dart
imgui.h
1 // dear imgui, v1.82
2 // (headers)
3 
4 // Help:
5 // - Read FAQ at http://dearimgui.org/faq
6 // - Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
7 // - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
8 // Read imgui.cpp for details, links and comments.
9 
10 // Resources:
11 // - FAQ http://dearimgui.org/faq
12 // - Homepage & latest https://github.com/ocornut/imgui
13 // - Releases & changelog https://github.com/ocornut/imgui/releases
14 // - Gallery https://github.com/ocornut/imgui/issues/3488 (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 // - Discussions https://github.com/ocornut/imgui/discussions
19 
20 /*
21 
22 Index of this file:
23 // [SECTION] Header mess
24 // [SECTION] Forward declarations and basic types
25 // [SECTION] Dear ImGui end-user API functions
26 // [SECTION] Flags & Enumerations
27 // [SECTION] Helpers: Memory allocations macros, ImVector<>
28 // [SECTION] ImGuiStyle
29 // [SECTION] ImGuiIO
30 // [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
31 // [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)
32 // [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData)
33 // [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
34 // [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport)
35 // [SECTION] Obsolete functions and types
36 
37 */
38 
39 #pragma once
40 
41 // Configuration file with compile-time options (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system')
42 #ifdef IMGUI_USER_CONFIG
43 #include IMGUI_USER_CONFIG
44 #endif
45 #if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H)
46 #include "imconfig.h"
47 #endif
48 
49 #ifndef IMGUI_DISABLE
50 
51 //-----------------------------------------------------------------------------
52 // [SECTION] Header mess
53 //-----------------------------------------------------------------------------
54 
55 // Includes
56 #include <float.h> // FLT_MIN, FLT_MAX
57 #include <stdarg.h> // va_list, va_start, va_end
58 #include <stddef.h> // ptrdiff_t, NULL
59 #include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
60 
61 // Version
62 // (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)
63 #define IMGUI_VERSION "1.82"
64 #define IMGUI_VERSION_NUM 18200
65 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
66 #define IMGUI_HAS_TABLE
67 
68 // Define attributes of all API symbols declarations (e.g. for DLL under Windows)
69 // IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h)
70 // 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)
71 #ifndef IMGUI_API
72 #define IMGUI_API
73 #endif
74 #ifndef IMGUI_IMPL_API
75 #define IMGUI_IMPL_API IMGUI_API
76 #endif
77 
78 // Helper Macros
79 #ifndef IM_ASSERT
80 #include <assert.h>
81 #define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h
82 #endif
83 #define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers!
84 #define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
85 #if (__cplusplus >= 201100) || (defined(_MSVC_LANG) && _MSVC_LANG >= 201100)
86 #define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11
87 #else
88 #define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Old style macro.
89 #endif
90 
91 // Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions.
92 #if !defined(IMGUI_USE_STB_SPRINTF) && defined(__clang__)
93 #define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1)))
94 #define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
95 #elif !defined(IMGUI_USE_STB_SPRINTF) && defined(__GNUC__) && defined(__MINGW32__)
96 #define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1)))
97 #define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0)))
98 #else
99 #define IM_FMTARGS(FMT)
100 #define IM_FMTLIST(FMT)
101 #endif
102 
103 // Warnings
104 #if defined(__clang__)
105 #pragma clang diagnostic push
106 #pragma clang diagnostic ignored "-Wold-style-cast"
107 #if __has_warning("-Wzero-as-null-pointer-constant")
108 #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
109 #endif
110 #elif defined(__GNUC__)
111 #pragma GCC diagnostic push
112 #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
113 #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
114 #endif
115 
116 //-----------------------------------------------------------------------------
117 // [SECTION] Forward declarations and basic types
118 //-----------------------------------------------------------------------------
119 
120 // Forward declarations
121 struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit()
122 struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)
123 struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.
124 struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder)
125 struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
126 struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back.
127 struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
128 struct ImFont; // Runtime data for a single font within a parent ImFontAtlas
129 struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
130 struct ImFontBuilderIO; // Opaque interface to a font builder (stb_truetype or FreeType).
131 struct ImFontConfig; // Configuration data when adding a font or merging fonts
132 struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset)
133 struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data
134 struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)
135 struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h)
136 struct ImGuiIO; // Main configuration and I/O between your application and ImGui
137 struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
138 struct ImGuiListClipper; // Helper to manually clip large list of items
139 struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro
140 struct ImGuiPayload; // User data payload for drag and drop operations
141 struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
142 struct ImGuiStorage; // Helper for key->value storage
143 struct ImGuiStyle; // Runtime data for styling/colors
144 struct ImGuiTableSortSpecs; // Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
145 struct ImGuiTableColumnSortSpecs; // Sorting specification for one column of a table
146 struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder)
147 struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]")
148 struct ImGuiViewport; // A Platform Window (always only one in 'master' branch), in the future may represent Platform Monitor
149 
150 // Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file)
151 // - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
152 // In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
153 // With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
154 typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling
155 typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions
156 typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type
157 typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction
158 typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A key identifier (ImGui-side enum)
159 typedef int ImGuiNavInput; // -> enum ImGuiNavInput_ // Enum: An input identifier for navigation
160 typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle)
161 typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier
162 typedef int ImGuiSortDirection; // -> enum ImGuiSortDirection_ // Enum: A sorting direction (ascending or descending)
163 typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling
164 typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor()
165 typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions
166 typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance
167 typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build
168 typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags
169 typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton()
170 typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc.
171 typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags
172 typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo()
173 typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload()
174 typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused()
175 typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc.
176 typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline()
177 typedef int ImGuiKeyModFlags; // -> enum ImGuiKeyModFlags_ // Flags: for io.KeyMods (Ctrl/Shift/Alt/Super)
178 typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen()
179 typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
180 typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
181 typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar()
182 typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem()
183 typedef int ImGuiTableFlags; // -> enum ImGuiTableFlags_ // Flags: For BeginTable()
184 typedef int ImGuiTableColumnFlags; // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn()
185 typedef int ImGuiTableRowFlags; // -> enum ImGuiTableRowFlags_ // Flags: For TableNextRow()
186 typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader()
187 typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport
188 typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild()
189 
190 // Other types
191 #ifndef ImTextureID // ImTextureID [configurable type: override in imconfig.h with '#define ImTextureID xxx']
192 typedef void* ImTextureID; // User data for rendering backend to identify a texture. This is whatever to you want it to be! read the FAQ about ImTextureID for details.
193 #endif
194 typedef unsigned int ImGuiID; // A unique ID used by widgets, typically hashed from a stack of string.
195 typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText()
196 typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints()
197 typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
198 typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
199 
200 // Character types
201 // (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display)
202 typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings.
203 typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings.
204 #ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16]
205 typedef ImWchar32 ImWchar;
206 #else
207 typedef ImWchar16 ImWchar;
208 #endif
209 
210 // Basic scalar data types
211 typedef signed char ImS8; // 8-bit signed integer
212 typedef unsigned char ImU8; // 8-bit unsigned integer
213 typedef signed short ImS16; // 16-bit signed integer
214 typedef unsigned short ImU16; // 16-bit unsigned integer
215 typedef signed int ImS32; // 32-bit signed integer == int
216 typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors)
217 #if defined(_MSC_VER) && !defined(__clang__)
218 typedef signed __int64 ImS64; // 64-bit signed integer (pre and post C++11 with Visual Studio)
219 typedef unsigned __int64 ImU64; // 64-bit unsigned integer (pre and post C++11 with Visual Studio)
220 #elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100)
221 #include <stdint.h>
222 typedef int64_t ImS64; // 64-bit signed integer (pre C++11)
223 typedef uint64_t ImU64; // 64-bit unsigned integer (pre C++11)
224 #else
225 typedef signed long long ImS64; // 64-bit signed integer (post C++11)
226 typedef unsigned long long ImU64; // 64-bit unsigned integer (post C++11)
227 #endif
228 
229 // 2D vector (often used to store positions or sizes)
230 struct ImVec2
231 {
232  float x, y;
233  ImVec2() { x = y = 0.0f; }
234  ImVec2(float _x, float _y) { x = _x; y = _y; }
235  float operator[] (size_t idx) const { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine.
236  float& operator[] (size_t idx) { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine.
237 #ifdef IM_VEC2_CLASS_EXTRA
238  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.
239 #endif
240 };
241 
242 // 4D vector (often used to store floating-point colors)
243 struct ImVec4
244 {
245  float x, y, z, w;
246  ImVec4() { x = y = z = w = 0.0f; }
247  ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; }
248 #ifdef IM_VEC4_CLASS_EXTRA
249  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.
250 #endif
251 };
252 
253 //-----------------------------------------------------------------------------
254 // [SECTION] Dear ImGui end-user API functions
255 // (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!)
256 //-----------------------------------------------------------------------------
257 
258 namespace ImGui
259 {
260  // Context creation and access
261  // - Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between contexts.
262  // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
263  // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details.
264  IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
265  IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context
266  IMGUI_API ImGuiContext* GetCurrentContext();
267  IMGUI_API void SetCurrentContext(ImGuiContext* ctx);
268 
269  // Main
270  IMGUI_API ImGuiIO& GetIO(); // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
271  IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame!
272  IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame().
273  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!
274  IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData().
275  IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render.
276 
277  // Demo, Debug, Information
278  IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
279  IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc.
280  IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information.
281  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)
282  IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles.
283  IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts.
284  IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls).
285  IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.80 WIP" (essentially the value for IMGUI_VERSION from the compiled version of imgui.cpp)
286 
287  // Styles
288  IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default)
289  IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font
290  IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style
291 
292  // Windows
293  // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.
294  // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,
295  // which clicking will set the boolean to false when clicked.
296  // - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times.
297  // Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin().
298  // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
299  // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
300  // [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu,
301  // BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function
302  // returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
303  // - Note that the bottom of window stack always contains a window called "Debug".
304  IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
305  IMGUI_API void End();
306 
307  // Child Windows
308  // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
309  // - 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).
310  // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window.
311  // Always call a matching EndChild() for each BeginChild() call, regardless of its return value.
312  // [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu,
313  // BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function
314  // returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
315  IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0);
316  IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0);
317  IMGUI_API void EndChild();
318 
319  // Windows Utilities
320  // - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into.
321  IMGUI_API bool IsWindowAppearing();
322  IMGUI_API bool IsWindowCollapsed();
323  IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
324  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!
325  IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives
326  IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList API)
327  IMGUI_API ImVec2 GetWindowSize(); // get current window size
328  IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x)
329  IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y)
330 
331  // Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
332  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.
333  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()
334  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.
335  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()
336  IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin()
337  IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin()
338  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.
339  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.
340  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.
341  IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
342  IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().
343  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().
344  IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position.
345  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.
346  IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state
347  IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus.
348 
349  // Content region
350  // - Retrieve available space from a given point. GetContentRegionAvail() is frequently useful.
351  // - Those functions are bound to be redesigned (they are confusing, incomplete and the Min/Max return values are in local window coordinates which increases confusion)
352  IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos()
353  IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
354  IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates
355  IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
356  IMGUI_API float GetWindowContentRegionWidth(); //
357 
358  // Windows Scrolling
359  IMGUI_API float GetScrollX(); // get scrolling amount [0 .. GetScrollMaxX()]
360  IMGUI_API float GetScrollY(); // get scrolling amount [0 .. GetScrollMaxY()]
361  IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0 .. GetScrollMaxX()]
362  IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0 .. GetScrollMaxY()]
363  IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x
364  IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y
365  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.
366  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.
367  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.
368  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.
369 
370  // Parameters stacks (shared)
371  IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font
372  IMGUI_API void PopFont();
373  IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); // modify a style color. always use this if you modify the style after NewFrame().
374  IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col);
375  IMGUI_API void PopStyleColor(int count = 1);
376  IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame().
377  IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. always use this if you modify the style after NewFrame().
378  IMGUI_API void PopStyleVar(int count = 1);
379  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
380  IMGUI_API void PopAllowKeyboardFocus();
381  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.
382  IMGUI_API void PopButtonRepeat();
383 
384  // Parameters stacks (current window)
385  IMGUI_API void PushItemWidth(float item_width); // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side).
386  IMGUI_API void PopItemWidth();
387  IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side)
388  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.
389  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
390  IMGUI_API void PopTextWrapPos();
391 
392  // Style read access
393  IMGUI_API ImFont* GetFont(); // get current font
394  IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied
395  IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
396  IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier, packed as a 32-bit value suitable for ImDrawList
397  IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
398  IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
399  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.
400 
401  // Cursor / Layout
402  // - By "cursor" we mean the current output position.
403  // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
404  // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget.
405  // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API:
406  // Window-local coordinates: SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos()
407  // Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions.
408  IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
409  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.
410  IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in an horizontal-layout context.
411  IMGUI_API void Spacing(); // add vertical spacing.
412  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.
413  IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by indent_w, or style.IndentSpacing if indent_w <= 0
414  IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by indent_w, or style.IndentSpacing if indent_w <= 0
415  IMGUI_API void BeginGroup(); // lock horizontal starting position
416  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.)
417  IMGUI_API ImVec2 GetCursorPos(); // cursor position in window coordinates (relative to window position)
418  IMGUI_API float GetCursorPosX(); // (some functions are using window-relative coordinates, such as: GetCursorPos, GetCursorStartPos, GetContentRegionMax, GetWindowContentRegion* etc.
419  IMGUI_API float GetCursorPosY(); // other functions such as GetCursorScreenPos or everything in ImDrawList::
420  IMGUI_API void SetCursorPos(const ImVec2& local_pos); // are using the main, absolute coordinate system.
421  IMGUI_API void SetCursorPosX(float local_x); // GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.)
422  IMGUI_API void SetCursorPosY(float local_y); //
423  IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position in window coordinates
424  IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute coordinates (useful to work with ImDrawList API). generally top-left == GetMainViewport()->Pos == (0,0) in single viewport mode, and bottom-right == GetMainViewport()->Pos+Size == io.DisplaySize in single-viewport mode.
425  IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute coordinates
426  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)
427  IMGUI_API float GetTextLineHeight(); // ~ FontSize
428  IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
429  IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2
430  IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)
431 
432  // ID stack/scopes
433  // - Read the FAQ for more details about how ID are handled in dear imgui. If you are creating widgets in a loop you most
434  // likely want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
435  // - The resulting ID are hashes of the entire stack.
436  // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others.
437  // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed and used as an ID,
438  // whereas "str_id" denote a string that is only used as an ID and not normally displayed.
439  IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string).
440  IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string).
441  IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer).
442  IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer).
443  IMGUI_API void PopID(); // pop from the ID stack.
444  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
445  IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end);
446  IMGUI_API ImGuiID GetID(const void* ptr_id);
447 
448  // Widgets: Text
449  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.
450  IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // formatted text
451  IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1);
452  IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
453  IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2);
454  IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
455  IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1);
456  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().
457  IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1);
458  IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets
459  IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2);
460  IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text()
461  IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1);
462 
463  // Widgets: Main
464  // - Most widgets return true when the value has been changed or when pressed/selected
465  // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state.
466  IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0, 0)); // button
467  IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text
468  IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size, ImGuiButtonFlags flags = 0); // flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
469  IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape
470  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));
471  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
472  IMGUI_API bool Checkbox(const char* label, bool* v);
473  IMGUI_API bool CheckboxFlags(const char* label, int* flags, int flags_value);
474  IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
475  IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }
476  IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer
477  IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL);
478  IMGUI_API void Bullet(); // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
479 
480  // Widgets: Combo Box
481  // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
482  // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created.
483  IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
484  IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true!
485  IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);
486  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"
487  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);
488 
489  // Widgets: Drag Sliders
490  // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped and can go off-bounds.
491  // - 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
492  // - 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.
493  // - Format string may also be set to NULL or use the default format ("%f" or "%d").
494  // - 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).
495  // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits.
496  // - 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.
497  // - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.
498  // - Legacy: Pre-1.78 there are DragXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
499  // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
500  IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound
501  IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
502  IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
503  IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
504  IMGUI_API bool DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, ImGuiSliderFlags flags = 0);
505  IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound
506  IMGUI_API bool DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
507  IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
508  IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
509  IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL, ImGuiSliderFlags flags = 0);
510  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, ImGuiSliderFlags flags = 0);
511  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, ImGuiSliderFlags flags = 0);
512 
513  // Widgets: Regular Sliders
514  // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped and can go off-bounds.
515  // - 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.
516  // - Format string may also be set to NULL or use the default format ("%f" or "%d").
517  // - Legacy: Pre-1.78 there are SliderXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
518  // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
519  IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display.
520  IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
521  IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
522  IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
523  IMGUI_API bool SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f, const char* format = "%.0f deg", ImGuiSliderFlags flags = 0);
524  IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
525  IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
526  IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
527  IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
528  IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
529  IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
530  IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
531  IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
532  IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
533 
534  // Widgets: Input with Keyboard
535  // - 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.
536  // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.
537  IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
538  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);
539  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);
540  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);
541  IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
542  IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
543  IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
544  IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0);
545  IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0);
546  IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0);
547  IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0);
548  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);
549  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);
550  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);
551 
552  // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little color square that can be left-clicked to open a picker, and right-clicked to open an option menu.)
553  // - 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.
554  // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
555  IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
556  IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
557  IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
558  IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
559  IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed.
560  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.
561 
562  // Widgets: Trees
563  // - 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.
564  IMGUI_API bool TreeNode(const char* label);
565  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().
566  IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // "
567  IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
568  IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
569  IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);
570  IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
571  IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
572  IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
573  IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
574  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.
575  IMGUI_API void TreePush(const void* ptr_id = NULL); // "
576  IMGUI_API void TreePop(); // ~ Unindent()+PopId()
577  IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
578  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().
579  IMGUI_API bool CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags = 0); // when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header.
580  IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state.
581 
582  // Widgets: Selectables
583  // - A selectable highlights when hovered, and can display another color when selected.
584  // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous.
585  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
586  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.
587 
588  // Widgets: List Boxes
589  // - This is essentially a thin wrapper to using BeginChild/EndChild with some stylistic changes.
590  // - The BeginListBox()/EndListBox() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() or any items.
591  // - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analoguous to how Combos are created.
592  // - Choose frame width: size.x > 0.0f: custom / size.x < 0.0f or -FLT_MIN: right-align / size.x = 0.0f (default): use current ItemWidth
593  // - Choose frame height: size.y > 0.0f: custom / size.y < 0.0f or -FLT_MIN: bottom-align / size.y = 0.0f (default): arbitrary default height which can fit ~7 items
594  IMGUI_API bool BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region
595  IMGUI_API void EndListBox(); // only call EndListBox() if BeginListBox() returned true!
596  IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);
597  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);
598 
599  // Widgets: Data Plotting
600  // - Consider using ImPlot (https://github.com/epezent/implot)
601  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));
602  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));
603  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));
604  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));
605 
606  // Widgets: Value() Helpers.
607  // - 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)
608  IMGUI_API void Value(const char* prefix, bool b);
609  IMGUI_API void Value(const char* prefix, int v);
610  IMGUI_API void Value(const char* prefix, unsigned int v);
611  IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL);
612 
613  // Widgets: Menus
614  // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar.
615  // - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it.
616  // - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it.
617  IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
618  IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true!
619  IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar.
620  IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
621  IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true!
622  IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true!
623  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
624  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
625 
626  // Tooltips
627  // - Tooltip are windows following the mouse. They do not take focus away.
628  IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of items).
629  IMGUI_API void EndTooltip();
630  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().
631  IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
632 
633  // Popups, Modals
634  // - They block normal mouse hovering detection (and therefore most mouse interactions) behind them.
635  // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
636  // - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls.
637  // - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time.
638  // - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered().
639  // - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to be at the same level of the stack.
640  // This is sometimes leading to confusing mistakes. May rework this in the future.
641  // Popups: begin/end functions
642  // - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards. ImGuiWindowFlags are forwarded to the window.
643  // - BeginPopupModal(): block every interactions behind the window, cannot be closed by user, add a dimming background, has a title bar.
644  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.
645  IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it.
646  IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true!
647  // Popups: open/close functions
648  // - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options.
649  // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
650  // - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually.
651  // - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options).
652  // - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup().
653  IMGUI_API void OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!).
654  IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. return true when just opened. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors)
655  IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into.
656  // Popups: open+begin combined functions helpers
657  // - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking.
658  // - They are convenient to easily create context menus, hence the name.
659  // - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future.
660  // - IMPORTANT: we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight.
661  IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+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!
662  IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window.
663  IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked in void (where there are no windows).
664  // Popups: test function
665  // - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack.
666  // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack.
667  // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open.
668  IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open.
669 
670  // Tables
671  // [BETA API] API may evolve slightly! If you use this, please update to the next version when it comes out!
672  // - Full-featured replacement for old Columns API.
673  // - See Demo->Tables for demo code.
674  // - See top of imgui_tables.cpp for general commentary.
675  // - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags.
676  // The typical call flow is:
677  // - 1. Call BeginTable().
678  // - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults.
679  // - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows.
680  // - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data.
681  // - 5. Populate contents:
682  // - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column.
683  // - If you are using tables as a sort of grid, where every columns is holding the same type of contents,
684  // you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex().
685  // TableNextColumn() will automatically wrap-around into the next row if needed.
686  // - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column!
687  // - Summary of possible call flow:
688  // --------------------------------------------------------------------------------------------------------
689  // TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") // OK
690  // TableNextRow() -> TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK
691  // TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK: TableNextColumn() automatically gets to next row!
692  // TableNextRow() -> Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear!
693  // --------------------------------------------------------------------------------------------------------
694  // - 5. Call EndTable()
695  IMGUI_API bool BeginTable(const char* str_id, int column, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f);
696  IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true!
697  IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row.
698  IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible.
699  IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible.
700  // Tables: Headers & Columns declaration
701  // - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc.
702  // - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column.
703  // Headers are required to perform: reordering, sorting, and opening the context menu.
704  // The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody.
705  // - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in
706  // some advanced use cases (e.g. adding custom widgets in header row).
707  // - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled.
708  IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0);
709  IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled.
710  IMGUI_API void TableHeadersRow(); // submit all headers cells based on data provided to TableSetupColumn() + submit context menu
711  IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used)
712  // Tables: Sorting
713  // - Call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting.
714  // - When 'SpecsDirty == true' you should sort your data. It will be true when sorting specs have changed
715  // since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, else you may
716  // wastefully sort your data every frame!
717  // - Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable().
718  IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting).
719  // Tables: Miscellaneous functions
720  // - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index.
721  IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable)
722  IMGUI_API int TableGetColumnIndex(); // return current column index.
723  IMGUI_API int TableGetRowIndex(); // return current row index.
724  IMGUI_API const char* TableGetColumnName(int column_n = -1); // return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column.
725  IMGUI_API ImGuiTableColumnFlags TableGetColumnFlags(int column_n = -1); // return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column.
726  IMGUI_API void TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n = -1); // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details.
727 
728  // Legacy Columns API (2020: prefer using Tables!)
729  // - You can also use SameLine(pos_x) to mimic simplified columns.
730  IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true);
731  IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
732  IMGUI_API int GetColumnIndex(); // get current column index
733  IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column
734  IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column
735  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
736  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
737  IMGUI_API int GetColumnsCount();
738 
739  // Tab Bars, Tabs
740  IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar
741  IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true!
742  IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected.
743  IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true!
744  IMGUI_API bool TabItemButton(const char* label, ImGuiTabItemFlags flags = 0); // create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar.
745  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.
746 
747  // Logging/Capture
748  // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.
749  IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout)
750  IMGUI_API void LogToFile(int auto_open_depth = -1, const char* filename = NULL); // start logging to file
751  IMGUI_API void LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard
752  IMGUI_API void LogFinish(); // stop logging (close file, etc.)
753  IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard
754  IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed)
755  IMGUI_API void LogTextV(const char* fmt, va_list args) IM_FMTLIST(1);
756 
757  // Drag and Drop
758  // - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource().
759  // - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget().
760  // - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip, see #1725)
761  // - An item can be both drag source and drop target.
762  IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call after submitting an item which may be dragged. when this return true, you can call SetDragDropPayload() + EndDragDropSource()
763  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.
764  IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true!
765  IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
766  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.
767  IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
768  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.
769 
770  // Clipping
771  // - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only.
772  IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
773  IMGUI_API void PopClipRect();
774 
775  // Focus, Activation
776  // - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item"
777  IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window.
778  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.
779 
780  // Item/Widgets Utilities
781  // - Most of the functions are referring to the previous Item that has been submitted.
782  // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions.
783  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.
784  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)
785  IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation?
786  IMGUI_API bool IsItemClicked(ImGuiMouseButton mouse_button = 0); // is the last item hovered and mouse clicked on? (**) == IsMouseClicked(mouse_button) && IsItemHovered()Important. (**) this it NOT equivalent to the behavior of e.g. Button(). Read comments in function definition.
787  IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling)
788  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.
789  IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive).
790  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.
791  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).
792  IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode().
793  IMGUI_API bool IsAnyItemHovered(); // is any item hovered?
794  IMGUI_API bool IsAnyItemActive(); // is any item active?
795  IMGUI_API bool IsAnyItemFocused(); // is any item focused?
796  IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space)
797  IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space)
798  IMGUI_API ImVec2 GetItemRectSize(); // get size of last item
799  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.
800 
801  // Viewports
802  // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
803  // - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
804  // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
805  IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport.
806 
807  // Miscellaneous Utilities
808  IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
809  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.
810  IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame.
811  IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame.
812  IMGUI_API ImDrawList* GetBackgroundDrawList(); // this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.
813  IMGUI_API ImDrawList* GetForegroundDrawList(); // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
814  IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances.
815  IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.).
816  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)
817  IMGUI_API ImGuiStorage* GetStateStorage();
818  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.
819  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
820  IMGUI_API void EndChildFrame(); // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window)
821 
822  // Text Utilities
823  IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
824 
825  // Color Utilities
826  IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in);
827  IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in);
828  IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
829  IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
830 
831  // Inputs Utilities: Keyboard
832  // - For 'int user_key_index' you can use your own indices/enums according to how your backend/engine stored them in io.KeysDown[].
833  // - We don't know the meaning of those value. You can use GetKeyIndex() to map a ImGuiKey_ value into the user index.
834  IMGUI_API int GetKeyIndex(ImGuiKey imgui_key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
835  IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index].
836  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
837  IMGUI_API bool IsKeyReleased(int user_key_index); // was key released (went from Down to !Down)?
838  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
839  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.
840 
841  // Inputs Utilities: Mouse
842  // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.
843  // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
844  // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold')
845  IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held?
846  IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down)
847  IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down)
848  IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? (note that a double-click will also report IsMouseClicked() == true)
849  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.
850  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
851  IMGUI_API bool IsAnyMouseDown(); // is any mouse button held?
852  IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
853  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)
854  IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold)
855  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)
856  IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); //
857  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
858  IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired cursor type
859  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.
860 
861  // Clipboard Utilities
862  // - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard.
863  IMGUI_API const char* GetClipboardText();
864  IMGUI_API void SetClipboardText(const char* text);
865 
866  // Settings/.Ini Utilities
867  // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
868  // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
869  IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
870  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.
871  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).
872  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.
873 
874  // Debug Utilities
875  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.
876 
877  // Memory Allocators
878  // - Those functions are not reliant on the current context.
879  // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
880  // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
881  IMGUI_API void SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL);
882  IMGUI_API void GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data);
883  IMGUI_API void* MemAlloc(size_t size);
884  IMGUI_API void MemFree(void* ptr);
885 
886 } // namespace ImGui
887 
888 //-----------------------------------------------------------------------------
889 // [SECTION] Flags & Enumerations
890 //-----------------------------------------------------------------------------
891 
892 // Flags for ImGui::Begin()
893 enum ImGuiWindowFlags_
894 {
895  ImGuiWindowFlags_None = 0,
896  ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar
897  ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip
898  ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window
899  ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically)
900  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.
901  ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it
902  ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame
903  ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
904  ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file
905  ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through.
906  ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar
907  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.
908  ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state
909  ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus)
910  ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y)
911  ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
912  ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
913  ImGuiWindowFlags_NoNavInputs = 1 << 18, // No gamepad/keyboard navigation within the window
914  ImGuiWindowFlags_NoNavFocus = 1 << 19, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
915  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.
916  ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
917  ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,
918  ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
919 
920  // [Internal]
921  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!)
922  ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild()
923  ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip()
924  ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
925  ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal()
926  ImGuiWindowFlags_ChildMenu = 1 << 28 // Don't use! For internal use by BeginMenu()
927 
928  // [Obsolete]
929  //ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // --> Set io.ConfigWindowsResizeFromEdges=true and make sure mouse cursors are supported by backend (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors)
930 };
931 
932 // Flags for ImGui::InputText()
933 enum ImGuiInputTextFlags_
934 {
935  ImGuiInputTextFlags_None = 0,
936  ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/
937  ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef
938  ImGuiInputTextFlags_CharsUppercase = 1 << 2, // Turn a..z into A..Z
939  ImGuiInputTextFlags_CharsNoBlank = 1 << 3, // Filter out spaces, tabs
940  ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking mouse focus
941  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.
942  ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Callback on pressing TAB (for completion handling)
943  ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Callback on pressing Up/Down arrows (for history handling)
944  ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Callback on each iteration. User code may query cursor position, modify text buffer.
945  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.
946  ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field
947  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).
948  ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally
949  ImGuiInputTextFlags_AlwaysOverwrite = 1 << 13, // Overwrite mode
950  ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode
951  ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*'
952  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().
953  ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input)
954  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)
955  ImGuiInputTextFlags_CallbackEdit = 1 << 19, // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
956  // [Internal]
957  ImGuiInputTextFlags_Multiline = 1 << 20, // For internal use by InputTextMultiline()
958  ImGuiInputTextFlags_NoMarkEdited = 1 << 21 // For internal use by functions using InputText() before reformatting data
959 
960  // Obsolete names (will be removed soon)
961 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
962  , ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior
963 #endif
964 };
965 
966 // Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
967 enum ImGuiTreeNodeFlags_
968 {
969  ImGuiTreeNodeFlags_None = 0,
970  ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected
971  ImGuiTreeNodeFlags_Framed = 1 << 1, // Draw frame with background (e.g. for CollapsingHeader)
972  ImGuiTreeNodeFlags_AllowItemOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one
973  ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
974  ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
975  ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open
976  ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node
977  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.
978  ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes).
979  ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow
980  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().
981  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.
982  ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (bypass the indented area).
983  ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
984  //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 14, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
985  ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog
986 };
987 
988 // Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions.
989 // - To be backward compatible with older API which took an 'int mouse_button = 1' argument, we need to treat
990 // small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags.
991 // It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags.
992 // - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0.
993 // IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter
994 // and want to another another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag.
995 // - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later).
996 enum ImGuiPopupFlags_
997 {
998  ImGuiPopupFlags_None = 0,
999  ImGuiPopupFlags_MouseButtonLeft = 0, // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left)
1000  ImGuiPopupFlags_MouseButtonRight = 1, // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right)
1001  ImGuiPopupFlags_MouseButtonMiddle = 2, // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle)
1002  ImGuiPopupFlags_MouseButtonMask_ = 0x1F,
1003  ImGuiPopupFlags_MouseButtonDefault_ = 1,
1004  ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack
1005  ImGuiPopupFlags_NoOpenOverItems = 1 << 6, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space
1006  ImGuiPopupFlags_AnyPopupId = 1 << 7, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup.
1007  ImGuiPopupFlags_AnyPopupLevel = 1 << 8, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level)
1008  ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel
1009 };
1010 
1011 // Flags for ImGui::Selectable()
1012 enum ImGuiSelectableFlags_
1013 {
1014  ImGuiSelectableFlags_None = 0,
1015  ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this don't close parent popup window
1016  ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column)
1017  ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too
1018  ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text
1019  ImGuiSelectableFlags_AllowItemOverlap = 1 << 4 // (WIP) Hit testing to allow subsequent widgets to overlap this one
1020 };
1021 
1022 // Flags for ImGui::BeginCombo()
1023 enum ImGuiComboFlags_
1024 {
1025  ImGuiComboFlags_None = 0,
1026  ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default
1027  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()
1028  ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default)
1029  ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible
1030  ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible
1031  ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button
1032  ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button
1033  ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest
1034 };
1035 
1036 // Flags for ImGui::BeginTabBar()
1037 enum ImGuiTabBarFlags_
1038 {
1039  ImGuiTabBarFlags_None = 0,
1040  ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list
1041  ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear
1042  ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup
1043  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.
1044  ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll)
1045  ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab
1046  ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 6, // Resize tabs when they don't fit
1047  ImGuiTabBarFlags_FittingPolicyScroll = 1 << 7, // Add scroll buttons when tabs don't fit
1048  ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll,
1049  ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown
1050 };
1051 
1052 // Flags for ImGui::BeginTabItem()
1053 enum ImGuiTabItemFlags_
1054 {
1055  ImGuiTabItemFlags_None = 0,
1056  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.
1057  ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem()
1058  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.
1059  ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem()
1060  ImGuiTabItemFlags_NoTooltip = 1 << 4, // Disable tooltip for the given tab
1061  ImGuiTabItemFlags_NoReorder = 1 << 5, // Disable reordering this tab or having another tab cross over this tab
1062  ImGuiTabItemFlags_Leading = 1 << 6, // Enforce the tab position to the left of the tab bar (after the tab list popup button)
1063  ImGuiTabItemFlags_Trailing = 1 << 7 // Enforce the tab position to the right of the tab bar (before the scrolling buttons)
1064 };
1065 
1066 // Flags for ImGui::BeginTable()
1067 // [BETA API] API may evolve slightly! If you use this, please update to the next version when it comes out!
1068 // - Important! Sizing policies have complex and subtle side effects, more so than you would expect.
1069 // Read comments/demos carefully + experiment with live demos to get acquainted with them.
1070 // - The DEFAULT sizing policies are:
1071 // - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize.
1072 // - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off.
1073 // - When ScrollX is off:
1074 // - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight.
1075 // - Columns sizing policy allowed: Stretch (default), Fixed/Auto.
1076 // - Fixed Columns will generally obtain their requested width (unless the table cannot fit them all).
1077 // - Stretch Columns will share the remaining width.
1078 // - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors.
1079 // The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns.
1080 // (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing).
1081 // - When ScrollX is on:
1082 // - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed
1083 // - Columns sizing policy allowed: Fixed/Auto mostly.
1084 // - Fixed Columns can be enlarged as needed. Table will show an horizontal scrollbar if needed.
1085 // - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop.
1086 // - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable().
1087 // If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed Fixed/Stretch columns become meaningful again.
1088 // - Read on documentation at the top of imgui_tables.cpp for details.
1089 enum ImGuiTableFlags_
1090 {
1091  // Features
1092  ImGuiTableFlags_None = 0,
1093  ImGuiTableFlags_Resizable = 1 << 0, // Enable resizing columns.
1094  ImGuiTableFlags_Reorderable = 1 << 1, // Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers)
1095  ImGuiTableFlags_Hideable = 1 << 2, // Enable hiding/disabling columns in context menu.
1096  ImGuiTableFlags_Sortable = 1 << 3, // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate.
1097  ImGuiTableFlags_NoSavedSettings = 1 << 4, // Disable persisting columns order, width and sort settings in the .ini file.
1098  ImGuiTableFlags_ContextMenuInBody = 1 << 5, // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow().
1099  // Decorations
1100  ImGuiTableFlags_RowBg = 1 << 6, // Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent of calling TableSetBgColor with ImGuiTableBgFlags_RowBg0 on each row manually)
1101  ImGuiTableFlags_BordersInnerH = 1 << 7, // Draw horizontal borders between rows.
1102  ImGuiTableFlags_BordersOuterH = 1 << 8, // Draw horizontal borders at the top and bottom.
1103  ImGuiTableFlags_BordersInnerV = 1 << 9, // Draw vertical borders between columns.
1104  ImGuiTableFlags_BordersOuterV = 1 << 10, // Draw vertical borders on the left and right sides.
1105  ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders.
1106  ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders.
1107  ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders.
1108  ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders.
1109  ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, // Draw all borders.
1110  ImGuiTableFlags_NoBordersInBody = 1 << 11, // [ALPHA] Disable vertical borders in columns Body (borders will always appears in Headers). -> May move to style
1111  ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12, // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appears in Headers). -> May move to style
1112  // Sizing Policy (read above for defaults)
1113  ImGuiTableFlags_SizingFixedFit = 1 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width.
1114  ImGuiTableFlags_SizingFixedSame = 2 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible.
1115  ImGuiTableFlags_SizingStretchProp = 3 << 13, // Columns default to _WidthStretch with default weights proportional to each columns contents widths.
1116  ImGuiTableFlags_SizingStretchSame = 4 << 13, // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn().
1117  // Sizing Extra Options
1118  ImGuiTableFlags_NoHostExtendX = 1 << 16, // Make outer width auto-fit to columns, overriding outer_size.x value. Only available when ScrollX/ScrollY are disabled and Stretch columns are not used.
1119  ImGuiTableFlags_NoHostExtendY = 1 << 17, // Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible.
1120  ImGuiTableFlags_NoKeepColumnsVisible = 1 << 18, // Disable keeping column always minimally visible when ScrollX is off and table gets too small. Not recommended if columns are resizable.
1121  ImGuiTableFlags_PreciseWidths = 1 << 19, // Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth.
1122  // Clipping
1123  ImGuiTableFlags_NoClip = 1 << 20, // Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze().
1124  // Padding
1125  ImGuiTableFlags_PadOuterX = 1 << 21, // Default if BordersOuterV is on. Enable outer-most padding. Generally desirable if you have headers.
1126  ImGuiTableFlags_NoPadOuterX = 1 << 22, // Default if BordersOuterV is off. Disable outer-most padding.
1127  ImGuiTableFlags_NoPadInnerX = 1 << 23, // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off).
1128  // Scrolling
1129  ImGuiTableFlags_ScrollX = 1 << 24, // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this create a child window, ScrollY is currently generally recommended when using ScrollX.
1130  ImGuiTableFlags_ScrollY = 1 << 25, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size.
1131  // Sorting
1132  ImGuiTableFlags_SortMulti = 1 << 26, // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).
1133  ImGuiTableFlags_SortTristate = 1 << 27, // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).
1134 
1135  // [Internal] Combinations and masks
1136  ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame
1137 
1138  // Obsolete names (will be removed soon)
1139 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1140  //, ImGuiTableFlags_ColumnsWidthFixed = ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_ColumnsWidthStretch = ImGuiTableFlags_SizingStretchSame // WIP Tables 2020/12
1141  //, ImGuiTableFlags_SizingPolicyFixed = ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_SizingPolicyStretch = ImGuiTableFlags_SizingStretchSame // WIP Tables 2021/01
1142 #endif
1143 };
1144 
1145 // Flags for ImGui::TableSetupColumn()
1146 enum ImGuiTableColumnFlags_
1147 {
1148  // Input configuration flags
1149  ImGuiTableColumnFlags_None = 0,
1150  ImGuiTableColumnFlags_DefaultHide = 1 << 0, // Default as a hidden/disabled column.
1151  ImGuiTableColumnFlags_DefaultSort = 1 << 1, // Default as a sorting column.
1152  ImGuiTableColumnFlags_WidthStretch = 1 << 2, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp).
1153  ImGuiTableColumnFlags_WidthFixed = 1 << 3, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable).
1154  ImGuiTableColumnFlags_NoResize = 1 << 4, // Disable manual resizing.
1155  ImGuiTableColumnFlags_NoReorder = 1 << 5, // Disable manual reordering this column, this will also prevent other columns from crossing over this column.
1156  ImGuiTableColumnFlags_NoHide = 1 << 6, // Disable ability to hide/disable this column.
1157  ImGuiTableColumnFlags_NoClip = 1 << 7, // Disable clipping for this column (all NoClip columns will render in a same draw command).
1158  ImGuiTableColumnFlags_NoSort = 1 << 8, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table).
1159  ImGuiTableColumnFlags_NoSortAscending = 1 << 9, // Disable ability to sort in the ascending direction.
1160  ImGuiTableColumnFlags_NoSortDescending = 1 << 10, // Disable ability to sort in the descending direction.
1161  ImGuiTableColumnFlags_NoHeaderWidth = 1 << 11, // Disable header text width contribution to automatic column width.
1162  ImGuiTableColumnFlags_PreferSortAscending = 1 << 12, // Make the initial sort direction Ascending when first sorting on this column (default).
1163  ImGuiTableColumnFlags_PreferSortDescending = 1 << 13, // Make the initial sort direction Descending when first sorting on this column.
1164  ImGuiTableColumnFlags_IndentEnable = 1 << 14, // Use current Indent value when entering cell (default for column 0).
1165  ImGuiTableColumnFlags_IndentDisable = 1 << 15, // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored.
1166 
1167  // Output status flags, read-only via TableGetColumnFlags()
1168  ImGuiTableColumnFlags_IsEnabled = 1 << 20, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags.
1169  ImGuiTableColumnFlags_IsVisible = 1 << 21, // Status: is visible == is enabled AND not clipped by scrolling.
1170  ImGuiTableColumnFlags_IsSorted = 1 << 22, // Status: is currently part of the sort specs
1171  ImGuiTableColumnFlags_IsHovered = 1 << 23, // Status: is hovered by mouse
1172 
1173  // [Internal] Combinations and masks
1174  ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed,
1175  ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable,
1176  ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered,
1177  ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30 // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge)
1178 
1179  // Obsolete names (will be removed soon)
1180 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1181  //ImGuiTableColumnFlags_WidthAuto = ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_NoResize, // Column will not stretch and keep resizing based on submitted contents.
1182 #endif
1183 };
1184 
1185 // Flags for ImGui::TableNextRow()
1186 enum ImGuiTableRowFlags_
1187 {
1188  ImGuiTableRowFlags_None = 0,
1189  ImGuiTableRowFlags_Headers = 1 << 0 // Identify header row (set default background color + width of its contents accounted different for auto column width)
1190 };
1191 
1192 // Enum for ImGui::TableSetBgColor()
1193 // Background colors are rendering in 3 layers:
1194 // - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set.
1195 // - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set.
1196 // - Layer 2: draw with CellBg color if set.
1197 // The purpose of the two row/columns layers is to let you decide if a background color changes should override or blend with the existing color.
1198 // When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows.
1199 // If you set the color of RowBg0 target, your color will override the existing RowBg0 color.
1200 // If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color.
1201 enum ImGuiTableBgTarget_
1202 {
1203  ImGuiTableBgTarget_None = 0,
1204  ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used)
1205  ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking)
1206  ImGuiTableBgTarget_CellBg = 3 // Set cell background color (top-most color)
1207 };
1208 
1209 // Flags for ImGui::IsWindowFocused()
1210 enum ImGuiFocusedFlags_
1211 {
1212  ImGuiFocusedFlags_None = 0,
1213  ImGuiFocusedFlags_ChildWindows = 1 << 0, // IsWindowFocused(): Return true if any children of the window is focused
1214  ImGuiFocusedFlags_RootWindow = 1 << 1, // IsWindowFocused(): Test from root window (top most parent of the current hierarchy)
1215  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!
1216  ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows
1217 };
1218 
1219 // Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
1220 // 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!
1221 // Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.
1222 enum ImGuiHoveredFlags_
1223 {
1224  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.
1225  ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered
1226  ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
1227  ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered
1228  ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 3, // Return true even if a popup window is normally blocking access to this item/window
1229  //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 4, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
1230  ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 5, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
1231  ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 6, // Return true even if the position is obstructed or overlapped by another window
1232  ImGuiHoveredFlags_AllowWhenDisabled = 1 << 7, // Return true even if the item is disabled
1233  ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
1234  ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows
1235 };
1236 
1237 // Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
1238 enum ImGuiDragDropFlags_
1239 {
1240  ImGuiDragDropFlags_None = 0,
1241  // BeginDragDropSource() flags
1242  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.
1243  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.
1244  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.
1245  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.
1246  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.
1247  ImGuiDragDropFlags_SourceAutoExpirePayload = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)
1248  // AcceptDragDropPayload() flags
1249  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.
1250  ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target.
1251  ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.
1252  ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect // For peeking ahead and inspecting the payload before delivery.
1253 };
1254 
1255 // Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.
1256 #define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type.
1257 #define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type.
1258 
1259 // A primary data type
1260 enum ImGuiDataType_
1261 {
1262  ImGuiDataType_S8, // signed char / char (with sensible compilers)
1263  ImGuiDataType_U8, // unsigned char
1264  ImGuiDataType_S16, // short
1265  ImGuiDataType_U16, // unsigned short
1266  ImGuiDataType_S32, // int
1267  ImGuiDataType_U32, // unsigned int
1268  ImGuiDataType_S64, // long long / __int64
1269  ImGuiDataType_U64, // unsigned long long / unsigned __int64
1270  ImGuiDataType_Float, // float
1271  ImGuiDataType_Double, // double
1272  ImGuiDataType_COUNT
1273 };
1274 
1275 // A cardinal direction
1276 enum ImGuiDir_
1277 {
1278  ImGuiDir_None = -1,
1279  ImGuiDir_Left = 0,
1280  ImGuiDir_Right = 1,
1281  ImGuiDir_Up = 2,
1282  ImGuiDir_Down = 3,
1283  ImGuiDir_COUNT
1284 };
1285 
1286 // A sorting direction
1287 enum ImGuiSortDirection_
1288 {
1289  ImGuiSortDirection_None = 0,
1290  ImGuiSortDirection_Ascending = 1, // Ascending = 0->9, A->Z etc.
1291  ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc.
1292 };
1293 
1294 // User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array
1295 enum ImGuiKey_
1296 {
1297  ImGuiKey_Tab,
1298  ImGuiKey_LeftArrow,
1299  ImGuiKey_RightArrow,
1300  ImGuiKey_UpArrow,
1301  ImGuiKey_DownArrow,
1302  ImGuiKey_PageUp,
1303  ImGuiKey_PageDown,
1304  ImGuiKey_Home,
1305  ImGuiKey_End,
1306  ImGuiKey_Insert,
1307  ImGuiKey_Delete,
1308  ImGuiKey_Backspace,
1309  ImGuiKey_Space,
1310  ImGuiKey_Enter,
1311  ImGuiKey_Escape,
1312  ImGuiKey_KeyPadEnter,
1313  ImGuiKey_A, // for text edit CTRL+A: select all
1314  ImGuiKey_C, // for text edit CTRL+C: copy
1315  ImGuiKey_V, // for text edit CTRL+V: paste
1316  ImGuiKey_X, // for text edit CTRL+X: cut
1317  ImGuiKey_Y, // for text edit CTRL+Y: redo
1318  ImGuiKey_Z, // for text edit CTRL+Z: undo
1319  ImGuiKey_COUNT
1320 };
1321 
1322 // To test io.KeyMods (which is a combination of individual fields io.KeyCtrl, io.KeyShift, io.KeyAlt set by user/backend)
1323 enum ImGuiKeyModFlags_
1324 {
1325  ImGuiKeyModFlags_None = 0,
1326  ImGuiKeyModFlags_Ctrl = 1 << 0,
1327  ImGuiKeyModFlags_Shift = 1 << 1,
1328  ImGuiKeyModFlags_Alt = 1 << 2,
1329  ImGuiKeyModFlags_Super = 1 << 3
1330 };
1331 
1332 // Gamepad/Keyboard navigation
1333 // Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
1334 // Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Backend: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
1335 // Read instructions in imgui.cpp for more details. Download PNG/PSD at http://dearimgui.org/controls_sheets.
1336 enum ImGuiNavInput_
1337 {
1338  // Gamepad Mapping
1339  ImGuiNavInput_Activate, // activate / open / toggle / tweak value // e.g. Cross (PS4), A (Xbox), A (Switch), Space (Keyboard)
1340  ImGuiNavInput_Cancel, // cancel / close / exit // e.g. Circle (PS4), B (Xbox), B (Switch), Escape (Keyboard)
1341  ImGuiNavInput_Input, // text input / on-screen keyboard // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard)
1342  ImGuiNavInput_Menu, // tap: toggle menu / hold: focus, move, resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard)
1343  ImGuiNavInput_DpadLeft, // move / tweak / resize window (w/ PadMenu) // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard)
1344  ImGuiNavInput_DpadRight, //
1345  ImGuiNavInput_DpadUp, //
1346  ImGuiNavInput_DpadDown, //
1347  ImGuiNavInput_LStickLeft, // scroll / move window (w/ PadMenu) // e.g. Left Analog Stick Left/Right/Up/Down
1348  ImGuiNavInput_LStickRight, //
1349  ImGuiNavInput_LStickUp, //
1350  ImGuiNavInput_LStickDown, //
1351  ImGuiNavInput_FocusPrev, // next window (w/ PadMenu) // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
1352  ImGuiNavInput_FocusNext, // prev window (w/ PadMenu) // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
1353  ImGuiNavInput_TweakSlow, // slower tweaks // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
1354  ImGuiNavInput_TweakFast, // faster tweaks // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
1355 
1356  // [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them.
1357  // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[].
1358  ImGuiNavInput_KeyMenu_, // toggle menu // = io.KeyAlt
1359  ImGuiNavInput_KeyLeft_, // move left // = Arrow keys
1360  ImGuiNavInput_KeyRight_, // move right
1361  ImGuiNavInput_KeyUp_, // move up
1362  ImGuiNavInput_KeyDown_, // move down
1363  ImGuiNavInput_COUNT,
1364  ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyMenu_
1365 };
1366 
1367 // Configuration flags stored in io.ConfigFlags. Set by user/application.
1368 enum ImGuiConfigFlags_
1369 {
1370  ImGuiConfigFlags_None = 0,
1371  ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeysDown[].
1372  ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. This is mostly to instruct your imgui backend to fill io.NavInputs[]. Backend also needs to set ImGuiBackendFlags_HasGamepad.
1373  ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your backend, otherwise ImGui will react as if the mouse is jumping around back and forth.
1374  ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set.
1375  ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the backend.
1376  ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead.
1377 
1378  // User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core Dear ImGui)
1379  ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware.
1380  ImGuiConfigFlags_IsTouchScreen = 1 << 21 // Application is using a touch screen instead of a mouse.
1381 };
1382 
1383 // Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend.
1384 enum ImGuiBackendFlags_
1385 {
1386  ImGuiBackendFlags_None = 0,
1387  ImGuiBackendFlags_HasGamepad = 1 << 0, // Backend Platform supports gamepad and currently has one connected.
1388  ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
1389  ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
1390  ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3 // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
1391 };
1392 
1393 // Enumeration for PushStyleColor() / PopStyleColor()
1394 enum ImGuiCol_
1395 {
1396  ImGuiCol_Text,
1397  ImGuiCol_TextDisabled,
1398  ImGuiCol_WindowBg, // Background of normal windows
1399  ImGuiCol_ChildBg, // Background of child windows
1400  ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows
1401  ImGuiCol_Border,
1402  ImGuiCol_BorderShadow,
1403  ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input
1404  ImGuiCol_FrameBgHovered,
1405  ImGuiCol_FrameBgActive,
1406  ImGuiCol_TitleBg,
1407  ImGuiCol_TitleBgActive,
1408  ImGuiCol_TitleBgCollapsed,
1409  ImGuiCol_MenuBarBg,
1410  ImGuiCol_ScrollbarBg,
1411  ImGuiCol_ScrollbarGrab,
1412  ImGuiCol_ScrollbarGrabHovered,
1413  ImGuiCol_ScrollbarGrabActive,
1414  ImGuiCol_CheckMark,
1415  ImGuiCol_SliderGrab,
1416  ImGuiCol_SliderGrabActive,
1417  ImGuiCol_Button,
1418  ImGuiCol_ButtonHovered,
1419  ImGuiCol_ButtonActive,
1420  ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem
1421  ImGuiCol_HeaderHovered,
1422  ImGuiCol_HeaderActive,
1423  ImGuiCol_Separator,
1424  ImGuiCol_SeparatorHovered,
1425  ImGuiCol_SeparatorActive,
1426  ImGuiCol_ResizeGrip,
1427  ImGuiCol_ResizeGripHovered,
1428  ImGuiCol_ResizeGripActive,
1429  ImGuiCol_Tab,
1430  ImGuiCol_TabHovered,
1431  ImGuiCol_TabActive,
1432  ImGuiCol_TabUnfocused,
1433  ImGuiCol_TabUnfocusedActive,
1434  ImGuiCol_PlotLines,
1435  ImGuiCol_PlotLinesHovered,
1436  ImGuiCol_PlotHistogram,
1437  ImGuiCol_PlotHistogramHovered,
1438  ImGuiCol_TableHeaderBg, // Table header background
1439  ImGuiCol_TableBorderStrong, // Table outer and header borders (prefer using Alpha=1.0 here)
1440  ImGuiCol_TableBorderLight, // Table inner borders (prefer using Alpha=1.0 here)
1441  ImGuiCol_TableRowBg, // Table row background (even rows)
1442  ImGuiCol_TableRowBgAlt, // Table row background (odd rows)
1443  ImGuiCol_TextSelectedBg,
1444  ImGuiCol_DragDropTarget,
1445  ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item
1446  ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB
1447  ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active
1448  ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active
1449  ImGuiCol_COUNT
1450 };
1451 
1452 // Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
1453 // - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code.
1454 // During initialization or between frames, feel free to just poke into ImGuiStyle directly.
1455 // - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description.
1456 // In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
1457 // With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
1458 // - 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.
1459 enum ImGuiStyleVar_
1460 {
1461  // Enum name --------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
1462  ImGuiStyleVar_Alpha, // float Alpha
1463  ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding
1464  ImGuiStyleVar_WindowRounding, // float WindowRounding
1465  ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize
1466  ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize
1467  ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign
1468  ImGuiStyleVar_ChildRounding, // float ChildRounding
1469  ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize
1470  ImGuiStyleVar_PopupRounding, // float PopupRounding
1471  ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize
1472  ImGuiStyleVar_FramePadding, // ImVec2 FramePadding
1473  ImGuiStyleVar_FrameRounding, // float FrameRounding
1474  ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize
1475  ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing
1476  ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing
1477  ImGuiStyleVar_IndentSpacing, // float IndentSpacing
1478  ImGuiStyleVar_CellPadding, // ImVec2 CellPadding
1479  ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize
1480  ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding
1481  ImGuiStyleVar_GrabMinSize, // float GrabMinSize
1482  ImGuiStyleVar_GrabRounding, // float GrabRounding
1483  ImGuiStyleVar_TabRounding, // float TabRounding
1484  ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign
1485  ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign
1486  ImGuiStyleVar_COUNT
1487 };
1488 
1489 // Flags for InvisibleButton() [extended in imgui_internal.h]
1490 enum ImGuiButtonFlags_
1491 {
1492  ImGuiButtonFlags_None = 0,
1493  ImGuiButtonFlags_MouseButtonLeft = 1 << 0, // React on left mouse button (default)
1494  ImGuiButtonFlags_MouseButtonRight = 1 << 1, // React on right mouse button
1495  ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button
1496 
1497  // [Internal]
1498  ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle,
1499  ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft
1500 };
1501 
1502 // Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
1503 enum ImGuiColorEditFlags_
1504 {
1505  ImGuiColorEditFlags_None = 0,
1506  ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer).
1507  ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on color square.
1508  ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
1509  ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs)
1510  ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square).
1511  ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
1512  ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
1513  ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead.
1514  ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
1515  ImGuiColorEditFlags_NoBorder = 1 << 10, // // ColorButton: disable border (which is enforced by default)
1516 
1517  // User Options (right-click on widget to change some of them).
1518  ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
1519  ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.
1520  ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque.
1521  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).
1522  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.
1523  ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // "
1524  ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // "
1525  ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.
1526  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.
1527  ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value.
1528  ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value.
1529  ImGuiColorEditFlags_InputRGB = 1 << 27, // [Input] // ColorEdit, ColorPicker: input and output data in RGB format.
1530  ImGuiColorEditFlags_InputHSV = 1 << 28, // [Input] // ColorEdit, ColorPicker: input and output data in HSV format.
1531 
1532  // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to
1533  // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup.
1534  ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar,
1535 
1536  // [Internal] Masks
1537  ImGuiColorEditFlags__DisplayMask = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex,
1538  ImGuiColorEditFlags__DataTypeMask = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float,
1539  ImGuiColorEditFlags__PickerMask = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar,
1540  ImGuiColorEditFlags__InputMask = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV
1541 
1542  // Obsolete names (will be removed)
1543 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1544  , ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69]
1545 #endif
1546 };
1547 
1548 // Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
1549 // We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.
1550 enum ImGuiSliderFlags_
1551 {
1552  ImGuiSliderFlags_None = 0,
1553  ImGuiSliderFlags_AlwaysClamp = 1 << 4, // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds.
1554  ImGuiSliderFlags_Logarithmic = 1 << 5, // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits.
1555  ImGuiSliderFlags_NoRoundToFormat = 1 << 6, // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits)
1556  ImGuiSliderFlags_NoInput = 1 << 7, // Disable CTRL+Click or Enter key allowing to input text directly into the widget
1557  ImGuiSliderFlags_InvalidMask_ = 0x7000000F // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed.
1558 
1559  // Obsolete names (will be removed)
1560 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1561  , ImGuiSliderFlags_ClampOnInput = ImGuiSliderFlags_AlwaysClamp // [renamed in 1.79]
1562 #endif
1563 };
1564 
1565 // Identify a mouse button.
1566 // Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience.
1567 enum ImGuiMouseButton_
1568 {
1569  ImGuiMouseButton_Left = 0,
1570  ImGuiMouseButton_Right = 1,
1571  ImGuiMouseButton_Middle = 2,
1572  ImGuiMouseButton_COUNT = 5
1573 };
1574 
1575 // Enumeration for GetMouseCursor()
1576 // User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here
1577 enum ImGuiMouseCursor_
1578 {
1579  ImGuiMouseCursor_None = -1,
1580  ImGuiMouseCursor_Arrow = 0,
1581  ImGuiMouseCursor_TextInput, // When hovering over InputText, etc.
1582  ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions)
1583  ImGuiMouseCursor_ResizeNS, // When hovering over an horizontal border
1584  ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column
1585  ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window
1586  ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window
1587  ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks)
1588  ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle.
1589  ImGuiMouseCursor_COUNT
1590 };
1591 
1592 // Enumeration for ImGui::SetWindow***(), SetNextWindow***(), SetNextItem***() functions
1593 // Represent a condition.
1594 // 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.
1595 enum ImGuiCond_
1596 {
1597  ImGuiCond_None = 0, // No condition (always set the variable), same as _Always
1598  ImGuiCond_Always = 1 << 0, // No condition (always set the variable)
1599  ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call will succeed)
1600  ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file)
1601  ImGuiCond_Appearing = 1 << 3 // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
1602 };
1603 
1604 //-----------------------------------------------------------------------------
1605 // [SECTION] Helpers: Memory allocations macros, ImVector<>
1606 //-----------------------------------------------------------------------------
1607 
1608 //-----------------------------------------------------------------------------
1609 // IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE()
1610 // We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
1611 // Defining a custom placement new() with a custom parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.
1612 //-----------------------------------------------------------------------------
1613 
1614 struct ImNewWrapper {};
1615 inline void* operator new(size_t, ImNewWrapper, void* ptr) { return ptr; }
1616 inline void operator delete(void*, ImNewWrapper, void*) {} // This is only required so we can use the symmetrical new()
1617 #define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE)
1618 #define IM_FREE(_PTR) ImGui::MemFree(_PTR)
1619 #define IM_PLACEMENT_NEW(_PTR) new(ImNewWrapper(), _PTR)
1620 #define IM_NEW(_TYPE) new(ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
1621 template<typename T> void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } }
1622 
1623 //-----------------------------------------------------------------------------
1624 // ImVector<>
1625 // 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).
1626 //-----------------------------------------------------------------------------
1627 // - 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.
1628 // - We use std-like naming convention here, which is a little unusual for this codebase.
1629 // - 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.
1630 // - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,
1631 // 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.
1632 //-----------------------------------------------------------------------------
1633 
1634 template<typename T>
1635 struct ImVector
1636 {
1637  int Size;
1638  int Capacity;
1639  T* Data;
1640 
1641  // Provide standard typedefs but we don't use them ourselves.
1642  typedef T value_type;
1643  typedef value_type* iterator;
1644  typedef const value_type* const_iterator;
1645 
1646  // Constructors, destructor
1647  inline ImVector() { Size = Capacity = 0; Data = NULL; }
1648  inline ImVector(const ImVector<T>& src) { Size = Capacity = 0; Data = NULL; operator=(src); }
1649  inline ImVector<T>& operator=(const ImVector<T>& src) { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; }
1650  inline ~ImVector() { if (Data) IM_FREE(Data); }
1651 
1652  inline bool empty() const { return Size == 0; }
1653  inline int size() const { return Size; }
1654  inline int size_in_bytes() const { return Size * (int)sizeof(T); }
1655  inline int max_size() const { return 0x7FFFFFFF / (int)sizeof(T); }
1656  inline int capacity() const { return Capacity; }
1657  inline T& operator[](int i) { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
1658  inline const T& operator[](int i) const { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
1659 
1660  inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } }
1661  inline T* begin() { return Data; }
1662  inline const T* begin() const { return Data; }
1663  inline T* end() { return Data + Size; }
1664  inline const T* end() const { return Data + Size; }
1665  inline T& front() { IM_ASSERT(Size > 0); return Data[0]; }
1666  inline const T& front() const { IM_ASSERT(Size > 0); return Data[0]; }
1667  inline T& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; }
1668  inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; }
1669  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; }
1670 
1671  inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8; return new_capacity > sz ? new_capacity : sz; }
1672  inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
1673  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; }
1674  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
1675  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; }
1676 
1677  // 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.
1678  inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }
1679  inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
1680  inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); }
1681  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; }
1682  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; }
1683  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; }
1684  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; }
1685  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; }
1686  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; }
1687  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; }
1688  inline bool find_erase(const T& v) { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; }
1689  inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; }
1690  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; }
1691 };
1692 
1693 //-----------------------------------------------------------------------------
1694 // [SECTION] ImGuiStyle
1695 //-----------------------------------------------------------------------------
1696 // You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
1697 // During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,
1698 // and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
1699 //-----------------------------------------------------------------------------
1700 
1702 {
1703  float Alpha; // Global alpha applies to everything in Dear ImGui.
1704  ImVec2 WindowPadding; // Padding within a window.
1705  float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
1706  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).
1707  ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints().
1708  ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
1709  ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left.
1710  float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
1711  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).
1712  float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
1713  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).
1714  ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets).
1715  float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
1716  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).
1717  ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines.
1718  ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
1719  ImVec2 CellPadding; // Padding within a table cell
1720  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!
1721  float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
1722  float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
1723  float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar.
1724  float ScrollbarRounding; // Radius of grab corners for scrollbar.
1725  float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.
1726  float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
1727  float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
1728  float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
1729  float TabBorderSize; // Thickness of border around tabs.
1730  float TabMinWidthForCloseButton; // Minimum width for close button to appears on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
1731  ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
1732  ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
1733  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.
1734  ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.
1735  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!
1736  float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
1737  bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
1738  bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering. Latched at the beginning of the frame (copied to ImDrawList).
1739  bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
1740  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.
1741  float CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
1742  ImVec4 Colors[ImGuiCol_COUNT];
1743 
1744  IMGUI_API ImGuiStyle();
1745  IMGUI_API void ScaleAllSizes(float scale_factor);
1746 };
1747 
1748 //-----------------------------------------------------------------------------
1749 // [SECTION] ImGuiIO
1750 //-----------------------------------------------------------------------------
1751 // Communicate most settings and inputs/outputs to Dear ImGui using this structure.
1752 // Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.
1753 //-----------------------------------------------------------------------------
1754 
1755 struct ImGuiIO
1756 {
1757  //------------------------------------------------------------------
1758  // Configuration (fill once) // Default value
1759  //------------------------------------------------------------------
1760 
1761  ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
1762  ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend.
1763  ImVec2 DisplaySize; // <unset> // Main display size, in pixels (generally == GetMainViewport()->Size)
1764  float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds.
1765  float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
1766  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.
1767  const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
1768  float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
1769  float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
1770  float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging.
1771  int KeyMap[ImGuiKey_COUNT]; // <unset> // Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state.
1772  float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
1773  float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
1774  void* UserData; // = NULL // Store your own data for retrieval by callbacks.
1775 
1776  ImFontAtlas*Fonts; // <auto> // Font atlas: load, rasterize and pack one or more fonts into a single texture.
1777  float FontGlobalScale; // = 1.0f // Global scale all fonts
1778  bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel.
1779  ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
1780  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.
1781 
1782  // Miscellaneous options
1783  bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations.
1784  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.
1785  bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting).
1786  bool ConfigDragClickToInputText; // = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard.
1787  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)
1788  bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar.
1789  float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable.
1790 
1791  //------------------------------------------------------------------
1792  // Platform Functions
1793  // (the imgui_impl_xxxx backend files are setting those up for you)
1794  //------------------------------------------------------------------
1795 
1796  // Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff.
1797  const char* BackendPlatformName; // = NULL
1798  const char* BackendRendererName; // = NULL
1799  void* BackendPlatformUserData; // = NULL // User data for platform backend
1800  void* BackendRendererUserData; // = NULL // User data for renderer backend
1801  void* BackendLanguageUserData; // = NULL // User data for non C++ programming language backend
1802 
1803  // Optional: Access OS clipboard
1804  // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
1805  const char* (*GetClipboardTextFn)(void* user_data);
1806  void (*SetClipboardTextFn)(void* user_data, const char* text);
1807  void* ClipboardUserData;
1808 
1809  // 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)
1810  // (default to use native imm32 api on Windows)
1811  void (*ImeSetInputScreenPosFn)(int x, int y);
1812  void* ImeWindowHandle; // = NULL // (Windows) Set this to your HWND to get automatic IME cursor positioning.
1813 
1814  //------------------------------------------------------------------
1815  // Input - Fill before calling NewFrame()
1816  //------------------------------------------------------------------
1817 
1818  ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.)
1819  bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
1820  float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text.
1821  float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all backends.
1822  bool KeyCtrl; // Keyboard modifier pressed: Control
1823  bool KeyShift; // Keyboard modifier pressed: Shift
1824  bool KeyAlt; // Keyboard modifier pressed: Alt
1825  bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows
1826  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).
1827  float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame().
1828 
1829  // Functions
1830  IMGUI_API void AddInputCharacter(unsigned int c); // Queue new character input
1831  IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue new character input from an UTF-16 character, it can be a surrogate
1832  IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue new characters input from an UTF-8 string
1833  IMGUI_API void ClearInputCharacters(); // Clear the text input buffer manually
1834 
1835  //------------------------------------------------------------------
1836  // Output - Updated by NewFrame() or EndFrame()/Render()
1837  // (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is
1838  // generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!)
1839  //------------------------------------------------------------------
1840 
1841  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.).
1842  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.).
1843  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).
1844  bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
1845  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!
1846  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.
1847  bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
1848  float Framerate; // Application framerate estimate, in frame per second. Solely for convenience. Rolling average estimation based on io.DeltaTime over 120 frames.
1849  int MetricsRenderVertices; // Vertices output during last call to Render()
1850  int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
1851  int MetricsRenderWindows; // Number of visible windows
1852  int MetricsActiveWindows; // Number of active windows
1853  int MetricsActiveAllocations; // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts.
1854  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.
1855 
1856  //------------------------------------------------------------------
1857  // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed!
1858  //------------------------------------------------------------------
1859 
1860  ImGuiKeyModFlags KeyMods; // Key mods flags (same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags), updated by NewFrame()
1861  ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
1862  ImVec2 MouseClickedPos[5]; // Position at time of clicking
1863  double MouseClickedTime[5]; // Time of last click (used to figure out double-click)
1864  bool MouseClicked[5]; // Mouse button went from !Down to Down
1865  bool MouseDoubleClicked[5]; // Has mouse button been double-clicked?
1866  bool MouseReleased[5]; // Mouse button went from Down to !Down
1867  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.
1868  bool MouseDownWasDoubleClick[5]; // Track if button down was a double-click
1869  float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
1870  float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
1871  ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
1872  float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point
1873  float KeysDownDuration[512]; // Duration the keyboard key has been down (0.0f == just pressed)
1874  float KeysDownDurationPrev[512]; // Previous duration the key has been down
1875  float NavInputsDownDuration[ImGuiNavInput_COUNT];
1876  float NavInputsDownDurationPrev[ImGuiNavInput_COUNT];
1877  float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui.
1878  ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16
1879  ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.
1880 
1881  IMGUI_API ImGuiIO();
1882 };
1883 
1884 //-----------------------------------------------------------------------------
1885 // [SECTION] Misc data structures
1886 //-----------------------------------------------------------------------------
1887 
1888 // Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
1889 // The callback function should return 0 by default.
1890 // Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
1891 // - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
1892 // - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration
1893 // - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB
1894 // - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows
1895 // - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
1896 // - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
1898 {
1899  ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only
1900  ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only
1901  void* UserData; // What user passed to InputText() // Read-only
1902 
1903  // Arguments for the different callback events
1904  // - 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.
1905  // - 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.
1906  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;
1907  ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History]
1908  char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
1909  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()
1910  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
1911  bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always]
1912  int CursorPos; // // Read-write // [Completion,History,Always]
1913  int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection)
1914  int SelectionEnd; // // Read-write // [Completion,History,Always]
1915 
1916  // Helper functions for text manipulation.
1917  // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection.
1918  IMGUI_API ImGuiInputTextCallbackData();
1919  IMGUI_API void DeleteChars(int pos, int bytes_count);
1920  IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL);
1921  void SelectAll() { SelectionStart = 0; SelectionEnd = BufTextLen; }
1922  void ClearSelection() { SelectionStart = SelectionEnd = BufTextLen; }
1923  bool HasSelection() const { return SelectionStart != SelectionEnd; }
1924 };
1925 
1926 // Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
1927 // NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
1929 {
1930  void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints()
1931  ImVec2 Pos; // Read-only. Window position, for reference.
1932  ImVec2 CurrentSize; // Read-only. Current window size.
1933  ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing.
1934 };
1935 
1936 // Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()
1938 {
1939  // Members
1940  void* Data; // Data (copied and owned by dear imgui)
1941  int DataSize; // Data size
1942 
1943  // [Internal]
1944  ImGuiID SourceId; // Source item id
1945  ImGuiID SourceParentId; // Source parent id (if available)
1946  int DataFrameCount; // Data timestamp
1947  char DataType[32 + 1]; // Data type tag (short user-supplied string, 32 characters max)
1948  bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)
1949  bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.
1950 
1951  ImGuiPayload() { Clear(); }
1952  void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; }
1953  bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; }
1954  bool IsPreview() const { return Preview; }
1955  bool IsDelivery() const { return Delivery; }
1956 };
1957 
1958 // Sorting specification for one column of a table (sizeof == 12 bytes)
1960 {
1961  ImGuiID ColumnUserID; // User id of the column (if specified by a TableSetupColumn() call)
1962  ImS16 ColumnIndex; // Index of the column
1963  ImS16 SortOrder; // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here)
1964  ImGuiSortDirection SortDirection : 8; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending (you can use this or SortSign, whichever is more convenient for your sort function)
1965 
1966  ImGuiTableColumnSortSpecs() { memset(this, 0, sizeof(*this)); }
1967 };
1968 
1969 // Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
1970 // Obtained by calling TableGetSortSpecs().
1971 // When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time.
1972 // Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame!
1974 {
1975  const ImGuiTableColumnSortSpecs* Specs; // Pointer to sort spec array.
1976  int SpecsCount; // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled.
1977  bool SpecsDirty; // Set to true when specs have changed since last time! Use this to sort again, then clear the flag.
1978 
1979  ImGuiTableSortSpecs() { memset(this, 0, sizeof(*this)); }
1980 };
1981 
1982 //-----------------------------------------------------------------------------
1983 // [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)
1984 //-----------------------------------------------------------------------------
1985 
1986 // Helper: Unicode defines
1987 #define IM_UNICODE_CODEPOINT_INVALID 0xFFFD // Invalid Unicode code point (standard value).
1988 #ifdef IMGUI_USE_WCHAR32
1989 #define IM_UNICODE_CODEPOINT_MAX 0x10FFFF // Maximum Unicode code point supported by this build.
1990 #else
1991 #define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Maximum Unicode code point supported by this build.
1992 #endif
1993 
1994 // 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.
1995 // Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame");
1997 {
1998  ImGuiOnceUponAFrame() { RefFrame = -1; }
1999  mutable int RefFrame;
2000  operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
2001 };
2002 
2003 // Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
2005 {
2006  IMGUI_API ImGuiTextFilter(const char* default_filter = "");
2007  IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build
2008  IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const;
2009  IMGUI_API void Build();
2010  void Clear() { InputBuf[0] = 0; Build(); }
2011  bool IsActive() const { return !Filters.empty(); }
2012 
2013  // [Internal]
2015  {
2016  const char* b;
2017  const char* e;
2018 
2019  ImGuiTextRange() { b = e = NULL; }
2020  ImGuiTextRange(const char* _b, const char* _e) { b = _b; e = _e; }
2021  bool empty() const { return b == e; }
2022  IMGUI_API void split(char separator, ImVector<ImGuiTextRange>* out) const;
2023  };
2024  char InputBuf[256];
2025  ImVector<ImGuiTextRange>Filters;
2026  int CountGrep;
2027 };
2028 
2029 // Helper: Growable text buffer for logging/accumulating text
2030 // (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')
2032 {
2033  ImVector<char> Buf;
2034  IMGUI_API static char EmptyString[1];
2035 
2036  ImGuiTextBuffer() { }
2037  inline char operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }
2038  const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; }
2039  const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator
2040  int size() const { return Buf.Size ? Buf.Size - 1 : 0; }
2041  bool empty() const { return Buf.Size <= 1; }
2042  void clear() { Buf.clear(); }
2043  void reserve(int capacity) { Buf.reserve(capacity); }
2044  const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; }
2045  IMGUI_API void append(const char* str, const char* str_end = NULL);
2046  IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2);
2047  IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2);
2048 };
2049 
2050 // Helper: Key->Value storage
2051 // Typically you don't have to worry about this since a storage is held within each Window.
2052 // We use it to e.g. store collapse state for a tree (Int 0/1)
2053 // This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)
2054 // You can use it as custom user storage for temporary values. Declare your own storage if, for example:
2055 // - 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).
2056 // - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)
2057 // Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
2059 {
2060  // [Internal]
2062  {
2063  ImGuiID key;
2064  union { int val_i; float val_f; void* val_p; };
2065  ImGuiStoragePair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; }
2066  ImGuiStoragePair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; }
2067  ImGuiStoragePair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; }
2068  };
2069 
2071 
2072  // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
2073  // - Set***() functions find pair, insertion on demand if missing.
2074  // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
2075  void Clear() { Data.clear(); }
2076  IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const;
2077  IMGUI_API void SetInt(ImGuiID key, int val);
2078  IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const;
2079  IMGUI_API void SetBool(ImGuiID key, bool val);
2080  IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const;
2081  IMGUI_API void SetFloat(ImGuiID key, float val);
2082  IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL
2083  IMGUI_API void SetVoidPtr(ImGuiID key, void* val);
2084 
2085  // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
2086  // - 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.
2087  // - 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)
2088  // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
2089  IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0);
2090  IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false);
2091  IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f);
2092  IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
2093 
2094  // Use on your own storage if you know only integer are being stored (open/close all tree nodes)
2095  IMGUI_API void SetAllInt(int val);
2096 
2097  // For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
2098  IMGUI_API void BuildSortByKey();
2099 };
2100 
2101 // Helper: Manually clip large list of items.
2102 // If you are submitting lots of evenly spaced items and you have a random access to the list, you can perform coarse
2103 // clipping based on visibility to save yourself from processing those items at all.
2104 // The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
2105 // (Dear ImGui already clip items based on their bounds but it needs to measure text size to do so, whereas manual coarse clipping before submission makes this cost and your own data fetching/submission cost almost null)
2106 // Usage:
2107 // ImGuiListClipper clipper;
2108 // clipper.Begin(1000); // We have 1000 elements, evenly spaced.
2109 // while (clipper.Step())
2110 // for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
2111 // ImGui::Text("line number %d", i);
2112 // Generally what happens is:
2113 // - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not.
2114 // - User code submit one element.
2115 // - Clipper can measure the height of the first element
2116 // - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element.
2117 // - User code submit visible elements.
2119 {
2120  int DisplayStart;
2121  int DisplayEnd;
2122 
2123  // [Internal]
2124  int ItemsCount;
2125  int StepNo;
2126  int ItemsFrozen;
2127  float ItemsHeight;
2128  float StartPosY;
2129 
2130  IMGUI_API ImGuiListClipper();
2131  IMGUI_API ~ImGuiListClipper();
2132 
2133  // items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step)
2134  // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
2135  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.
2136  IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
2137  IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
2138 
2139 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2140  inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset(this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79]
2141 #endif
2142 };
2143 
2144 // Helpers macros to generate 32-bit encoded colors
2145 #ifdef IMGUI_USE_BGRA_PACKED_COLOR
2146 #define IM_COL32_R_SHIFT 16
2147 #define IM_COL32_G_SHIFT 8
2148 #define IM_COL32_B_SHIFT 0
2149 #define IM_COL32_A_SHIFT 24
2150 #define IM_COL32_A_MASK 0xFF000000
2151 #else
2152 #define IM_COL32_R_SHIFT 0
2153 #define IM_COL32_G_SHIFT 8
2154 #define IM_COL32_B_SHIFT 16
2155 #define IM_COL32_A_SHIFT 24
2156 #define IM_COL32_A_MASK 0xFF000000
2157 #endif
2158 #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))
2159 #define IM_COL32_WHITE IM_COL32(255,255,255,255) // Opaque white = 0xFFFFFFFF
2160 #define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black
2161 #define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black = 0x00000000
2162 
2163 // Helper: ImColor() implicitly converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
2164 // Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
2165 // **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
2166 // **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.
2167 struct ImColor
2168 {
2169  ImVec4 Value;
2170 
2171  ImColor() { Value.x = Value.y = Value.z = Value.w = 0.0f; }
2172  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; }
2173  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; }
2174  ImColor(float r, float g, float b, float a = 1.0f) { Value.x = r; Value.y = g; Value.z = b; Value.w = a; }
2175  ImColor(const ImVec4& col) { Value = col; }
2176  inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); }
2177  inline operator ImVec4() const { return Value; }
2178 
2179  // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.
2180  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; }
2181  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); }
2182 };
2183 
2184 //-----------------------------------------------------------------------------
2185 // [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)
2186 // Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
2187 //-----------------------------------------------------------------------------
2188 
2189 // The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking.
2190 #ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX
2191 #define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (63)
2192 #endif
2193 
2194 // ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h]
2195 // NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
2196 // you can poke into the draw list for that! Draw callback may be useful for example to:
2197 // A) Change your GPU render state,
2198 // B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
2199 // The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
2200 // If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering backend accordingly.
2201 #ifndef ImDrawCallback
2202 typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
2203 #endif
2204 
2205 // Special Draw callback value to request renderer backend to reset the graphics/render state.
2206 // The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address.
2207 // This is useful for example if you submitted callbacks which you know have altered the render state and you want it to be restored.
2208 // 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).
2209 #define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1)
2210 
2211 // Typically, 1 command = 1 GPU draw call (unless command is a callback)
2212 // - VtxOffset/IdxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,
2213 // those fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
2214 // Pre-1.71 backends will typically ignore the VtxOffset/IdxOffset fields.
2215 // - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for).
2217 {
2218  ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
2219  ImTextureID TextureId; // 4-8 // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
2220  unsigned int VtxOffset; // 4 // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices.
2221  unsigned int IdxOffset; // 4 // Start offset in index buffer. Always equal to sum of ElemCount drawn so far.
2222  unsigned int ElemCount; // 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
2223  ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
2224  void* UserCallbackData; // 4-8 // The draw callback code can access this.
2225 
2226  ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed
2227 };
2228 
2229 // Vertex index, default to 16-bit
2230 // To allow large meshes with 16-bit indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer backend (recommended).
2231 // To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in imconfig.h.
2232 #ifndef ImDrawIdx
2233 typedef unsigned short ImDrawIdx;
2234 #endif
2235 
2236 // Vertex layout
2237 #ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
2239 {
2240  ImVec2 pos;
2241  ImVec2 uv;
2242  ImU32 col;
2243 };
2244 #else
2245 // You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
2246 // 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.
2247 // 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.
2248 // 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.
2249 IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
2250 #endif
2251 
2252 // [Internal] For use by ImDrawList
2254 {
2255  ImVec4 ClipRect;
2256  ImTextureID TextureId;
2257  unsigned int VtxOffset;
2258 };
2259 
2260 // [Internal] For use by ImDrawListSplitter
2262 {
2263  ImVector<ImDrawCmd> _CmdBuffer;
2264  ImVector<ImDrawIdx> _IdxBuffer;
2265 };
2266 
2267 
2268 // Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order.
2269 // This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call.
2271 {
2272  int _Current; // Current channel number (0)
2273  int _Count; // Number of active channels (1+)
2274  ImVector<ImDrawChannel> _Channels; // Draw channels (not resized down so _Count might be < Channels.Size)
2275 
2276  inline ImDrawListSplitter() { memset(this, 0, sizeof(*this)); }
2277  inline ~ImDrawListSplitter() { ClearFreeMemory(); }
2278  inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame
2279  IMGUI_API void ClearFreeMemory();
2280  IMGUI_API void Split(ImDrawList* draw_list, int count);
2281  IMGUI_API void Merge(ImDrawList* draw_list);
2282  IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx);
2283 };
2284 
2285 // Flags for ImDrawList functions
2286 // (Legacy: bit 0 must always correspond to ImDrawFlags_Closed to be backward compatible with old API using a bool. Bits 1..3 must be unused)
2287 enum ImDrawFlags_
2288 {
2289  ImDrawFlags_None = 0,
2290  ImDrawFlags_Closed = 1 << 0, // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason)
2291  ImDrawFlags_RoundCornersTopLeft = 1 << 4, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners). Was 0x01.
2292  ImDrawFlags_RoundCornersTopRight = 1 << 5, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners). Was 0x02.
2293  ImDrawFlags_RoundCornersBottomLeft = 1 << 6, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners). Was 0x04.
2294  ImDrawFlags_RoundCornersBottomRight = 1 << 7, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f, we default to all corners). Wax 0x08.
2295  ImDrawFlags_RoundCornersNone = 1 << 8, // AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag!
2296  ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight,
2297  ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
2298  ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft,
2299  ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight,
2300  ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
2301  ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified.
2302  ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone
2303 };
2304 
2305 // Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly.
2306 // It is however possible to temporarily alter flags between calls to ImDrawList:: functions.
2307 enum ImDrawListFlags_
2308 {
2309  ImDrawListFlags_None = 0,
2310  ImDrawListFlags_AntiAliasedLines = 1 << 0, // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough to be drawn using textures, otherwise *3 the number of triangles)
2311  ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering.
2312  ImDrawListFlags_AntiAliasedFill = 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles).
2313  ImDrawListFlags_AllowVtxOffset = 1 << 3 // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.
2314 };
2315 
2316 // Draw command list
2317 // This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame,
2318 // all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
2319 // Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to
2320 // access the current window draw list and draw custom primitives.
2321 // You can interleave normal ImGui:: calls and adding primitives to the current draw list.
2322 // In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize).
2323 // You are totally free to apply whatever transformation matrix to want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!)
2324 // 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.
2326 {
2327  // This is what you have to render
2328  ImVector<ImDrawCmd> CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.
2329  ImVector<ImDrawIdx> IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those
2330  ImVector<ImDrawVert> VtxBuffer; // Vertex buffer.
2331  ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
2332 
2333  // [Internal, used while building lists]
2334  unsigned int _VtxCurrentIdx; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.
2335  const ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
2336  const char* _OwnerName; // Pointer to owner window's name for debugging
2337  ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
2338  ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
2339  ImVector<ImVec4> _ClipRectStack; // [Internal]
2340  ImVector<ImTextureID> _TextureIdStack; // [Internal]
2341  ImVector<ImVec2> _Path; // [Internal] current path building
2342  ImDrawCmdHeader _CmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back().
2343  ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!)
2344  float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content
2345 
2346  // 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)
2347  ImDrawList(const ImDrawListSharedData* shared_data) { memset(this, 0, sizeof(*this)); _Data = shared_data; }
2348 
2349  ~ImDrawList() { _ClearFreeMemory(); }
2350  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)
2351  IMGUI_API void PushClipRectFullScreen();
2352  IMGUI_API void PopClipRect();
2353  IMGUI_API void PushTextureID(ImTextureID texture_id);
2354  IMGUI_API void PopTextureID();
2355  inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }
2356  inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
2357 
2358  // Primitives
2359  // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
2360  // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred).
2361  // In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12.
2362  // In future versions we will use textures to provide cheaper and higher-quality circles.
2363  // Use AddNgon() and AddNgonFilled() functions if you need to guaranteed a specific number of sides.
2364  IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f);
2365  IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size)
2366  IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0); // a: upper-left, b: lower-right (== upper-left + size)
2367  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);
2368  IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f);
2369  IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col);
2370  IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f);
2371  IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col);
2372  IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 0, float thickness = 1.0f);
2373  IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0);
2374  IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f);
2375  IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments);
2376  IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
2377  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);
2378  IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness);
2379  IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order.
2380  IMGUI_API void AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Cubic Bezier (4 control points)
2381  IMGUI_API void AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0); // Quadratic Bezier (3 control points)
2382 
2383  // Image primitives
2384  // - Read FAQ to understand what ImTextureID is.
2385  // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle.
2386  // - "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.
2387  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);
2388  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);
2389  IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0);
2390 
2391  // Stateful path API, add points then finish with PathFillConvex() or PathStroke()
2392  inline void PathClear() { _Path.Size = 0; }
2393  inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); }
2394  inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); }
2395  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.
2396  inline void PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; }
2397  IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0);
2398  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
2399  IMGUI_API void PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points)
2400  IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quadratic Bezier (3 control points)
2401  IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0);
2402 
2403  // Advanced
2404  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.
2405  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
2406  IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.
2407 
2408  // Advanced: Channels
2409  // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives)
2410  // - 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)
2411  // - FIXME-OBSOLETE: This API shouldn't have been in ImDrawList in the first place!
2412  // Prefer using your own persistent instance of ImDrawListSplitter as you can stack them.
2413  // Using the ImDrawList::ChannelsXXXX you cannot stack a split over another.
2414  inline void ChannelsSplit(int count) { _Splitter.Split(this, count); }
2415  inline void ChannelsMerge() { _Splitter.Merge(this); }
2416  inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); }
2417 
2418  // Advanced: Primitives allocations
2419  // - We render triangles (three vertices)
2420  // - All primitives needs to be reserved via PrimReserve() beforehand.
2421  IMGUI_API void PrimReserve(int idx_count, int vtx_count);
2422  IMGUI_API void PrimUnreserve(int idx_count, int vtx_count);
2423  IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles)
2424  IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
2425  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);
2426  inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
2427  inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; }
2428  inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index
2429 
2430 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2431  inline void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); }
2432  inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); }
2433 #endif
2434 
2435  // [Internal helpers]
2436  IMGUI_API void _ResetForNewFrame();
2437  IMGUI_API void _ClearFreeMemory();
2438  IMGUI_API void _PopUnusedDrawCmd();
2439  IMGUI_API void _OnChangedClipRect();
2440  IMGUI_API void _OnChangedTextureID();
2441  IMGUI_API void _OnChangedVtxOffset();
2442  IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const;
2443  IMGUI_API void _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step);
2444  IMGUI_API void _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments);
2445 };
2446 
2447 // All draw data to render a Dear ImGui frame
2448 // (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose,
2449 // as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList)
2451 {
2452  bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
2453  int CmdListsCount; // Number of ImDrawList* to render
2454  int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size
2455  int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size
2456  ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here.
2457  ImVec2 DisplayPos; // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications)
2458  ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications)
2459  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.
2460 
2461  // Functions
2462  ImDrawData() { Clear(); }
2463  void Clear() { memset(this, 0, sizeof(*this)); } // The ImDrawList are owned by ImGuiContext!
2464  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!
2465  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.
2466 };
2467 
2468 //-----------------------------------------------------------------------------
2469 // [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)
2470 //-----------------------------------------------------------------------------
2471 
2473 {
2474  void* FontData; // // TTF/OTF data
2475  int FontDataSize; // // TTF/OTF data size
2476  bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
2477  int FontNo; // 0 // Index of font within TTF/OTF file
2478  float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height).
2479  int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. Note the difference between 2 and 3 is minimal so you can reduce this to 2 to save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.
2480  int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. This is not really useful as we don't use sub-pixel positions on the Y axis.
2481  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.
2482  ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
2483  ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input.
2484  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.
2485  float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font
2486  float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs
2487  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.
2488  unsigned int FontBuilderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure.
2489  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.
2490  ImWchar EllipsisChar; // -1 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.
2491 
2492  // [Internal]
2493  char Name[40]; // Name (strictly to ease debugging)
2494  ImFont* DstFont;
2495 
2496  IMGUI_API ImFontConfig();
2497 };
2498 
2499 // Hold rendering data for one glyph.
2500 // (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)
2502 {
2503  unsigned int Colored : 1; // Flag to indicate glyph is colored and should generally ignore tinting (make it usable with no shift on little-endian as this is used in loops)
2504  unsigned int Visible : 1; // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering.
2505  unsigned int Codepoint : 30; // 0x0000..0x10FFFF
2506  float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in)
2507  float X0, Y0, X1, Y1; // Glyph corners
2508  float U0, V0, U1, V1; // Texture coordinates
2509 };
2510 
2511 // Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges().
2512 // This is essentially a tightly packed of vector of 64k booleans = 8KB storage.
2514 {
2515  ImVector<ImU32> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used)
2516 
2517  ImFontGlyphRangesBuilder() { Clear(); }
2518  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); }
2519  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
2520  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
2521  inline void AddChar(ImWchar c) { SetBit(c); } // Add character
2522  IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added)
2523  IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
2524  IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges); // Output new ranges
2525 };
2526 
2527 // See ImFontAtlas::AddCustomRectXXX functions.
2529 {
2530  unsigned short Width, Height; // Input // Desired rectangle dimension
2531  unsigned short X, Y; // Output // Packed position in Atlas
2532  unsigned int GlyphID; // Input // For custom font glyphs only (ID < 0x110000)
2533  float GlyphAdvanceX; // Input // For custom font glyphs only: glyph xadvance
2534  ImVec2 GlyphOffset; // Input // For custom font glyphs only: glyph display offset
2535  ImFont* Font; // Input // For custom font glyphs only: target font
2536  ImFontAtlasCustomRect() { Width = Height = 0; X = Y = 0xFFFF; GlyphID = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; }
2537  bool IsPacked() const { return X != 0xFFFF; }
2538 };
2539 
2540 // Flags for ImFontAtlas build
2541 enum ImFontAtlasFlags_
2542 {
2543  ImFontAtlasFlags_None = 0,
2544  ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two
2545  ImFontAtlasFlags_NoMouseCursors = 1 << 1, // Don't build software mouse cursors into the atlas (save a little texture memory)
2546  ImFontAtlasFlags_NoBakedLines = 1 << 2 // Don't build thick line textures into the atlas (save a little texture memory). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU).
2547 };
2548 
2549 // Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
2550 // - One or more fonts.
2551 // - Custom graphics data needed to render the shapes needed by Dear ImGui.
2552 // - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas).
2553 // It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api.
2554 // - 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.
2555 // - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
2556 // - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples)
2557 // - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
2558 // This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details.
2559 // Common pitfalls:
2560 // - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the
2561 // atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
2562 // - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.
2563 // You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
2564 // - Even though many functions are suffixed with "TTF", OTF data is supported just as well.
2565 // - This is an old API and it is currently awkward for those and and various other reasons! We will address them in the future!
2567 {
2568  IMGUI_API ImFontAtlas();
2569  IMGUI_API ~ImFontAtlas();
2570  IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg);
2571  IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL);
2572  IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
2573  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.
2574  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.
2575  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.
2576  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.
2577  IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory.
2578  IMGUI_API void ClearFonts(); // Clear output font data (glyphs storage, UV coordinates).
2579  IMGUI_API void Clear(); // Clear all input and output.
2580 
2581  // Build atlas, retrieve pixel data.
2582  // 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().
2583  // The pitch is always = Width * BytesPerPixels (1 or 4)
2584  // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
2585  // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste.
2586  IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions.
2587  IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
2588  IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
2589  bool IsBuilt() const { return Fonts.Size > 0 && (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); }
2590  void SetTexID(ImTextureID id) { TexID = id; }
2591 
2592  //-------------------------------------------
2593  // Glyph Ranges
2594  //-------------------------------------------
2595 
2596  // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
2597  // 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.
2598  // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.
2599  IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
2600  IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters
2601  IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs
2602  IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs
2603  IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
2604  IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters
2605  IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters
2606  IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters
2607 
2608  //-------------------------------------------
2609  // [BETA] Custom Rectangles/Glyphs API
2610  //-------------------------------------------
2611 
2612  // You can request arbitrary rectangles to be packed into the atlas, for your own purposes.
2613  // - After calling Build(), you can query the rectangle position and render your pixels.
2614  // - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of prefered texture format.
2615  // - You can also request your rectangles to be mapped as font glyph (given a font + Unicode point),
2616  // so you can render e.g. custom colorful icons and use them as regular glyphs.
2617  // - Read docs/FONTS.md for more details about using colorful icons.
2618  // - Note: this API may be redesigned later in order to support multi-monitor varying DPI settings.
2619  IMGUI_API int AddCustomRectRegular(int width, int height);
2620  IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0));
2621  ImFontAtlasCustomRect* GetCustomRectByIndex(int index) { IM_ASSERT(index >= 0); return &CustomRects[index]; }
2622 
2623  // [Internal]
2624  IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const;
2625  IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]);
2626 
2627  //-------------------------------------------
2628  // Members
2629  //-------------------------------------------
2630 
2631  ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_)
2632  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.
2633  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.
2634  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.
2635  bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
2636 
2637  // [Internal]
2638  // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
2639  bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format.
2640  unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
2641  unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
2642  int TexWidth; // Texture width calculated during Build().
2643  int TexHeight; // Texture height calculated during Build().
2644  ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight)
2645  ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel
2646  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.
2647  ImVector<ImFontAtlasCustomRect> CustomRects; // Rectangles for packing custom texture data into the atlas.
2648  ImVector<ImFontConfig> ConfigData; // Configuration data
2649  ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines
2650 
2651  // [Internal] Font builder
2652  const ImFontBuilderIO* FontBuilderIO; // Opaque interface to a font builder (default to stb_truetype, can be changed to use FreeType by defining IMGUI_ENABLE_FREETYPE).
2653  unsigned int FontBuilderFlags; // Shared flags (for all fonts) for custom font builder. THIS IS BUILD IMPLEMENTATION DEPENDENT. Per-font override is also available in ImFontConfig.
2654 
2655  // [Internal] Packing data
2656  int PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors
2657  int PackIdLines; // Custom texture rectangle ID for baked anti-aliased lines
2658 
2659 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2660  typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+
2661  typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
2662 #endif
2663 };
2664 
2665 // Font runtime data and rendering
2666 // ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
2667 struct ImFont
2668 {
2669  // Members: Hot ~20/24 bytes (for CalcTextSize)
2670  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).
2671  float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX
2672  float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading)
2673 
2674  // Members: Hot ~28/40 bytes (for CalcTextSize + render loop)
2675  ImVector<ImWchar> IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point.
2676  ImVector<ImFontGlyph> Glyphs; // 12-16 // out // // All glyphs.
2677  const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar)
2678 
2679  // Members: Cold ~32/40 bytes
2680  ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into
2681  const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData
2682  short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
2683  ImWchar FallbackChar; // 2 // in // = '?' // Replacement character if a glyph isn't found. Only set via SetFallbackChar()
2684  ImWchar EllipsisChar; // 2 // out // = -1 // Character used for ellipsis rendering.
2685  bool DirtyLookupTables; // 1 // out //
2686  float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
2687  float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
2688  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)
2689  ImU8 Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/4096/8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints.
2690 
2691  // Methods
2692  IMGUI_API ImFont();
2693  IMGUI_API ~ImFont();
2694  IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const;
2695  IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const;
2696  float GetCharAdvance(ImWchar c) const { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; }
2697  bool IsLoaded() const { return ContainerAtlas != NULL; }
2698  const char* GetDebugName() const { return ConfigData ? ConfigData->Name : "<unknown>"; }
2699 
2700  // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
2701  // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
2702  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
2703  IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
2704  IMGUI_API void RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const;
2705  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;
2706 
2707  // [Internal] Don't use!
2708  IMGUI_API void BuildLookupTable();
2709  IMGUI_API void ClearOutputData();
2710  IMGUI_API void GrowIndex(int new_size);
2711  IMGUI_API void AddGlyph(const ImFontConfig* src_cfg, ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x);
2712  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.
2713  IMGUI_API void SetGlyphVisible(ImWchar c, bool visible);
2714  IMGUI_API void SetFallbackChar(ImWchar c);
2715  IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last);
2716 };
2717 
2718 //-----------------------------------------------------------------------------
2719 // [SECTION] Viewports
2720 //-----------------------------------------------------------------------------
2721 
2722 // Flags stored in ImGuiViewport::Flags
2723 enum ImGuiViewportFlags_
2724 {
2725  ImGuiViewportFlags_None = 0,
2726  ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window
2727  ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet)
2728  ImGuiViewportFlags_OwnedByApp = 1 << 2 // Platform Window: is created/managed by the application (rather than a dear imgui backend)
2729 };
2730 
2731 // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
2732 // - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
2733 // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
2734 // - About Main Area vs Work Area:
2735 // - Main Area = entire viewport.
2736 // - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor).
2737 // - Windows are generally trying to stay within the Work Area of their host viewport.
2739 {
2740  ImGuiViewportFlags Flags; // See ImGuiViewportFlags_
2741  ImVec2 Pos; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates)
2742  ImVec2 Size; // Main Area: Size of the viewport.
2743  ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos)
2744  ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)
2745 
2746  ImGuiViewport() { memset(this, 0, sizeof(*this)); }
2747 
2748  // Helpers
2749  ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); }
2750  ImVec2 GetWorkCenter() const { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); }
2751 };
2752 
2753 //-----------------------------------------------------------------------------
2754 // [SECTION] Obsolete functions and types
2755 // (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
2756 // Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead.
2757 //-----------------------------------------------------------------------------
2758 
2759 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2760 namespace ImGui
2761 {
2762  // OBSOLETED in 1.81 (from February 2021)
2763  IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // Helper to calculate size from items_count and height_in_items
2764  static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); }
2765  static inline void ListBoxFooter() { EndListBox(); }
2766  // OBSOLETED in 1.79 (from August 2020)
2767  static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry!
2768  // OBSOLETED in 1.78 (from June 2020)
2769  // Old drag/sliders functions that took a 'float power = 1.0' argument instead of flags.
2770  // For shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`.
2771  IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power);
2772  IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power);
2773  static inline bool DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); }
2774  static inline bool DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); }
2775  static inline bool DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); }
2776  static inline bool DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); }
2777  IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power);
2778  IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power);
2779  static inline bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power) { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); }
2780  static inline bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); }
2781  static inline bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); }
2782  static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); }
2783  // OBSOLETED in 1.77 (from June 2020)
2784  static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); }
2785  // OBSOLETED in 1.72 (from April 2019)
2786  static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); }
2787  // OBSOLETED in 1.71 (from June 2019)
2788  static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); }
2789  // OBSOLETED in 1.70 (from May 2019)
2790  static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; }
2791  // OBSOLETED in 1.69 (from Mar 2019)
2792  static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); }
2793 }
2794 
2795 // OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect()
2796 typedef ImDrawFlags ImDrawCornerFlags;
2797 enum ImDrawCornerFlags_
2798 {
2799  ImDrawCornerFlags_None = ImDrawFlags_RoundCornersNone, // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit
2800  ImDrawCornerFlags_TopLeft = ImDrawFlags_RoundCornersTopLeft, // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally).
2801  ImDrawCornerFlags_TopRight = ImDrawFlags_RoundCornersTopRight, // Was == 0x02 (1 << 1) prior to 1.82.
2802  ImDrawCornerFlags_BotLeft = ImDrawFlags_RoundCornersBottomLeft, // Was == 0x04 (1 << 2) prior to 1.82.
2803  ImDrawCornerFlags_BotRight = ImDrawFlags_RoundCornersBottomRight, // Was == 0x08 (1 << 3) prior to 1.82.
2804  ImDrawCornerFlags_All = ImDrawFlags_RoundCornersAll, // Was == 0x0F prior to 1.82
2805  ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight,
2806  ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight,
2807  ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft,
2808  ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight
2809 };
2810 
2811 #endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2812 
2813 //-----------------------------------------------------------------------------
2814 
2815 #if defined(__clang__)
2816 #pragma clang diagnostic pop
2817 #elif defined(__GNUC__)
2818 #pragma GCC diagnostic pop
2819 #endif
2820 
2821 // Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h)
2822 #ifdef IMGUI_INCLUDE_IMGUI_USER_H
2823 #include "imgui_user.h"
2824 #endif
2825 
2826 #endif // #ifndef IMGUI_DISABLE
Definition: imgui.h:1959
Definition: imgui.h:2118
Definition: imgui.h:2513
Definition: imgui.h:2261
Definition: imgui.h:2061
Definition: imgui.h:1973
Definition: imgui.h:230
Definition: imgui.h:1635
Definition: imgui.h:1701
Definition: imgui.h:2058
Definition: imgui.h:2325
Definition: imgui.h:2216
Definition: imgui.h:1996
Definition: imgui_internal.h:2546
Definition: imgui.h:2238
Definition: imgui.h:2472
Definition: imgui.h:1937
Definition: imgui.h:2004
Definition: imgui.h:1928
Definition: imgui.h:243
Definition: imgui.h:2450
Definition: imgui.h:2167
Definition: imgui.h:2501
Definition: imgui_internal.h:651
Definition: imgui.h:2031
Definition: imgui.h:2738
Definition: imgui.cpp:889
Definition: imgui.h:2667
Definition: imgui.h:2270
Definition: imgui.h:1755
Definition: imgui.h:2528
Definition: imgui.h:2253
Definition: imgui.h:1897
Definition: imgui.h:2014
Definition: imgui_internal.h:1290
Definition: imgui.h:2566
Definition: imgui.h:1614