculated during Build().
   2258    int                         TexHeight;          // Texture height calculated during Build().
   2259    ImVec2                      TexUvScale;         // = (1.0f/TexWidth, 1.0f/TexHeight)
   2260    ImVec2                      TexUvWhitePixel;    // Texture coordinates to a white pixel
   2261    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.
   2262    ImVector<ImFontAtlasCustomRect> CustomRects;    // Rectangles for packing custom texture data into the atlas.
   2263    ImVector<ImFontConfig>      ConfigData;         // Internal data
   2264    int                         CustomRectIds[1];   // Identifiers of custom texture rectangle used by ImFontAtlas/ImDrawList
   2265
   2266#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
   2267    typedef ImFontAtlasCustomRect    CustomRect;         // OBSOLETED in 1.72+
   2268    typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
   2269#endif
   2270};
   2271
   2272// Font runtime data and rendering
   2273// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
   2274struct ImFont
   2275{
   2276    // Members: Hot ~20/24 bytes (for CalcTextSize)
   2277    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).
   2278    float                       FallbackAdvanceX;   // 4     // out // = FallbackGlyph->AdvanceX
   2279    float                       FontSize;           // 4     // in  //            // Height of characters/line, set during loading (don't change after loading)
   2280
   2281    // Members: Hot ~36/48 bytes (for CalcTextSize + render loop)
   2282    ImVector<ImWchar>           IndexLookup;        // 12-16 // out //            // Sparse. Index glyphs by Unicode code-point.
   2283    ImVector<ImFontGlyph>       Glyphs;             // 12-16 // out //            // All glyphs.
   2284    const ImFontGlyph*          FallbackGlyph;      // 4-8   // out // = FindGlyph(FontFallbackChar)
   2285    ImVec2                      DisplayOffset;      // 8     // in  // = (0,0)    // Offset font rendering by xx pixels
   2286
   2287    // Members: Cold ~32/40 bytes
   2288    ImFontAtlas*                ContainerAtlas;     // 4-8   // out //            // What we has been loaded into
   2289    const ImFontConfig*         ConfigData;         // 4-8   // in  //            // Pointer within ContainerAtlas->ConfigData
   2290    short                       ConfigDataCount;    // 2     // in  // ~ 1        // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
   2291    ImWchar                     FallbackChar;       // 2     // in  // = '?'      // Replacement character if a glyph isn't found. Only set via SetFallbackChar()
   2292    ImWchar                     EllipsisChar;       // 2     // out // = -1       // Character used for ellipsis rendering.
   2293    bool                        DirtyLookupTables;  // 1     // out //
   2294    float                       Scale;              // 4     // in  // = 1.f      // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
   2295    float                       Ascent, Descent;    // 4+4   // out //            // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
   2296    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)
   2297    ImU8                        Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/4096/8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations accross all used codepoints.
   2298
   2299    // Methods
   2300    IMGUI_API ImFont();
   2301    IMGUI_API ~ImFont();
   2302    IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const;
   2303    IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const;
   2304    float                       GetCharAdvance(ImWchar c) const     { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; }
   2305    bool                        IsLoaded() const                    { return ContainerAtlas != NULL; }
   2306    const char*                 GetDebugName() const                { return ConfigData ? ConfigData->Name : "<unknown>"; }
   2307
   2308    // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
   2309    // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
   2310    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
   2311    IMGUI_API const char*       CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
   2312    IMGUI_API void              RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const;
   2313    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;
   2314
   2315    // [Internal] Don't use!
   2316    IMGUI_API void              BuildLookupTable();
   2317    IMGUI_API void              ClearOutputData();
   2318    IMGUI_API void              GrowIndex(int new_size);
   2319    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);
   2320    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.
   2321    IMGUI_API void              SetGlyphVisible(ImWchar c, bool visible);
   2322    IMGUI_API void              SetFallbackChar(ImWchar c);
   2323    IMGUI_API bool              IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last);
   2324};
   2325
   2326#if defined(__clang__)
   2327#pragma clang diagnostic pop
   2328#elif defined(__GNUC__)
   2329#pragma GCC diagnostic pop
   2330#endif
   2331
   2332// Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h)
   2333#ifdef IMGUI_INCLUDE_IMGUI_USER_H
   2334#include "imgui_user.h"
   2335#endif
   2336
   2337#endif // #ifndef IMGUI_DISABLE