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◆ main enhanced-x16-emulator / src / extern / imgui / imgui.h
395.0 KiB · Objective-C · last changed chore(): initial commit 25 days ago source blame history raw
9120e874 Andy McCall 1
// dear imgui, v1.91.5
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// (headers)
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// Help:
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// - See links below.
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// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
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// - Read top of imgui.cpp for more details, links and comments.
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// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4.
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// Resources:
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// - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md)
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// - Homepage ................... https://github.com/ocornut/imgui
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// - Releases & changelog ....... https://github.com/ocornut/imgui/releases
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// - Gallery .................... https://github.com/ocornut/imgui/issues?q=label%3Agallery (please post your screenshots/video there!)
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// - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there)
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//   - Getting Started            https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code)
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//   - Third-party Extensions     https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more)
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//   - Bindings/Backends          https://github.com/ocornut/imgui/wiki/Bindings (language bindings, backends for various tech/engines)
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//   - Glossary                   https://github.com/ocornut/imgui/wiki/Glossary
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//   - Debug Tools                https://github.com/ocornut/imgui/wiki/Debug-Tools
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//   - Software using Dear ImGui  https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui
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// - Issues & support ........... https://github.com/ocornut/imgui/issues
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// - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps)
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// For first-time users having issues compiling/linking/running/loading fonts:
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// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
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// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there.
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// Library Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
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#define IMGUI_VERSION       "1.91.5"
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#define IMGUI_VERSION_NUM   19150
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#define IMGUI_HAS_TABLE
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#define IMGUI_HAS_VIEWPORT          // Viewport WIP branch
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#define IMGUI_HAS_DOCK              // Docking WIP branch
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/*
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Index of this file:
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// [SECTION] Header mess
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// [SECTION] Forward declarations and basic types
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// [SECTION] Dear ImGui end-user API functions
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// [SECTION] Flags & Enumerations
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// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
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// [SECTION] Helpers: Debug log, Memory allocations macros, ImVector<>
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// [SECTION] ImGuiStyle
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// [SECTION] ImGuiIO
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// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiWindowClass, ImGuiPayload)
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// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor)
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// [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiMultiSelectIO, ImGuiSelectionRequest, ImGuiSelectionBasicStorage, ImGuiSelectionExternalStorage)
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// [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData)
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// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
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// [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport)
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// [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformMonitor, ImGuiPlatformImeData)
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// [SECTION] Obsolete functions and types
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*/
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#pragma once
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// Configuration file with compile-time options
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// (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system)
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#ifdef IMGUI_USER_CONFIG
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#include IMGUI_USER_CONFIG
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#endif
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#include "imconfig.h"
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#ifndef IMGUI_DISABLE
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//-----------------------------------------------------------------------------
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// [SECTION] Header mess
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//-----------------------------------------------------------------------------
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// Includes
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#include <float.h>                  // FLT_MIN, FLT_MAX
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#include <stdarg.h>                 // va_list, va_start, va_end
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#include <stddef.h>                 // ptrdiff_t, NULL
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#include <string.h>                 // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
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// Define attributes of all API symbols declarations (e.g. for DLL under Windows)
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// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h)
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// Using dear imgui via a shared library is not recommended: we don't guarantee backward nor forward ABI compatibility + this is a call-heavy library and function call overhead adds up.
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#ifndef IMGUI_API
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#define IMGUI_API
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#endif
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#ifndef IMGUI_IMPL_API
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#define IMGUI_IMPL_API              IMGUI_API
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#endif
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// Helper Macros
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#ifndef IM_ASSERT
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#include <assert.h>
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#define IM_ASSERT(_EXPR)            assert(_EXPR)                               // You can override the default assert handler by editing imconfig.h
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#endif
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#define IM_ARRAYSIZE(_ARR)          ((int)(sizeof(_ARR) / sizeof(*(_ARR))))     // Size of a static C-style array. Don't use on pointers!
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#define IM_UNUSED(_VAR)             ((void)(_VAR))                              // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
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// Check that version and structures layouts are matching between compiled imgui code and caller. Read comments above DebugCheckVersionAndDataLayout() for details.
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#define IMGUI_CHECKVERSION()        ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
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// Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions.
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// (MSVC provides an equivalent mechanism via SAL Annotations but it would require the macros in a different
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//  location. e.g. #include <sal.h> + void myprintf(_Printf_format_string_ const char* format, ...))
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#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) && !defined(__clang__)
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#define IM_FMTARGS(FMT)             __attribute__((format(gnu_printf, FMT, FMT+1)))
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#define IM_FMTLIST(FMT)             __attribute__((format(gnu_printf, FMT, 0)))
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#elif !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__))
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#define IM_FMTARGS(FMT)             __attribute__((format(printf, FMT, FMT+1)))
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#define IM_FMTLIST(FMT)             __attribute__((format(printf, FMT, 0)))
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#else
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#define IM_FMTARGS(FMT)
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#define IM_FMTLIST(FMT)
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#endif
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// Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level functions)
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#if defined(_MSC_VER) && !defined(__clang__)  && !defined(__INTEL_COMPILER) && !defined(IMGUI_DEBUG_PARANOID)
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#define IM_MSVC_RUNTIME_CHECKS_OFF      __pragma(runtime_checks("",off))     __pragma(check_stack(off)) __pragma(strict_gs_check(push,off))
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#define IM_MSVC_RUNTIME_CHECKS_RESTORE  __pragma(runtime_checks("",restore)) __pragma(check_stack())    __pragma(strict_gs_check(pop))
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#else
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#define IM_MSVC_RUNTIME_CHECKS_OFF
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#define IM_MSVC_RUNTIME_CHECKS_RESTORE
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#endif
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// Warnings
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#ifdef _MSC_VER
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#pragma warning (push)
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#pragma warning (disable: 26495)    // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
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#endif
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#if defined(__clang__)
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#pragma clang diagnostic push
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#if __has_warning("-Wunknown-warning-option")
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#pragma clang diagnostic ignored "-Wunknown-warning-option"         // warning: unknown warning group 'xxx'
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#endif
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#pragma clang diagnostic ignored "-Wunknown-pragmas"                // warning: unknown warning group 'xxx'
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#pragma clang diagnostic ignored "-Wold-style-cast"                 // warning: use of old-style cast
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#pragma clang diagnostic ignored "-Wfloat-equal"                    // warning: comparing floating point with == or != is unsafe
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#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"  // warning: zero as null pointer constant
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#pragma clang diagnostic ignored "-Wreserved-identifier"            // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter
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#pragma clang diagnostic ignored "-Wunsafe-buffer-usage"            // warning: 'xxx' is an unsafe pointer used for buffer access
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#pragma clang diagnostic ignored "-Wnontrivial-memaccess"           // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type
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#elif defined(__GNUC__)
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#pragma GCC diagnostic push
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#pragma GCC diagnostic ignored "-Wpragmas"                          // warning: unknown option after '#pragma GCC diagnostic' kind
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#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
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#endif
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//-----------------------------------------------------------------------------
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// [SECTION] Forward declarations and basic types
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//-----------------------------------------------------------------------------
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// Scalar data types
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typedef unsigned int        ImGuiID;// A unique ID used by widgets (typically the result of hashing a stack of string)
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typedef signed char         ImS8;   // 8-bit signed integer
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typedef unsigned char       ImU8;   // 8-bit unsigned integer
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typedef signed short        ImS16;  // 16-bit signed integer
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typedef unsigned short      ImU16;  // 16-bit unsigned integer
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typedef signed int          ImS32;  // 32-bit signed integer == int
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typedef unsigned int        ImU32;  // 32-bit unsigned integer (often used to store packed colors)
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typedef signed   long long  ImS64;  // 64-bit signed integer
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typedef unsigned long long  ImU64;  // 64-bit unsigned integer
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// Forward declarations
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struct ImDrawChannel;               // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit()
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struct ImDrawCmd;                   // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)
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struct ImDrawData;                  // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.
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struct ImDrawList;                  // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder)
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struct ImDrawListSharedData;        // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
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struct ImDrawListSplitter;          // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back.
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struct ImDrawVert;                  // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
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struct ImFont;                      // Runtime data for a single font within a parent ImFontAtlas
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struct ImFontAtlas;                 // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
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struct ImFontBuilderIO;             // Opaque interface to a font builder (stb_truetype or FreeType).
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struct ImFontConfig;                // Configuration data when adding a font or merging fonts
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struct ImFontGlyph;                 // A single font glyph (code point + coordinates within in ImFontAtlas + offset)
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struct ImFontGlyphRangesBuilder;    // Helper to build glyph ranges from text/string data
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struct ImColor;                     // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)
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struct ImGuiContext;                // Dear ImGui context (opaque structure, unless including imgui_internal.h)
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struct ImGuiIO;                     // Main configuration and I/O between your application and ImGui (also see: ImGuiPlatformIO)
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struct ImGuiInputTextCallbackData;  // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
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struct ImGuiKeyData;                // Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions.
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struct ImGuiListClipper;            // Helper to manually clip large list of items
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struct ImGuiMultiSelectIO;          // Structure to interact with a BeginMultiSelect()/EndMultiSelect() block
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struct ImGuiOnceUponAFrame;         // Helper for running a block of code not more than once a frame
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struct ImGuiPayload;                // User data payload for drag and drop operations
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struct ImGuiPlatformIO;             // Interface between platform/renderer backends and ImGui (e.g. Clipboard, IME, Multi-Viewport support). Extends ImGuiIO.
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struct ImGuiPlatformImeData;        // Platform IME data for io.PlatformSetImeDataFn() function.
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struct ImGuiPlatformMonitor;        // Multi-viewport support: user-provided bounds for each connected monitor/display. Used when positioning popups and tooltips to avoid them straddling monitors
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struct ImGuiSelectionBasicStorage;  // Optional helper to store multi-selection state + apply multi-selection requests.
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struct ImGuiSelectionExternalStorage;//Optional helper to apply multi-selection requests to existing randomly accessible storage.
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struct ImGuiSelectionRequest;       // A selection request (stored in ImGuiMultiSelectIO)
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struct ImGuiSizeCallbackData;       // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
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struct ImGuiStorage;                // Helper for key->value storage (container sorted by key)
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struct ImGuiStoragePair;            // Helper for key->value storage (pair)
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struct ImGuiStyle;                  // Runtime data for styling/colors
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struct ImGuiTableSortSpecs;         // Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
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struct ImGuiTableColumnSortSpecs;   // Sorting specification for one column of a table
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struct ImGuiTextBuffer;             // Helper to hold and append into a text buffer (~string builder)
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struct ImGuiTextFilter;             // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]")
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struct ImGuiViewport;               // A Platform Window (always 1 unless multi-viewport are enabled. One per platform window to output to). In the future may represent Platform Monitor
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struct ImGuiWindowClass;            // Window class (rare/advanced uses: provide hints to the platform backend via altered viewport flags and parent/child info)
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// Enumerations
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// - We don't use strongly typed enums much because they add constraints (can't extend in private code, can't store typed in bit fields, extra casting on iteration)
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// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
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//   - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
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//   - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
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//   - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
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enum ImGuiDir : int;                // -> enum ImGuiDir              // Enum: A cardinal direction (Left, Right, Up, Down)
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enum ImGuiKey : int;                // -> enum ImGuiKey              // Enum: A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value)
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enum ImGuiMouseSource : int;        // -> enum ImGuiMouseSource      // Enum; A mouse input source identifier (Mouse, TouchScreen, Pen)
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enum ImGuiSortDirection : ImU8;     // -> enum ImGuiSortDirection    // Enum: A sorting direction (ascending or descending)
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typedef int ImGuiCol;               // -> enum ImGuiCol_             // Enum: A color identifier for styling
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typedef int ImGuiCond;              // -> enum ImGuiCond_            // Enum: A condition for many Set*() functions
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typedef int ImGuiDataType;          // -> enum ImGuiDataType_        // Enum: A primary data type
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typedef int ImGuiMouseButton;       // -> enum ImGuiMouseButton_     // Enum: A mouse button identifier (0=left, 1=right, 2=middle)
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typedef int ImGuiMouseCursor;       // -> enum ImGuiMouseCursor_     // Enum: A mouse cursor shape
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typedef int ImGuiStyleVar;          // -> enum ImGuiStyleVar_        // Enum: A variable identifier for styling
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typedef int ImGuiTableBgTarget;     // -> enum ImGuiTableBgTarget_   // Enum: A color target for TableSetBgColor()
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// Flags (declared as int to allow using as flags without overhead, and to not pollute the top of this file)
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// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
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//   - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
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//   - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
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//   - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
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typedef int ImDrawFlags;            // -> enum ImDrawFlags_          // Flags: for ImDrawList functions
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typedef int ImDrawListFlags;        // -> enum ImDrawListFlags_      // Flags: for ImDrawList instance
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typedef int ImFontAtlasFlags;       // -> enum ImFontAtlasFlags_     // Flags: for ImFontAtlas build
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typedef int ImGuiBackendFlags;      // -> enum ImGuiBackendFlags_    // Flags: for io.BackendFlags
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typedef int ImGuiButtonFlags;       // -> enum ImGuiButtonFlags_     // Flags: for InvisibleButton()
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typedef int ImGuiChildFlags;        // -> enum ImGuiChildFlags_      // Flags: for BeginChild()
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typedef int ImGuiColorEditFlags;    // -> enum ImGuiColorEditFlags_  // Flags: for ColorEdit4(), ColorPicker4() etc.
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typedef int ImGuiConfigFlags;       // -> enum ImGuiConfigFlags_     // Flags: for io.ConfigFlags
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typedef int ImGuiComboFlags;        // -> enum ImGuiComboFlags_      // Flags: for BeginCombo()
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typedef int ImGuiDockNodeFlags;     // -> enum ImGuiDockNodeFlags_   // Flags: for DockSpace()
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typedef int ImGuiDragDropFlags;     // -> enum ImGuiDragDropFlags_   // Flags: for BeginDragDropSource(), AcceptDragDropPayload()
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typedef int ImGuiFocusedFlags;      // -> enum ImGuiFocusedFlags_    // Flags: for IsWindowFocused()
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typedef int ImGuiHoveredFlags;      // -> enum ImGuiHoveredFlags_    // Flags: for IsItemHovered(), IsWindowHovered() etc.
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typedef int ImGuiInputFlags;        // -> enum ImGuiInputFlags_      // Flags: for Shortcut(), SetNextItemShortcut()
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typedef int ImGuiInputTextFlags;    // -> enum ImGuiInputTextFlags_  // Flags: for InputText(), InputTextMultiline()
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typedef int ImGuiItemFlags;         // -> enum ImGuiItemFlags_       // Flags: for PushItemFlag(), shared by all items
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typedef int ImGuiKeyChord;          // -> ImGuiKey | ImGuiMod_XXX    // Flags: for IsKeyChordPressed(), Shortcut() etc. an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values.
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typedef int ImGuiPopupFlags;        // -> enum ImGuiPopupFlags_      // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen()
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typedef int ImGuiMultiSelectFlags;  // -> enum ImGuiMultiSelectFlags_// Flags: for BeginMultiSelect()
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typedef int ImGuiSelectableFlags;   // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
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typedef int ImGuiSliderFlags;       // -> enum ImGuiSliderFlags_     // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
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typedef int ImGuiTabBarFlags;       // -> enum ImGuiTabBarFlags_     // Flags: for BeginTabBar()
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typedef int ImGuiTabItemFlags;      // -> enum ImGuiTabItemFlags_    // Flags: for BeginTabItem()
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typedef int ImGuiTableFlags;        // -> enum ImGuiTableFlags_      // Flags: For BeginTable()
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typedef int ImGuiTableColumnFlags;  // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn()
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typedef int ImGuiTableRowFlags;     // -> enum ImGuiTableRowFlags_   // Flags: For TableNextRow()
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typedef int ImGuiTreeNodeFlags;     // -> enum ImGuiTreeNodeFlags_   // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader()
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typedef int ImGuiViewportFlags;     // -> enum ImGuiViewportFlags_   // Flags: for ImGuiViewport
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typedef int ImGuiWindowFlags;       // -> enum ImGuiWindowFlags_     // Flags: for Begin(), BeginChild()
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// ImTexture: user data for renderer backend to identify a texture [Compile-time configurable type]
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// - To use something else than an opaque void* pointer: override with e.g. '#define ImTextureID MyTextureType*' in your imconfig.h file.
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// - This can be whatever to you want it to be! read the FAQ about ImTextureID for details.
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// - You can make this a structure with various constructors if you need. You will have to implement ==/!= operators.
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// - (note: before v1.91.4 (2024/10/08) the default type for ImTextureID was void*. Use intermediary intptr_t cast and read FAQ if you have casting warnings)
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#ifndef ImTextureID
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typedef ImU64 ImTextureID;          // Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that)
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#endif
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// ImDrawIdx: vertex index. [Compile-time configurable type]
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// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).
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// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.
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#ifndef ImDrawIdx
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typedef unsigned short ImDrawIdx;   // Default: 16-bit (for maximum compatibility with renderer backends)
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#endif
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// Character types
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// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display)
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typedef unsigned int ImWchar32;     // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings.
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typedef unsigned short ImWchar16;   // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings.
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#ifdef IMGUI_USE_WCHAR32            // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16]
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typedef ImWchar32 ImWchar;
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#else
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typedef ImWchar16 ImWchar;
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#endif
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// Multi-Selection item index or identifier when using BeginMultiSelect()
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// - Used by SetNextItemSelectionUserData() + and inside ImGuiMultiSelectIO structure.
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// - Most users are likely to use this store an item INDEX but this may be used to store a POINTER/ID as well. Read comments near ImGuiMultiSelectIO for details.
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typedef ImS64 ImGuiSelectionUserData;
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// Callback and functions types
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typedef int     (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data);    // Callback function for ImGui::InputText()
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typedef void    (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data);              // Callback function for ImGui::SetNextWindowSizeConstraints()
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typedef void*   (*ImGuiMemAllocFunc)(size_t sz, void* user_data);               // Function signature for ImGui::SetAllocatorFunctions()
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typedef void    (*ImGuiMemFreeFunc)(void* ptr, void* user_data);                // Function signature for ImGui::SetAllocatorFunctions()
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// ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type]
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// - This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type.
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// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4.
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IM_MSVC_RUNTIME_CHECKS_OFF
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struct ImVec2
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{
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    float                                   x, y;
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    constexpr ImVec2()                      : x(0.0f), y(0.0f) { }
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    constexpr ImVec2(float _x, float _y)    : x(_x), y(_y) { }
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    float& operator[] (size_t idx)          { IM_ASSERT(idx == 0 || idx == 1); return ((float*)(void*)(char*)this)[idx]; } // We very rarely use this [] operator, so the assert overhead is fine.
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    float  operator[] (size_t idx) const    { IM_ASSERT(idx == 0 || idx == 1); return ((const float*)(const void*)(const char*)this)[idx]; }
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#ifdef IM_VEC2_CLASS_EXTRA
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    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.
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#endif
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};
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// ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type]
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struct ImVec4
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{
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    float                                                     x, y, z, w;
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    constexpr ImVec4()                                        : x(0.0f), y(0.0f), z(0.0f), w(0.0f) { }
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    constexpr ImVec4(float _x, float _y, float _z, float _w)  : x(_x), y(_y), z(_z), w(_w) { }
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#ifdef IM_VEC4_CLASS_EXTRA
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    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.
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#endif
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};
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IM_MSVC_RUNTIME_CHECKS_RESTORE
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//-----------------------------------------------------------------------------
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// [SECTION] Dear ImGui end-user API functions
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// (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!)
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//-----------------------------------------------------------------------------
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namespace ImGui
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{
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    // Context creation and access
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    // - 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.
329
    // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
330
    //   for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details.
331
    IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
332
    IMGUI_API void          DestroyContext(ImGuiContext* ctx = NULL);   // NULL = destroy current context
333
    IMGUI_API ImGuiContext* GetCurrentContext();
334
    IMGUI_API void          SetCurrentContext(ImGuiContext* ctx);
335
336
    // Main
337
    IMGUI_API ImGuiIO&      GetIO();                                    // access the ImGuiIO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
338
    IMGUI_API ImGuiPlatformIO& GetPlatformIO();                         // access the ImGuiPlatformIO structure (mostly hooks/functions to connect to platform/renderer and OS Clipboard, IME etc.)
339
    IMGUI_API ImGuiStyle&   GetStyle();                                 // access the Style structure (colors, sizes). Always use PushStyleColor(), PushStyleVar() to modify style mid-frame!
340
    IMGUI_API void          NewFrame();                                 // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame().
341
    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!
342
    IMGUI_API void          Render();                                   // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData().
343
    IMGUI_API ImDrawData*   GetDrawData();                              // valid after Render() and until the next call to NewFrame(). this is what you have to render.
344
345
    // Demo, Debug, Information
346
    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!
347
    IMGUI_API void          ShowMetricsWindow(bool* p_open = NULL);     // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc.
348
    IMGUI_API void          ShowDebugLogWindow(bool* p_open = NULL);    // create Debug Log window. display a simplified log of important dear imgui events.
349
    IMGUI_API void          ShowIDStackToolWindow(bool* p_open = NULL); // create Stack Tool window. hover items with mouse to query information about the source of their unique ID.
350
    IMGUI_API void          ShowAboutWindow(bool* p_open = NULL);       // create About window. display Dear ImGui version, credits and build/system information.
351
    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)
352
    IMGUI_API bool          ShowStyleSelector(const char* label);       // add style selector block (not a window), essentially a combo listing the default styles.
353
    IMGUI_API void          ShowFontSelector(const char* label);        // add font selector block (not a window), essentially a combo listing the loaded fonts.
354
    IMGUI_API void          ShowUserGuide();                            // add basic help/info block (not a window): how to manipulate ImGui as an end-user (mouse/keyboard controls).
355
    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)
356
357
    // Styles
358
    IMGUI_API void          StyleColorsDark(ImGuiStyle* dst = NULL);    // new, recommended style (default)
359
    IMGUI_API void          StyleColorsLight(ImGuiStyle* dst = NULL);   // best used with borders and a custom, thicker font
360
    IMGUI_API void          StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style
361
362
    // Windows
363
    // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.
364
    // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,
365
    //   which clicking will set the boolean to false when clicked.
366
    // - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times.
367
    //   Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin().
368
    // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
369
    //   anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
370
    //   [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions
371
    //    such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding
372
    //    BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
373
    // - Note that the bottom of window stack always contains a window called "Debug".
374
    IMGUI_API bool          Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
375
    IMGUI_API void          End();
376
377
    // Child Windows
378
    // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
379
    // - Before 1.90 (November 2023), the "ImGuiChildFlags child_flags = 0" parameter was "bool border = false".
380
    //   This API is backward compatible with old code, as we guarantee that ImGuiChildFlags_Borders == true.
381
    //   Consider updating your old code:
382
    //      BeginChild("Name", size, false)   -> Begin("Name", size, 0); or Begin("Name", size, ImGuiChildFlags_None);
383
    //      BeginChild("Name", size, true)    -> Begin("Name", size, ImGuiChildFlags_Borders);
384
    // - Manual sizing (each axis can use a different setting e.g. ImVec2(0.0f, 400.0f)):
385
    //     == 0.0f: use remaining parent window size for this axis.
386
    //      > 0.0f: use specified size for this axis.
387
    //      < 0.0f: right/bottom-align to specified distance from available content boundaries.
388
    // - Specifying ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY makes the sizing automatic based on child contents.
389
    //   Combining both ImGuiChildFlags_AutoResizeX _and_ ImGuiChildFlags_AutoResizeY defeats purpose of a scrolling region and is NOT recommended.
390
    // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
391
    //   anything to the window. Always call a matching EndChild() for each BeginChild() call, regardless of its return value.
392
    //   [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions
393
    //    such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding
394
    //    BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
395
    IMGUI_API bool          BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0);
396
    IMGUI_API bool          BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0);
397
    IMGUI_API void          EndChild();
398
399
    // Windows Utilities
400
    // - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into.
401
    IMGUI_API bool          IsWindowAppearing();
402
    IMGUI_API bool          IsWindowCollapsed();
403
    IMGUI_API bool          IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
404
    IMGUI_API bool          IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options. IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details.
405
    IMGUI_API ImDrawList*   GetWindowDrawList();                        // get draw list associated to the current window, to append your own drawing primitives
406
    IMGUI_API float         GetWindowDpiScale();                        // get DPI scale currently associated to the current window's viewport.
407
    IMGUI_API ImVec2        GetWindowPos();                             // get current window position in screen space (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead)
408
    IMGUI_API ImVec2        GetWindowSize();                            // get current window size (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead)
409
    IMGUI_API float         GetWindowWidth();                           // get current window width (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().x.
410
    IMGUI_API float         GetWindowHeight();                          // get current window height (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().y.
411
    IMGUI_API ImGuiViewport*GetWindowViewport();                        // get viewport currently associated to the current window.
412
413
    // Window manipulation
414
    // - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
415
    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.
416
    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()
417
    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 0.0f or FLT_MAX if you don't want limits. Use -1 for both min and max of same axis to preserve current size (which itself is a constraint). Use callback to apply non-trivial programmatic constraints.
418
    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()
419
    IMGUI_API void          SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0);                 // set next window collapsed state. call before Begin()
420
    IMGUI_API void          SetNextWindowFocus();                                                       // set next window to be focused / top-most. call before Begin()
421
    IMGUI_API void          SetNextWindowScroll(const ImVec2& scroll);                                  // set next window scrolling value (use < 0.0f to not affect a given axis).
422
    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.
423
    IMGUI_API void          SetNextWindowViewport(ImGuiID viewport_id);                                 // set next window viewport
424
    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.
425
    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.
426
    IMGUI_API void          SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0);                     // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
427
    IMGUI_API void          SetWindowFocus();                                                           // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().
428
    IMGUI_API void          SetWindowFontScale(float scale);                                            // [OBSOLETE] set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes().
429
    IMGUI_API void          SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0);      // set named window position.
430
    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.
431
    IMGUI_API void          SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0);   // set named window collapsed state
432
    IMGUI_API void          SetWindowFocus(const char* name);                                           // set named window to be focused / top-most. use NULL to remove focus.
433
434
    // Windows Scrolling
435
    // - Any change of Scroll will be applied at the beginning of next frame in the first call to Begin().
436
    // - You may instead use SetNextWindowScroll() prior to calling Begin() to avoid this delay, as an alternative to using SetScrollX()/SetScrollY().
437
    IMGUI_API float         GetScrollX();                                                   // get scrolling amount [0 .. GetScrollMaxX()]
438
    IMGUI_API float         GetScrollY();                                                   // get scrolling amount [0 .. GetScrollMaxY()]
439
    IMGUI_API void          SetScrollX(float scroll_x);                                     // set scrolling amount [0 .. GetScrollMaxX()]
440
    IMGUI_API void          SetScrollY(float scroll_y);                                     // set scrolling amount [0 .. GetScrollMaxY()]
441
    IMGUI_API float         GetScrollMaxX();                                                // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x
442
    IMGUI_API float         GetScrollMaxY();                                                // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y
443
    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.
444
    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.
445
    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.
446
    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.
447
448
    // Parameters stacks (shared)
449
    IMGUI_API void          PushFont(ImFont* font);                                         // use NULL as a shortcut to push default font
450
    IMGUI_API void          PopFont();
451
    IMGUI_API void          PushStyleColor(ImGuiCol idx, ImU32 col);                        // modify a style color. always use this if you modify the style after NewFrame().
452
    IMGUI_API void          PushStyleColor(ImGuiCol idx, const ImVec4& col);
453
    IMGUI_API void          PopStyleColor(int count = 1);
454
    IMGUI_API void          PushStyleVar(ImGuiStyleVar idx, float val);                     // modify a style float variable. always use this if you modify the style after NewFrame()!
455
    IMGUI_API void          PushStyleVar(ImGuiStyleVar idx, const ImVec2& val);             // modify a style ImVec2 variable. "
456
    IMGUI_API void          PushStyleVarX(ImGuiStyleVar idx, float val_x);                  // modify X component of a style ImVec2 variable. "
457
    IMGUI_API void          PushStyleVarY(ImGuiStyleVar idx, float val_y);                  // modify Y component of a style ImVec2 variable. "
458
    IMGUI_API void          PopStyleVar(int count = 1);
459
    IMGUI_API void          PushItemFlag(ImGuiItemFlags option, bool enabled);              // modify specified shared item flag, e.g. PushItemFlag(ImGuiItemFlags_NoTabStop, true)
460
    IMGUI_API void          PopItemFlag();
461
462
    // Parameters stacks (current window)
463
    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).
464
    IMGUI_API void          PopItemWidth();
465
    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)
466
    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.
467
    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
468
    IMGUI_API void          PopTextWrapPos();
469
470
    // Style read access
471
    // - Use the ShowStyleEditor() function to interactively see/edit the colors.
472
    IMGUI_API ImFont*       GetFont();                                                      // get current font
473
    IMGUI_API float         GetFontSize();                                                  // get current font size (= height in pixels) of current font with current scale applied
474
    IMGUI_API ImVec2        GetFontTexUvWhitePixel();                                       // get UV coordinate for a white pixel, useful to draw custom shapes via the ImDrawList API
475
    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
476
    IMGUI_API ImU32         GetColorU32(const ImVec4& col);                                 // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
477
    IMGUI_API ImU32         GetColorU32(ImU32 col, float alpha_mul = 1.0f);                 // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
478
    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.
479
480
    // Layout cursor positioning
481
    // - By "cursor" we mean the current output position.
482
    // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
483
    // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget.
484
    // - YOU CAN DO 99% OF WHAT YOU NEED WITH ONLY GetCursorScreenPos() and GetContentRegionAvail().
485
    // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API:
486
    //    - Absolute coordinate:        GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. -> this is the preferred way forward.
487
    //    - Window-local coordinates:   SameLine(offset), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), PushTextWrapPos()
488
    //    - Window-local coordinates:   GetContentRegionMax(), GetWindowContentRegionMin(), GetWindowContentRegionMax() --> all obsoleted. YOU DON'T NEED THEM.
489
    // - GetCursorScreenPos() = GetCursorPos() + GetWindowPos(). GetWindowPos() is almost only ever useful to convert from window-local to absolute coordinates. Try not to use it.
490
    IMGUI_API ImVec2        GetCursorScreenPos();                                           // cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND (prefer using this rather than GetCursorPos(), also more useful to work with ImDrawList API).
491
    IMGUI_API void          SetCursorScreenPos(const ImVec2& pos);                          // cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND.
492
    IMGUI_API ImVec2        GetContentRegionAvail();                                        // available space from current position. THIS IS YOUR BEST FRIEND.
493
    IMGUI_API ImVec2        GetCursorPos();                                                 // [window-local] cursor position in window-local coordinates. This is not your best friend.
494
    IMGUI_API float         GetCursorPosX();                                                // [window-local] "
495
    IMGUI_API float         GetCursorPosY();                                                // [window-local] "
496
    IMGUI_API void          SetCursorPos(const ImVec2& local_pos);                          // [window-local] "
497
    IMGUI_API void          SetCursorPosX(float local_x);                                   // [window-local] "
498
    IMGUI_API void          SetCursorPosY(float local_y);                                   // [window-local] "
499
    IMGUI_API ImVec2        GetCursorStartPos();                                            // [window-local] initial cursor position, in window-local coordinates. Call GetCursorScreenPos() after Begin() to get the absolute coordinates version.
500
501
    // Other layout functions
502
    IMGUI_API void          Separator();                                                    // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
503
    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.
504
    IMGUI_API void          NewLine();                                                      // undo a SameLine() or force a new line when in a horizontal-layout context.
505
    IMGUI_API void          Spacing();                                                      // add vertical spacing.
506
    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.
507
    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
508
    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
509
    IMGUI_API void          BeginGroup();                                                   // lock horizontal starting position
510
    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.)
511
    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)
512
    IMGUI_API float         GetTextLineHeight();                                            // ~ FontSize
513
    IMGUI_API float         GetTextLineHeightWithSpacing();                                 // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
514
    IMGUI_API float         GetFrameHeight();                                               // ~ FontSize + style.FramePadding.y * 2
515
    IMGUI_API float         GetFrameHeightWithSpacing();                                    // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)
516
517
    // ID stack/scopes
518
    // Read the FAQ (docs/FAQ.md or http://dearimgui.com/faq) for more details about how ID are handled in dear imgui.
519
    // - Those questions are answered and impacted by understanding of the ID stack system:
520
    //   - "Q: Why is my widget not reacting when I click on it?"
521
    //   - "Q: How can I have widgets with an empty label?"
522
    //   - "Q: How can I have multiple widgets with the same label?"
523
    // - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely
524
    //   want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
525
    // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others.
526
    // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID,
527
    //   whereas "str_id" denote a string that is only used as an ID and not normally displayed.
528
    IMGUI_API void          PushID(const char* str_id);                                     // push string into the ID stack (will hash string).
529
    IMGUI_API void          PushID(const char* str_id_begin, const char* str_id_end);       // push string into the ID stack (will hash string).
530
    IMGUI_API void          PushID(const void* ptr_id);                                     // push pointer into the ID stack (will hash pointer).
531
    IMGUI_API void          PushID(int int_id);                                             // push integer into the ID stack (will hash integer).
532
    IMGUI_API void          PopID();                                                        // pop from the ID stack.
533
    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
534
    IMGUI_API ImGuiID       GetID(const char* str_id_begin, const char* str_id_end);
535
    IMGUI_API ImGuiID       GetID(const void* ptr_id);
536
    IMGUI_API ImGuiID       GetID(int int_id);
537
538
    // Widgets: Text
539
    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.
540
    IMGUI_API void          Text(const char* fmt, ...)                                      IM_FMTARGS(1); // formatted text
541
    IMGUI_API void          TextV(const char* fmt, va_list args)                            IM_FMTLIST(1);
542
    IMGUI_API void          TextColored(const ImVec4& col, const char* fmt, ...)            IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
543
    IMGUI_API void          TextColoredV(const ImVec4& col, const char* fmt, va_list args)  IM_FMTLIST(2);
544
    IMGUI_API void          TextDisabled(const char* fmt, ...)                              IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
545
    IMGUI_API void          TextDisabledV(const char* fmt, va_list args)                    IM_FMTLIST(1);
546
    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().
547
    IMGUI_API void          TextWrappedV(const char* fmt, va_list args)                     IM_FMTLIST(1);
548
    IMGUI_API void          LabelText(const char* label, const char* fmt, ...)              IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets
549
    IMGUI_API void          LabelTextV(const char* label, const char* fmt, va_list args)    IM_FMTLIST(2);
550
    IMGUI_API void          BulletText(const char* fmt, ...)                                IM_FMTARGS(1); // shortcut for Bullet()+Text()
551
    IMGUI_API void          BulletTextV(const char* fmt, va_list args)                      IM_FMTLIST(1);
552
    IMGUI_API void          SeparatorText(const char* label);                               // currently: formatted text with an horizontal line
553
554
    // Widgets: Main
555
    // - Most widgets return true when the value has been changed or when pressed/selected
556
    // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state.
557
    IMGUI_API bool          Button(const char* label, const ImVec2& size = ImVec2(0, 0));   // button
558
    IMGUI_API bool          SmallButton(const char* label);                                 // button with (FramePadding.y == 0) to easily embed within text
559
    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.)
560
    IMGUI_API bool          ArrowButton(const char* str_id, ImGuiDir dir);                  // square button with an arrow shape
561
    IMGUI_API bool          Checkbox(const char* label, bool* v);
562
    IMGUI_API bool          CheckboxFlags(const char* label, int* flags, int flags_value);
563
    IMGUI_API bool          CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
564
    IMGUI_API bool          RadioButton(const char* label, bool active);                    // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }
565
    IMGUI_API bool          RadioButton(const char* label, int* v, int v_button);           // shortcut to handle the above pattern when value is an integer
566
    IMGUI_API void          ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL);
567
    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
568
    IMGUI_API bool          TextLink(const char* label);                                    // hyperlink text button, return true when clicked
569
    IMGUI_API void          TextLinkOpenURL(const char* label, const char* url = NULL);     // hyperlink text button, automatically open file/url when clicked
570
571
    // Widgets: Images
572
    // - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
573
    // - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above.
574
    // - Note that Image() may add +2.0f to provided size if a border is visible, ImageButton() adds style.FramePadding*2.0f to provided size.
575
    IMGUI_API void          Image(ImTextureID user_texture_id, const ImVec2& image_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));
576
    IMGUI_API bool          ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1));
577
578
    // Widgets: Combo Box (Dropdown)
579
    // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
580
    // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created.
581
    IMGUI_API bool          BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
582
    IMGUI_API void          EndCombo(); // only call EndCombo() if BeginCombo() returns true!
583
    IMGUI_API bool          Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);
584
    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"
585
    IMGUI_API bool          Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int popup_max_height_in_items = -1);
586
587
    // Widgets: Drag Sliders
588
    // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
589
    // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every function, note that a 'float v[X]' function argument is the same as 'float* v',
590
    //   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
591
    // - 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.
592
    // - Format string may also be set to NULL or use the default format ("%f" or "%d").
593
    // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For keyboard/gamepad navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision).
594
    // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used.
595
    // - 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.
596
    // - 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.
597
    // - Legacy: Pre-1.78 there are DragXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
598
    //   If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
599
    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
600
    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);
601
    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);
602
    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);
603
    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);
604
    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
605
    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);
606
    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);
607
    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);
608
    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);
609
    IMGUI_API bool          DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0);
610
    IMGUI_API bool          DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0);
611
612
    // Widgets: Regular Sliders
613
    // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
614
    // - 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.
615
    // - Format string may also be set to NULL or use the default format ("%f" or "%d").
616
    // - Legacy: Pre-1.78 there are SliderXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
617
    //   If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
618
    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.
619
    IMGUI_API bool          SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
620
    IMGUI_API bool          SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
621
    IMGUI_API bool          SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
622
    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);
623
    IMGUI_API bool          SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
624
    IMGUI_API bool          SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
625
    IMGUI_API bool          SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
626
    IMGUI_API bool          SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
627
    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);
628
    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);
629
    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);
630
    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);
631
    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);
632
633
    // Widgets: Input with Keyboard
634
    // - 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.
635
    // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.
636
    IMGUI_API bool          InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
637
    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);
638
    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);
639
    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);
640
    IMGUI_API bool          InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
641
    IMGUI_API bool          InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
642
    IMGUI_API bool          InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
643
    IMGUI_API bool          InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0);
644
    IMGUI_API bool          InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0);
645
    IMGUI_API bool          InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0);
646
    IMGUI_API bool          InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0);
647
    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);
648
    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);
649
    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);
650
651
    // 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.)
652
    // - 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.
653
    // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
654
    IMGUI_API bool          ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
655
    IMGUI_API bool          ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
656
    IMGUI_API bool          ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
657
    IMGUI_API bool          ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
658
    IMGUI_API bool          ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed.
659
    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.
660
661
    // Widgets: Trees
662
    // - 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.
663
    IMGUI_API bool          TreeNode(const char* label);
664
    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().
665
    IMGUI_API bool          TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2);   // "
666
    IMGUI_API bool          TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
667
    IMGUI_API bool          TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
668
    IMGUI_API bool          TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);
669
    IMGUI_API bool          TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
670
    IMGUI_API bool          TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
671
    IMGUI_API bool          TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
672
    IMGUI_API bool          TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
673
    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.
674
    IMGUI_API void          TreePush(const void* ptr_id);                                       // "
675
    IMGUI_API void          TreePop();                                                          // ~ Unindent()+PopID()
676
    IMGUI_API float         GetTreeNodeToLabelSpacing();                                        // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
677
    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().
678
    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.
679
    IMGUI_API void          SetNextItemOpen(bool is_open, ImGuiCond cond = 0);                  // set next TreeNode/CollapsingHeader open state.
680
    IMGUI_API void          SetNextItemStorageID(ImGuiID storage_id);                           // set id to use for open/close storage (default to same as item id).
681
682
    // Widgets: Selectables
683
    // - A selectable highlights when hovered, and can display another color when selected.
684
    // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous.
685
    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
686
    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.
687
688
    // Multi-selection system for Selectable(), Checkbox(), TreeNode() functions [BETA]
689
    // - This enables standard multi-selection/range-selection idioms (CTRL+Mouse/Keyboard, SHIFT+Mouse/Keyboard, etc.) in a way that also allow a clipper to be used.
690
    // - ImGuiSelectionUserData is often used to store your item index within the current view (but may store something else).
691
    // - Read comments near ImGuiMultiSelectIO for instructions/details and see 'Demo->Widgets->Selection State & Multi-Select' for demo.
692
    // - TreeNode() is technically supported but... using this correctly is more complicated. You need some sort of linear/random access to your tree,
693
    //   which is suited to advanced trees setups already implementing filters and clipper. We will work simplifying the current demo.
694
    // - 'selection_size' and 'items_count' parameters are optional and used by a few features. If they are costly for you to compute, you may avoid them.
695
    IMGUI_API ImGuiMultiSelectIO*   BeginMultiSelect(ImGuiMultiSelectFlags flags, int selection_size = -1, int items_count = -1);
696
    IMGUI_API ImGuiMultiSelectIO*   EndMultiSelect();
697
    IMGUI_API void                  SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data);
698
    IMGUI_API bool                  IsItemToggledSelection();                                   // Was the last item selection state toggled? Useful if you need the per-item information _before_ reaching EndMultiSelect(). We only returns toggle _event_ in order to handle clipping correctly.
699
700
    // Widgets: List Boxes
701
    // - This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label.
702
    // - You can submit contents and manage your selection state however you want it, by creating e.g. Selectable() or any other items.
703
    // - 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.
704
    // - 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
705
    // - 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
706
    IMGUI_API bool          BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region
707
    IMGUI_API void          EndListBox();                                                       // only call EndListBox() if BeginListBox() returned true!
708
    IMGUI_API bool          ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);
709
    IMGUI_API bool          ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int height_in_items = -1);
710
711
    // Widgets: Data Plotting
712
    // - Consider using ImPlot (https://github.com/epezent/implot) which is much better!
713
    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));
714
    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));
715
    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));
716
    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));
717
718
    // Widgets: Value() Helpers.
719
    // - 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)
720
    IMGUI_API void          Value(const char* prefix, bool b);
721
    IMGUI_API void          Value(const char* prefix, int v);
722
    IMGUI_API void          Value(const char* prefix, unsigned int v);
723
    IMGUI_API void          Value(const char* prefix, float v, const char* float_format = NULL);
724
725
    // Widgets: Menus
726
    // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar.
727
    // - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it.
728
    // - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it.
729
    // - Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment.
730
    IMGUI_API bool          BeginMenuBar();                                                     // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
731
    IMGUI_API void          EndMenuBar();                                                       // only call EndMenuBar() if BeginMenuBar() returns true!
732
    IMGUI_API bool          BeginMainMenuBar();                                                 // create and append to a full screen menu-bar.
733
    IMGUI_API void          EndMainMenuBar();                                                   // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
734
    IMGUI_API bool          BeginMenu(const char* label, bool enabled = true);                  // create a sub-menu entry. only call EndMenu() if this returns true!
735
    IMGUI_API void          EndMenu();                                                          // only call EndMenu() if BeginMenu() returns true!
736
    IMGUI_API bool          MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true);  // return true when activated.
737
    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
738
739
    // Tooltips
740
    // - Tooltips are windows following the mouse. They do not take focus away.
741
    // - A tooltip window can contain items of any types.
742
    // - SetTooltip() is more or less a shortcut for the 'if (BeginTooltip()) { Text(...); EndTooltip(); }' idiom (with a subtlety that it discard any previously submitted tooltip)
743
    IMGUI_API bool          BeginTooltip();                                                     // begin/append a tooltip window.
744
    IMGUI_API void          EndTooltip();                                                       // only call EndTooltip() if BeginTooltip()/BeginItemTooltip() returns true!
745
    IMGUI_API void          SetTooltip(const char* fmt, ...) IM_FMTARGS(1);                     // set a text-only tooltip. Often used after a ImGui::IsItemHovered() check. Override any previous call to SetTooltip().
746
    IMGUI_API void          SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
747
748
    // Tooltips: helpers for showing a tooltip when hovering an item
749
    // - BeginItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip) && BeginTooltip())' idiom.
750
    // - SetItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) { SetTooltip(...); }' idiom.
751
    // - Where 'ImGuiHoveredFlags_ForTooltip' itself is a shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on active input type. For mouse it defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'.
752
    IMGUI_API bool          BeginItemTooltip();                                                 // begin/append a tooltip window if preceding item was hovered.
753
    IMGUI_API void          SetItemTooltip(const char* fmt, ...) IM_FMTARGS(1);                 // set a text-only tooltip if preceding item was hovered. override any previous call to SetTooltip().
754
    IMGUI_API void          SetItemTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
755
756
    // Popups, Modals
757
    //  - They block normal mouse hovering detection (and therefore most mouse interactions) behind them.
758
    //  - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
759
    //  - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls.
760
    //  - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time.
761
    //  - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered().
762
    //  - 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.
763
    //    This is sometimes leading to confusing mistakes. May rework this in the future.
764
    //  - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards if returned true. ImGuiWindowFlags are forwarded to the window.
765
    //  - BeginPopupModal(): block every interaction behind the window, cannot be closed by user, add a dimming background, has a title bar.
766
    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.
767
    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.
768
    IMGUI_API void          EndPopup();                                                                         // only call EndPopup() if BeginPopupXXX() returns true!
769
770
    // Popups: open/close functions
771
    //  - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options.
772
    //  - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
773
    //  - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually.
774
    //  - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options).
775
    //  - 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().
776
    //  - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened.
777
    //  - IMPORTANT: Notice that for OpenPopupOnItemClick() we exceptionally default flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter
778
    IMGUI_API void          OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0);                     // call to mark popup as open (don't call every frame!).
779
    IMGUI_API void          OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0);                             // id overload to facilitate calling from nested stacks
780
    IMGUI_API void          OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);   // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors)
781
    IMGUI_API void          CloseCurrentPopup();                                                                // manually close the popup we have begin-ed into.
782
783
    // Popups: open+begin combined functions helpers
784
    //  - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking.
785
    //  - They are convenient to easily create context menus, hence the name.
786
    //  - 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.
787
    //  - IMPORTANT: Notice that 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.
788
    IMGUI_API bool          BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);  // open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!
789
    IMGUI_API bool          BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window.
790
    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).
791
792
    // Popups: query functions
793
    //  - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack.
794
    //  - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack.
795
    //  - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open.
796
    IMGUI_API bool          IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0);                         // return true if the popup is open.
797
798
    // Tables
799
    // - Full-featured replacement for old Columns API.
800
    // - See Demo->Tables for demo code. See top of imgui_tables.cpp for general commentary.
801
    // - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags.
802
    // The typical call flow is:
803
    // - 1. Call BeginTable(), early out if returning false.
804
    // - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults.
805
    // - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows.
806
    // - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data.
807
    // - 5. Populate contents:
808
    //    - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column.
809
    //    - If you are using tables as a sort of grid, where every column is holding the same type of contents,
810
    //      you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex().
811
    //      TableNextColumn() will automatically wrap-around into the next row if needed.
812
    //    - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column!
813
    //    - Summary of possible call flow:
814
    //        - TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1")  // OK
815
    //        - TableNextRow() -> TableNextColumn()      -> Text("Hello 0") -> TableNextColumn()      -> Text("Hello 1")  // OK
816
    //        -                   TableNextColumn()      -> Text("Hello 0") -> TableNextColumn()      -> Text("Hello 1")  // OK: TableNextColumn() automatically gets to next row!
817
    //        - TableNextRow()                           -> Text("Hello 0")                                               // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear!
818
    // - 5. Call EndTable()
819
    IMGUI_API bool          BeginTable(const char* str_id, int columns, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f);
820
    IMGUI_API void          EndTable();                                         // only call EndTable() if BeginTable() returns true!
821
    IMGUI_API void          TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row.
822
    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.
823
    IMGUI_API bool          TableSetColumnIndex(int column_n);                  // append into the specified column. Return true when column is visible.
824
825
    // Tables: Headers & Columns declaration
826
    // - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc.
827
    // - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column.
828
    //   Headers are required to perform: reordering, sorting, and opening the context menu.
829
    //   The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody.
830
    // - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in
831
    //   some advanced use cases (e.g. adding custom widgets in header row).
832
    // - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled.
833
    IMGUI_API void          TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0);
834
    IMGUI_API void          TableSetupScrollFreeze(int cols, int rows);         // lock columns/rows so they stay visible when scrolled.
835
    IMGUI_API void          TableHeader(const char* label);                     // submit one header cell manually (rarely used)
836
    IMGUI_API void          TableHeadersRow();                                  // submit a row with headers cells based on data provided to TableSetupColumn() + submit context menu
837
    IMGUI_API void          TableAngledHeadersRow();                            // submit a row with angled headers for every column with the ImGuiTableColumnFlags_AngledHeader flag. MUST BE FIRST ROW.
838
839
    // Tables: Sorting & Miscellaneous functions
840
    // - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting.
841
    //   When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have
842
    //   changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting,
843
    //   else you may wastefully sort your data every frame!
844
    // - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index.
845
    IMGUI_API ImGuiTableSortSpecs*  TableGetSortSpecs();                        // get latest sort specs for the table (NULL if not sorting).  Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable().
846
    IMGUI_API int                   TableGetColumnCount();                      // return number of columns (value passed to BeginTable)
847
    IMGUI_API int                   TableGetColumnIndex();                      // return current column index.
848
    IMGUI_API int                   TableGetRowIndex();                         // return current row index.
849
    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.
850
    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.
851
    IMGUI_API void                  TableSetColumnEnabled(int column_n, bool v);// change user accessible enabled/disabled state of a column. Set to false to hide the column. User can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody)
852
    IMGUI_API int                   TableGetHoveredColumn();                    // return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered. Can also use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead.
853
    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.
854
855
    // Legacy Columns API (prefer using Tables!)
856
    // - You can also use SameLine(pos_x) to mimic simplified columns.
857
    IMGUI_API void          Columns(int count = 1, const char* id = NULL, bool borders = true);
858
    IMGUI_API void          NextColumn();                                                       // next column, defaults to current row or next row if the current row is finished
859
    IMGUI_API int           GetColumnIndex();                                                   // get current column index
860
    IMGUI_API float         GetColumnWidth(int column_index = -1);                              // get column width (in pixels). pass -1 to use current column
861
    IMGUI_API void          SetColumnWidth(int column_index, float width);                      // set column width (in pixels). pass -1 to use current column
862
    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
863
    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
864
    IMGUI_API int           GetColumnsCount();
865
866
    // Tab Bars, Tabs
867
    // - Note: Tabs are automatically created by the docking system (when in 'docking' branch). Use this to create tab bars/tabs yourself.
868
    IMGUI_API bool          BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0);        // create and append into a TabBar
869
    IMGUI_API void          EndTabBar();                                                        // only call EndTabBar() if BeginTabBar() returns true!
870
    IMGUI_API bool          BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected.
871
    IMGUI_API void          EndTabItem();                                                       // only call EndTabItem() if BeginTabItem() returns true!
872
    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.
873
    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.
874
875
    // Docking
876
    // [BETA API] Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable.
877
    // Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Docking!
878
    // - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking.
879
    // - Drag from window menu button (upper-left button) to undock an entire node (all windows).
880
    // - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to enable docking.
881
    // About dockspaces:
882
    // - Use DockSpaceOverViewport() to create a window covering the screen or a specific viewport + a dockspace inside it.
883
    //   This is often used with ImGuiDockNodeFlags_PassthruCentralNode to make it transparent.
884
    // - Use DockSpace() to create an explicit dock node _within_ an existing window. See Docking demo for details.
885
    // - Important: Dockspaces need to be submitted _before_ any window they can host. Submit it early in your frame!
886
    // - Important: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked.
887
    //   e.g. if you have multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly.
888
    IMGUI_API ImGuiID       DockSpace(ImGuiID dockspace_id, const ImVec2& size = ImVec2(0, 0), ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL);
889
    IMGUI_API ImGuiID       DockSpaceOverViewport(ImGuiID dockspace_id = 0, const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL);
890
    IMGUI_API void          SetNextWindowDockID(ImGuiID dock_id, ImGuiCond cond = 0);           // set next window dock id
891
    IMGUI_API void          SetNextWindowClass(const ImGuiWindowClass* window_class);           // set next window class (control docking compatibility + provide hints to platform backend via custom viewport flags and platform parent/child relationship)
892
    IMGUI_API ImGuiID       GetWindowDockID();
893
    IMGUI_API bool          IsWindowDocked();                                                   // is current window docked into another window?
894
895
    // Logging/Capture
896
    // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.
897
    IMGUI_API void          LogToTTY(int auto_open_depth = -1);                                 // start logging to tty (stdout)
898
    IMGUI_API void          LogToFile(int auto_open_depth = -1, const char* filename = NULL);   // start logging to file
899
    IMGUI_API void          LogToClipboard(int auto_open_depth = -1);                           // start logging to OS clipboard
900
    IMGUI_API void          LogFinish();                                                        // stop logging (close file, etc.)
901
    IMGUI_API void          LogButtons();                                                       // helper to display buttons for logging to tty/file/clipboard
902
    IMGUI_API void          LogText(const char* fmt, ...) IM_FMTARGS(1);                        // pass text data straight to log (without being displayed)
903
    IMGUI_API void          LogTextV(const char* fmt, va_list args) IM_FMTLIST(1);
904
905
    // Drag and Drop
906
    // - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource().
907
    // - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget().
908
    // - 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)
909
    // - An item can be both drag source and drop target.
910
    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()
911
    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. Return true when payload has been accepted.
912
    IMGUI_API void          EndDragDropSource();                                                                    // only call EndDragDropSource() if BeginDragDropSource() returns true!
913
    IMGUI_API bool                  BeginDragDropTarget();                                                          // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
914
    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.
915
    IMGUI_API void                  EndDragDropTarget();                                                            // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
916
    IMGUI_API const ImGuiPayload*   GetDragDropPayload();                                                           // peek directly into the current payload from anywhere. returns NULL when drag and drop is finished or inactive. use ImGuiPayload::IsDataType() to test for the payload type.
917
918
    // Disabling [BETA API]
919
    // - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors)
920
    // - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled)
921
    // - Tooltips windows by exception are opted out of disabling.
922
    // - BeginDisabled(false)/EndDisabled() essentially does nothing but is provided to facilitate use of boolean expressions (as a micro-optimization: if you have tens of thousands of BeginDisabled(false)/EndDisabled() pairs, you might want to reformulate your code to avoid making those calls)
923
    IMGUI_API void          BeginDisabled(bool disabled = true);
924
    IMGUI_API void          EndDisabled();
925
926
    // Clipping
927
    // - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only.
928
    IMGUI_API void          PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
929
    IMGUI_API void          PopClipRect();
930
931
    // Focus, Activation
932
    IMGUI_API void          SetItemDefaultFocus();                                              // make last item the default focused item of of a newly appearing window.
933
    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.
934
935
    // Keyboard/Gamepad Navigation
936
    IMGUI_API void          SetNavCursorVisible(bool visible);                                  // alter visibility of keyboard/gamepad cursor. by default: show when using an arrow key, hide when clicking with mouse.
937
938
    // Overlapping mode
939
    IMGUI_API void          SetNextItemAllowOverlap();                                          // allow next item to be overlapped by a subsequent item. Useful with invisible buttons, selectable, treenode covering an area where subsequent items may need to be added. Note that both Selectable() and TreeNode() have dedicated flags doing this.
940
941
    // Item/Widgets Utilities and Query Functions
942
    // - Most of the functions are referring to the previous Item that has been submitted.
943
    // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions.
944
    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.
945
    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)
946
    IMGUI_API bool          IsItemFocused();                                                    // is the last item focused for keyboard/gamepad navigation?
947
    IMGUI_API bool          IsItemClicked(ImGuiMouseButton mouse_button = 0);                   // is the last item hovered and mouse clicked on? (**)  == IsMouseClicked(mouse_button) && IsItemHovered()Important. (**) this is NOT equivalent to the behavior of e.g. Button(). Read comments in function definition.
948
    IMGUI_API bool          IsItemVisible();                                                    // is the last item visible? (items may be out of sight because of clipping/scrolling)
949
    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.
950
    IMGUI_API bool          IsItemActivated();                                                  // was the last item just made active (item was previously inactive).
951
    IMGUI_API bool          IsItemDeactivated();                                                // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that require continuous editing.
952
    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 require 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).
953
    IMGUI_API bool          IsItemToggledOpen();                                                // was the last item open state toggled? set by TreeNode().
954
    IMGUI_API bool          IsAnyItemHovered();                                                 // is any item hovered?
955
    IMGUI_API bool          IsAnyItemActive();                                                  // is any item active?
956
    IMGUI_API bool          IsAnyItemFocused();                                                 // is any item focused?
957
    IMGUI_API ImGuiID       GetItemID();                                                        // get ID of last item (~~ often same ImGui::GetID(label) beforehand)
958
    IMGUI_API ImVec2        GetItemRectMin();                                                   // get upper-left bounding rectangle of the last item (screen space)
959
    IMGUI_API ImVec2        GetItemRectMax();                                                   // get lower-right bounding rectangle of the last item (screen space)
960
    IMGUI_API ImVec2        GetItemRectSize();                                                  // get size of last item
961
962
    // Viewports
963
    // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
964
    // - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
965
    // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
966
    IMGUI_API ImGuiViewport* GetMainViewport();                                                 // return primary/default viewport. This can never be NULL.
967
968
    // Background/Foreground Draw Lists
969
    IMGUI_API ImDrawList*   GetBackgroundDrawList(ImGuiViewport* viewport = NULL);              // get background draw list for the given viewport or viewport associated to the current window. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.
970
    IMGUI_API ImDrawList*   GetForegroundDrawList(ImGuiViewport* viewport = NULL);              // get foreground draw list for the given viewport or viewport associated to the current window. this draw list will be the top-most rendered one. Useful to quickly draw shapes/text over dear imgui contents.
971
972
    // Miscellaneous Utilities
973
    IMGUI_API bool          IsRectVisible(const ImVec2& size);                                  // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
974
    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.
975
    IMGUI_API double        GetTime();                                                          // get global imgui time. incremented by io.DeltaTime every frame.
976
    IMGUI_API int           GetFrameCount();                                                    // get global imgui frame count. incremented by 1 every frame.
977
    IMGUI_API ImDrawListSharedData* GetDrawListSharedData();                                    // you may use this when creating your own ImDrawList instances.
978
    IMGUI_API const char*   GetStyleColorName(ImGuiCol idx);                                    // get a string corresponding to the enum value (for display, saving, etc.).
979
    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)
980
    IMGUI_API ImGuiStorage* GetStateStorage();
981
982
    // Text Utilities
983
    IMGUI_API ImVec2        CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
984
985
    // Color Utilities
986
    IMGUI_API ImVec4        ColorConvertU32ToFloat4(ImU32 in);
987
    IMGUI_API ImU32         ColorConvertFloat4ToU32(const ImVec4& in);
988
    IMGUI_API void          ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
989
    IMGUI_API void          ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
990
991
    // Inputs Utilities: Keyboard/Mouse/Gamepad
992
    // - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...).
993
    // - (legacy: before v1.87, we used ImGuiKey to carry native/user indices as defined by each backends. This was obsoleted in 1.87 (2022-02) and completely removed in 1.91.5 (2024-11). See https://github.com/ocornut/imgui/issues/4921)
994
    // - (legacy: any use of ImGuiKey will assert when key < 512 to detect passing legacy native/user indices)
995
    IMGUI_API bool          IsKeyDown(ImGuiKey key);                                            // is key being held.
996
    IMGUI_API bool          IsKeyPressed(ImGuiKey key, bool repeat = true);                     // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
997
    IMGUI_API bool          IsKeyReleased(ImGuiKey key);                                        // was key released (went from Down to !Down)?
998
    IMGUI_API bool          IsKeyChordPressed(ImGuiKeyChord key_chord);                         // was key chord (mods + key) pressed, e.g. you can pass 'ImGuiMod_Ctrl | ImGuiKey_S' as a key-chord. This doesn't do any routing or focus check, please consider using Shortcut() function instead.
999
    IMGUI_API int           GetKeyPressedAmount(ImGuiKey key, 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
1000
    IMGUI_API const char*   GetKeyName(ImGuiKey key);                                           // [DEBUG] returns English name of the key. Those names a provided for debugging purpose and are not meant to be saved persistently not compared.
1001
    IMGUI_API void          SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard);        // Override io.WantCaptureKeyboard flag next frame (said flag is left for your application to handle, typically when true it instructs your app to ignore inputs). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard"; after the next NewFrame() call.
1002
1003
    // Inputs Utilities: Shortcut Testing & Routing [BETA]
1004
    // - ImGuiKeyChord = a ImGuiKey + optional ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super.
1005
    //       ImGuiKey_C                          // Accepted by functions taking ImGuiKey or ImGuiKeyChord arguments)
1006
    //       ImGuiMod_Ctrl | ImGuiKey_C          // Accepted by functions taking ImGuiKeyChord arguments)
1007
    //   only ImGuiMod_XXX values are legal to combine with an ImGuiKey. You CANNOT combine two ImGuiKey values.
1008
    // - The general idea is that several callers may register interest in a shortcut, and only one owner gets it.
1009
    //      Parent   -> call Shortcut(Ctrl+S)    // When Parent is focused, Parent gets the shortcut.
1010
    //        Child1 -> call Shortcut(Ctrl+S)    // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts)
1011
    //        Child2 -> no call                  // When Child2 is focused, Parent gets the shortcut.
1012
    //   The whole system is order independent, so if Child1 makes its calls before Parent, results will be identical.
1013
    //   This is an important property as it facilitate working with foreign code or larger codebase.
1014
    // - To understand the difference:
1015
    //   - IsKeyChordPressed() compares mods and call IsKeyPressed() -> function has no side-effect.
1016
    //   - Shortcut() submits a route, routes are resolved, if it currently can be routed it calls IsKeyChordPressed() -> function has (desirable) side-effects as it can prevents another call from getting the route.
1017
    // - Visualize registered routes in 'Metrics/Debugger->Inputs'.
1018
    IMGUI_API bool          Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0);
1019
    IMGUI_API void          SetNextItemShortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0);
1020
1021
    // Inputs Utilities: Key/Input Ownership [BETA]
1022
    // - One common use case would be to allow your items to disable standard inputs behaviors such
1023
    //   as Tab or Alt key handling, Mouse Wheel scrolling, etc.
1024
    //   e.g. Button(...); SetItemKeyOwner(ImGuiKey_MouseWheelY); to make hovering/activating a button disable wheel for scrolling.
1025
    // - Reminder ImGuiKey enum include access to mouse buttons and gamepad, so key ownership can apply to them.
1026
    // - Many related features are still in imgui_internal.h. For instance, most IsKeyXXX()/IsMouseXXX() functions have an owner-id-aware version.
1027
    IMGUI_API void          SetItemKeyOwner(ImGuiKey key);                                      // Set key owner to last item ID if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'.
1028
1029
    // Inputs Utilities: Mouse
1030
    // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.
1031
    // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
1032
    // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold')
1033
    IMGUI_API bool          IsMouseDown(ImGuiMouseButton button);                               // is mouse button held?
1034
    IMGUI_API bool          IsMouseClicked(ImGuiMouseButton button, bool repeat = false);       // did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1.
1035
    IMGUI_API bool          IsMouseReleased(ImGuiMouseButton button);                           // did mouse button released? (went from Down to !Down)
1036
    IMGUI_API bool          IsMouseDoubleClicked(ImGuiMouseButton button);                      // did mouse button double-clicked? Same as GetMouseClickedCount() == 2. (note that a double-click will also report IsMouseClicked() == true)
1037
    IMGUI_API int           GetMouseClickedCount(ImGuiMouseButton button);                      // return the number of successive mouse-clicks at the time where a click happen (otherwise 0).
1038
    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.
1039
    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
1040
    IMGUI_API bool          IsAnyMouseDown();                                                   // [WILL OBSOLETE] is any mouse button held? This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid.
1041
    IMGUI_API ImVec2        GetMousePos();                                                      // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
1042
    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)
1043
    IMGUI_API bool          IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f);         // is mouse dragging? (uses io.MouseDraggingThreshold if lock_threshold < 0.0f)
1044
    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 (uses io.MouseDraggingThreshold if lock_threshold < 0.0f)
1045
    IMGUI_API void          ResetMouseDragDelta(ImGuiMouseButton button = 0);                   //
1046
    IMGUI_API ImGuiMouseCursor GetMouseCursor();                                                // get desired mouse cursor shape. Important: 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
1047
    IMGUI_API void          SetMouseCursor(ImGuiMouseCursor cursor_type);                       // set desired mouse cursor shape
1048
    IMGUI_API void          SetNextFrameWantCaptureMouse(bool want_capture_mouse);              // Override io.WantCaptureMouse flag next frame (said flag is left for your application to handle, typical when true it instucts your app to ignore inputs). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse;" after the next NewFrame() call.
1049
1050
    // Clipboard Utilities
1051
    // - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard.
1052
    IMGUI_API const char*   GetClipboardText();
1053
    IMGUI_API void          SetClipboardText(const char* text);
1054
1055
    // Settings/.Ini Utilities
1056
    // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
1057
    // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
1058
    // - Important: default value "imgui.ini" is relative to current working dir! Most apps will want to lock this to an absolute path (e.g. same path as executables).
1059
    IMGUI_API void          LoadIniSettingsFromDisk(const char* ini_filename);                  // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
1060
    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.
1061
    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).
1062
    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.
1063
1064
    // Debug Utilities
1065
    // - Your main debugging friend is the ShowMetricsWindow() function, which is also accessible from Demo->Tools->Metrics Debugger
1066
    IMGUI_API void          DebugTextEncoding(const char* text);
1067
    IMGUI_API void          DebugFlashStyleColor(ImGuiCol idx);
1068
    IMGUI_API void          DebugStartItemPicker();
1069
    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.
1070
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
1071
    IMGUI_API void          DebugLog(const char* fmt, ...)           IM_FMTARGS(1); // Call via IMGUI_DEBUG_LOG() for maximum stripping in caller code!
1072
    IMGUI_API void          DebugLogV(const char* fmt, va_list args) IM_FMTLIST(1);
1073
#endif
1074
1075
    // Memory Allocators
1076
    // - Those functions are not reliant on the current context.
1077
    // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
1078
    //   for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
1079
    IMGUI_API void          SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL);
1080
    IMGUI_API void          GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data);
1081
    IMGUI_API void*         MemAlloc(size_t size);
1082
    IMGUI_API void          MemFree(void* ptr);
1083
1084
    // (Optional) Platform/OS interface for multi-viewport support
1085
    // Read comments around the ImGuiPlatformIO structure for more details.
1086
    // Note: You may use GetWindowViewport() to get the current viewport of the current window.
1087
    IMGUI_API void              UpdatePlatformWindows();                                        // call in main loop. will call CreateWindow/ResizeWindow/etc. platform functions for each secondary viewport, and DestroyWindow for each inactive viewport.
1088
    IMGUI_API void              RenderPlatformWindowsDefault(void* platform_render_arg = NULL, void* renderer_render_arg = NULL); // call in main loop. will call RenderWindow/SwapBuffers platform functions for each secondary viewport which doesn't have the ImGuiViewportFlags_Minimized flag set. May be reimplemented by user for custom rendering needs.
1089
    IMGUI_API void              DestroyPlatformWindows();                                       // call DestroyWindow platform functions for all viewports. call from backend Shutdown() if you need to close platform windows before imgui shutdown. otherwise will be called by DestroyContext().
1090
    IMGUI_API ImGuiViewport*    FindViewportByID(ImGuiID id);                                   // this is a helper for backends.
1091
    IMGUI_API ImGuiViewport*    FindViewportByPlatformHandle(void* platform_handle);            // this is a helper for backends. the type platform_handle is decided by the backend (e.g. HWND, MyWindow*, GLFWwindow* etc.)
1092
1093
} // namespace ImGui
1094
1095
//-----------------------------------------------------------------------------
1096
// [SECTION] Flags & Enumerations
1097
//-----------------------------------------------------------------------------
1098
1099
// Flags for ImGui::Begin()
1100
// (Those are per-window flags. There are shared flags in ImGuiIO: io.ConfigWindowsResizeFromEdges and io.ConfigWindowsMoveFromTitleBarOnly)
1101
enum ImGuiWindowFlags_
1102
{
1103
    ImGuiWindowFlags_None                   = 0,
1104
    ImGuiWindowFlags_NoTitleBar             = 1 << 0,   // Disable title-bar
1105
    ImGuiWindowFlags_NoResize               = 1 << 1,   // Disable user resizing with the lower-right grip
1106
    ImGuiWindowFlags_NoMove                 = 1 << 2,   // Disable user moving the window
1107
    ImGuiWindowFlags_NoScrollbar            = 1 << 3,   // Disable scrollbars (window can still scroll with mouse or programmatically)
1108
    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.
1109
    ImGuiWindowFlags_NoCollapse             = 1 << 5,   // Disable user collapsing window by double-clicking on it. Also referred to as Window Menu Button (e.g. within a docking node).
1110
    ImGuiWindowFlags_AlwaysAutoResize       = 1 << 6,   // Resize every window to its content every frame
1111
    ImGuiWindowFlags_NoBackground           = 1 << 7,   // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
1112
    ImGuiWindowFlags_NoSavedSettings        = 1 << 8,   // Never load/save settings in .ini file
1113
    ImGuiWindowFlags_NoMouseInputs          = 1 << 9,   // Disable catching mouse, hovering test with pass through.
1114
    ImGuiWindowFlags_MenuBar                = 1 << 10,  // Has a menu-bar
1115
    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.
1116
    ImGuiWindowFlags_NoFocusOnAppearing     = 1 << 12,  // Disable taking focus when transitioning from hidden to visible state
1117
    ImGuiWindowFlags_NoBringToFrontOnFocus  = 1 << 13,  // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus)
1118
    ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14,  // Always show vertical scrollbar (even if ContentSize.y < Size.y)
1119
    ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15,  // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
1120
    ImGuiWindowFlags_NoNavInputs            = 1 << 16,  // No keyboard/gamepad navigation within the window
1121
    ImGuiWindowFlags_NoNavFocus             = 1 << 17,  // No focusing toward this window with keyboard/gamepad navigation (e.g. skipped by CTRL+TAB)
1122
    ImGuiWindowFlags_UnsavedDocument        = 1 << 18,  // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.
1123
    ImGuiWindowFlags_NoDocking              = 1 << 19,  // Disable docking of this window
1124
    ImGuiWindowFlags_NoNav                  = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
1125
    ImGuiWindowFlags_NoDecoration           = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,
1126
    ImGuiWindowFlags_NoInputs               = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
1127
1128
    // [Internal]
1129
    ImGuiWindowFlags_ChildWindow            = 1 << 24,  // Don't use! For internal use by BeginChild()
1130
    ImGuiWindowFlags_Tooltip                = 1 << 25,  // Don't use! For internal use by BeginTooltip()
1131
    ImGuiWindowFlags_Popup                  = 1 << 26,  // Don't use! For internal use by BeginPopup()
1132
    ImGuiWindowFlags_Modal                  = 1 << 27,  // Don't use! For internal use by BeginPopupModal()
1133
    ImGuiWindowFlags_ChildMenu              = 1 << 28,  // Don't use! For internal use by BeginMenu()
1134
    ImGuiWindowFlags_DockNodeHost           = 1 << 29,  // Don't use! For internal use by Begin()/NewFrame()
1135
1136
    // Obsolete names
1137
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1138
    ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 30,  // Obsoleted in 1.90.0: Use ImGuiChildFlags_AlwaysUseWindowPadding in BeginChild() call.
1139
    ImGuiWindowFlags_NavFlattened           = 1 << 31,  // Obsoleted in 1.90.9: Use ImGuiChildFlags_NavFlattened in BeginChild() call.
1140
#endif
1141
};
1142
1143
// Flags for ImGui::BeginChild()
1144
// (Legacy: bit 0 must always correspond to ImGuiChildFlags_Borders to be backward compatible with old API using 'bool border = false'.
1145
// About using AutoResizeX/AutoResizeY flags:
1146
// - May be combined with SetNextWindowSizeConstraints() to set a min/max size for each axis (see "Demo->Child->Auto-resize with Constraints").
1147
// - Size measurement for a given axis is only performed when the child window is within visible boundaries, or is just appearing.
1148
//   - This allows BeginChild() to return false when not within boundaries (e.g. when scrolling), which is more optimal. BUT it won't update its auto-size while clipped.
1149
//     While not perfect, it is a better default behavior as the always-on performance gain is more valuable than the occasional "resizing after becoming visible again" glitch.
1150
//   - You may also use ImGuiChildFlags_AlwaysAutoResize to force an update even when child window is not in view.
1151
//     HOWEVER PLEASE UNDERSTAND THAT DOING SO WILL PREVENT BeginChild() FROM EVER RETURNING FALSE, disabling benefits of coarse clipping.
1152
enum ImGuiChildFlags_
1153
{
1154
    ImGuiChildFlags_None                    = 0,
1155
    ImGuiChildFlags_Borders                 = 1 << 0,   // Show an outer border and enable WindowPadding. (IMPORTANT: this is always == 1 == true for legacy reason)
1156
    ImGuiChildFlags_AlwaysUseWindowPadding  = 1 << 1,   // Pad with style.WindowPadding even if no border are drawn (no padding by default for non-bordered child windows because it makes more sense)
1157
    ImGuiChildFlags_ResizeX                 = 1 << 2,   // Allow resize from right border (layout direction). Enable .ini saving (unless ImGuiWindowFlags_NoSavedSettings passed to window flags)
1158
    ImGuiChildFlags_ResizeY                 = 1 << 3,   // Allow resize from bottom border (layout direction). "
1159
    ImGuiChildFlags_AutoResizeX             = 1 << 4,   // Enable auto-resizing width. Read "IMPORTANT: Size measurement" details above.
1160
    ImGuiChildFlags_AutoResizeY             = 1 << 5,   // Enable auto-resizing height. Read "IMPORTANT: Size measurement" details above.
1161
    ImGuiChildFlags_AlwaysAutoResize        = 1 << 6,   // Combined with AutoResizeX/AutoResizeY. Always measure size even when child is hidden, always return true, always disable clipping optimization! NOT RECOMMENDED.
1162
    ImGuiChildFlags_FrameStyle              = 1 << 7,   // Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding.
1163
    ImGuiChildFlags_NavFlattened            = 1 << 8,   // [BETA] Share focus scope, allow keyboard/gamepad navigation to cross over parent border to this child or between sibling child windows.
1164
1165
    // Obsolete names
1166
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1167
    ImGuiChildFlags_Border                  = ImGuiChildFlags_Borders,  // Renamed in 1.91.1 (August 2024) for consistency.
1168
#endif
1169
};
1170
1171
// Flags for ImGui::PushItemFlag()
1172
// (Those are shared by all items)
1173
enum ImGuiItemFlags_
1174
{
1175
    ImGuiItemFlags_None                     = 0,        // (Default)
1176
    ImGuiItemFlags_NoTabStop                = 1 << 0,   // false    // Disable keyboard tabbing. This is a "lighter" version of ImGuiItemFlags_NoNav.
1177
    ImGuiItemFlags_NoNav                    = 1 << 1,   // false    // Disable any form of focusing (keyboard/gamepad directional navigation and SetKeyboardFocusHere() calls).
1178
    ImGuiItemFlags_NoNavDefaultFocus        = 1 << 2,   // false    // Disable item being a candidate for default focus (e.g. used by title bar items).
1179
    ImGuiItemFlags_ButtonRepeat             = 1 << 3,   // false    // Any button-like behavior will have repeat mode enabled (based on io.KeyRepeatDelay and io.KeyRepeatRate values). Note that you can also call IsItemActive() after any button to tell if it is being held.
1180
    ImGuiItemFlags_AutoClosePopups          = 1 << 4,   // true     // MenuItem()/Selectable() automatically close their parent popup window.
1181
    ImGuiItemFlags_AllowDuplicateId         = 1 << 5,   // false    // Allow submitting an item with the same identifier as an item already submitted this frame without triggering a warning tooltip if io.ConfigDebugHighlightIdConflicts is set.
1182
};
1183
1184
// Flags for ImGui::InputText()
1185
// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigInputTextCursorBlink and io.ConfigInputTextEnterKeepActive)
1186
enum ImGuiInputTextFlags_
1187
{
1188
    // Basic filters (also see ImGuiInputTextFlags_CallbackCharFilter)
1189
    ImGuiInputTextFlags_None                = 0,
1190
    ImGuiInputTextFlags_CharsDecimal        = 1 << 0,   // Allow 0123456789.+-*/
1191
    ImGuiInputTextFlags_CharsHexadecimal    = 1 << 1,   // Allow 0123456789ABCDEFabcdef
1192
    ImGuiInputTextFlags_CharsScientific     = 1 << 2,   // Allow 0123456789.+-*/eE (Scientific notation input)
1193
    ImGuiInputTextFlags_CharsUppercase      = 1 << 3,   // Turn a..z into A..Z
1194
    ImGuiInputTextFlags_CharsNoBlank        = 1 << 4,   // Filter out spaces, tabs
1195
1196
    // Inputs
1197
    ImGuiInputTextFlags_AllowTabInput       = 1 << 5,   // Pressing TAB input a '\t' character into the text field
1198
    ImGuiInputTextFlags_EnterReturnsTrue    = 1 << 6,   // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider using IsItemDeactivatedAfterEdit() instead!
1199
    ImGuiInputTextFlags_EscapeClearsAll     = 1 << 7,   // Escape key clears content if not empty, and deactivate otherwise (contrast to default behavior of Escape to revert)
1200
    ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 8,   // In multi-line mode, validate with Enter, add new line with Ctrl+Enter (default is opposite: validate with Ctrl+Enter, add line with Enter).
1201
1202
    // Other options
1203
    ImGuiInputTextFlags_ReadOnly            = 1 << 9,   // Read-only mode
1204
    ImGuiInputTextFlags_Password            = 1 << 10,  // Password mode, display all characters as '*', disable copy
1205
    ImGuiInputTextFlags_AlwaysOverwrite     = 1 << 11,  // Overwrite mode
1206
    ImGuiInputTextFlags_AutoSelectAll       = 1 << 12,  // Select entire text when first taking mouse focus
1207
    ImGuiInputTextFlags_ParseEmptyRefVal    = 1 << 13,  // InputFloat(), InputInt(), InputScalar() etc. only: parse empty string as zero value.
1208
    ImGuiInputTextFlags_DisplayEmptyRefVal  = 1 << 14,  // InputFloat(), InputInt(), InputScalar() etc. only: when value is zero, do not display it. Generally used with ImGuiInputTextFlags_ParseEmptyRefVal.
1209
    ImGuiInputTextFlags_NoHorizontalScroll  = 1 << 15,  // Disable following the cursor horizontally
1210
    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().
1211
1212
    // Callback features
1213
    ImGuiInputTextFlags_CallbackCompletion  = 1 << 17,  // Callback on pressing TAB (for completion handling)
1214
    ImGuiInputTextFlags_CallbackHistory     = 1 << 18,  // Callback on pressing Up/Down arrows (for history handling)
1215
    ImGuiInputTextFlags_CallbackAlways      = 1 << 19,  // Callback on each iteration. User code may query cursor position, modify text buffer.
1216
    ImGuiInputTextFlags_CallbackCharFilter  = 1 << 20,  // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
1217
    ImGuiInputTextFlags_CallbackResize      = 1 << 21,  // 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)
1218
    ImGuiInputTextFlags_CallbackEdit        = 1 << 22,  // 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)
1219
1220
    // Obsolete names
1221
    //ImGuiInputTextFlags_AlwaysInsertMode  = ImGuiInputTextFlags_AlwaysOverwrite   // [renamed in 1.82] name was not matching behavior
1222
};
1223
1224
// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
1225
enum ImGuiTreeNodeFlags_
1226
{
1227
    ImGuiTreeNodeFlags_None                 = 0,
1228
    ImGuiTreeNodeFlags_Selected             = 1 << 0,   // Draw as selected
1229
    ImGuiTreeNodeFlags_Framed               = 1 << 1,   // Draw frame with background (e.g. for CollapsingHeader)
1230
    ImGuiTreeNodeFlags_AllowOverlap         = 1 << 2,   // Hit testing to allow subsequent widgets to overlap this one
1231
    ImGuiTreeNodeFlags_NoTreePushOnOpen     = 1 << 3,   // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
1232
    ImGuiTreeNodeFlags_NoAutoOpenOnLog      = 1 << 4,   // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
1233
    ImGuiTreeNodeFlags_DefaultOpen          = 1 << 5,   // Default node to be open
1234
    ImGuiTreeNodeFlags_OpenOnDoubleClick    = 1 << 6,   // Open on double-click instead of simple click (default for multi-select unless any _OpenOnXXX behavior is set explicitly). Both behaviors may be combined.
1235
    ImGuiTreeNodeFlags_OpenOnArrow          = 1 << 7,   // Open when clicking on the arrow part (default for multi-select unless any _OpenOnXXX behavior is set explicitly). Both behaviors may be combined.
1236
    ImGuiTreeNodeFlags_Leaf                 = 1 << 8,   // No collapsing, no arrow (use as a convenience for leaf nodes).
1237
    ImGuiTreeNodeFlags_Bullet               = 1 << 9,   // Display a bullet instead of arrow. IMPORTANT: node can still be marked open/close if you don't set the _Leaf flag!
1238
    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() before the node.
1239
    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 without using AllowOverlap mode.
1240
    ImGuiTreeNodeFlags_SpanFullWidth        = 1 << 12,  // Extend hit box to the left-most and right-most edges (cover the indent area).
1241
    ImGuiTreeNodeFlags_SpanTextWidth        = 1 << 13,  // Narrow hit box + narrow hovering highlight, will only cover the label text.
1242
    ImGuiTreeNodeFlags_SpanAllColumns       = 1 << 14,  // Frame will span all columns of its container table (text will still fit in current column)
1243
    ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 15,  // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
1244
    //ImGuiTreeNodeFlags_NoScrollOnOpen     = 1 << 16,  // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
1245
    ImGuiTreeNodeFlags_CollapsingHeader     = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog,
1246
1247
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1248
    ImGuiTreeNodeFlags_AllowItemOverlap     = ImGuiTreeNodeFlags_AllowOverlap,  // Renamed in 1.89.7
1249
#endif
1250
};
1251
1252
// Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions.
1253
// - To be backward compatible with older API which took an 'int mouse_button = 1' argument instead of 'ImGuiPopupFlags flags',
1254
//   we need to treat small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags.
1255
//   It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags.
1256
// - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0.
1257
//   IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter
1258
//   and want to use another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag explicitly.
1259
// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later).
1260
enum ImGuiPopupFlags_
1261
{
1262
    ImGuiPopupFlags_None                    = 0,
1263
    ImGuiPopupFlags_MouseButtonLeft         = 0,        // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left)
1264
    ImGuiPopupFlags_MouseButtonRight        = 1,        // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right)
1265
    ImGuiPopupFlags_MouseButtonMiddle       = 2,        // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle)
1266
    ImGuiPopupFlags_MouseButtonMask_        = 0x1F,
1267
    ImGuiPopupFlags_MouseButtonDefault_     = 1,
1268
    ImGuiPopupFlags_NoReopen                = 1 << 5,   // For OpenPopup*(), BeginPopupContext*(): don't reopen same popup if already open (won't reposition, won't reinitialize navigation)
1269
    //ImGuiPopupFlags_NoReopenAlwaysNavInit = 1 << 6,   // For OpenPopup*(), BeginPopupContext*(): focus and initialize navigation even when not reopening.
1270
    ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 7,   // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack
1271
    ImGuiPopupFlags_NoOpenOverItems         = 1 << 8,   // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space
1272
    ImGuiPopupFlags_AnyPopupId              = 1 << 10,  // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup.
1273
    ImGuiPopupFlags_AnyPopupLevel           = 1 << 11,  // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level)
1274
    ImGuiPopupFlags_AnyPopup                = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel,
1275
};
1276
1277
// Flags for ImGui::Selectable()
1278
enum ImGuiSelectableFlags_
1279
{
1280
    ImGuiSelectableFlags_None               = 0,
1281
    ImGuiSelectableFlags_NoAutoClosePopups  = 1 << 0,   // Clicking this doesn't close parent popup window (overrides ImGuiItemFlags_AutoClosePopups)
1282
    ImGuiSelectableFlags_SpanAllColumns     = 1 << 1,   // Frame will span all columns of its container table (text will still fit in current column)
1283
    ImGuiSelectableFlags_AllowDoubleClick   = 1 << 2,   // Generate press events on double clicks too
1284
    ImGuiSelectableFlags_Disabled           = 1 << 3,   // Cannot be selected, display grayed out text
1285
    ImGuiSelectableFlags_AllowOverlap       = 1 << 4,   // (WIP) Hit testing to allow subsequent widgets to overlap this one
1286
    ImGuiSelectableFlags_Highlight          = 1 << 5,   // Make the item be displayed as if it is hovered
1287
1288
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1289
    ImGuiSelectableFlags_DontClosePopups    = ImGuiSelectableFlags_NoAutoClosePopups,   // Renamed in 1.91.0
1290
    ImGuiSelectableFlags_AllowItemOverlap   = ImGuiSelectableFlags_AllowOverlap,        // Renamed in 1.89.7
1291
#endif
1292
};
1293
1294
// Flags for ImGui::BeginCombo()
1295
enum ImGuiComboFlags_
1296
{
1297
    ImGuiComboFlags_None                    = 0,
1298
    ImGuiComboFlags_PopupAlignLeft          = 1 << 0,   // Align the popup toward the left by default
1299
    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()
1300
    ImGuiComboFlags_HeightRegular           = 1 << 2,   // Max ~8 items visible (default)
1301
    ImGuiComboFlags_HeightLarge             = 1 << 3,   // Max ~20 items visible
1302
    ImGuiComboFlags_HeightLargest           = 1 << 4,   // As many fitting items as possible
1303
    ImGuiComboFlags_NoArrowButton           = 1 << 5,   // Display on the preview box without the square arrow button
1304
    ImGuiComboFlags_NoPreview               = 1 << 6,   // Display only a square arrow button
1305
    ImGuiComboFlags_WidthFitPreview         = 1 << 7,   // Width dynamically calculated from preview contents
1306
    ImGuiComboFlags_HeightMask_             = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest,
1307
};
1308
1309
// Flags for ImGui::BeginTabBar()
1310
enum ImGuiTabBarFlags_
1311
{
1312
    ImGuiTabBarFlags_None                           = 0,
1313
    ImGuiTabBarFlags_Reorderable                    = 1 << 0,   // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list
1314
    ImGuiTabBarFlags_AutoSelectNewTabs              = 1 << 1,   // Automatically select new tabs when they appear
1315
    ImGuiTabBarFlags_TabListPopupButton             = 1 << 2,   // Disable buttons to open the tab list popup
1316
    ImGuiTabBarFlags_NoCloseWithMiddleMouseButton   = 1 << 3,   // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
1317
    ImGuiTabBarFlags_NoTabListScrollingButtons      = 1 << 4,   // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll)
1318
    ImGuiTabBarFlags_NoTooltip                      = 1 << 5,   // Disable tooltips when hovering a tab
1319
    ImGuiTabBarFlags_DrawSelectedOverline           = 1 << 6,   // Draw selected overline markers over selected tab
1320
    ImGuiTabBarFlags_FittingPolicyResizeDown        = 1 << 7,   // Resize tabs when they don't fit
1321
    ImGuiTabBarFlags_FittingPolicyScroll            = 1 << 8,   // Add scroll buttons when tabs don't fit
1322
    ImGuiTabBarFlags_FittingPolicyMask_             = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll,
1323
    ImGuiTabBarFlags_FittingPolicyDefault_          = ImGuiTabBarFlags_FittingPolicyResizeDown,
1324
};
1325
1326
// Flags for ImGui::BeginTabItem()
1327
enum ImGuiTabItemFlags_
1328
{
1329
    ImGuiTabItemFlags_None                          = 0,
1330
    ImGuiTabItemFlags_UnsavedDocument               = 1 << 0,   // Display a dot next to the title + set ImGuiTabItemFlags_NoAssumedClosure.
1331
    ImGuiTabItemFlags_SetSelected                   = 1 << 1,   // Trigger flag to programmatically make the tab selected when calling BeginTabItem()
1332
    ImGuiTabItemFlags_NoCloseWithMiddleMouseButton  = 1 << 2,   // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
1333
    ImGuiTabItemFlags_NoPushId                      = 1 << 3,   // Don't call PushID()/PopID() on BeginTabItem()/EndTabItem()
1334
    ImGuiTabItemFlags_NoTooltip                     = 1 << 4,   // Disable tooltip for the given tab
1335
    ImGuiTabItemFlags_NoReorder                     = 1 << 5,   // Disable reordering this tab or having another tab cross over this tab
1336
    ImGuiTabItemFlags_Leading                       = 1 << 6,   // Enforce the tab position to the left of the tab bar (after the tab list popup button)
1337
    ImGuiTabItemFlags_Trailing                      = 1 << 7,   // Enforce the tab position to the right of the tab bar (before the scrolling buttons)
1338
    ImGuiTabItemFlags_NoAssumedClosure              = 1 << 8,   // Tab is selected when trying to close + closure is not immediately assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.
1339
};
1340
1341
// Flags for ImGui::IsWindowFocused()
1342
enum ImGuiFocusedFlags_
1343
{
1344
    ImGuiFocusedFlags_None                          = 0,
1345
    ImGuiFocusedFlags_ChildWindows                  = 1 << 0,   // Return true if any children of the window is focused
1346
    ImGuiFocusedFlags_RootWindow                    = 1 << 1,   // Test from root window (top most parent of the current hierarchy)
1347
    ImGuiFocusedFlags_AnyWindow                     = 1 << 2,   // Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ!
1348
    ImGuiFocusedFlags_NoPopupHierarchy              = 1 << 3,   // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
1349
    ImGuiFocusedFlags_DockHierarchy                 = 1 << 4,   // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
1350
    ImGuiFocusedFlags_RootAndChildWindows           = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows,
1351
};
1352
1353
// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
1354
// 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!
1355
// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.
1356
enum ImGuiHoveredFlags_
1357
{
1358
    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.
1359
    ImGuiHoveredFlags_ChildWindows                  = 1 << 0,   // IsWindowHovered() only: Return true if any children of the window is hovered
1360
    ImGuiHoveredFlags_RootWindow                    = 1 << 1,   // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
1361
    ImGuiHoveredFlags_AnyWindow                     = 1 << 2,   // IsWindowHovered() only: Return true if any window is hovered
1362
    ImGuiHoveredFlags_NoPopupHierarchy              = 1 << 3,   // IsWindowHovered() only: Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
1363
    ImGuiHoveredFlags_DockHierarchy                 = 1 << 4,   // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
1364
    ImGuiHoveredFlags_AllowWhenBlockedByPopup       = 1 << 5,   // Return true even if a popup window is normally blocking access to this item/window
1365
    //ImGuiHoveredFlags_AllowWhenBlockedByModal     = 1 << 6,   // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
1366
    ImGuiHoveredFlags_AllowWhenBlockedByActiveItem  = 1 << 7,   // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
1367
    ImGuiHoveredFlags_AllowWhenOverlappedByItem     = 1 << 8,   // IsItemHovered() only: Return true even if the item uses AllowOverlap mode and is overlapped by another hoverable item.
1368
    ImGuiHoveredFlags_AllowWhenOverlappedByWindow   = 1 << 9,   // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window.
1369
    ImGuiHoveredFlags_AllowWhenDisabled             = 1 << 10,  // IsItemHovered() only: Return true even if the item is disabled
1370
    ImGuiHoveredFlags_NoNavOverride                 = 1 << 11,  // IsItemHovered() only: Disable using keyboard/gamepad navigation state when active, always query mouse
1371
    ImGuiHoveredFlags_AllowWhenOverlapped           = ImGuiHoveredFlags_AllowWhenOverlappedByItem | ImGuiHoveredFlags_AllowWhenOverlappedByWindow,
1372
    ImGuiHoveredFlags_RectOnly                      = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
1373
    ImGuiHoveredFlags_RootAndChildWindows           = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows,
1374
1375
    // Tooltips mode
1376
    // - typically used in IsItemHovered() + SetTooltip() sequence.
1377
    // - this is a shortcut to pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' where you can reconfigure desired behavior.
1378
    //   e.g. 'TooltipHoveredFlagsForMouse' defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'.
1379
    // - for frequently actioned or hovered items providing a tooltip, you want may to use ImGuiHoveredFlags_ForTooltip (stationary + delay) so the tooltip doesn't show too often.
1380
    // - for items which main purpose is to be hovered, or items with low affordance, or in less consistent apps, prefer no delay or shorter delay.
1381
    ImGuiHoveredFlags_ForTooltip                    = 1 << 12,  // Shortcut for standard flags when using IsItemHovered() + SetTooltip() sequence.
1382
1383
    // (Advanced) Mouse Hovering delays.
1384
    // - generally you can use ImGuiHoveredFlags_ForTooltip to use application-standardized flags.
1385
    // - use those if you need specific overrides.
1386
    ImGuiHoveredFlags_Stationary                    = 1 << 13,  // Require mouse to be stationary for style.HoverStationaryDelay (~0.15 sec) _at least one time_. After this, can move on same item/window. Using the stationary test tends to reduces the need for a long delay.
1387
    ImGuiHoveredFlags_DelayNone                     = 1 << 14,  // IsItemHovered() only: Return true immediately (default). As this is the default you generally ignore this.
1388
    ImGuiHoveredFlags_DelayShort                    = 1 << 15,  // IsItemHovered() only: Return true after style.HoverDelayShort elapsed (~0.15 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item).
1389
    ImGuiHoveredFlags_DelayNormal                   = 1 << 16,  // IsItemHovered() only: Return true after style.HoverDelayNormal elapsed (~0.40 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item).
1390
    ImGuiHoveredFlags_NoSharedDelay                 = 1 << 17,  // IsItemHovered() only: Disable shared delay system where moving from one item to the next keeps the previous timer for a short time (standard for tooltips with long delays)
1391
};
1392
1393
// Flags for ImGui::DockSpace(), shared/inherited by child nodes.
1394
// (Some flags can be applied to individual nodes directly)
1395
// FIXME-DOCK: Also see ImGuiDockNodeFlagsPrivate_ which may involve using the WIP and internal DockBuilder api.
1396
enum ImGuiDockNodeFlags_
1397
{
1398
    ImGuiDockNodeFlags_None                         = 0,
1399
    ImGuiDockNodeFlags_KeepAliveOnly                = 1 << 0,   //       // Don't display the dockspace node but keep it alive. Windows docked into this dockspace node won't be undocked.
1400
    //ImGuiDockNodeFlags_NoCentralNode              = 1 << 1,   //       // Disable Central Node (the node which can stay empty)
1401
    ImGuiDockNodeFlags_NoDockingOverCentralNode     = 1 << 2,   //       // Disable docking over the Central Node, which will be always kept empty.
1402
    ImGuiDockNodeFlags_PassthruCentralNode          = 1 << 3,   //       // Enable passthru dockspace: 1) DockSpace() will render a ImGuiCol_WindowBg background covering everything excepted the Central Node when empty. Meaning the host window should probably use SetNextWindowBgAlpha(0.0f) prior to Begin() when using this. 2) When Central Node is empty: let inputs pass-through + won't display a DockingEmptyBg background. See demo for details.
1403
    ImGuiDockNodeFlags_NoDockingSplit               = 1 << 4,   //       // Disable other windows/nodes from splitting this node.
1404
    ImGuiDockNodeFlags_NoResize                     = 1 << 5,   // Saved // Disable resizing node using the splitter/separators. Useful with programmatically setup dockspaces.
1405
    ImGuiDockNodeFlags_AutoHideTabBar               = 1 << 6,   //       // Tab bar will automatically hide when there is a single window in the dock node.
1406
    ImGuiDockNodeFlags_NoUndocking                  = 1 << 7,   //       // Disable undocking this node.
1407
1408
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1409
    ImGuiDockNodeFlags_NoSplit                      = ImGuiDockNodeFlags_NoDockingSplit, // Renamed in 1.90
1410
    ImGuiDockNodeFlags_NoDockingInCentralNode       = ImGuiDockNodeFlags_NoDockingOverCentralNode, // Renamed in 1.90
1411
#endif
1412
};
1413
1414
// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
1415
enum ImGuiDragDropFlags_
1416
{
1417
    ImGuiDragDropFlags_None                         = 0,
1418
    // BeginDragDropSource() flags
1419
    ImGuiDragDropFlags_SourceNoPreviewTooltip       = 1 << 0,   // Disable preview tooltip. By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disables this behavior.
1420
    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 disables this behavior so you can still call IsItemHovered() on the source item.
1421
    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.
1422
    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.
1423
    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.
1424
    ImGuiDragDropFlags_PayloadAutoExpire            = 1 << 5,   // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)
1425
    ImGuiDragDropFlags_PayloadNoCrossContext        = 1 << 6,   // Hint to specify that the payload may not be copied outside current dear imgui context.
1426
    ImGuiDragDropFlags_PayloadNoCrossProcess        = 1 << 7,   // Hint to specify that the payload may not be copied outside current process.
1427
    // AcceptDragDropPayload() flags
1428
    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.
1429
    ImGuiDragDropFlags_AcceptNoDrawDefaultRect      = 1 << 11,  // Do not draw the default highlight rectangle when hovering over target.
1430
    ImGuiDragDropFlags_AcceptNoPreviewTooltip       = 1 << 12,  // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.
1431
    ImGuiDragDropFlags_AcceptPeekOnly               = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect, // For peeking ahead and inspecting the payload before delivery.
1432
1433
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1434
    ImGuiDragDropFlags_SourceAutoExpirePayload = ImGuiDragDropFlags_PayloadAutoExpire, // Renamed in 1.90.9
1435
#endif
1436
};
1437
1438
// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.
1439
#define IMGUI_PAYLOAD_TYPE_COLOR_3F     "_COL3F"    // float[3]: Standard type for colors, without alpha. User code may use this type.
1440
#define IMGUI_PAYLOAD_TYPE_COLOR_4F     "_COL4F"    // float[4]: Standard type for colors. User code may use this type.
1441
1442
// A primary data type
1443
enum ImGuiDataType_
1444
{
1445
    ImGuiDataType_S8,       // signed char / char (with sensible compilers)
1446
    ImGuiDataType_U8,       // unsigned char
1447
    ImGuiDataType_S16,      // short
1448
    ImGuiDataType_U16,      // unsigned short
1449
    ImGuiDataType_S32,      // int
1450
    ImGuiDataType_U32,      // unsigned int
1451
    ImGuiDataType_S64,      // long long / __int64
1452
    ImGuiDataType_U64,      // unsigned long long / unsigned __int64
1453
    ImGuiDataType_Float,    // float
1454
    ImGuiDataType_Double,   // double
1455
    ImGuiDataType_Bool,     // bool (provided for user convenience, not supported by scalar widgets)
1456
    ImGuiDataType_COUNT
1457
};
1458
1459
// A cardinal direction
1460
enum ImGuiDir : int
1461
{
1462
    ImGuiDir_None    = -1,
1463
    ImGuiDir_Left    = 0,
1464
    ImGuiDir_Right   = 1,
1465
    ImGuiDir_Up      = 2,
1466
    ImGuiDir_Down    = 3,
1467
    ImGuiDir_COUNT
1468
};
1469
1470
// A sorting direction
1471
enum ImGuiSortDirection : ImU8
1472
{
1473
    ImGuiSortDirection_None         = 0,
1474
    ImGuiSortDirection_Ascending    = 1,    // Ascending = 0->9, A->Z etc.
1475
    ImGuiSortDirection_Descending   = 2     // Descending = 9->0, Z->A etc.
1476
};
1477
1478
// A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values.
1479
// All our named keys are >= 512. Keys value 0 to 511 are left unused and were legacy native/opaque key values (< 1.87).
1480
// Support for legacy keys was completely removed in 1.91.5.
1481
// Read details about the 1.87+ transition : https://github.com/ocornut/imgui/issues/4921
1482
// Note that "Keys" related to physical keys and are not the same concept as input "Characters", the later are submitted via io.AddInputCharacter().
1483
// The keyboard key enum values are named after the keys on a standard US keyboard, and on other keyboard types the keys reported may not match the keycaps.
1484
enum ImGuiKey : int
1485
{
1486
    // Keyboard
1487
    ImGuiKey_None = 0,
1488
    ImGuiKey_NamedKey_BEGIN = 512,  // First valid key value (other than 0)
1489
1490
    ImGuiKey_Tab = 512,             // == ImGuiKey_NamedKey_BEGIN
1491
    ImGuiKey_LeftArrow,
1492
    ImGuiKey_RightArrow,
1493
    ImGuiKey_UpArrow,
1494
    ImGuiKey_DownArrow,
1495
    ImGuiKey_PageUp,
1496
    ImGuiKey_PageDown,
1497
    ImGuiKey_Home,
1498
    ImGuiKey_End,
1499
    ImGuiKey_Insert,
1500
    ImGuiKey_Delete,
1501
    ImGuiKey_Backspace,
1502
    ImGuiKey_Space,
1503
    ImGuiKey_Enter,
1504
    ImGuiKey_Escape,
1505
    ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper,
1506
    ImGuiKey_RightCtrl, ImGuiKey_RightShift, ImGuiKey_RightAlt, ImGuiKey_RightSuper,
1507
    ImGuiKey_Menu,
1508
    ImGuiKey_0, ImGuiKey_1, ImGuiKey_2, ImGuiKey_3, ImGuiKey_4, ImGuiKey_5, ImGuiKey_6, ImGuiKey_7, ImGuiKey_8, ImGuiKey_9,
1509
    ImGuiKey_A, ImGuiKey_B, ImGuiKey_C, ImGuiKey_D, ImGuiKey_E, ImGuiKey_F, ImGuiKey_G, ImGuiKey_H, ImGuiKey_I, ImGuiKey_J,
1510
    ImGuiKey_K, ImGuiKey_L, ImGuiKey_M, ImGuiKey_N, ImGuiKey_O, ImGuiKey_P, ImGuiKey_Q, ImGuiKey_R, ImGuiKey_S, ImGuiKey_T,
1511
    ImGuiKey_U, ImGuiKey_V, ImGuiKey_W, ImGuiKey_X, ImGuiKey_Y, ImGuiKey_Z,
1512
    ImGuiKey_F1, ImGuiKey_F2, ImGuiKey_F3, ImGuiKey_F4, ImGuiKey_F5, ImGuiKey_F6,
1513
    ImGuiKey_F7, ImGuiKey_F8, ImGuiKey_F9, ImGuiKey_F10, ImGuiKey_F11, ImGuiKey_F12,
1514
    ImGuiKey_F13, ImGuiKey_F14, ImGuiKey_F15, ImGuiKey_F16, ImGuiKey_F17, ImGuiKey_F18,
1515
    ImGuiKey_F19, ImGuiKey_F20, ImGuiKey_F21, ImGuiKey_F22, ImGuiKey_F23, ImGuiKey_F24,
1516
    ImGuiKey_Apostrophe,        // '
1517
    ImGuiKey_Comma,             // ,
1518
    ImGuiKey_Minus,             // -
1519
    ImGuiKey_Period,            // .
1520
    ImGuiKey_Slash,             // /
1521
    ImGuiKey_Semicolon,         // ;
1522
    ImGuiKey_Equal,             // =
1523
    ImGuiKey_LeftBracket,       // [
1524
    ImGuiKey_Backslash,         // \ (this text inhibit multiline comment caused by backslash)
1525
    ImGuiKey_RightBracket,      // ]
1526
    ImGuiKey_GraveAccent,       // `
1527
    ImGuiKey_CapsLock,
1528
    ImGuiKey_ScrollLock,
1529
    ImGuiKey_NumLock,
1530
    ImGuiKey_PrintScreen,
1531
    ImGuiKey_Pause,
1532
    ImGuiKey_Keypad0, ImGuiKey_Keypad1, ImGuiKey_Keypad2, ImGuiKey_Keypad3, ImGuiKey_Keypad4,
1533
    ImGuiKey_Keypad5, ImGuiKey_Keypad6, ImGuiKey_Keypad7, ImGuiKey_Keypad8, ImGuiKey_Keypad9,
1534
    ImGuiKey_KeypadDecimal,
1535
    ImGuiKey_KeypadDivide,
1536
    ImGuiKey_KeypadMultiply,
1537
    ImGuiKey_KeypadSubtract,
1538
    ImGuiKey_KeypadAdd,
1539
    ImGuiKey_KeypadEnter,
1540
    ImGuiKey_KeypadEqual,
1541
    ImGuiKey_AppBack,               // Available on some keyboard/mouses. Often referred as "Browser Back"
1542
    ImGuiKey_AppForward,
1543
1544
    // Gamepad (some of those are analog values, 0.0f to 1.0f)                          // NAVIGATION ACTION
1545
    // (download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets)
1546
    ImGuiKey_GamepadStart,          // Menu (Xbox)      + (Switch)   Start/Options (PS)
1547
    ImGuiKey_GamepadBack,           // View (Xbox)      - (Switch)   Share (PS)
1548
    ImGuiKey_GamepadFaceLeft,       // X (Xbox)         Y (Switch)   Square (PS)        // Tap: Toggle Menu. Hold: Windowing mode (Focus/Move/Resize windows)
1549
    ImGuiKey_GamepadFaceRight,      // B (Xbox)         A (Switch)   Circle (PS)        // Cancel / Close / Exit
1550
    ImGuiKey_GamepadFaceUp,         // Y (Xbox)         X (Switch)   Triangle (PS)      // Text Input / On-screen Keyboard
1551
    ImGuiKey_GamepadFaceDown,       // A (Xbox)         B (Switch)   Cross (PS)         // Activate / Open / Toggle / Tweak
1552
    ImGuiKey_GamepadDpadLeft,       // D-pad Left                                       // Move / Tweak / Resize Window (in Windowing mode)
1553
    ImGuiKey_GamepadDpadRight,      // D-pad Right                                      // Move / Tweak / Resize Window (in Windowing mode)
1554
    ImGuiKey_GamepadDpadUp,         // D-pad Up                                         // Move / Tweak / Resize Window (in Windowing mode)
1555
    ImGuiKey_GamepadDpadDown,       // D-pad Down                                       // Move / Tweak / Resize Window (in Windowing mode)
1556
    ImGuiKey_GamepadL1,             // L Bumper (Xbox)  L (Switch)   L1 (PS)            // Tweak Slower / Focus Previous (in Windowing mode)
1557
    ImGuiKey_GamepadR1,             // R Bumper (Xbox)  R (Switch)   R1 (PS)            // Tweak Faster / Focus Next (in Windowing mode)
1558
    ImGuiKey_GamepadL2,             // L Trig. (Xbox)   ZL (Switch)  L2 (PS) [Analog]
1559
    ImGuiKey_GamepadR2,             // R Trig. (Xbox)   ZR (Switch)  R2 (PS) [Analog]
1560
    ImGuiKey_GamepadL3,             // L Stick (Xbox)   L3 (Switch)  L3 (PS)
1561
    ImGuiKey_GamepadR3,             // R Stick (Xbox)   R3 (Switch)  R3 (PS)
1562
    ImGuiKey_GamepadLStickLeft,     // [Analog]                                         // Move Window (in Windowing mode)
1563
    ImGuiKey_GamepadLStickRight,    // [Analog]                                         // Move Window (in Windowing mode)
1564
    ImGuiKey_GamepadLStickUp,       // [Analog]                                         // Move Window (in Windowing mode)
1565
    ImGuiKey_GamepadLStickDown,     // [Analog]                                         // Move Window (in Windowing mode)
1566
    ImGuiKey_GamepadRStickLeft,     // [Analog]
1567
    ImGuiKey_GamepadRStickRight,    // [Analog]
1568
    ImGuiKey_GamepadRStickUp,       // [Analog]
1569
    ImGuiKey_GamepadRStickDown,     // [Analog]
1570
1571
    // Aliases: Mouse Buttons (auto-submitted from AddMouseButtonEvent() calls)
1572
    // - This is mirroring the data also written to io.MouseDown[], io.MouseWheel, in a format allowing them to be accessed via standard key API.
1573
    ImGuiKey_MouseLeft, ImGuiKey_MouseRight, ImGuiKey_MouseMiddle, ImGuiKey_MouseX1, ImGuiKey_MouseX2, ImGuiKey_MouseWheelX, ImGuiKey_MouseWheelY,
1574
1575
    // [Internal] Reserved for mod storage
1576
    ImGuiKey_ReservedForModCtrl, ImGuiKey_ReservedForModShift, ImGuiKey_ReservedForModAlt, ImGuiKey_ReservedForModSuper,
1577
    ImGuiKey_NamedKey_END,
1578
1579
    // Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls)
1580
    // - This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format allowing
1581
    //   them to be accessed via standard key API, allowing calls such as IsKeyPressed(), IsKeyReleased(), querying duration etc.
1582
    // - Code polling every key (e.g. an interface to detect a key press for input mapping) might want to ignore those
1583
    //   and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiMod_Ctrl).
1584
    // - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys.
1585
    //   In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and
1586
    //   backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user...
1587
    // - On macOS, we swap Cmd(Super) and Ctrl keys at the time of the io.AddKeyEvent() call.
1588
    ImGuiMod_None                   = 0,
1589
    ImGuiMod_Ctrl                   = 1 << 12, // Ctrl (non-macOS), Cmd (macOS)
1590
    ImGuiMod_Shift                  = 1 << 13, // Shift
1591
    ImGuiMod_Alt                    = 1 << 14, // Option/Menu
1592
    ImGuiMod_Super                  = 1 << 15, // Windows/Super (non-macOS), Ctrl (macOS)
1593
    ImGuiMod_Mask_                  = 0xF000,  // 4-bits
1594
1595
    // [Internal] If you need to iterate all keys (for e.g. an input mapper) you may use ImGuiKey_NamedKey_BEGIN..ImGuiKey_NamedKey_END.
1596
    ImGuiKey_NamedKey_COUNT         = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN,
1597
    //ImGuiKey_KeysData_SIZE        = ImGuiKey_NamedKey_COUNT,  // Size of KeysData[]: only hold named keys
1598
    //ImGuiKey_KeysData_OFFSET      = ImGuiKey_NamedKey_BEGIN,  // Accesses to io.KeysData[] must use (key - ImGuiKey_NamedKey_BEGIN) index.
1599
1600
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1601
    ImGuiKey_COUNT                  = ImGuiKey_NamedKey_END,    // Obsoleted in 1.91.5 because it was extremely misleading (since named keys don't start at 0 anymore)
1602
    ImGuiMod_Shortcut               = ImGuiMod_Ctrl,            // Removed in 1.90.7, you can now simply use ImGuiMod_Ctrl
1603
    ImGuiKey_ModCtrl = ImGuiMod_Ctrl, ImGuiKey_ModShift = ImGuiMod_Shift, ImGuiKey_ModAlt = ImGuiMod_Alt, ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89
1604
    //ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter,              // Renamed in 1.87
1605
#endif
1606
};
1607
1608
// Flags for Shortcut(), SetNextItemShortcut(),
1609
// (and for upcoming extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() that are still in imgui_internal.h)
1610
// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function)
1611
enum ImGuiInputFlags_
1612
{
1613
    ImGuiInputFlags_None                    = 0,
1614
    ImGuiInputFlags_Repeat                  = 1 << 0,   // Enable repeat. Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1.
1615
1616
    // Flags for Shortcut(), SetNextItemShortcut()
1617
    // - Routing policies: RouteGlobal+OverActive >> RouteActive or RouteFocused (if owner is active item) >> RouteGlobal+OverFocused >> RouteFocused (if in focused window stack) >> RouteGlobal.
1618
    // - Default policy is RouteFocused. Can select only 1 policy among all available.
1619
    ImGuiInputFlags_RouteActive             = 1 << 10,  // Route to active item only.
1620
    ImGuiInputFlags_RouteFocused            = 1 << 11,  // Route to windows in the focus stack (DEFAULT). Deep-most focused window takes inputs. Active item takes inputs over deep-most focused window.
1621
    ImGuiInputFlags_RouteGlobal             = 1 << 12,  // Global route (unless a focused window or active item registered the route).
1622
    ImGuiInputFlags_RouteAlways             = 1 << 13,  // Do not register route, poll keys directly.
1623
    // - Routing options
1624
    ImGuiInputFlags_RouteOverFocused        = 1 << 14,  // Option: global route: higher priority than focused route (unless active item in focused route).
1625
    ImGuiInputFlags_RouteOverActive         = 1 << 15,  // Option: global route: higher priority than active item. Unlikely you need to use that: will interfere with every active items, e.g. CTRL+A registered by InputText will be overridden by this. May not be fully honored as user/internal code is likely to always assume they can access keys when active.
1626
    ImGuiInputFlags_RouteUnlessBgFocused    = 1 << 16,  // Option: global route: will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications.
1627
    ImGuiInputFlags_RouteFromRootWindow     = 1 << 17,  // Option: route evaluated from the point of view of root window rather than current window.
1628
1629
    // Flags for SetNextItemShortcut()
1630
    ImGuiInputFlags_Tooltip                 = 1 << 18,  // Automatically display a tooltip when hovering item [BETA] Unsure of right api (opt-in/opt-out)
1631
};
1632
1633
// Configuration flags stored in io.ConfigFlags. Set by user/application.
1634
enum ImGuiConfigFlags_
1635
{
1636
    ImGuiConfigFlags_None                   = 0,
1637
    ImGuiConfigFlags_NavEnableKeyboard      = 1 << 0,   // Master keyboard navigation enable flag. Enable full Tabbing + directional arrows + space/enter to activate.
1638
    ImGuiConfigFlags_NavEnableGamepad       = 1 << 1,   // Master gamepad navigation enable flag. Backend also needs to set ImGuiBackendFlags_HasGamepad.
1639
    ImGuiConfigFlags_NoMouse                = 1 << 4,   // Instruct dear imgui to disable mouse inputs and interactions.
1640
    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.
1641
    ImGuiConfigFlags_NoKeyboard             = 1 << 6,   // Instruct dear imgui to disable keyboard inputs and interactions. This is done by ignoring keyboard events and clearing existing states.
1642
1643
    // [BETA] Docking
1644
    ImGuiConfigFlags_DockingEnable          = 1 << 7,   // Docking enable flags.
1645
1646
    // [BETA] Viewports
1647
    // When using viewports it is recommended that your default value for ImGuiCol_WindowBg is opaque (Alpha=1.0) so transition to a viewport won't be noticeable.
1648
    ImGuiConfigFlags_ViewportsEnable        = 1 << 10,  // Viewport enable flags (require both ImGuiBackendFlags_PlatformHasViewports + ImGuiBackendFlags_RendererHasViewports set by the respective backends)
1649
    ImGuiConfigFlags_DpiEnableScaleViewports= 1 << 14,  // [BETA: Don't use] FIXME-DPI: Reposition and resize imgui windows when the DpiScale of a viewport changed (mostly useful for the main viewport hosting other window). Note that resizing the main window itself is up to your application.
1650
    ImGuiConfigFlags_DpiEnableScaleFonts    = 1 << 15,  // [BETA: Don't use] FIXME-DPI: Request bitmap-scaled fonts to match DpiScale. This is a very low-quality workaround. The correct way to handle DPI is _currently_ to replace the atlas and/or fonts in the Platform_OnChangedViewport callback, but this is all early work in progress.
1651
1652
    // 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)
1653
    ImGuiConfigFlags_IsSRGB                 = 1 << 20,  // Application is SRGB-aware.
1654
    ImGuiConfigFlags_IsTouchScreen          = 1 << 21,  // Application is using a touch screen instead of a mouse.
1655
1656
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1657
    ImGuiConfigFlags_NavEnableSetMousePos   = 1 << 2,   // [moved/renamed in 1.91.4] -> use bool io.ConfigNavMoveSetMousePos
1658
    ImGuiConfigFlags_NavNoCaptureKeyboard   = 1 << 3,   // [moved/renamed in 1.91.4] -> use bool io.ConfigNavCaptureKeyboard
1659
#endif
1660
};
1661
1662
// Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend.
1663
enum ImGuiBackendFlags_
1664
{
1665
    ImGuiBackendFlags_None                  = 0,
1666
    ImGuiBackendFlags_HasGamepad            = 1 << 0,   // Backend Platform supports gamepad and currently has one connected.
1667
    ImGuiBackendFlags_HasMouseCursors       = 1 << 1,   // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
1668
    ImGuiBackendFlags_HasSetMousePos        = 1 << 2,   // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if io.ConfigNavMoveSetMousePos is set).
1669
    ImGuiBackendFlags_RendererHasVtxOffset  = 1 << 3,   // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
1670
1671
    // [BETA] Viewports
1672
    ImGuiBackendFlags_PlatformHasViewports  = 1 << 10,  // Backend Platform supports multiple viewports.
1673
    ImGuiBackendFlags_HasMouseHoveredViewport=1 << 11,  // Backend Platform supports calling io.AddMouseViewportEvent() with the viewport under the mouse. IF POSSIBLE, ignore viewports with the ImGuiViewportFlags_NoInputs flag (Win32 backend, GLFW 3.30+ backend can do this, SDL backend cannot). If this cannot be done, Dear ImGui needs to use a flawed heuristic to find the viewport under.
1674
    ImGuiBackendFlags_RendererHasViewports  = 1 << 12,  // Backend Renderer supports multiple viewports.
1675
};
1676
1677
// Enumeration for PushStyleColor() / PopStyleColor()
1678
enum ImGuiCol_
1679
{
1680
    ImGuiCol_Text,
1681
    ImGuiCol_TextDisabled,
1682
    ImGuiCol_WindowBg,              // Background of normal windows
1683
    ImGuiCol_ChildBg,               // Background of child windows
1684
    ImGuiCol_PopupBg,               // Background of popups, menus, tooltips windows
1685
    ImGuiCol_Border,
1686
    ImGuiCol_BorderShadow,
1687
    ImGuiCol_FrameBg,               // Background of checkbox, radio button, plot, slider, text input
1688
    ImGuiCol_FrameBgHovered,
1689
    ImGuiCol_FrameBgActive,
1690
    ImGuiCol_TitleBg,               // Title bar
1691
    ImGuiCol_TitleBgActive,         // Title bar when focused
1692
    ImGuiCol_TitleBgCollapsed,      // Title bar when collapsed
1693
    ImGuiCol_MenuBarBg,
1694
    ImGuiCol_ScrollbarBg,
1695
    ImGuiCol_ScrollbarGrab,
1696
    ImGuiCol_ScrollbarGrabHovered,
1697
    ImGuiCol_ScrollbarGrabActive,
1698
    ImGuiCol_CheckMark,             // Checkbox tick and RadioButton circle
1699
    ImGuiCol_SliderGrab,
1700
    ImGuiCol_SliderGrabActive,
1701
    ImGuiCol_Button,
1702
    ImGuiCol_ButtonHovered,
1703
    ImGuiCol_ButtonActive,
1704
    ImGuiCol_Header,                // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem
1705
    ImGuiCol_HeaderHovered,
1706
    ImGuiCol_HeaderActive,
1707
    ImGuiCol_Separator,
1708
    ImGuiCol_SeparatorHovered,
1709
    ImGuiCol_SeparatorActive,
1710
    ImGuiCol_ResizeGrip,            // Resize grip in lower-right and lower-left corners of windows.
1711
    ImGuiCol_ResizeGripHovered,
1712
    ImGuiCol_ResizeGripActive,
1713
    ImGuiCol_TabHovered,            // Tab background, when hovered
1714
    ImGuiCol_Tab,                   // Tab background, when tab-bar is focused & tab is unselected
1715
    ImGuiCol_TabSelected,           // Tab background, when tab-bar is focused & tab is selected
1716
    ImGuiCol_TabSelectedOverline,   // Tab horizontal overline, when tab-bar is focused & tab is selected
1717
    ImGuiCol_TabDimmed,             // Tab background, when tab-bar is unfocused & tab is unselected
1718
    ImGuiCol_TabDimmedSelected,     // Tab background, when tab-bar is unfocused & tab is selected
1719
    ImGuiCol_TabDimmedSelectedOverline,//..horizontal overline, when tab-bar is unfocused & tab is selected
1720
    ImGuiCol_DockingPreview,        // Preview overlay color when about to docking something
1721
    ImGuiCol_DockingEmptyBg,        // Background color for empty node (e.g. CentralNode with no window docked into it)
1722
    ImGuiCol_PlotLines,
1723
    ImGuiCol_PlotLinesHovered,
1724
    ImGuiCol_PlotHistogram,
1725
    ImGuiCol_PlotHistogramHovered,
1726
    ImGuiCol_TableHeaderBg,         // Table header background
1727
    ImGuiCol_TableBorderStrong,     // Table outer and header borders (prefer using Alpha=1.0 here)
1728
    ImGuiCol_TableBorderLight,      // Table inner borders (prefer using Alpha=1.0 here)
1729
    ImGuiCol_TableRowBg,            // Table row background (even rows)
1730
    ImGuiCol_TableRowBgAlt,         // Table row background (odd rows)
1731
    ImGuiCol_TextLink,              // Hyperlink color
1732
    ImGuiCol_TextSelectedBg,
1733
    ImGuiCol_DragDropTarget,        // Rectangle highlighting a drop target
1734
    ImGuiCol_NavCursor,             // Color of keyboard/gamepad navigation cursor/rectangle, when visible
1735
    ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB
1736
    ImGuiCol_NavWindowingDimBg,     // Darken/colorize entire screen behind the CTRL+TAB window list, when active
1737
    ImGuiCol_ModalWindowDimBg,      // Darken/colorize entire screen behind a modal window, when one is active
1738
    ImGuiCol_COUNT,
1739
1740
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1741
    ImGuiCol_TabActive = ImGuiCol_TabSelected,                  // [renamed in 1.90.9]
1742
    ImGuiCol_TabUnfocused = ImGuiCol_TabDimmed,                 // [renamed in 1.90.9]
1743
    ImGuiCol_TabUnfocusedActive = ImGuiCol_TabDimmedSelected,   // [renamed in 1.90.9]
1744
    ImGuiCol_NavHighlight = ImGuiCol_NavCursor,                 // [renamed in 1.91.4]
1745
#endif
1746
};
1747
1748
// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
1749
// - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code.
1750
//   During initialization or between frames, feel free to just poke into ImGuiStyle directly.
1751
// - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description.
1752
//   - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
1753
//   - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
1754
//   - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
1755
// - 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.
1756
enum ImGuiStyleVar_
1757
{
1758
    // Enum name -------------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
1759
    ImGuiStyleVar_Alpha,                    // float     Alpha
1760
    ImGuiStyleVar_DisabledAlpha,            // float     DisabledAlpha
1761
    ImGuiStyleVar_WindowPadding,            // ImVec2    WindowPadding
1762
    ImGuiStyleVar_WindowRounding,           // float     WindowRounding
1763
    ImGuiStyleVar_WindowBorderSize,         // float     WindowBorderSize
1764
    ImGuiStyleVar_WindowMinSize,            // ImVec2    WindowMinSize
1765
    ImGuiStyleVar_WindowTitleAlign,         // ImVec2    WindowTitleAlign
1766
    ImGuiStyleVar_ChildRounding,            // float     ChildRounding
1767
    ImGuiStyleVar_ChildBorderSize,          // float     ChildBorderSize
1768
    ImGuiStyleVar_PopupRounding,            // float     PopupRounding
1769
    ImGuiStyleVar_PopupBorderSize,          // float     PopupBorderSize
1770
    ImGuiStyleVar_FramePadding,             // ImVec2    FramePadding
1771
    ImGuiStyleVar_FrameRounding,            // float     FrameRounding
1772
    ImGuiStyleVar_FrameBorderSize,          // float     FrameBorderSize
1773
    ImGuiStyleVar_ItemSpacing,              // ImVec2    ItemSpacing
1774
    ImGuiStyleVar_ItemInnerSpacing,         // ImVec2    ItemInnerSpacing
1775
    ImGuiStyleVar_IndentSpacing,            // float     IndentSpacing
1776
    ImGuiStyleVar_CellPadding,              // ImVec2    CellPadding
1777
    ImGuiStyleVar_ScrollbarSize,            // float     ScrollbarSize
1778
    ImGuiStyleVar_ScrollbarRounding,        // float     ScrollbarRounding
1779
    ImGuiStyleVar_GrabMinSize,              // float     GrabMinSize
1780
    ImGuiStyleVar_GrabRounding,             // float     GrabRounding
1781
    ImGuiStyleVar_TabRounding,              // float     TabRounding
1782
    ImGuiStyleVar_TabBorderSize,            // float     TabBorderSize
1783
    ImGuiStyleVar_TabBarBorderSize,         // float     TabBarBorderSize
1784
    ImGuiStyleVar_TabBarOverlineSize,       // float     TabBarOverlineSize
1785
    ImGuiStyleVar_TableAngledHeadersAngle,  // float     TableAngledHeadersAngle
1786
    ImGuiStyleVar_TableAngledHeadersTextAlign,// ImVec2  TableAngledHeadersTextAlign
1787
    ImGuiStyleVar_ButtonTextAlign,          // ImVec2    ButtonTextAlign
1788
    ImGuiStyleVar_SelectableTextAlign,      // ImVec2    SelectableTextAlign
1789
    ImGuiStyleVar_SeparatorTextBorderSize,  // float     SeparatorTextBorderSize
1790
    ImGuiStyleVar_SeparatorTextAlign,       // ImVec2    SeparatorTextAlign
1791
    ImGuiStyleVar_SeparatorTextPadding,     // ImVec2    SeparatorTextPadding
1792
    ImGuiStyleVar_DockingSeparatorSize,     // float     DockingSeparatorSize
1793
    ImGuiStyleVar_COUNT
1794
};
1795
1796
// Flags for InvisibleButton() [extended in imgui_internal.h]
1797
enum ImGuiButtonFlags_
1798
{
1799
    ImGuiButtonFlags_None                   = 0,
1800
    ImGuiButtonFlags_MouseButtonLeft        = 1 << 0,   // React on left mouse button (default)
1801
    ImGuiButtonFlags_MouseButtonRight       = 1 << 1,   // React on right mouse button
1802
    ImGuiButtonFlags_MouseButtonMiddle      = 1 << 2,   // React on center mouse button
1803
    ImGuiButtonFlags_MouseButtonMask_       = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, // [Internal]
1804
    ImGuiButtonFlags_EnableNav              = 1 << 3,   // InvisibleButton(): do not disable navigation/tabbing. Otherwise disabled by default.
1805
};
1806
1807
// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
1808
enum ImGuiColorEditFlags_
1809
{
1810
    ImGuiColorEditFlags_None            = 0,
1811
    ImGuiColorEditFlags_NoAlpha         = 1 << 1,   //              // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer).
1812
    ImGuiColorEditFlags_NoPicker        = 1 << 2,   //              // ColorEdit: disable picker when clicking on color square.
1813
    ImGuiColorEditFlags_NoOptions       = 1 << 3,   //              // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
1814
    ImGuiColorEditFlags_NoSmallPreview  = 1 << 4,   //              // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs)
1815
    ImGuiColorEditFlags_NoInputs        = 1 << 5,   //              // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square).
1816
    ImGuiColorEditFlags_NoTooltip       = 1 << 6,   //              // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
1817
    ImGuiColorEditFlags_NoLabel         = 1 << 7,   //              // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
1818
    ImGuiColorEditFlags_NoSidePreview   = 1 << 8,   //              // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead.
1819
    ImGuiColorEditFlags_NoDragDrop      = 1 << 9,   //              // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
1820
    ImGuiColorEditFlags_NoBorder        = 1 << 10,  //              // ColorButton: disable border (which is enforced by default)
1821
1822
    // User Options (right-click on widget to change some of them).
1823
    ImGuiColorEditFlags_AlphaBar        = 1 << 16,  //              // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
1824
    ImGuiColorEditFlags_AlphaPreview    = 1 << 17,  //              // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.
1825
    ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18,  //              // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque.
1826
    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).
1827
    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.
1828
    ImGuiColorEditFlags_DisplayHSV      = 1 << 21,  // [Display]    // "
1829
    ImGuiColorEditFlags_DisplayHex      = 1 << 22,  // [Display]    // "
1830
    ImGuiColorEditFlags_Uint8           = 1 << 23,  // [DataType]   // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.
1831
    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.
1832
    ImGuiColorEditFlags_PickerHueBar    = 1 << 25,  // [Picker]     // ColorPicker: bar for Hue, rectangle for Sat/Value.
1833
    ImGuiColorEditFlags_PickerHueWheel  = 1 << 26,  // [Picker]     // ColorPicker: wheel for Hue, triangle for Sat/Value.
1834
    ImGuiColorEditFlags_InputRGB        = 1 << 27,  // [Input]      // ColorEdit, ColorPicker: input and output data in RGB format.
1835
    ImGuiColorEditFlags_InputHSV        = 1 << 28,  // [Input]      // ColorEdit, ColorPicker: input and output data in HSV format.
1836
1837
    // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to
1838
    // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup.
1839
    ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar,
1840
1841
    // [Internal] Masks
1842
    ImGuiColorEditFlags_DisplayMask_    = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex,
1843
    ImGuiColorEditFlags_DataTypeMask_   = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float,
1844
    ImGuiColorEditFlags_PickerMask_     = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar,
1845
    ImGuiColorEditFlags_InputMask_      = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV,
1846
1847
    // Obsolete names
1848
    //ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex  // [renamed in 1.69]
1849
};
1850
1851
// Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
1852
// 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.
1853
// (Those are per-item flags. There is shared behavior flag too: ImGuiIO: io.ConfigDragClickToInputText)
1854
enum ImGuiSliderFlags_
1855
{
1856
    ImGuiSliderFlags_None               = 0,
1857
    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.
1858
    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).
1859
    ImGuiSliderFlags_NoInput            = 1 << 7,       // Disable CTRL+Click or Enter key allowing to input text directly into the widget.
1860
    ImGuiSliderFlags_WrapAround         = 1 << 8,       // Enable wrapping around from max to min and from min to max. Only supported by DragXXX() functions for now.
1861
    ImGuiSliderFlags_ClampOnInput       = 1 << 9,       // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds.
1862
    ImGuiSliderFlags_ClampZeroRange     = 1 << 10,      // Clamp even if min==max==0.0f. Otherwise due to legacy reason DragXXX functions don't clamp with those values. When your clamping limits are dynamic you almost always want to use it.
1863
    ImGuiSliderFlags_AlwaysClamp        = ImGuiSliderFlags_ClampOnInput | ImGuiSliderFlags_ClampZeroRange,
1864
    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.
1865
};
1866
1867
// Identify a mouse button.
1868
// Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience.
1869
enum ImGuiMouseButton_
1870
{
1871
    ImGuiMouseButton_Left = 0,
1872
    ImGuiMouseButton_Right = 1,
1873
    ImGuiMouseButton_Middle = 2,
1874
    ImGuiMouseButton_COUNT = 5
1875
};
1876
1877
// Enumeration for GetMouseCursor()
1878
// User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here
1879
enum ImGuiMouseCursor_
1880
{
1881
    ImGuiMouseCursor_None = -1,
1882
    ImGuiMouseCursor_Arrow = 0,
1883
    ImGuiMouseCursor_TextInput,         // When hovering over InputText, etc.
1884
    ImGuiMouseCursor_ResizeAll,         // (Unused by Dear ImGui functions)
1885
    ImGuiMouseCursor_ResizeNS,          // When hovering over a horizontal border
1886
    ImGuiMouseCursor_ResizeEW,          // When hovering over a vertical border or a column
1887
    ImGuiMouseCursor_ResizeNESW,        // When hovering over the bottom-left corner of a window
1888
    ImGuiMouseCursor_ResizeNWSE,        // When hovering over the bottom-right corner of a window
1889
    ImGuiMouseCursor_Hand,              // (Unused by Dear ImGui functions. Use for e.g. hyperlinks)
1890
    ImGuiMouseCursor_NotAllowed,        // When hovering something with disallowed interaction. Usually a crossed circle.
1891
    ImGuiMouseCursor_COUNT
1892
};
1893
1894
// Enumeration for AddMouseSourceEvent() actual source of Mouse Input data.
1895
// Historically we use "Mouse" terminology everywhere to indicate pointer data, e.g. MousePos, IsMousePressed(), io.AddMousePosEvent()
1896
// But that "Mouse" data can come from different source which occasionally may be useful for application to know about.
1897
// You can submit a change of pointer type using io.AddMouseSourceEvent().
1898
enum ImGuiMouseSource : int
1899
{
1900
    ImGuiMouseSource_Mouse = 0,         // Input is coming from an actual mouse.
1901
    ImGuiMouseSource_TouchScreen,       // Input is coming from a touch screen (no hovering prior to initial press, less precise initial press aiming, dual-axis wheeling possible).
1902
    ImGuiMouseSource_Pen,               // Input is coming from a pressure/magnetic pen (often used in conjunction with high-sampling rates).
1903
    ImGuiMouseSource_COUNT
1904
};
1905
1906
// Enumeration for ImGui::SetNextWindow***(), SetWindow***(), SetNextItem***() functions
1907
// Represent a condition.
1908
// 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.
1909
enum ImGuiCond_
1910
{
1911
    ImGuiCond_None          = 0,        // No condition (always set the variable), same as _Always
1912
    ImGuiCond_Always        = 1 << 0,   // No condition (always set the variable), same as _None
1913
    ImGuiCond_Once          = 1 << 1,   // Set the variable once per runtime session (only the first call will succeed)
1914
    ImGuiCond_FirstUseEver  = 1 << 2,   // Set the variable if the object/window has no persistently saved data (no entry in .ini file)
1915
    ImGuiCond_Appearing     = 1 << 3,   // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
1916
};
1917
1918
//-----------------------------------------------------------------------------
1919
// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
1920
//-----------------------------------------------------------------------------
1921
1922
// Flags for ImGui::BeginTable()
1923
// - Important! Sizing policies have complex and subtle side effects, much more so than you would expect.
1924
//   Read comments/demos carefully + experiment with live demos to get acquainted with them.
1925
// - The DEFAULT sizing policies are:
1926
//    - Default to ImGuiTableFlags_SizingFixedFit    if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize.
1927
//    - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off.
1928
// - When ScrollX is off:
1929
//    - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight.
1930
//    - Columns sizing policy allowed: Stretch (default), Fixed/Auto.
1931
//    - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all).
1932
//    - Stretch Columns will share the remaining width according to their respective weight.
1933
//    - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors.
1934
//      The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns.
1935
//      (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing).
1936
// - When ScrollX is on:
1937
//    - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed
1938
//    - Columns sizing policy allowed: Fixed/Auto mostly.
1939
//    - Fixed Columns can be enlarged as needed. Table will show a horizontal scrollbar if needed.
1940
//    - 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.
1941
//    - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable().
1942
//      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.
1943
// - Read on documentation at the top of imgui_tables.cpp for details.
1944
enum ImGuiTableFlags_
1945
{
1946
    // Features
1947
    ImGuiTableFlags_None                       = 0,
1948
    ImGuiTableFlags_Resizable                  = 1 << 0,   // Enable resizing columns.
1949
    ImGuiTableFlags_Reorderable                = 1 << 1,   // Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers)
1950
    ImGuiTableFlags_Hideable                   = 1 << 2,   // Enable hiding/disabling columns in context menu.
1951
    ImGuiTableFlags_Sortable                   = 1 << 3,   // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate.
1952
    ImGuiTableFlags_NoSavedSettings            = 1 << 4,   // Disable persisting columns order, width and sort settings in the .ini file.
1953
    ImGuiTableFlags_ContextMenuInBody          = 1 << 5,   // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow().
1954
    // Decorations
1955
    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)
1956
    ImGuiTableFlags_BordersInnerH              = 1 << 7,   // Draw horizontal borders between rows.
1957
    ImGuiTableFlags_BordersOuterH              = 1 << 8,   // Draw horizontal borders at the top and bottom.
1958
    ImGuiTableFlags_BordersInnerV              = 1 << 9,   // Draw vertical borders between columns.
1959
    ImGuiTableFlags_BordersOuterV              = 1 << 10,  // Draw vertical borders on the left and right sides.
1960
    ImGuiTableFlags_BordersH                   = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders.
1961
    ImGuiTableFlags_BordersV                   = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders.
1962
    ImGuiTableFlags_BordersInner               = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders.
1963
    ImGuiTableFlags_BordersOuter               = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders.
1964
    ImGuiTableFlags_Borders                    = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter,   // Draw all borders.
1965
    ImGuiTableFlags_NoBordersInBody            = 1 << 11,  // [ALPHA] Disable vertical borders in columns Body (borders will always appear in Headers). -> May move to style
1966
    ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12,  // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers). -> May move to style
1967
    // Sizing Policy (read above for defaults)
1968
    ImGuiTableFlags_SizingFixedFit             = 1 << 13,  // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width.
1969
    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.
1970
    ImGuiTableFlags_SizingStretchProp          = 3 << 13,  // Columns default to _WidthStretch with default weights proportional to each columns contents widths.
1971
    ImGuiTableFlags_SizingStretchSame          = 4 << 13,  // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn().
1972
    // Sizing Extra Options
1973
    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.
1974
    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.
1975
    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.
1976
    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.
1977
    // Clipping
1978
    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().
1979
    // Padding
1980
    ImGuiTableFlags_PadOuterX                  = 1 << 21,  // Default if BordersOuterV is on. Enable outermost padding. Generally desirable if you have headers.
1981
    ImGuiTableFlags_NoPadOuterX                = 1 << 22,  // Default if BordersOuterV is off. Disable outermost padding.
1982
    ImGuiTableFlags_NoPadInnerX                = 1 << 23,  // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off).
1983
    // Scrolling
1984
    ImGuiTableFlags_ScrollX                    = 1 << 24,  // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this creates a child window, ScrollY is currently generally recommended when using ScrollX.
1985
    ImGuiTableFlags_ScrollY                    = 1 << 25,  // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size.
1986
    // Sorting
1987
    ImGuiTableFlags_SortMulti                  = 1 << 26,  // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).
1988
    ImGuiTableFlags_SortTristate               = 1 << 27,  // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).
1989
    // Miscellaneous
1990
    ImGuiTableFlags_HighlightHoveredColumn     = 1 << 28,  // Highlight column headers when hovered (may evolve into a fuller highlight)
1991
1992
    // [Internal] Combinations and masks
1993
    ImGuiTableFlags_SizingMask_                = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame,
1994
};
1995
1996
// Flags for ImGui::TableSetupColumn()
1997
enum ImGuiTableColumnFlags_
1998
{
1999
    // Input configuration flags
2000
    ImGuiTableColumnFlags_None                  = 0,
2001
    ImGuiTableColumnFlags_Disabled              = 1 << 0,   // Overriding/master disable flag: hide column, won't show in context menu (unlike calling TableSetColumnEnabled() which manipulates the user accessible state)
2002
    ImGuiTableColumnFlags_DefaultHide           = 1 << 1,   // Default as a hidden/disabled column.
2003
    ImGuiTableColumnFlags_DefaultSort           = 1 << 2,   // Default as a sorting column.
2004
    ImGuiTableColumnFlags_WidthStretch          = 1 << 3,   // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp).
2005
    ImGuiTableColumnFlags_WidthFixed            = 1 << 4,   // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable).
2006
    ImGuiTableColumnFlags_NoResize              = 1 << 5,   // Disable manual resizing.
2007
    ImGuiTableColumnFlags_NoReorder             = 1 << 6,   // Disable manual reordering this column, this will also prevent other columns from crossing over this column.
2008
    ImGuiTableColumnFlags_NoHide                = 1 << 7,   // Disable ability to hide/disable this column.
2009
    ImGuiTableColumnFlags_NoClip                = 1 << 8,   // Disable clipping for this column (all NoClip columns will render in a same draw command).
2010
    ImGuiTableColumnFlags_NoSort                = 1 << 9,   // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table).
2011
    ImGuiTableColumnFlags_NoSortAscending       = 1 << 10,  // Disable ability to sort in the ascending direction.
2012
    ImGuiTableColumnFlags_NoSortDescending      = 1 << 11,  // Disable ability to sort in the descending direction.
2013
    ImGuiTableColumnFlags_NoHeaderLabel         = 1 << 12,  // TableHeadersRow() will submit an empty label for this column. Convenient for some small columns. Name will still appear in context menu or in angled headers. You may append into this cell by calling TableSetColumnIndex() right after the TableHeadersRow() call.
2014
    ImGuiTableColumnFlags_NoHeaderWidth         = 1 << 13,  // Disable header text width contribution to automatic column width.
2015
    ImGuiTableColumnFlags_PreferSortAscending   = 1 << 14,  // Make the initial sort direction Ascending when first sorting on this column (default).
2016
    ImGuiTableColumnFlags_PreferSortDescending  = 1 << 15,  // Make the initial sort direction Descending when first sorting on this column.
2017
    ImGuiTableColumnFlags_IndentEnable          = 1 << 16,  // Use current Indent value when entering cell (default for column 0).
2018
    ImGuiTableColumnFlags_IndentDisable         = 1 << 17,  // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored.
2019
    ImGuiTableColumnFlags_AngledHeader          = 1 << 18,  // TableHeadersRow() will submit an angled header row for this column. Note this will add an extra row.
2020
2021
    // Output status flags, read-only via TableGetColumnFlags()
2022
    ImGuiTableColumnFlags_IsEnabled             = 1 << 24,  // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags.
2023
    ImGuiTableColumnFlags_IsVisible             = 1 << 25,  // Status: is visible == is enabled AND not clipped by scrolling.
2024
    ImGuiTableColumnFlags_IsSorted              = 1 << 26,  // Status: is currently part of the sort specs
2025
    ImGuiTableColumnFlags_IsHovered             = 1 << 27,  // Status: is hovered by mouse
2026
2027
    // [Internal] Combinations and masks
2028
    ImGuiTableColumnFlags_WidthMask_            = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed,
2029
    ImGuiTableColumnFlags_IndentMask_           = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable,
2030
    ImGuiTableColumnFlags_StatusMask_           = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered,
2031
    ImGuiTableColumnFlags_NoDirectResize_       = 1 << 30,  // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge)
2032
};
2033
2034
// Flags for ImGui::TableNextRow()
2035
enum ImGuiTableRowFlags_
2036
{
2037
    ImGuiTableRowFlags_None                     = 0,
2038
    ImGuiTableRowFlags_Headers                  = 1 << 0,   // Identify header row (set default background color + width of its contents accounted differently for auto column width)
2039
};
2040
2041
// Enum for ImGui::TableSetBgColor()
2042
// Background colors are rendering in 3 layers:
2043
//  - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set.
2044
//  - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set.
2045
//  - Layer 2: draw with CellBg color if set.
2046
// The purpose of the two row/columns layers is to let you decide if a background color change should override or blend with the existing color.
2047
// When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows.
2048
// If you set the color of RowBg0 target, your color will override the existing RowBg0 color.
2049
// If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color.
2050
enum ImGuiTableBgTarget_
2051
{
2052
    ImGuiTableBgTarget_None                     = 0,
2053
    ImGuiTableBgTarget_RowBg0                   = 1,        // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used)
2054
    ImGuiTableBgTarget_RowBg1                   = 2,        // Set row background color 1 (generally used for selection marking)
2055
    ImGuiTableBgTarget_CellBg                   = 3,        // Set cell background color (top-most color)
2056
};
2057
2058
// Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
2059
// Obtained by calling TableGetSortSpecs().
2060
// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time.
2061
// Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame!
2062
struct ImGuiTableSortSpecs
2063
{
2064
    const ImGuiTableColumnSortSpecs* Specs;     // Pointer to sort spec array.
2065
    int                         SpecsCount;     // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled.
2066
    bool                        SpecsDirty;     // Set to true when specs have changed since last time! Use this to sort again, then clear the flag.
2067
2068
    ImGuiTableSortSpecs()       { memset(this, 0, sizeof(*this)); }
2069
};
2070
2071
// Sorting specification for one column of a table (sizeof == 12 bytes)
2072
struct ImGuiTableColumnSortSpecs
2073
{
2074
    ImGuiID                     ColumnUserID;       // User id of the column (if specified by a TableSetupColumn() call)
2075
    ImS16                       ColumnIndex;        // Index of the column
2076
    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)
2077
    ImGuiSortDirection          SortDirection;      // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending
2078
2079
    ImGuiTableColumnSortSpecs() { memset(this, 0, sizeof(*this)); }
2080
};
2081
2082
//-----------------------------------------------------------------------------
2083
// [SECTION] Helpers: Debug log, memory allocations macros, ImVector<>
2084
//-----------------------------------------------------------------------------
2085
2086
//-----------------------------------------------------------------------------
2087
// Debug Logging into ShowDebugLogWindow(), tty and more.
2088
//-----------------------------------------------------------------------------
2089
2090
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
2091
#define IMGUI_DEBUG_LOG(...)        ImGui::DebugLog(__VA_ARGS__)
2092
#else
2093
#define IMGUI_DEBUG_LOG(...)        ((void)0)
2094
#endif
2095
2096
//-----------------------------------------------------------------------------
2097
// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE()
2098
// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
2099
// 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.
2100
//-----------------------------------------------------------------------------
2101
2102
struct ImNewWrapper {};
2103
inline void* operator new(size_t, ImNewWrapper, void* ptr) { return ptr; }
2104
inline void  operator delete(void*, ImNewWrapper, void*)   {} // This is only required so we can use the symmetrical new()
2105
#define IM_ALLOC(_SIZE)                     ImGui::MemAlloc(_SIZE)
2106
#define IM_FREE(_PTR)                       ImGui::MemFree(_PTR)
2107
#define IM_PLACEMENT_NEW(_PTR)              new(ImNewWrapper(), _PTR)
2108
#define IM_NEW(_TYPE)                       new(ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
2109
template<typename T> void IM_DELETE(T* p)   { if (p) { p->~T(); ImGui::MemFree(p); } }
2110
2111
//-----------------------------------------------------------------------------
2112
// ImVector<>
2113
// 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).
2114
//-----------------------------------------------------------------------------
2115
// - 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.
2116
// - We use std-like naming convention here, which is a little unusual for this codebase.
2117
// - 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.
2118
// - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,
2119
//   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.
2120
//-----------------------------------------------------------------------------
2121
2122
IM_MSVC_RUNTIME_CHECKS_OFF
2123
template<typename T>
2124
struct ImVector
2125
{
2126
    int                 Size;
2127
    int                 Capacity;
2128
    T*                  Data;
2129
2130
    // Provide standard typedefs but we don't use them ourselves.
2131
    typedef T                   value_type;
2132
    typedef value_type*         iterator;
2133
    typedef const value_type*   const_iterator;
2134
2135
    // Constructors, destructor
2136
    inline ImVector()                                       { Size = Capacity = 0; Data = NULL; }
2137
    inline ImVector(const ImVector<T>& src)                 { Size = Capacity = 0; Data = NULL; operator=(src); }
2138
    inline ImVector<T>& operator=(const ImVector<T>& src)   { clear(); resize(src.Size); if (src.Data) memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; }
2139
    inline ~ImVector()                                      { if (Data) IM_FREE(Data); } // Important: does not destruct anything
2140
2141
    inline void         clear()                             { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } }  // Important: does not destruct anything
2142
    inline void         clear_delete()                      { for (int n = 0; n < Size; n++) IM_DELETE(Data[n]); clear(); }     // Important: never called automatically! always explicit.
2143
    inline void         clear_destruct()                    { for (int n = 0; n < Size; n++) Data[n].~T(); clear(); }           // Important: never called automatically! always explicit.
2144
2145
    inline bool         empty() const                       { return Size == 0; }
2146
    inline int          size() const                        { return Size; }
2147
    inline int          size_in_bytes() const               { return Size * (int)sizeof(T); }
2148
    inline int          max_size() const                    { return 0x7FFFFFFF / (int)sizeof(T); }
2149
    inline int          capacity() const                    { return Capacity; }
2150
    inline T&           operator[](int i)                   { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
2151
    inline const T&     operator[](int i) const             { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
2152
2153
    inline T*           begin()                             { return Data; }
2154
    inline const T*     begin() const                       { return Data; }
2155
    inline T*           end()                               { return Data + Size; }
2156
    inline const T*     end() const                         { return Data + Size; }
2157
    inline T&           front()                             { IM_ASSERT(Size > 0); return Data[0]; }
2158
    inline const T&     front() const                       { IM_ASSERT(Size > 0); return Data[0]; }
2159
    inline T&           back()                              { IM_ASSERT(Size > 0); return Data[Size - 1]; }
2160
    inline const T&     back() const                        { IM_ASSERT(Size > 0); return Data[Size - 1]; }
2161
    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; }
2162
2163
    inline int          _grow_capacity(int sz) const        { int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8; return new_capacity > sz ? new_capacity : sz; }
2164
    inline void         resize(int new_size)                { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
2165
    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; }
2166
    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
2167
    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; }
2168
    inline void         reserve_discard(int new_capacity)   { if (new_capacity <= Capacity) return; if (Data) IM_FREE(Data); Data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); Capacity = new_capacity; }
2169
2170
    // 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.
2171
    inline void         push_back(const T& v)               { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }
2172
    inline void         pop_back()                          { IM_ASSERT(Size > 0); Size--; }
2173
    inline void         push_front(const T& v)              { if (Size == 0) push_back(v); else insert(Data, v); }
2174
    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; }
2175
    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 - (size_t)count) * sizeof(T)); Size -= (int)count; return Data + off; }
2176
    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; }
2177
    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; }
2178
    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; }
2179
    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; }
2180
    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; }
2181
    inline int          find_index(const T& v) const        { const T* data_end = Data + Size; const T* it = find(v); if (it == data_end) return -1; const ptrdiff_t off = it - Data; return (int)off; }
2182
    inline bool         find_erase(const T& v)              { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; }
2183
    inline bool         find_erase_unsorted(const T& v)     { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; }
2184
    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; }
2185
};
2186
IM_MSVC_RUNTIME_CHECKS_RESTORE
2187
2188
//-----------------------------------------------------------------------------
2189
// [SECTION] ImGuiStyle
2190
//-----------------------------------------------------------------------------
2191
// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
2192
// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,
2193
// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
2194
//-----------------------------------------------------------------------------
2195
2196
struct ImGuiStyle
2197
{
2198
    float       Alpha;                      // Global alpha applies to everything in Dear ImGui.
2199
    float       DisabledAlpha;              // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
2200
    ImVec2      WindowPadding;              // Padding within a window.
2201
    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.
2202
    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).
2203
    ImVec2      WindowMinSize;              // Minimum window size. This is a global setting. If you want to constrain individual windows, use SetNextWindowSizeConstraints().
2204
    ImVec2      WindowTitleAlign;           // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
2205
    ImGuiDir    WindowMenuButtonPosition;   // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left.
2206
    float       ChildRounding;              // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
2207
    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).
2208
    float       PopupRounding;              // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
2209
    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).
2210
    ImVec2      FramePadding;               // Padding within a framed rectangle (used by most widgets).
2211
    float       FrameRounding;              // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
2212
    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).
2213
    ImVec2      ItemSpacing;                // Horizontal and vertical spacing between widgets/lines.
2214
    ImVec2      ItemInnerSpacing;           // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
2215
    ImVec2      CellPadding;                // Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be altered between different rows.
2216
    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!
2217
    float       IndentSpacing;              // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
2218
    float       ColumnsMinSpacing;          // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
2219
    float       ScrollbarSize;              // Width of the vertical scrollbar, Height of the horizontal scrollbar.
2220
    float       ScrollbarRounding;          // Radius of grab corners for scrollbar.
2221
    float       GrabMinSize;                // Minimum width/height of a grab box for slider/scrollbar.
2222
    float       GrabRounding;               // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
2223
    float       LogSliderDeadzone;          // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
2224
    float       TabRounding;                // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
2225
    float       TabBorderSize;              // Thickness of border around tabs.
2226
    float       TabMinWidthForCloseButton;  // Minimum width for close button to appear 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.
2227
    float       TabBarBorderSize;           // Thickness of tab-bar separator, which takes on the tab active color to denote focus.
2228
    float       TabBarOverlineSize;         // Thickness of tab-bar overline, which highlights the selected tab-bar.
2229
    float       TableAngledHeadersAngle;    // Angle of angled headers (supported values range from -50.0f degrees to +50.0f degrees).
2230
    ImVec2      TableAngledHeadersTextAlign;// Alignment of angled headers within the cell
2231
    ImGuiDir    ColorButtonPosition;        // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
2232
    ImVec2      ButtonTextAlign;            // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
2233
    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.
2234
    float       SeparatorTextBorderSize;    // Thickness of border in SeparatorText()
2235
    ImVec2      SeparatorTextAlign;         // Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
2236
    ImVec2      SeparatorTextPadding;       // Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y.
2237
    ImVec2      DisplayWindowPadding;       // Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen.
2238
    ImVec2      DisplaySafeAreaPadding;     // Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured).
2239
    float       DockingSeparatorSize;       // Thickness of resizing border between docked windows
2240
    float       MouseCursorScale;           // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). We apply per-monitor DPI scaling over this scale. May be removed later.
2241
    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).
2242
    bool        AntiAliasedLinesUseTex;     // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). Latched at the beginning of the frame (copied to ImDrawList).
2243
    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).
2244
    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.
2245
    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.
2246
    ImVec4      Colors[ImGuiCol_COUNT];
2247
2248
    // Behaviors
2249
    // (It is possible to modify those fields mid-frame if specific behavior need it, unlike e.g. configuration fields in ImGuiIO)
2250
    float             HoverStationaryDelay;     // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary.
2251
    float             HoverDelayShort;          // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay.
2252
    float             HoverDelayNormal;         // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). "
2253
    ImGuiHoveredFlags HoverFlagsForTooltipMouse;// Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse.
2254
    ImGuiHoveredFlags HoverFlagsForTooltipNav;  // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad.
2255
2256
    IMGUI_API ImGuiStyle();
2257
    IMGUI_API void ScaleAllSizes(float scale_factor);
2258
};
2259
2260
//-----------------------------------------------------------------------------
2261
// [SECTION] ImGuiIO
2262
//-----------------------------------------------------------------------------
2263
// Communicate most settings and inputs/outputs to Dear ImGui using this structure.
2264
// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.
2265
// It is generally expected that:
2266
// - initialization: backends and user code writes to ImGuiIO.
2267
// - main loop: backends writes to ImGuiIO, user code and imgui code reads from ImGuiIO.
2268
//-----------------------------------------------------------------------------
2269
// Also see ImGui::GetPlatformIO() and ImGuiPlatformIO struct for OS/platform related functions: clipboard, IME etc.
2270
//-----------------------------------------------------------------------------
2271
2272
// [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions.
2273
// If prior to 1.87 you used io.KeysDownDuration[] (which was marked as internal), you should use GetKeyData(key)->DownDuration and *NOT* io.KeysData[key]->DownDuration.
2274
struct ImGuiKeyData
2275
{
2276
    bool        Down;               // True for if key is down
2277
    float       DownDuration;       // Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held)
2278
    float       DownDurationPrev;   // Last frame duration the key has been down
2279
    float       AnalogValue;        // 0.0f..1.0f for gamepad values
2280
};
2281
2282
struct ImGuiIO
2283
{
2284
    //------------------------------------------------------------------
2285
    // Configuration                            // Default value
2286
    //------------------------------------------------------------------
2287
2288
    ImGuiConfigFlags   ConfigFlags;             // = 0              // See ImGuiConfigFlags_ enum. Set by user/application. Keyboard/Gamepad navigation options, etc.
2289
    ImGuiBackendFlags  BackendFlags;            // = 0              // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend.
2290
    ImVec2      DisplaySize;                    // <unset>          // Main display size, in pixels (generally == GetMainViewport()->Size). May change every frame.
2291
    float       DeltaTime;                      // = 1.0f/60.0f     // Time elapsed since last frame, in seconds. May change every frame.
2292
    float       IniSavingRate;                  // = 5.0f           // Minimum time between saving positions/sizes to .ini file, in seconds.
2293
    const char* IniFilename;                    // = "imgui.ini"    // Path to .ini file (important: default "imgui.ini" is relative to current working dir!). Set NULL to disable automatic .ini loading/saving or if you want to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions.
2294
    const char* LogFilename;                    // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
2295
    void*       UserData;                       // = NULL           // Store your own data.
2296
2297
    // Font system
2298
    ImFontAtlas*Fonts;                          // <auto>           // Font atlas: load, rasterize and pack one or more fonts into a single texture.
2299
    float       FontGlobalScale;                // = 1.0f           // Global scale all fonts
2300
    bool        FontAllowUserScaling;           // = false          // [OBSOLETE] Allow user scaling text of individual window with CTRL+Wheel.
2301
    ImFont*     FontDefault;                    // = NULL           // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
2302
    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.
2303
2304
    // Keyboard/Gamepad Navigation options
2305
    bool        ConfigNavSwapGamepadButtons;    // = false          // Swap Activate<>Cancel (A<>B) buttons, matching typical "Nintendo/Japanese style" gamepad layout.
2306
    bool        ConfigNavMoveSetMousePos;       // = false          // Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult. Will update io.MousePos and set io.WantSetMousePos=true.
2307
    bool        ConfigNavCaptureKeyboard;       // = true           // Sets io.WantCaptureKeyboard when io.NavActive is set.
2308
    bool        ConfigNavEscapeClearFocusItem;  // = true           // Pressing Escape can clear focused item + navigation id/highlight. Set to false if you want to always keep highlight on.
2309
    bool        ConfigNavEscapeClearFocusWindow;// = false          // Pressing Escape can clear focused window as well (super set of io.ConfigNavEscapeClearFocusItem).
2310
    bool        ConfigNavCursorVisibleAuto;     // = true           // Using directional navigation key makes the cursor visible. Mouse click hides the cursor.
2311
    bool        ConfigNavCursorVisibleAlways;   // = false          // Navigation cursor is always visible.
2312
2313
    // Docking options (when ImGuiConfigFlags_DockingEnable is set)
2314
    bool        ConfigDockingNoSplit;           // = false          // Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars.
2315
    bool        ConfigDockingWithShift;         // = false          // Enable docking with holding Shift key (reduce visual noise, allows dropping in wider space)
2316
    bool        ConfigDockingAlwaysTabBar;      // = false          // [BETA] [FIXME: This currently creates regression with auto-sizing and general overhead] Make every single floating window display within a docking node.
2317
    bool        ConfigDockingTransparentPayload;// = false          // [BETA] Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge.
2318
2319
    // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set)
2320
    bool        ConfigViewportsNoAutoMerge;     // = false;         // Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it. May also set ImGuiViewportFlags_NoAutoMerge on individual viewport.
2321
    bool        ConfigViewportsNoTaskBarIcon;   // = false          // Disable default OS task bar icon flag for secondary viewports. When a viewport doesn't want a task bar icon, ImGuiViewportFlags_NoTaskBarIcon will be set on it.
2322
    bool        ConfigViewportsNoDecoration;    // = true           // Disable default OS window decoration flag for secondary viewports. When a viewport doesn't want window decorations, ImGuiViewportFlags_NoDecoration will be set on it. Enabling decoration can create subsequent issues at OS levels (e.g. minimum window size).
2323
    bool        ConfigViewportsNoDefaultParent; // = false          // Disable default OS parenting to main viewport for secondary viewports. By default, viewports are marked with ParentViewportId = <main_viewport>, expecting the platform backend to setup a parent/child relationship between the OS windows (some backend may ignore this). Set to true if you want the default to be 0, then all viewports will be top-level OS windows.
2324
2325
    // Miscellaneous options
2326
    // (you can visualize and interact with all options in 'Demo->Configuration')
2327
    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.
2328
    bool        ConfigMacOSXBehaviors;          // = defined(__APPLE__) // Swap Cmd<>Ctrl keys + 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.
2329
    bool        ConfigInputTrickleEventQueue;   // = true           // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates.
2330
    bool        ConfigInputTextCursorBlink;     // = true           // Enable blinking cursor (optional as some users consider it to be distracting).
2331
    bool        ConfigInputTextEnterKeepActive; // = false          // [BETA] Pressing Enter will keep item active and select contents (single-line only).
2332
    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.
2333
    bool        ConfigWindowsResizeFromEdges;   // = true           // Enable resizing of windows from their edges and from the lower-left corner. This requires ImGuiBackendFlags_HasMouseCursors for better mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
2334
    bool        ConfigWindowsMoveFromTitleBarOnly;  // = false      // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar.
2335
    bool        ConfigWindowsCopyContentsWithCtrlC; // = false      // [EXPERIMENTAL] CTRL+C copy the contents of focused window into the clipboard. Experimental because: (1) has known issues with nested Begin/End pairs (2) text output quality varies (3) text output is in submission order rather than spatial order.
2336
    bool        ConfigScrollbarScrollByPage;    // = true           // Enable scrolling page by page when clicking outside the scrollbar grab. When disabled, always scroll to clicked location. When enabled, Shift+Click scrolls to clicked location.
2337
    float       ConfigMemoryCompactTimer;       // = 60.0f          // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable.
2338
2339
    // Inputs Behaviors
2340
    // (other variables, ones which are expected to be tweaked within UI code, are exposed in ImGuiStyle)
2341
    float       MouseDoubleClickTime;           // = 0.30f          // Time for a double-click, in seconds.
2342
    float       MouseDoubleClickMaxDist;        // = 6.0f           // Distance threshold to stay in to validate a double-click, in pixels.
2343
    float       MouseDragThreshold;             // = 6.0f           // Distance threshold before considering we are dragging.
2344
    float       KeyRepeatDelay;                 // = 0.275f         // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
2345
    float       KeyRepeatRate;                  // = 0.050f         // When holding a key/button, rate at which it repeats, in seconds.
2346
2347
    //------------------------------------------------------------------
2348
    // Debug options
2349
    //------------------------------------------------------------------
2350
2351
    // Options to configure Error Handling and how we handle recoverable errors [EXPERIMENTAL]
2352
    // - Error recovery is provided as a way to facilitate:
2353
    //    - Recovery after a programming error (native code or scripting language - the later tends to facilitate iterating on code while running).
2354
    //    - Recovery after running an exception handler or any error processing which may skip code after an error has been detected.
2355
    // - Error recovery is not perfect nor guaranteed! It is a feature to ease development.
2356
    //   You not are not supposed to rely on it in the course of a normal application run.
2357
    // - Functions that support error recovery are using IM_ASSERT_USER_ERROR() instead of IM_ASSERT().
2358
    // - By design, we do NOT allow error recovery to be 100% silent. One of the three options needs to be checked!
2359
    // - Always ensure that on programmers seats you have at minimum Asserts or Tooltips enabled when making direct imgui API calls!
2360
    //   Otherwise it would severely hinder your ability to catch and correct mistakes!
2361
    // Read https://github.com/ocornut/imgui/wiki/Error-Handling for details.
2362
    // - Programmer seats: keep asserts (default), or disable asserts and keep error tooltips (new and nice!)
2363
    // - Non-programmer seats: maybe disable asserts, but make sure errors are resurfaced (tooltips, visible log entries, use callback etc.)
2364
    // - Recovery after error/exception: record stack sizes with ErrorRecoveryStoreState(), disable assert, set log callback (to e.g. trigger high-level breakpoint), recover with ErrorRecoveryTryToRecoverState(), restore settings.
2365
    bool        ConfigErrorRecovery;                // = true       // Enable error recovery support. Some errors won't be detected and lead to direct crashes if recovery is disabled.
2366
    bool        ConfigErrorRecoveryEnableAssert;    // = true       // Enable asserts on recoverable error. By default call IM_ASSERT() when returning from a failing IM_ASSERT_USER_ERROR()
2367
    bool        ConfigErrorRecoveryEnableDebugLog;  // = true       // Enable debug log output on recoverable errors.
2368
    bool        ConfigErrorRecoveryEnableTooltip;   // = true       // Enable tooltip on recoverable errors. The tooltip include a way to enable asserts if they were disabled.
2369
2370
    // Option to enable various debug tools showing buttons that will call the IM_DEBUG_BREAK() macro.
2371
    // - The Item Picker tool will be available regardless of this being enabled, in order to maximize its discoverability.
2372
    // - Requires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application.
2373
    //   e.g. io.ConfigDebugIsDebuggerPresent = ::IsDebuggerPresent() on Win32, or refer to ImOsIsDebuggerPresent() imgui_test_engine/imgui_te_utils.cpp for a Unix compatible version).
2374
    bool        ConfigDebugIsDebuggerPresent;   // = false          // Enable various tools calling IM_DEBUG_BREAK().
2375
2376
    // Tools to detect code submitting items with conflicting/duplicate IDs
2377
    // - Code should use PushID()/PopID() in loops, or append "##xx" to same-label identifiers.
2378
    // - Empty label e.g. Button("") == same ID as parent widget/node. Use Button("##xx") instead!
2379
    // - See FAQ https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-about-the-id-stack-system
2380
    bool        ConfigDebugHighlightIdConflicts;// = true           // Highlight and show an error message when multiple items have conflicting identifiers.
2381
2382
    // Tools to test correct Begin/End and BeginChild/EndChild behaviors.
2383
    // - Presently Begin()/End() and BeginChild()/EndChild() needs to ALWAYS be called in tandem, regardless of return value of BeginXXX()
2384
    // - This is inconsistent with other BeginXXX functions and create confusion for many users.
2385
    // - We expect to update the API eventually. In the meanwhile we provide tools to facilitate checking user-code behavior.
2386
    bool        ConfigDebugBeginReturnValueOnce;// = false          // First-time calls to Begin()/BeginChild() will return false. NEEDS TO BE SET AT APPLICATION BOOT TIME if you don't want to miss windows.
2387
    bool        ConfigDebugBeginReturnValueLoop;// = false          // Some calls to Begin()/BeginChild() will return false. Will cycle through window depths then repeat. Suggested use: add "io.ConfigDebugBeginReturnValue = io.KeyShift" in your main loop then occasionally press SHIFT. Windows should be flickering while running.
2388
2389
    // Option to deactivate io.AddFocusEvent(false) handling.
2390
    // - May facilitate interactions with a debugger when focus loss leads to clearing inputs data.
2391
    // - Backends may have other side-effects on focus loss, so this will reduce side-effects but not necessary remove all of them.
2392
    bool        ConfigDebugIgnoreFocusLoss;     // = false          // Ignore io.AddFocusEvent(false), consequently not calling io.ClearInputKeys()/io.ClearInputMouse() in input processing.
2393
2394
    // Option to audit .ini data
2395
    bool        ConfigDebugIniSettings;         // = false          // Save .ini data with extra comments (particularly helpful for Docking, but makes saving slower)
2396
2397
    //------------------------------------------------------------------
2398
    // Platform Identifiers
2399
    // (the imgui_impl_xxxx backend files are setting those up for you)
2400
    //------------------------------------------------------------------
2401
2402
    // Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff.
2403
    const char* BackendPlatformName;            // = NULL
2404
    const char* BackendRendererName;            // = NULL
2405
    void*       BackendPlatformUserData;        // = NULL           // User data for platform backend
2406
    void*       BackendRendererUserData;        // = NULL           // User data for renderer backend
2407
    void*       BackendLanguageUserData;        // = NULL           // User data for non C++ programming language backend
2408
2409
    //------------------------------------------------------------------
2410
    // Input - Call before calling NewFrame()
2411
    //------------------------------------------------------------------
2412
2413
    // Input Functions
2414
    IMGUI_API void  AddKeyEvent(ImGuiKey key, bool down);                   // Queue a new key down/up event. Key should be "translated" (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
2415
    IMGUI_API void  AddKeyAnalogEvent(ImGuiKey key, bool down, float v);    // Queue a new key down/up event for analog values (e.g. ImGuiKey_Gamepad_ values). Dead-zones should be handled by the backend.
2416
    IMGUI_API void  AddMousePosEvent(float x, float y);                     // Queue a mouse position update. Use -FLT_MAX,-FLT_MAX to signify no mouse (e.g. app not focused and not hovered)
2417
    IMGUI_API void  AddMouseButtonEvent(int button, bool down);             // Queue a mouse button change
2418
    IMGUI_API void  AddMouseWheelEvent(float wheel_x, float wheel_y);       // Queue a mouse wheel update. wheel_y<0: scroll down, wheel_y>0: scroll up, wheel_x<0: scroll right, wheel_x>0: scroll left.
2419
    IMGUI_API void  AddMouseSourceEvent(ImGuiMouseSource source);           // Queue a mouse source change (Mouse/TouchScreen/Pen)
2420
    IMGUI_API void  AddMouseViewportEvent(ImGuiID id);                      // Queue a mouse hovered viewport. Requires backend to set ImGuiBackendFlags_HasMouseHoveredViewport to call this (for multi-viewport support).
2421
    IMGUI_API void  AddFocusEvent(bool focused);                            // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window)
2422
    IMGUI_API void  AddInputCharacter(unsigned int c);                      // Queue a new character input
2423
    IMGUI_API void  AddInputCharacterUTF16(ImWchar16 c);                    // Queue a new character input from a UTF-16 character, it can be a surrogate
2424
    IMGUI_API void  AddInputCharactersUTF8(const char* str);                // Queue a new characters input from a UTF-8 string
2425
2426
    IMGUI_API void  SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index = -1); // [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode.
2427
    IMGUI_API void  SetAppAcceptingEvents(bool accepting_events);           // Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.
2428
    IMGUI_API void  ClearEventsQueue();                                     // Clear all incoming events.
2429
    IMGUI_API void  ClearInputKeys();                                       // Clear current keyboard/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.
2430
    IMGUI_API void  ClearInputMouse();                                      // Clear current mouse state.
2431
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2432
    IMGUI_API void  ClearInputCharacters();                                 // [Obsoleted in 1.89.8] Clear the current frame text input buffer. Now included within ClearInputKeys().
2433
#endif
2434
2435
    //------------------------------------------------------------------
2436
    // Output - Updated by NewFrame() or EndFrame()/Render()
2437
    // (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is
2438
    //  generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!)
2439
    //------------------------------------------------------------------
2440
2441
    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.).
2442
    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.).
2443
    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).
2444
    bool        WantSetMousePos;                    // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when io.ConfigNavMoveSetMousePos is enabled.
2445
    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!
2446
    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.
2447
    bool        NavVisible;                         // Keyboard/Gamepad navigation highlight is visible and allowed (will handle ImGuiKey_NavXXX events).
2448
    float       Framerate;                          // Estimate of application framerate (rolling average over 60 frames, based on io.DeltaTime), in frame per second. Solely for convenience. Slow applications may not want to use a moving average or may want to reset underlying buffers occasionally.
2449
    int         MetricsRenderVertices;              // Vertices output during last call to Render()
2450
    int         MetricsRenderIndices;               // Indices output during last call to Render() = number of triangles * 3
2451
    int         MetricsRenderWindows;               // Number of visible windows
2452
    int         MetricsActiveWindows;               // Number of active windows
2453
    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.
2454
2455
    //------------------------------------------------------------------
2456
    // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed!
2457
    //------------------------------------------------------------------
2458
2459
    ImGuiContext* Ctx;                              // Parent UI context (needs to be set explicitly by parent).
2460
2461
    // Main Input State
2462
    // (this block used to be written by backend, since 1.87 it is best to NOT write to those directly, call the AddXXX functions above instead)
2463
    // (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere)
2464
    ImVec2      MousePos;                           // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.)
2465
    bool        MouseDown[5];                       // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Other buttons allow us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
2466
    float       MouseWheel;                         // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. >0 scrolls Up, <0 scrolls Down. Hold SHIFT to turn vertical scroll into horizontal scroll.
2467
    float       MouseWheelH;                        // Mouse wheel Horizontal. >0 scrolls Left, <0 scrolls Right. Most users don't have a mouse with a horizontal wheel, may not be filled by all backends.
2468
    ImGuiMouseSource MouseSource;                   // Mouse actual input peripheral (Mouse/TouchScreen/Pen).
2469
    ImGuiID     MouseHoveredViewport;               // (Optional) Modify using io.AddMouseViewportEvent(). With multi-viewports: viewport the OS mouse is hovering. If possible _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag is much better (few backends can handle that). Set io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport if you can provide this info. If you don't imgui will infer the value using the rectangles and last focused time of the viewports it knows about (ignoring other OS windows).
2470
    bool        KeyCtrl;                            // Keyboard modifier down: Control
2471
    bool        KeyShift;                           // Keyboard modifier down: Shift
2472
    bool        KeyAlt;                             // Keyboard modifier down: Alt
2473
    bool        KeySuper;                           // Keyboard modifier down: Cmd/Super/Windows
2474
2475
    // Other state maintained from data above + IO function calls
2476
    ImGuiKeyChord KeyMods;                          // Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags. Read-only, updated by NewFrame()
2477
    ImGuiKeyData  KeysData[ImGuiKey_NamedKey_COUNT];// Key state for all known keys. Use IsKeyXXX() functions to access this.
2478
    bool        WantCaptureMouseUnlessPopupClose;   // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup.
2479
    ImVec2      MousePosPrev;                       // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
2480
    ImVec2      MouseClickedPos[5];                 // Position at time of clicking
2481
    double      MouseClickedTime[5];                // Time of last click (used to figure out double-click)
2482
    bool        MouseClicked[5];                    // Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0)
2483
    bool        MouseDoubleClicked[5];              // Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2)
2484
    ImU16       MouseClickedCount[5];               // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down
2485
    ImU16       MouseClickedLastCount[5];           // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done.
2486
    bool        MouseReleased[5];                   // Mouse button went from Down to !Down
2487
    bool        MouseDownOwned[5];                  // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds.
2488
    bool        MouseDownOwnedUnlessPopupClose[5];  // Track if button was clicked inside a dear imgui window.
2489
    bool        MouseWheelRequestAxisSwap;          // On a non-Mac system, holding SHIFT requests WheelY to perform the equivalent of a WheelX event. On a Mac system this is already enforced by the system.
2490
    bool        MouseCtrlLeftAsRightClick;          // (OSX) Set to true when the current click was a ctrl-click that spawned a simulated right click
2491
    float       MouseDownDuration[5];               // Duration the mouse button has been down (0.0f == just clicked)
2492
    float       MouseDownDurationPrev[5];           // Previous time the mouse button has been down
2493
    ImVec2      MouseDragMaxDistanceAbs[5];         // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
2494
    float       MouseDragMaxDistanceSqr[5];         // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds)
2495
    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.
2496
    bool        AppFocusLost;                       // Only modify via AddFocusEvent()
2497
    bool        AppAcceptingEvents;                 // Only modify via SetAppAcceptingEvents()
2498
    ImWchar16   InputQueueSurrogate;                // For AddInputCharacterUTF16()
2499
    ImVector<ImWchar> InputQueueCharacters;         // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.
2500
2501
    // Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame.
2502
    // This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent().
2503
    //   Old (<1.87):  ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space)
2504
    //   Old (<1.87):  ImGui::IsKeyPressed(MYPLATFORM_KEY_SPACE)                  --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space)
2505
    // Read https://github.com/ocornut/imgui/issues/4921 for details.
2506
    //int       KeyMap[ImGuiKey_COUNT];             // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512.
2507
    //bool      KeysDown[ImGuiKey_COUNT];           // [LEGACY] Input: 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). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow.
2508
    //float     NavInputs[ImGuiNavInput_COUNT];     // [LEGACY] Since 1.88, NavInputs[] was removed. Backends from 1.60 to 1.86 won't build. Feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums.
2509
    //void*     ImeWindowHandle;                    // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning.
2510
2511
    // Legacy: before 1.91.1, clipboard functions were stored in ImGuiIO instead of ImGuiPlatformIO.
2512
    // As this is will affect all users of custom engines/backends, we are providing proper legacy redirection (will obsolete).
2513
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2514
    const char* (*GetClipboardTextFn)(void* user_data);
2515
    void        (*SetClipboardTextFn)(void* user_data, const char* text);
2516
    void*       ClipboardUserData;
2517
#endif
2518
2519
    IMGUI_API   ImGuiIO();
2520
};
2521
2522
//-----------------------------------------------------------------------------
2523
// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
2524
//-----------------------------------------------------------------------------
2525
2526
// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
2527
// The callback function should return 0 by default.
2528
// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
2529
// - 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)
2530
// - ImGuiInputTextFlags_CallbackAlways:      Callback on each iteration
2531
// - ImGuiInputTextFlags_CallbackCompletion:  Callback on pressing TAB
2532
// - ImGuiInputTextFlags_CallbackHistory:     Callback on pressing Up/Down arrows
2533
// - ImGuiInputTextFlags_CallbackCharFilter:  Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
2534
// - ImGuiInputTextFlags_CallbackResize:      Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
2535
struct ImGuiInputTextCallbackData
2536
{
2537
    ImGuiContext*       Ctx;            // Parent UI context
2538
    ImGuiInputTextFlags EventFlag;      // One ImGuiInputTextFlags_Callback*    // Read-only
2539
    ImGuiInputTextFlags Flags;          // What user passed to InputText()      // Read-only
2540
    void*               UserData;       // What user passed to InputText()      // Read-only
2541
2542
    // Arguments for the different callback events
2543
    // - During Resize callback, Buf will be same as your input buffer.
2544
    // - However, during Completion/History/Always callback, Buf always points to our own internal data (it is not the same as your buffer)! Changes to it will be reflected into your own buffer shortly after the callback.
2545
    // - 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.
2546
    // - 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.
2547
    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;
2548
    ImGuiKey            EventKey;       // Key pressed (Up/Down/TAB)            // Read-only    // [Completion,History]
2549
    char*               Buf;            // Text buffer                          // Read-write   // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
2550
    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()
2551
    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
2552
    bool                BufDirty;       // Set if you modify Buf/BufTextLen!    // Write        // [Completion,History,Always]
2553
    int                 CursorPos;      //                                      // Read-write   // [Completion,History,Always]
2554
    int                 SelectionStart; //                                      // Read-write   // [Completion,History,Always] == to SelectionEnd when no selection)
2555
    int                 SelectionEnd;   //                                      // Read-write   // [Completion,History,Always]
2556
2557
    // Helper functions for text manipulation.
2558
    // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection.
2559
    IMGUI_API ImGuiInputTextCallbackData();
2560
    IMGUI_API void      DeleteChars(int pos, int bytes_count);
2561
    IMGUI_API void      InsertChars(int pos, const char* text, const char* text_end = NULL);
2562
    void                SelectAll()             { SelectionStart = 0; SelectionEnd = BufTextLen; }
2563
    void                ClearSelection()        { SelectionStart = SelectionEnd = BufTextLen; }
2564
    bool                HasSelection() const    { return SelectionStart != SelectionEnd; }
2565
};
2566
2567
// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
2568
// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
2569
struct ImGuiSizeCallbackData
2570
{
2571
    void*   UserData;       // Read-only.   What user passed to SetNextWindowSizeConstraints(). Generally store an integer or float in here (need reinterpret_cast<>).
2572
    ImVec2  Pos;            // Read-only.   Window position, for reference.
2573
    ImVec2  CurrentSize;    // Read-only.   Current window size.
2574
    ImVec2  DesiredSize;    // Read-write.  Desired size, based on user's mouse position. Write to this field to restrain resizing.
2575
};
2576
2577
// [ALPHA] Rarely used / very advanced uses only. Use with SetNextWindowClass() and DockSpace() functions.
2578
// Important: the content of this class is still highly WIP and likely to change and be refactored
2579
// before we stabilize Docking features. Please be mindful if using this.
2580
// Provide hints:
2581
// - To the platform backend via altered viewport flags (enable/disable OS decoration, OS task bar icons, etc.)
2582
// - To the platform backend for OS level parent/child relationships of viewport.
2583
// - To the docking system for various options and filtering.
2584
struct ImGuiWindowClass
2585
{
2586
    ImGuiID             ClassId;                    // User data. 0 = Default class (unclassed). Windows of different classes cannot be docked with each others.
2587
    ImGuiID             ParentViewportId;           // Hint for the platform backend. -1: use default. 0: request platform backend to not parent the platform. != 0: request platform backend to create a parent<>child relationship between the platform windows. Not conforming backends are free to e.g. parent every viewport to the main viewport or not.
2588
    ImGuiID             FocusRouteParentWindowId;   // ID of parent window for shortcut focus route evaluation, e.g. Shortcut() call from Parent Window will succeed when this window is focused.
2589
    ImGuiViewportFlags  ViewportFlagsOverrideSet;   // Viewport flags to set when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis.
2590
    ImGuiViewportFlags  ViewportFlagsOverrideClear; // Viewport flags to clear when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis.
2591
    ImGuiTabItemFlags   TabItemFlagsOverrideSet;    // [EXPERIMENTAL] TabItem flags to set when a window of this class gets submitted into a dock node tab bar. May use with ImGuiTabItemFlags_Leading or ImGuiTabItemFlags_Trailing.
2592
    ImGuiDockNodeFlags  DockNodeFlagsOverrideSet;   // [EXPERIMENTAL] Dock node flags to set when a window of this class is hosted by a dock node (it doesn't have to be selected!)
2593
    bool                DockingAlwaysTabBar;        // Set to true to enforce single floating windows of this class always having their own docking node (equivalent of setting the global io.ConfigDockingAlwaysTabBar)
2594
    bool                DockingAllowUnclassed;      // Set to true to allow windows of this class to be docked/merged with an unclassed window. // FIXME-DOCK: Move to DockNodeFlags override?
2595
2596
    ImGuiWindowClass() { memset(this, 0, sizeof(*this)); ParentViewportId = (ImGuiID)-1; DockingAllowUnclassed = true; }
2597
};
2598
2599
// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()
2600
struct ImGuiPayload
2601
{
2602
    // Members
2603
    void*           Data;               // Data (copied and owned by dear imgui)
2604
    int             DataSize;           // Data size
2605
2606
    // [Internal]
2607
    ImGuiID         SourceId;           // Source item id
2608
    ImGuiID         SourceParentId;     // Source parent id (if available)
2609
    int             DataFrameCount;     // Data timestamp
2610
    char            DataType[32 + 1];   // Data type tag (short user-supplied string, 32 characters max)
2611
    bool            Preview;            // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)
2612
    bool            Delivery;           // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.
2613
2614
    ImGuiPayload()  { Clear(); }
2615
    void Clear()    { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; }
2616
    bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; }
2617
    bool IsPreview() const                  { return Preview; }
2618
    bool IsDelivery() const                 { return Delivery; }
2619
};
2620
2621
//-----------------------------------------------------------------------------
2622
// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor)
2623
//-----------------------------------------------------------------------------
2624
2625
// Helper: Unicode defines
2626
#define IM_UNICODE_CODEPOINT_INVALID 0xFFFD     // Invalid Unicode code point (standard value).
2627
#ifdef IMGUI_USE_WCHAR32
2628
#define IM_UNICODE_CODEPOINT_MAX     0x10FFFF   // Maximum Unicode code point supported by this build.
2629
#else
2630
#define IM_UNICODE_CODEPOINT_MAX     0xFFFF     // Maximum Unicode code point supported by this build.
2631
#endif
2632
2633
// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create a UI within deep-nested code that runs multiple times every frame.
2634
// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame");
2635
struct ImGuiOnceUponAFrame
2636
{
2637
    ImGuiOnceUponAFrame() { RefFrame = -1; }
2638
    mutable int RefFrame;
2639
    operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
2640
};
2641
2642
// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
2643
struct ImGuiTextFilter
2644
{
2645
    IMGUI_API           ImGuiTextFilter(const char* default_filter = "");
2646
    IMGUI_API bool      Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f);  // Helper calling InputText+Build
2647
    IMGUI_API bool      PassFilter(const char* text, const char* text_end = NULL) const;
2648
    IMGUI_API void      Build();
2649
    void                Clear()          { InputBuf[0] = 0; Build(); }
2650
    bool                IsActive() const { return !Filters.empty(); }
2651
2652
    // [Internal]
2653
    struct ImGuiTextRange
2654
    {
2655
        const char*     b;
2656
        const char*     e;
2657
2658
        ImGuiTextRange()                                { b = e = NULL; }
2659
        ImGuiTextRange(const char* _b, const char* _e)  { b = _b; e = _e; }
2660
        bool            empty() const                   { return b == e; }
2661
        IMGUI_API void  split(char separator, ImVector<ImGuiTextRange>* out) const;
2662
    };
2663
    char                    InputBuf[256];
2664
    ImVector<ImGuiTextRange>Filters;
2665
    int                     CountGrep;
2666
};
2667
2668
// Helper: Growable text buffer for logging/accumulating text
2669
// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')
2670
struct ImGuiTextBuffer
2671
{
2672
    ImVector<char>      Buf;
2673
    IMGUI_API static char EmptyString[1];
2674
2675
    ImGuiTextBuffer()   { }
2676
    inline char         operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }
2677
    const char*         begin() const           { return Buf.Data ? &Buf.front() : EmptyString; }
2678
    const char*         end() const             { return Buf.Data ? &Buf.back() : EmptyString; }   // Buf is zero-terminated, so end() will point on the zero-terminator
2679
    int                 size() const            { return Buf.Size ? Buf.Size - 1 : 0; }
2680
    bool                empty() const           { return Buf.Size <= 1; }
2681
    void                clear()                 { Buf.clear(); }
2682
    void                reserve(int capacity)   { Buf.reserve(capacity); }
2683
    const char*         c_str() const           { return Buf.Data ? Buf.Data : EmptyString; }
2684
    IMGUI_API void      append(const char* str, const char* str_end = NULL);
2685
    IMGUI_API void      appendf(const char* fmt, ...) IM_FMTARGS(2);
2686
    IMGUI_API void      appendfv(const char* fmt, va_list args) IM_FMTLIST(2);
2687
};
2688
2689
// [Internal] Key+Value for ImGuiStorage
2690
struct ImGuiStoragePair
2691
{
2692
    ImGuiID     key;
2693
    union       { int val_i; float val_f; void* val_p; };
2694
    ImGuiStoragePair(ImGuiID _key, int _val)    { key = _key; val_i = _val; }
2695
    ImGuiStoragePair(ImGuiID _key, float _val)  { key = _key; val_f = _val; }
2696
    ImGuiStoragePair(ImGuiID _key, void* _val)  { key = _key; val_p = _val; }
2697
};
2698
2699
// Helper: Key->Value storage
2700
// Typically you don't have to worry about this since a storage is held within each Window.
2701
// We use it to e.g. store collapse state for a tree (Int 0/1)
2702
// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)
2703
// You can use it as custom user storage for temporary values. Declare your own storage if, for example:
2704
// - 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).
2705
// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)
2706
// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
2707
struct ImGuiStorage
2708
{
2709
    // [Internal]
2710
    ImVector<ImGuiStoragePair>      Data;
2711
2712
    // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
2713
    // - Set***() functions find pair, insertion on demand if missing.
2714
    // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
2715
    void                Clear() { Data.clear(); }
2716
    IMGUI_API int       GetInt(ImGuiID key, int default_val = 0) const;
2717
    IMGUI_API void      SetInt(ImGuiID key, int val);
2718
    IMGUI_API bool      GetBool(ImGuiID key, bool default_val = false) const;
2719
    IMGUI_API void      SetBool(ImGuiID key, bool val);
2720
    IMGUI_API float     GetFloat(ImGuiID key, float default_val = 0.0f) const;
2721
    IMGUI_API void      SetFloat(ImGuiID key, float val);
2722
    IMGUI_API void*     GetVoidPtr(ImGuiID key) const; // default_val is NULL
2723
    IMGUI_API void      SetVoidPtr(ImGuiID key, void* val);
2724
2725
    // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
2726
    // - 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.
2727
    // - 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)
2728
    //      float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
2729
    IMGUI_API int*      GetIntRef(ImGuiID key, int default_val = 0);
2730
    IMGUI_API bool*     GetBoolRef(ImGuiID key, bool default_val = false);
2731
    IMGUI_API float*    GetFloatRef(ImGuiID key, float default_val = 0.0f);
2732
    IMGUI_API void**    GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
2733
2734
    // Advanced: for quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
2735
    IMGUI_API void      BuildSortByKey();
2736
    // Obsolete: use on your own storage if you know only integer are being stored (open/close all tree nodes)
2737
    IMGUI_API void      SetAllInt(int val);
2738
2739
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2740
    //typedef ::ImGuiStoragePair ImGuiStoragePair;  // 1.90.8: moved type outside struct
2741
#endif
2742
};
2743
2744
// Helper: Manually clip large list of items.
2745
// If you have lots evenly spaced items and you have random access to the list, you can perform coarse
2746
// clipping based on visibility to only submit items that are in view.
2747
// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
2748
// (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally
2749
//  fetching/submitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to easily
2750
//  scale using lists with tens of thousands of items without a problem)
2751
// Usage:
2752
//   ImGuiListClipper clipper;
2753
//   clipper.Begin(1000);         // We have 1000 elements, evenly spaced.
2754
//   while (clipper.Step())
2755
//       for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
2756
//           ImGui::Text("line number %d", i);
2757
// Generally what happens is:
2758
// - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not.
2759
// - User code submit that one element.
2760
// - Clipper can measure the height of the first element
2761
// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element.
2762
// - User code submit visible elements.
2763
// - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc.
2764
struct ImGuiListClipper
2765
{
2766
    ImGuiContext*   Ctx;                // Parent UI context
2767
    int             DisplayStart;       // First item to display, updated by each call to Step()
2768
    int             DisplayEnd;         // End of items to display (exclusive)
2769
    int             ItemsCount;         // [Internal] Number of items
2770
    float           ItemsHeight;        // [Internal] Height of item after a first step and item submission can calculate it
2771
    float           StartPosY;          // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed
2772
    double          StartSeekOffsetY;   // [Internal] Account for frozen rows in a table and initial loss of precision in very large windows.
2773
    void*           TempData;           // [Internal] Internal data
2774
2775
    // 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, and you can call SeekCursorForItem() manually if you need)
2776
    // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
2777
    IMGUI_API ImGuiListClipper();
2778
    IMGUI_API ~ImGuiListClipper();
2779
    IMGUI_API void  Begin(int items_count, float items_height = -1.0f);
2780
    IMGUI_API void  End();             // Automatically called on the last call of Step() that returns false.
2781
    IMGUI_API bool  Step();            // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
2782
2783
    // Call IncludeItemByIndex() or IncludeItemsByIndex() *BEFORE* first call to Step() if you need a range of items to not be clipped, regardless of their visibility.
2784
    // (Due to alignment / padding of certain items it is possible that an extra item may be included on either end of the display range).
2785
    inline void     IncludeItemByIndex(int item_index)                  { IncludeItemsByIndex(item_index, item_index + 1); }
2786
    IMGUI_API void  IncludeItemsByIndex(int item_begin, int item_end);  // item_end is exclusive e.g. use (42, 42+1) to make item 42 never clipped.
2787
2788
    // Seek cursor toward given item. This is automatically called while stepping.
2789
    // - The only reason to call this is: you can use ImGuiListClipper::Begin(INT_MAX) if you don't know item count ahead of time.
2790
    // - In this case, after all steps are done, you'll want to call SeekCursorForItem(item_count).
2791
    IMGUI_API void  SeekCursorForItem(int item_index);
2792
2793
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2794
    inline void IncludeRangeByIndices(int item_begin, int item_end)      { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.9]
2795
    inline void ForceDisplayRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.6]
2796
    //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]
2797
#endif
2798
};
2799
2800
// Helpers: ImVec2/ImVec4 operators
2801
// - It is important that we are keeping those disabled by default so they don't leak in user space.
2802
// - This is in order to allow user enabling implicit cast operators between ImVec2/ImVec4 and their own types (using IM_VEC2_CLASS_EXTRA in imconfig.h)
2803
// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4.
2804
#ifdef IMGUI_DEFINE_MATH_OPERATORS
2805
#define IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED
2806
IM_MSVC_RUNTIME_CHECKS_OFF
2807
static inline ImVec2  operator*(const ImVec2& lhs, const float rhs)     { return ImVec2(lhs.x * rhs, lhs.y * rhs); }
2808
static inline ImVec2  operator/(const ImVec2& lhs, const float rhs)     { return ImVec2(lhs.x / rhs, lhs.y / rhs); }
2809
static inline ImVec2  operator+(const ImVec2& lhs, const ImVec2& rhs)   { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); }
2810
static inline ImVec2  operator-(const ImVec2& lhs, const ImVec2& rhs)   { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); }
2811
static inline ImVec2  operator*(const ImVec2& lhs, const ImVec2& rhs)   { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
2812
static inline ImVec2  operator/(const ImVec2& lhs, const ImVec2& rhs)   { return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); }
2813
static inline ImVec2  operator-(const ImVec2& lhs)                      { return ImVec2(-lhs.x, -lhs.y); }
2814
static inline ImVec2& operator*=(ImVec2& lhs, const float rhs)          { lhs.x *= rhs; lhs.y *= rhs; return lhs; }
2815
static inline ImVec2& operator/=(ImVec2& lhs, const float rhs)          { lhs.x /= rhs; lhs.y /= rhs; return lhs; }
2816
static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs)        { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; }
2817
static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs)        { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; }
2818
static inline ImVec2& operator*=(ImVec2& lhs, const ImVec2& rhs)        { lhs.x *= rhs.x; lhs.y *= rhs.y; return lhs; }
2819
static inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs)        { lhs.x /= rhs.x; lhs.y /= rhs.y; return lhs; }
2820
static inline bool    operator==(const ImVec2& lhs, const ImVec2& rhs)  { return lhs.x == rhs.x && lhs.y == rhs.y; }
2821
static inline bool    operator!=(const ImVec2& lhs, const ImVec2& rhs)  { return lhs.x != rhs.x || lhs.y != rhs.y; }
2822
static inline ImVec4  operator+(const ImVec4& lhs, const ImVec4& rhs)   { return ImVec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w); }
2823
static inline ImVec4  operator-(const ImVec4& lhs, const ImVec4& rhs)   { return ImVec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w); }
2824
static inline ImVec4  operator*(const ImVec4& lhs, const ImVec4& rhs)   { return ImVec4(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z, lhs.w * rhs.w); }
2825
static inline bool    operator==(const ImVec4& lhs, const ImVec4& rhs)  { return lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z && lhs.w == rhs.w; }
2826
static inline bool    operator!=(const ImVec4& lhs, const ImVec4& rhs)  { return lhs.x != rhs.x || lhs.y != rhs.y || lhs.z != rhs.z || lhs.w != rhs.w; }
2827
IM_MSVC_RUNTIME_CHECKS_RESTORE
2828
#endif
2829
2830
// Helpers macros to generate 32-bit encoded colors
2831
// User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file.
2832
#ifndef IM_COL32_R_SHIFT
2833
#ifdef IMGUI_USE_BGRA_PACKED_COLOR
2834
#define IM_COL32_R_SHIFT    16
2835
#define IM_COL32_G_SHIFT    8
2836
#define IM_COL32_B_SHIFT    0
2837
#define IM_COL32_A_SHIFT    24
2838
#define IM_COL32_A_MASK     0xFF000000
2839
#else
2840
#define IM_COL32_R_SHIFT    0
2841
#define IM_COL32_G_SHIFT    8
2842
#define IM_COL32_B_SHIFT    16
2843
#define IM_COL32_A_SHIFT    24
2844
#define IM_COL32_A_MASK     0xFF000000
2845
#endif
2846
#endif
2847
#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))
2848
#define IM_COL32_WHITE       IM_COL32(255,255,255,255)  // Opaque white = 0xFFFFFFFF
2849
#define IM_COL32_BLACK       IM_COL32(0,0,0,255)        // Opaque black
2850
#define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0)          // Transparent black = 0x00000000
2851
2852
// Helper: ImColor() implicitly converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
2853
// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
2854
// **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
2855
// **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.
2856
struct ImColor
2857
{
2858
    ImVec4          Value;
2859
2860
    constexpr ImColor()                                             { }
2861
    constexpr ImColor(float r, float g, float b, float a = 1.0f)    : Value(r, g, b, a) { }
2862
    constexpr ImColor(const ImVec4& col)                            : Value(col) {}
2863
    constexpr ImColor(int r, int g, int b, int a = 255)             : Value((float)r * (1.0f / 255.0f), (float)g * (1.0f / 255.0f), (float)b * (1.0f / 255.0f), (float)a* (1.0f / 255.0f)) {}
2864
    constexpr ImColor(ImU32 rgba)                                   : Value((float)((rgba >> IM_COL32_R_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_G_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_B_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_A_SHIFT) & 0xFF) * (1.0f / 255.0f)) {}
2865
    inline operator ImU32() const                                   { return ImGui::ColorConvertFloat4ToU32(Value); }
2866
    inline operator ImVec4() const                                  { return Value; }
2867
2868
    // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.
2869
    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; }
2870
    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); }
2871
};
2872
2873
//-----------------------------------------------------------------------------
2874
// [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiSelectionRequestType, ImGuiSelectionRequest, ImGuiMultiSelectIO, ImGuiSelectionBasicStorage)
2875
//-----------------------------------------------------------------------------
2876
2877
// Multi-selection system
2878
// Documentation at: https://github.com/ocornut/imgui/wiki/Multi-Select
2879
// - Refer to 'Demo->Widgets->Selection State & Multi-Select' for demos using this.
2880
// - This system implements standard multi-selection idioms (CTRL+Mouse/Keyboard, SHIFT+Mouse/Keyboard, etc)
2881
//   with support for clipper (skipping non-visible items), box-select and many other details.
2882
// - Selectable(), Checkbox() are supported but custom widgets may use it as well.
2883
// - TreeNode() is technically supported but... using this correctly is more complicated: you need some sort of linear/random access to your tree,
2884
//   which is suited to advanced trees setups also implementing filters and clipper. We will work toward simplifying and demoing it.
2885
// - In the spirit of Dear ImGui design, your code owns actual selection data.
2886
//   This is designed to allow all kinds of selection storage you may use in your application e.g. set/map/hash.
2887
// About ImGuiSelectionBasicStorage:
2888
// - This is an optional helper to store a selection state and apply selection requests.
2889
// - It is used by our demos and provided as a convenience to quickly implement multi-selection.
2890
// Usage:
2891
// - Identify submitted items with SetNextItemSelectionUserData(), most likely using an index into your current data-set.
2892
// - Store and maintain actual selection data using persistent object identifiers.
2893
// - Usage flow:
2894
//     BEGIN - (1) Call BeginMultiSelect() and retrieve the ImGuiMultiSelectIO* result.
2895
//           - (2) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 6.
2896
//           - (3) [If using clipper] You need to make sure RangeSrcItem is always submitted. Calculate its index and pass to clipper.IncludeItemByIndex(). If storing indices in ImGuiSelectionUserData, a simple clipper.IncludeItemByIndex(ms_io->RangeSrcItem) call will work.
2897
//     LOOP  - (4) Submit your items with SetNextItemSelectionUserData() + Selectable()/TreeNode() calls.
2898
//     END   - (5) Call EndMultiSelect() and retrieve the ImGuiMultiSelectIO* result.
2899
//           - (6) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 2.
2900
//     If you submit all items (no clipper), Step 2 and 3 are optional and will be handled by each item themselves. It is fine to always honor those steps.
2901
// About ImGuiSelectionUserData:
2902
// - This can store an application-defined identifier (e.g. index or pointer) submitted via SetNextItemSelectionUserData().
2903
// - In return we store them into RangeSrcItem/RangeFirstItem/RangeLastItem and other fields in ImGuiMultiSelectIO.
2904
// - Most applications will store an object INDEX, hence the chosen name and type. Storing an index is natural, because
2905
//   SetRange requests will give you two end-points and you will need to iterate/interpolate between them to update your selection.
2906
// - However it is perfectly possible to store a POINTER or another IDENTIFIER inside ImGuiSelectionUserData.
2907
//   Our system never assume that you identify items by indices, it never attempts to interpolate between two values.
2908
// - If you enable ImGuiMultiSelectFlags_NoRangeSelect then it is guaranteed that you will never have to interpolate
2909
//   between two ImGuiSelectionUserData, which may be a convenient way to use part of the feature with less code work.
2910
// - As most users will want to store an index, for convenience and to reduce confusion we use ImS64 instead of void*,
2911
//   being syntactically easier to downcast. Feel free to reinterpret_cast and store a pointer inside.
2912
2913
// Flags for BeginMultiSelect()
2914
enum ImGuiMultiSelectFlags_
2915
{
2916
    ImGuiMultiSelectFlags_None                  = 0,
2917
    ImGuiMultiSelectFlags_SingleSelect          = 1 << 0,   // Disable selecting more than one item. This is available to allow single-selection code to share same code/logic if desired. It essentially disables the main purpose of BeginMultiSelect() tho!
2918
    ImGuiMultiSelectFlags_NoSelectAll           = 1 << 1,   // Disable CTRL+A shortcut to select all.
2919
    ImGuiMultiSelectFlags_NoRangeSelect         = 1 << 2,   // Disable Shift+selection mouse/keyboard support (useful for unordered 2D selection). With BoxSelect is also ensure contiguous SetRange requests are not combined into one. This allows not handling interpolation in SetRange requests.
2920
    ImGuiMultiSelectFlags_NoAutoSelect          = 1 << 3,   // Disable selecting items when navigating (useful for e.g. supporting range-select in a list of checkboxes).
2921
    ImGuiMultiSelectFlags_NoAutoClear           = 1 << 4,   // Disable clearing selection when navigating or selecting another one (generally used with ImGuiMultiSelectFlags_NoAutoSelect. useful for e.g. supporting range-select in a list of checkboxes).
2922
    ImGuiMultiSelectFlags_NoAutoClearOnReselect = 1 << 5,   // Disable clearing selection when clicking/selecting an already selected item.
2923
    ImGuiMultiSelectFlags_BoxSelect1d           = 1 << 6,   // Enable box-selection with same width and same x pos items (e.g. full row Selectable()). Box-selection works better with little bit of spacing between items hit-box in order to be able to aim at empty space.
2924
    ImGuiMultiSelectFlags_BoxSelect2d           = 1 << 7,   // Enable box-selection with varying width or varying x pos items support (e.g. different width labels, or 2D layout/grid). This is slower: alters clipping logic so that e.g. horizontal movements will update selection of normally clipped items.
2925
    ImGuiMultiSelectFlags_BoxSelectNoScroll     = 1 << 8,   // Disable scrolling when box-selecting near edges of scope.
2926
    ImGuiMultiSelectFlags_ClearOnEscape         = 1 << 9,   // Clear selection when pressing Escape while scope is focused.
2927
    ImGuiMultiSelectFlags_ClearOnClickVoid      = 1 << 10,  // Clear selection when clicking on empty location within scope.
2928
    ImGuiMultiSelectFlags_ScopeWindow           = 1 << 11,  // Scope for _BoxSelect and _ClearOnClickVoid is whole window (Default). Use if BeginMultiSelect() covers a whole window or used a single time in same window.
2929
    ImGuiMultiSelectFlags_ScopeRect             = 1 << 12,  // Scope for _BoxSelect and _ClearOnClickVoid is rectangle encompassing BeginMultiSelect()/EndMultiSelect(). Use if BeginMultiSelect() is called multiple times in same window.
2930
    ImGuiMultiSelectFlags_SelectOnClick         = 1 << 13,  // Apply selection on mouse down when clicking on unselected item. (Default)
2931
    ImGuiMultiSelectFlags_SelectOnClickRelease  = 1 << 14,  // Apply selection on mouse release when clicking an unselected item. Allow dragging an unselected item without altering selection.
2932
    //ImGuiMultiSelectFlags_RangeSelect2d       = 1 << 15,  // Shift+Selection uses 2d geometry instead of linear sequence, so possible to use Shift+up/down to select vertically in grid. Analogous to what BoxSelect does.
2933
    ImGuiMultiSelectFlags_NavWrapX              = 1 << 16,  // [Temporary] Enable navigation wrapping on X axis. Provided as a convenience because we don't have a design for the general Nav API for this yet. When the more general feature be public we may obsolete this flag in favor of new one.
2934
};
2935
2936
// Main IO structure returned by BeginMultiSelect()/EndMultiSelect().
2937
// This mainly contains a list of selection requests.
2938
// - Use 'Demo->Tools->Debug Log->Selection' to see requests as they happen.
2939
// - Some fields are only useful if your list is dynamic and allows deletion (getting post-deletion focus/state right is shown in the demo)
2940
// - Below: who reads/writes each fields? 'r'=read, 'w'=write, 'ms'=multi-select code, 'app'=application/user code.
2941
struct ImGuiMultiSelectIO
2942
{
2943
    //------------------------------------------// BeginMultiSelect / EndMultiSelect
2944
    ImVector<ImGuiSelectionRequest> Requests;   //  ms:w, app:r     /  ms:w  app:r   // Requests to apply to your selection data.
2945
    ImGuiSelectionUserData      RangeSrcItem;   //  ms:w  app:r     /                // (If using clipper) Begin: Source item (often the first selected item) must never be clipped: use clipper.IncludeItemByIndex() to ensure it is submitted.
2946
    ImGuiSelectionUserData      NavIdItem;      //  ms:w, app:r     /                // (If using deletion) Last known SetNextItemSelectionUserData() value for NavId (if part of submitted items).
2947
    bool                        NavIdSelected;  //  ms:w, app:r     /        app:r   // (If using deletion) Last known selection state for NavId (if part of submitted items).
2948
    bool                        RangeSrcReset;  //        app:w     /  ms:r          // (If using deletion) Set before EndMultiSelect() to reset ResetSrcItem (e.g. if deleted selection).
2949
    int                         ItemsCount;     //  ms:w, app:r     /        app:r   // 'int items_count' parameter to BeginMultiSelect() is copied here for convenience, allowing simpler calls to your ApplyRequests handler. Not used internally.
2950
};
2951
2952
// Selection request type
2953
enum ImGuiSelectionRequestType
2954
{
2955
    ImGuiSelectionRequestType_None = 0,
2956
    ImGuiSelectionRequestType_SetAll,           // Request app to clear selection (if Selected==false) or select all items (if Selected==true). We cannot set RangeFirstItem/RangeLastItem as its contents is entirely up to user (not necessarily an index)
2957
    ImGuiSelectionRequestType_SetRange,         // Request app to select/unselect [RangeFirstItem..RangeLastItem] items (inclusive) based on value of Selected. Only EndMultiSelect() request this, app code can read after BeginMultiSelect() and it will always be false.
2958
};
2959
2960
// Selection request item
2961
struct ImGuiSelectionRequest
2962
{
2963
    //------------------------------------------// BeginMultiSelect / EndMultiSelect
2964
    ImGuiSelectionRequestType   Type;           //  ms:w, app:r     /  ms:w, app:r   // Request type. You'll most often receive 1 Clear + 1 SetRange with a single-item range.
2965
    bool                        Selected;       //  ms:w, app:r     /  ms:w, app:r   // Parameter for SetAll/SetRange requests (true = select, false = unselect)
2966
    ImS8                        RangeDirection; //                  /  ms:w  app:r   // Parameter for SetRange request: +1 when RangeFirstItem comes before RangeLastItem, -1 otherwise. Useful if you want to preserve selection order on a backward Shift+Click.
2967
    ImGuiSelectionUserData      RangeFirstItem; //                  /  ms:w, app:r   // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from top to bottom).
2968
    ImGuiSelectionUserData      RangeLastItem;  //                  /  ms:w, app:r   // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from bottom to top). Inclusive!
2969
};
2970
2971
// Optional helper to store multi-selection state + apply multi-selection requests.
2972
// - Used by our demos and provided as a convenience to easily implement basic multi-selection.
2973
// - Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }'
2974
//   Or you can check 'if (Contains(id)) { ... }' for each possible object if their number is not too high to iterate.
2975
// - USING THIS IS NOT MANDATORY. This is only a helper and not a required API.
2976
// To store a multi-selection, in your application you could:
2977
// - Use this helper as a convenience. We use our simple key->value ImGuiStorage as a std::set<ImGuiID> replacement.
2978
// - Use your own external storage: e.g. std::set<MyObjectId>, std::vector<MyObjectId>, interval trees, intrusively stored selection etc.
2979
// In ImGuiSelectionBasicStorage we:
2980
// - always use indices in the multi-selection API (passed to SetNextItemSelectionUserData(), retrieved in ImGuiMultiSelectIO)
2981
// - use the AdapterIndexToStorageId() indirection layer to abstract how persistent selection data is derived from an index.
2982
// - use decently optimized logic to allow queries and insertion of very large selection sets.
2983
// - do not preserve selection order.
2984
// Many combinations are possible depending on how you prefer to store your items and how you prefer to store your selection.
2985
// Large applications are likely to eventually want to get rid of this indirection layer and do their own thing.
2986
// See https://github.com/ocornut/imgui/wiki/Multi-Select for details and pseudo-code using this helper.
2987
struct ImGuiSelectionBasicStorage
2988
{
2989
    // Members
2990
    int             Size;           //          // Number of selected items, maintained by this helper.
2991
    bool            PreserveOrder;  // = false  // GetNextSelectedItem() will return ordered selection (currently implemented by two additional sorts of selection. Could be improved)
2992
    void*           UserData;       // = NULL   // User data for use by adapter function        // e.g. selection.UserData = (void*)my_items;
2993
    ImGuiID         (*AdapterIndexToStorageId)(ImGuiSelectionBasicStorage* self, int idx);      // e.g. selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { return ((MyItems**)self->UserData)[idx]->ID; };
2994
    int             _SelectionOrder;// [Internal] Increasing counter to store selection order
2995
    ImGuiStorage    _Storage;       // [Internal] Selection set. Think of this as similar to e.g. std::set<ImGuiID>. Prefer not accessing directly: iterate with GetNextSelectedItem().
2996
2997
    // Methods
2998
    IMGUI_API ImGuiSelectionBasicStorage();
2999
    IMGUI_API void  ApplyRequests(ImGuiMultiSelectIO* ms_io);   // Apply selection requests coming from BeginMultiSelect() and EndMultiSelect() functions. It uses 'items_count' passed to BeginMultiSelect()
3000
    IMGUI_API bool  Contains(ImGuiID id) const;                 // Query if an item id is in selection.
3001
    IMGUI_API void  Clear();                                    // Clear selection
3002
    IMGUI_API void  Swap(ImGuiSelectionBasicStorage& r);        // Swap two selections
3003
    IMGUI_API void  SetItemSelected(ImGuiID id, bool selected); // Add/remove an item from selection (generally done by ApplyRequests() function)
3004
    IMGUI_API bool  GetNextSelectedItem(void** opaque_it, ImGuiID* out_id); // Iterate selection with 'void* it = NULL; ImGuiId id; while (selection.GetNextSelectedItem(&it, &id)) { ... }'
3005
    inline ImGuiID  GetStorageIdFromIndex(int idx)              { return AdapterIndexToStorageId(this, idx); }  // Convert index to item id based on provided adapter.
3006
};
3007
3008
// Optional helper to apply multi-selection requests to existing randomly accessible storage.
3009
// Convenient if you want to quickly wire multi-select API on e.g. an array of bool or items storing their own selection state.
3010
struct ImGuiSelectionExternalStorage
3011
{
3012
    // Members
3013
    void*           UserData;       // User data for use by adapter function                                // e.g. selection.UserData = (void*)my_items;
3014
    void            (*AdapterSetItemSelected)(ImGuiSelectionExternalStorage* self, int idx, bool selected); // e.g. AdapterSetItemSelected = [](ImGuiSelectionExternalStorage* self, int idx, bool selected) { ((MyItems**)self->UserData)[idx]->Selected = selected; }
3015
3016
    // Methods
3017
    IMGUI_API ImGuiSelectionExternalStorage();
3018
    IMGUI_API void  ApplyRequests(ImGuiMultiSelectIO* ms_io);   // Apply selection requests by using AdapterSetItemSelected() calls
3019
};
3020
3021
//-----------------------------------------------------------------------------
3022
// [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)
3023
// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
3024
//-----------------------------------------------------------------------------
3025
3026
// The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking.
3027
#ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX
3028
#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX     (63)
3029
#endif
3030
3031
// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h]
3032
// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
3033
// you can poke into the draw list for that! Draw callback may be useful for example to:
3034
//  A) Change your GPU render state,
3035
//  B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
3036
// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
3037
// 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.
3038
#ifndef ImDrawCallback
3039
typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
3040
#endif
3041
3042
// Special Draw callback value to request renderer backend to reset the graphics/render state.
3043
// The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address.
3044
// This is useful, for example, if you submitted callbacks which you know have altered the render state and you want it to be restored.
3045
// Render state is not reset by default because they are many perfectly useful way of altering render state (e.g. changing shader/blending settings before an Image call).
3046
#define ImDrawCallback_ResetRenderState     (ImDrawCallback)(-8)
3047
3048
// Typically, 1 command = 1 GPU draw call (unless command is a callback)
3049
// - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,
3050
//   this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
3051
//   Backends made for <1.71. will typically ignore the VtxOffset fields.
3052
// - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for).
3053
struct ImDrawCmd
3054
{
3055
    ImVec4          ClipRect;           // 4*4  // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
3056
    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.
3057
    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.
3058
    unsigned int    IdxOffset;          // 4    // Start offset in index buffer.
3059
    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[].
3060
    ImDrawCallback  UserCallback;       // 4-8  // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
3061
    void*           UserCallbackData;   // 4-8  // Callback user data (when UserCallback != NULL). If called AddCallback() with size == 0, this is a copy of the AddCallback() argument. If called AddCallback() with size > 0, this is pointing to a buffer where data is stored.
3062
    int             UserCallbackDataSize;  // 4 // Size of callback user data when using storage, otherwise 0.
3063
    int             UserCallbackDataOffset;// 4 // [Internal] Offset of callback user data when using storage, otherwise -1.
3064
3065
    ImDrawCmd()     { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed
3066
3067
    // Since 1.83: returns ImTextureID associated with this draw call. Warning: DO NOT assume this is always same as 'TextureId' (we will change this function for an upcoming feature)
3068
    inline ImTextureID GetTexID() const { return TextureId; }
3069
};
3070
3071
// Vertex layout
3072
#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
3073
struct ImDrawVert
3074
{
3075
    ImVec2  pos;
3076
    ImVec2  uv;
3077
    ImU32   col;
3078
};
3079
#else
3080
// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
3081
// 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.
3082
// 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 at the time you'd want to set your type up.
3083
// 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.
3084
IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
3085
#endif
3086
3087
// [Internal] For use by ImDrawList
3088
struct ImDrawCmdHeader
3089
{
3090
    ImVec4          ClipRect;
3091
    ImTextureID     TextureId;
3092
    unsigned int    VtxOffset;
3093
};
3094
3095
// [Internal] For use by ImDrawListSplitter
3096
struct ImDrawChannel
3097
{
3098
    ImVector<ImDrawCmd>         _CmdBuffer;
3099
    ImVector<ImDrawIdx>         _IdxBuffer;
3100
};
3101
3102
3103
// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order.
3104
// This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call.
3105
struct ImDrawListSplitter
3106
{
3107
    int                         _Current;    // Current channel number (0)
3108
    int                         _Count;      // Number of active channels (1+)
3109
    ImVector<ImDrawChannel>     _Channels;   // Draw channels (not resized down so _Count might be < Channels.Size)
3110
3111
    inline ImDrawListSplitter()  { memset(this, 0, sizeof(*this)); }
3112
    inline ~ImDrawListSplitter() { ClearFreeMemory(); }
3113
    inline void                 Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame
3114
    IMGUI_API void              ClearFreeMemory();
3115
    IMGUI_API void              Split(ImDrawList* draw_list, int count);
3116
    IMGUI_API void              Merge(ImDrawList* draw_list);
3117
    IMGUI_API void              SetCurrentChannel(ImDrawList* draw_list, int channel_idx);
3118
};
3119
3120
// Flags for ImDrawList functions
3121
// (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)
3122
enum ImDrawFlags_
3123
{
3124
    ImDrawFlags_None                        = 0,
3125
    ImDrawFlags_Closed                      = 1 << 0, // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason)
3126
    ImDrawFlags_RoundCornersTopLeft         = 1 << 4, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners). Was 0x01.
3127
    ImDrawFlags_RoundCornersTopRight        = 1 << 5, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners). Was 0x02.
3128
    ImDrawFlags_RoundCornersBottomLeft      = 1 << 6, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners). Was 0x04.
3129
    ImDrawFlags_RoundCornersBottomRight     = 1 << 7, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f, we default to all corners). Wax 0x08.
3130
    ImDrawFlags_RoundCornersNone            = 1 << 8, // AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag!
3131
    ImDrawFlags_RoundCornersTop             = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight,
3132
    ImDrawFlags_RoundCornersBottom          = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
3133
    ImDrawFlags_RoundCornersLeft            = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft,
3134
    ImDrawFlags_RoundCornersRight           = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight,
3135
    ImDrawFlags_RoundCornersAll             = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
3136
    ImDrawFlags_RoundCornersDefault_        = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified.
3137
    ImDrawFlags_RoundCornersMask_           = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone,
3138
};
3139
3140
// Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly.
3141
// It is however possible to temporarily alter flags between calls to ImDrawList:: functions.
3142
enum ImDrawListFlags_
3143
{
3144
    ImDrawListFlags_None                    = 0,
3145
    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)
3146
    ImDrawListFlags_AntiAliasedLinesUseTex  = 1 << 1,  // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
3147
    ImDrawListFlags_AntiAliasedFill         = 1 << 2,  // Enable anti-aliased edge around filled shapes (rounded rectangles, circles).
3148
    ImDrawListFlags_AllowVtxOffset          = 1 << 3,  // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.
3149
};
3150
3151
// Draw command list
3152
// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame,
3153
// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
3154
// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to
3155
// access the current window draw list and draw custom primitives.
3156
// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
3157
// In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize).
3158
// You are totally free to apply whatever transformation matrix you want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!)
3159
// 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.
3160
struct ImDrawList
3161
{
3162
    // This is what you have to render
3163
    ImVector<ImDrawCmd>     CmdBuffer;          // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.
3164
    ImVector<ImDrawIdx>     IdxBuffer;          // Index buffer. Each command consume ImDrawCmd::ElemCount of those
3165
    ImVector<ImDrawVert>    VtxBuffer;          // Vertex buffer.
3166
    ImDrawListFlags         Flags;              // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
3167
3168
    // [Internal, used while building lists]
3169
    unsigned int            _VtxCurrentIdx;     // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.
3170
    ImDrawListSharedData*   _Data;              // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
3171
    ImDrawVert*             _VtxWritePtr;       // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
3172
    ImDrawIdx*              _IdxWritePtr;       // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
3173
    ImVector<ImVec2>        _Path;              // [Internal] current path building
3174
    ImDrawCmdHeader         _CmdHeader;         // [Internal] template of active commands. Fields should match those of CmdBuffer.back().
3175
    ImDrawListSplitter      _Splitter;          // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!)
3176
    ImVector<ImVec4>        _ClipRectStack;     // [Internal]
3177
    ImVector<ImTextureID>   _TextureIdStack;    // [Internal]
3178
    ImVector<ImU8>          _CallbacksDataBuf;  // [Internal]
3179
    float                   _FringeScale;       // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content
3180
    const char*             _OwnerName;         // Pointer to owner window's name for debugging
3181
3182
    // 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)
3183
    ImDrawList(ImDrawListSharedData* shared_data) { memset(this, 0, sizeof(*this)); _Data = shared_data; }
3184
3185
    ~ImDrawList() { _ClearFreeMemory(); }
3186
    IMGUI_API void  PushClipRect(const ImVec2& clip_rect_min, const 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)
3187
    IMGUI_API void  PushClipRectFullScreen();
3188
    IMGUI_API void  PopClipRect();
3189
    IMGUI_API void  PushTextureID(ImTextureID texture_id);
3190
    IMGUI_API void  PopTextureID();
3191
    inline ImVec2   GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }
3192
    inline ImVec2   GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
3193
3194
    // Primitives
3195
    // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
3196
    // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
3197
    // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred).
3198
    //   In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12.
3199
    //   In future versions we will use textures to provide cheaper and higher-quality circles.
3200
    //   Use AddNgon() and AddNgonFilled() functions if you need to guarantee a specific number of sides.
3201
    IMGUI_API void  AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f);
3202
    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)
3203
    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)
3204
    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);
3205
    IMGUI_API void  AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f);
3206
    IMGUI_API void  AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col);
3207
    IMGUI_API void  AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f);
3208
    IMGUI_API void  AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col);
3209
    IMGUI_API void  AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 0, float thickness = 1.0f);
3210
    IMGUI_API void  AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0);
3211
    IMGUI_API void  AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f);
3212
    IMGUI_API void  AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments);
3213
    IMGUI_API void  AddEllipse(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f);
3214
    IMGUI_API void  AddEllipseFilled(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0);
3215
    IMGUI_API void  AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
3216
    IMGUI_API void  AddText(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);
3217
    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)
3218
    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)
3219
3220
    // General polygon
3221
    // - Only simple polygons are supported by filling functions (no self-intersections, no holes).
3222
    // - Concave polygon fill is more expensive than convex one: it has O(N^2) complexity. Provided as a convenience fo user but not used by main library.
3223
    IMGUI_API void  AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness);
3224
    IMGUI_API void  AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col);
3225
    IMGUI_API void  AddConcavePolyFilled(const ImVec2* points, int num_points, ImU32 col);
3226
3227
    // Image primitives
3228
    // - Read FAQ to understand what ImTextureID is.
3229
    // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle.
3230
    // - "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.
3231
    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);
3232
    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);
3233
    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);
3234
3235
    // Stateful path API, add points then finish with PathFillConvex() or PathStroke()
3236
    // - Important: filled shapes must always use clockwise winding order! The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
3237
    //   so e.g. 'PathArcTo(center, radius, PI * -0.5f, PI)' is ok, whereas 'PathArcTo(center, radius, PI, PI * -0.5f)' won't have correct anti-aliasing when followed by PathFillConvex().
3238
    inline    void  PathClear()                                                 { _Path.Size = 0; }
3239
    inline    void  PathLineTo(const ImVec2& pos)                               { _Path.push_back(pos); }
3240
    inline    void  PathLineToMergeDuplicate(const ImVec2& pos)                 { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); }
3241
    inline    void  PathFillConvex(ImU32 col)                                   { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; }
3242
    inline    void  PathFillConcave(ImU32 col)                                  { AddConcavePolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; }
3243
    inline    void  PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; }
3244
    IMGUI_API void  PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0);
3245
    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
3246
    IMGUI_API void  PathEllipticalArcTo(const ImVec2& center, const ImVec2& radius, float rot, float a_min, float a_max, int num_segments = 0); // Ellipse
3247
    IMGUI_API void  PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points)
3248
    IMGUI_API void  PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0);               // Quadratic Bezier (3 control points)
3249
    IMGUI_API void  PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0);
3250
3251
    // Advanced: Draw Callbacks
3252
    // - May be used to alter render state (change sampler, blending, current shader). May be used to emit custom rendering commands (difficult to do correctly, but possible).
3253
    // - Use special ImDrawCallback_ResetRenderState callback to instruct backend to reset its render state to the default.
3254
    // - Your rendering loop must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. All standard backends are honoring this.
3255
    // - For some backends, the callback may access selected render-states exposed by the backend in a ImGui_ImplXXXX_RenderState structure pointed to by platform_io.Renderer_RenderState.
3256
    // - IMPORTANT: please be mindful of the different level of indirection between using size==0 (copying argument) and using size>0 (copying pointed data into a buffer).
3257
    //   - If userdata_size == 0: we copy/store the 'userdata' argument as-is. It will be available unmodified in ImDrawCmd::UserCallbackData during render.
3258
    //   - If userdata_size > 0,  we copy/store 'userdata_size' bytes pointed to by 'userdata'. We store them in a buffer stored inside the drawlist. ImDrawCmd::UserCallbackData will point inside that buffer so you have to retrieve data from there. Your callback may need to use ImDrawCmd::UserCallbackDataSize if you expect dynamically-sized data.
3259
    //   - Support for userdata_size > 0 was added in v1.91.4, October 2024. So earlier code always only allowed to copy/store a simple void*.
3260
    IMGUI_API void  AddCallback(ImDrawCallback callback, void* userdata, size_t userdata_size = 0);
3261
3262
    // Advanced: Miscellaneous
3263
    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
3264
    IMGUI_API ImDrawList* CloneOutput() const;                                  // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.
3265
3266
    // Advanced: Channels
3267
    // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives)
3268
    // - 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)
3269
    // - This API shouldn't have been in ImDrawList in the first place!
3270
    //   Prefer using your own persistent instance of ImDrawListSplitter as you can stack them.
3271
    //   Using the ImDrawList::ChannelsXXXX you cannot stack a split over another.
3272
    inline void     ChannelsSplit(int count)    { _Splitter.Split(this, count); }
3273
    inline void     ChannelsMerge()             { _Splitter.Merge(this); }
3274
    inline void     ChannelsSetCurrent(int n)   { _Splitter.SetCurrentChannel(this, n); }
3275
3276
    // Advanced: Primitives allocations
3277
    // - We render triangles (three vertices)
3278
    // - All primitives needs to be reserved via PrimReserve() beforehand.
3279
    IMGUI_API void  PrimReserve(int idx_count, int vtx_count);
3280
    IMGUI_API void  PrimUnreserve(int idx_count, int vtx_count);
3281
    IMGUI_API void  PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col);      // Axis aligned rectangle (composed of two triangles)
3282
    IMGUI_API void  PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
3283
    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);
3284
    inline    void  PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col)    { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
3285
    inline    void  PrimWriteIdx(ImDrawIdx idx)                                     { *_IdxWritePtr = idx; _IdxWritePtr++; }
3286
    inline    void  PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col)         { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index
3287
3288
    // Obsolete names
3289
    //inline  void  AddEllipse(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f) { AddEllipse(center, ImVec2(radius_x, radius_y), col, rot, num_segments, thickness); } // OBSOLETED in 1.90.5 (Mar 2024)
3290
    //inline  void  AddEllipseFilled(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0) { AddEllipseFilled(center, ImVec2(radius_x, radius_y), col, rot, num_segments); }                        // OBSOLETED in 1.90.5 (Mar 2024)
3291
    //inline  void  PathEllipticalArcTo(const ImVec2& center, float radius_x, float radius_y, float rot, float a_min, float a_max, int num_segments = 0) { PathEllipticalArcTo(center, ImVec2(radius_x, radius_y), rot, a_min, a_max, num_segments); } // OBSOLETED in 1.90.5 (Mar 2024)
3292
    //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); }                         // OBSOLETED in 1.80 (Jan 2021)
3293
    //inline  void  PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); }                                                                                // OBSOLETED in 1.80 (Jan 2021)
3294
3295
    // [Internal helpers]
3296
    IMGUI_API void  _ResetForNewFrame();
3297
    IMGUI_API void  _ClearFreeMemory();
3298
    IMGUI_API void  _PopUnusedDrawCmd();
3299
    IMGUI_API void  _TryMergeDrawCmds();
3300
    IMGUI_API void  _OnChangedClipRect();
3301
    IMGUI_API void  _OnChangedTextureID();
3302
    IMGUI_API void  _OnChangedVtxOffset();
3303
    IMGUI_API void  _SetTextureID(ImTextureID texture_id);
3304
    IMGUI_API int   _CalcCircleAutoSegmentCount(float radius) const;
3305
    IMGUI_API void  _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step);
3306
    IMGUI_API void  _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments);
3307
};
3308
3309
// All draw data to render a Dear ImGui frame
3310
// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose,
3311
// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList)
3312
struct ImDrawData
3313
{
3314
    bool                Valid;              // Only valid after Render() is called and before the next NewFrame() is called.
3315
    int                 CmdListsCount;      // Number of ImDrawList* to render
3316
    int                 TotalIdxCount;      // For convenience, sum of all ImDrawList's IdxBuffer.Size
3317
    int                 TotalVtxCount;      // For convenience, sum of all ImDrawList's VtxBuffer.Size
3318
    ImVector<ImDrawList*> CmdLists;         // Array of ImDrawList* to render. The ImDrawLists are owned by ImGuiContext and only pointed to from here.
3319
    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)
3320
    ImVec2              DisplaySize;        // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications)
3321
    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.
3322
    ImGuiViewport*      OwnerViewport;      // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not).
3323
3324
    // Functions
3325
    ImDrawData()    { Clear(); }
3326
    IMGUI_API void  Clear();
3327
    IMGUI_API void  AddDrawList(ImDrawList* draw_list);     // Helper to add an external draw list into an existing ImDrawData.
3328
    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!
3329
    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.
3330
};
3331
3332
//-----------------------------------------------------------------------------
3333
// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)
3334
//-----------------------------------------------------------------------------
3335
3336
struct ImFontConfig
3337
{
3338
    void*           FontData;               //          // TTF/OTF data
3339
    int             FontDataSize;           //          // TTF/OTF data size
3340
    bool            FontDataOwnedByAtlas;   // true     // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
3341
    int             FontNo;                 // 0        // Index of font within TTF/OTF file
3342
    float           SizePixels;             //          // Size in pixels for rasterizer (more or less maps to the resulting font height).
3343
    int             OversampleH;            // 2        // Rasterize at higher quality for sub-pixel positioning. Note the difference between 2 and 3 is minimal. You can reduce this to 1 for large glyphs save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.
3344
    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.
3345
    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.
3346
    ImVec2          GlyphExtraSpacing;      // 0, 0     // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
3347
    ImVec2          GlyphOffset;            // 0, 0     // Offset all glyphs from this font input.
3348
    const ImWchar*  GlyphRanges;            // NULL     // THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list).
3349
    float           GlyphMinAdvanceX;       // 0        // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font
3350
    float           GlyphMaxAdvanceX;       // FLT_MAX  // Maximum AdvanceX for glyphs
3351
    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.
3352
    unsigned int    FontBuilderFlags;       // 0        // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure.
3353
    float           RasterizerMultiply;     // 1.0f     // Linearly brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. This is a silly thing we may remove in the future.
3354
    float           RasterizerDensity;      // 1.0f     // DPI scale for rasterization, not altering other font metrics: make it easy to swap between e.g. a 100% and a 400% fonts for a zooming display. IMPORTANT: If you increase this it is expected that you increase font scale accordingly, otherwise quality may look lowered.
3355
    ImWchar         EllipsisChar;           // -1       // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.
3356
3357
    // [Internal]
3358
    char            Name[40];               // Name (strictly to ease debugging)
3359
    ImFont*         DstFont;
3360
3361
    IMGUI_API ImFontConfig();
3362
};
3363
3364
// Hold rendering data for one glyph.
3365
// (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)
3366
struct ImFontGlyph
3367
{
3368
    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)
3369
    unsigned int    Visible : 1;        // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering.
3370
    unsigned int    Codepoint : 30;     // 0x0000..0x10FFFF
3371
    float           AdvanceX;           // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in)
3372
    float           X0, Y0, X1, Y1;     // Glyph corners
3373
    float           U0, V0, U1, V1;     // Texture coordinates
3374
};
3375
3376
// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges().
3377
// This is essentially a tightly packed of vector of 64k booleans = 8KB storage.
3378
struct ImFontGlyphRangesBuilder
3379
{
3380
    ImVector<ImU32> UsedChars;            // Store 1-bit per Unicode code point (0=unused, 1=used)
3381
3382
    ImFontGlyphRangesBuilder()              { Clear(); }
3383
    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); }
3384
    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
3385
    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
3386
    inline void     AddChar(ImWchar c)      { SetBit(c); }                      // Add character
3387
    IMGUI_API void  AddText(const char* text, const char* text_end = NULL);     // Add string (each character of the UTF-8 string are added)
3388
    IMGUI_API void  AddRanges(const ImWchar* ranges);                           // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
3389
    IMGUI_API void  BuildRanges(ImVector<ImWchar>* out_ranges);                 // Output new ranges
3390
};
3391
3392
// See ImFontAtlas::AddCustomRectXXX functions.
3393
struct ImFontAtlasCustomRect
3394
{
3395
    unsigned short  Width, Height;  // Input    // Desired rectangle dimension
3396
    unsigned short  X, Y;           // Output   // Packed position in Atlas
3397
    unsigned int    GlyphID : 31;   // Input    // For custom font glyphs only (ID < 0x110000)
3398
    unsigned int    GlyphColored : 1; // Input  // For custom font glyphs only: glyph is colored, removed tinting.
3399
    float           GlyphAdvanceX;  // Input    // For custom font glyphs only: glyph xadvance
3400
    ImVec2          GlyphOffset;    // Input    // For custom font glyphs only: glyph display offset
3401
    ImFont*         Font;           // Input    // For custom font glyphs only: target font
3402
    ImFontAtlasCustomRect()         { Width = Height = 0; X = Y = 0xFFFF; GlyphID = 0; GlyphColored = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; }
3403
    bool IsPacked() const           { return X != 0xFFFF; }
3404
};
3405
3406
// Flags for ImFontAtlas build
3407
enum ImFontAtlasFlags_
3408
{
3409
    ImFontAtlasFlags_None               = 0,
3410
    ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0,   // Don't round the height to next power of two
3411
    ImFontAtlasFlags_NoMouseCursors     = 1 << 1,   // Don't build software mouse cursors into the atlas (save a little texture memory)
3412
    ImFontAtlasFlags_NoBakedLines       = 1 << 2,   // Don't build thick line textures into the atlas (save a little texture memory, allow support for point/nearest filtering). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU).
3413
};
3414
3415
// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
3416
//  - One or more fonts.
3417
//  - Custom graphics data needed to render the shapes needed by Dear ImGui.
3418
//  - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas).
3419
// It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api.
3420
//  - 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.
3421
//  - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
3422
//  - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples)
3423
//  - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
3424
//    This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details.
3425
// Common pitfalls:
3426
// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the
3427
//   atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
3428
// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.
3429
//   You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
3430
// - Even though many functions are suffixed with "TTF", OTF data is supported just as well.
3431
// - This is an old API and it is currently awkward for those and various other reasons! We will address them in the future!
3432
struct ImFontAtlas
3433
{
3434
    IMGUI_API ImFontAtlas();
3435
    IMGUI_API ~ImFontAtlas();
3436
    IMGUI_API ImFont*           AddFont(const ImFontConfig* font_cfg);
3437
    IMGUI_API ImFont*           AddFontDefault(const ImFontConfig* font_cfg = NULL);
3438
    IMGUI_API ImFont*           AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
3439
    IMGUI_API ImFont*           AddFontFromMemoryTTF(void* font_data, int font_data_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.
3440
    IMGUI_API ImFont*           AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_data_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.
3441
    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.
3442
    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.
3443
    IMGUI_API void              ClearTexData();             // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory.
3444
    IMGUI_API void              ClearFonts();               // Clear output font data (glyphs storage, UV coordinates).
3445
    IMGUI_API void              Clear();                    // Clear all input and output.
3446
3447
    // Build atlas, retrieve pixel data.
3448
    // 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().
3449
    // The pitch is always = Width * BytesPerPixels (1 or 4)
3450
    // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
3451
    // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste.
3452
    IMGUI_API bool              Build();                    // Build pixels data. This is called automatically for you by the GetTexData*** functions.
3453
    IMGUI_API void              GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL);  // 1 byte per-pixel
3454
    IMGUI_API void              GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL);  // 4 bytes-per-pixel
3455
    bool                        IsBuilt() const             { return Fonts.Size > 0 && TexReady; } // Bit ambiguous: used to detect when user didn't build texture but effectively we should check TexID != 0 except that would be backend dependent...
3456
    void                        SetTexID(ImTextureID id)    { TexID = id; }
3457
3458
    //-------------------------------------------
3459
    // Glyph Ranges
3460
    //-------------------------------------------
3461
3462
    // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
3463
    // NB: Make sure that your string are UTF-8 and NOT in your local code page.
3464
    // Read https://github.com/ocornut/imgui/blob/master/docs/FONTS.md/#about-utf-8-encoding for details.
3465
    // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.
3466
    IMGUI_API const ImWchar*    GetGlyphRangesDefault();                // Basic Latin, Extended Latin
3467
    IMGUI_API const ImWchar*    GetGlyphRangesGreek();                  // Default + Greek and Coptic
3468
    IMGUI_API const ImWchar*    GetGlyphRangesKorean();                 // Default + Korean characters
3469
    IMGUI_API const ImWchar*    GetGlyphRangesJapanese();               // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs
3470
    IMGUI_API const ImWchar*    GetGlyphRangesChineseFull();            // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs
3471
    IMGUI_API const ImWchar*    GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
3472
    IMGUI_API const ImWchar*    GetGlyphRangesCyrillic();               // Default + about 400 Cyrillic characters
3473
    IMGUI_API const ImWchar*    GetGlyphRangesThai();                   // Default + Thai characters
3474
    IMGUI_API const ImWchar*    GetGlyphRangesVietnamese();             // Default + Vietnamese characters
3475
3476
    //-------------------------------------------
3477
    // [BETA] Custom Rectangles/Glyphs API
3478
    //-------------------------------------------
3479
3480
    // You can request arbitrary rectangles to be packed into the atlas, for your own purposes.
3481
    // - After calling Build(), you can query the rectangle position and render your pixels.
3482
    // - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of preferred texture format.
3483
    // - You can also request your rectangles to be mapped as font glyph (given a font + Unicode point),
3484
    //   so you can render e.g. custom colorful icons and use them as regular glyphs.
3485
    // - Read docs/FONTS.md for more details about using colorful icons.
3486
    // - Note: this API may be redesigned later in order to support multi-monitor varying DPI settings.
3487
    IMGUI_API int               AddCustomRectRegular(int width, int height);
3488
    IMGUI_API int               AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0));
3489
    ImFontAtlasCustomRect*      GetCustomRectByIndex(int index) { IM_ASSERT(index >= 0); return &CustomRects[index]; }
3490
3491
    // [Internal]
3492
    IMGUI_API void              CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const;
3493
    IMGUI_API bool              GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]);
3494
3495
    //-------------------------------------------
3496
    // Members
3497
    //-------------------------------------------
3498
3499
    ImFontAtlasFlags            Flags;              // Build flags (see ImFontAtlasFlags_)
3500
    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.
3501
    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.
3502
    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 (will also need to set AntiAliasedLinesUseTex = false).
3503
    bool                        Locked;             // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
3504
    void*                       UserData;           // Store your own atlas related user-data (if e.g. you have multiple font atlas).
3505
3506
    // [Internal]
3507
    // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
3508
    bool                        TexReady;           // Set when texture was built matching current font input
3509
    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.
3510
    unsigned char*              TexPixelsAlpha8;    // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
3511
    unsigned int*               TexPixelsRGBA32;    // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
3512
    int                         TexWidth;           // Texture width calculated during Build().
3513
    int                         TexHeight;          // Texture height calculated during Build().
3514
    ImVec2                      TexUvScale;         // = (1.0f/TexWidth, 1.0f/TexHeight)
3515
    ImVec2                      TexUvWhitePixel;    // Texture coordinates to a white pixel
3516
    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.
3517
    ImVector<ImFontAtlasCustomRect> CustomRects;    // Rectangles for packing custom texture data into the atlas.
3518
    ImVector<ImFontConfig>      ConfigData;         // Configuration data
3519
    ImVec4                      TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1];  // UVs for baked anti-aliased lines
3520
3521
    // [Internal] Font builder
3522
    const ImFontBuilderIO*      FontBuilderIO;      // Opaque interface to a font builder (default to stb_truetype, can be changed to use FreeType by defining IMGUI_ENABLE_FREETYPE).
3523
    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.
3524
3525
    // [Internal] Packing data
3526
    int                         PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors
3527
    int                         PackIdLines;        // Custom texture rectangle ID for baked anti-aliased lines
3528
3529
    // [Obsolete]
3530
    //typedef ImFontAtlasCustomRect    CustomRect;         // OBSOLETED in 1.72+
3531
    //typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
3532
};
3533
3534
// Font runtime data and rendering
3535
// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
3536
struct ImFont
3537
{
3538
    // Members: Hot ~20/24 bytes (for CalcTextSize)
3539
    ImVector<float>             IndexAdvanceX;      // 12-16 // out //            // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this info, and are often bottleneck in large UI).
3540
    float                       FallbackAdvanceX;   // 4     // out // = FallbackGlyph->AdvanceX
3541
    float                       FontSize;           // 4     // in  //            // Height of characters/line, set during loading (don't change after loading)
3542
3543
    // Members: Hot ~28/40 bytes (for CalcTextSize + render loop)
3544
    ImVector<ImWchar>           IndexLookup;        // 12-16 // out //            // Sparse. Index glyphs by Unicode code-point.
3545
    ImVector<ImFontGlyph>       Glyphs;             // 12-16 // out //            // All glyphs.
3546
    const ImFontGlyph*          FallbackGlyph;      // 4-8   // out // = FindGlyph(FontFallbackChar)
3547
3548
    // Members: Cold ~32/40 bytes
3549
    ImFontAtlas*                ContainerAtlas;     // 4-8   // out //            // What we has been loaded into
3550
    const ImFontConfig*         ConfigData;         // 4-8   // in  //            // Pointer within ContainerAtlas->ConfigData
3551
    short                       ConfigDataCount;    // 2     // in  // ~ 1        // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
3552
    ImWchar                     FallbackChar;       // 2     // out // = FFFD/'?' // Character used if a glyph isn't found.
3553
    ImWchar                     EllipsisChar;       // 2     // out // = '...'/'.'// Character used for ellipsis rendering.
3554
    short                       EllipsisCharCount;  // 1     // out // 1 or 3
3555
    float                       EllipsisWidth;      // 4     // out               // Width
3556
    float                       EllipsisCharStep;   // 4     // out               // Step between characters when EllipsisCount > 0
3557
    bool                        DirtyLookupTables;  // 1     // out //
3558
    float                       Scale;              // 4     // in  // = 1.f      // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
3559
    float                       Ascent, Descent;    // 4+4   // out //            // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] (unscaled)
3560
    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)
3561
    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.
3562
3563
    // Methods
3564
    IMGUI_API ImFont();
3565
    IMGUI_API ~ImFont();
3566
    IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c);
3567
    IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c);
3568
    float                       GetCharAdvance(ImWchar c)           { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; }
3569
    bool                        IsLoaded() const                    { return ContainerAtlas != NULL; }
3570
    const char*                 GetDebugName() const                { return ConfigData ? ConfigData->Name : "<unknown>"; }
3571
3572
    // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
3573
    // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
3574
    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); // utf8
3575
    IMGUI_API const char*       CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width);
3576
    IMGUI_API void              RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c);
3577
    IMGUI_API void              RenderText(ImDrawList* draw_list, float size, const 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);
3578
3579
    // [Internal] Don't use!
3580
    IMGUI_API void              BuildLookupTable();
3581
    IMGUI_API void              ClearOutputData();
3582
    IMGUI_API void              GrowIndex(int new_size);
3583
    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);
3584
    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.
3585
    IMGUI_API void              SetGlyphVisible(ImWchar c, bool visible);
3586
    IMGUI_API bool              IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last);
3587
};
3588
3589
//-----------------------------------------------------------------------------
3590
// [SECTION] Viewports
3591
//-----------------------------------------------------------------------------
3592
3593
// Flags stored in ImGuiViewport::Flags, giving indications to the platform backends.
3594
enum ImGuiViewportFlags_
3595
{
3596
    ImGuiViewportFlags_None                     = 0,
3597
    ImGuiViewportFlags_IsPlatformWindow         = 1 << 0,   // Represent a Platform Window
3598
    ImGuiViewportFlags_IsPlatformMonitor        = 1 << 1,   // Represent a Platform Monitor (unused yet)
3599
    ImGuiViewportFlags_OwnedByApp               = 1 << 2,   // Platform Window: Is created/managed by the user application? (rather than our backend)
3600
    ImGuiViewportFlags_NoDecoration             = 1 << 3,   // Platform Window: Disable platform decorations: title bar, borders, etc. (generally set all windows, but if ImGuiConfigFlags_ViewportsDecoration is set we only set this on popups/tooltips)
3601
    ImGuiViewportFlags_NoTaskBarIcon            = 1 << 4,   // Platform Window: Disable platform task bar icon (generally set on popups/tooltips, or all windows if ImGuiConfigFlags_ViewportsNoTaskBarIcon is set)
3602
    ImGuiViewportFlags_NoFocusOnAppearing       = 1 << 5,   // Platform Window: Don't take focus when created.
3603
    ImGuiViewportFlags_NoFocusOnClick           = 1 << 6,   // Platform Window: Don't take focus when clicked on.
3604
    ImGuiViewportFlags_NoInputs                 = 1 << 7,   // Platform Window: Make mouse pass through so we can drag this window while peaking behind it.
3605
    ImGuiViewportFlags_NoRendererClear          = 1 << 8,   // Platform Window: Renderer doesn't need to clear the framebuffer ahead (because we will fill it entirely).
3606
    ImGuiViewportFlags_NoAutoMerge              = 1 << 9,   // Platform Window: Avoid merging this window into another host window. This can only be set via ImGuiWindowClass viewport flags override (because we need to now ahead if we are going to create a viewport in the first place!).
3607
    ImGuiViewportFlags_TopMost                  = 1 << 10,  // Platform Window: Display on top (for tooltips only).
3608
    ImGuiViewportFlags_CanHostOtherWindows      = 1 << 11,  // Viewport can host multiple imgui windows (secondary viewports are associated to a single window). // FIXME: In practice there's still probably code making the assumption that this is always and only on the MainViewport. Will fix once we add support for "no main viewport".
3609
3610
    // Output status flags (from Platform)
3611
    ImGuiViewportFlags_IsMinimized              = 1 << 12,  // Platform Window: Window is minimized, can skip render. When minimized we tend to avoid using the viewport pos/size for clipping window or testing if they are contained in the viewport.
3612
    ImGuiViewportFlags_IsFocused                = 1 << 13,  // Platform Window: Window is focused (last call to Platform_GetWindowFocus() returned true)
3613
};
3614
3615
// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
3616
// - With multi-viewport enabled, we extend this concept to have multiple active viewports.
3617
// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
3618
// - About Main Area vs Work Area:
3619
//   - Main Area = entire viewport.
3620
//   - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor).
3621
//   - Windows are generally trying to stay within the Work Area of their host viewport.
3622
struct ImGuiViewport
3623
{
3624
    ImGuiID             ID;                     // Unique identifier for the viewport
3625
    ImGuiViewportFlags  Flags;                  // See ImGuiViewportFlags_
3626
    ImVec2              Pos;                    // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates)
3627
    ImVec2              Size;                   // Main Area: Size of the viewport.
3628
    ImVec2              WorkPos;                // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos)
3629
    ImVec2              WorkSize;               // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)
3630
    float               DpiScale;               // 1.0f = 96 DPI = No extra scale.
3631
    ImGuiID             ParentViewportId;       // (Advanced) 0: no parent. Instruct the platform backend to setup a parent/child relationship between platform windows.
3632
    ImDrawData*         DrawData;               // The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame().
3633
3634
    // Platform/Backend Dependent Data
3635
    // Our design separate the Renderer and Platform backends to facilitate combining default backends with each others.
3636
    // When our create your own backend for a custom engine, it is possible that both Renderer and Platform will be handled
3637
    // by the same system and you may not need to use all the UserData/Handle fields.
3638
    // The library never uses those fields, they are merely storage to facilitate backend implementation.
3639
    void*               RendererUserData;       // void* to hold custom data structure for the renderer (e.g. swap chain, framebuffers etc.). generally set by your Renderer_CreateWindow function.
3640
    void*               PlatformUserData;       // void* to hold custom data structure for the OS / platform (e.g. windowing info, render context). generally set by your Platform_CreateWindow function.
3641
    void*               PlatformHandle;         // void* to hold higher-level, platform window handle (e.g. HWND, GLFWWindow*, SDL_Window*), for FindViewportByPlatformHandle().
3642
    void*               PlatformHandleRaw;      // void* to hold lower-level, platform-native window handle (under Win32 this is expected to be a HWND, unused for other platforms), when using an abstraction layer like GLFW or SDL (where PlatformHandle would be a SDL_Window*)
3643
    bool                PlatformWindowCreated;  // Platform window has been created (Platform_CreateWindow() has been called). This is false during the first frame where a viewport is being created.
3644
    bool                PlatformRequestMove;    // Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position)
3645
    bool                PlatformRequestResize;  // Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size)
3646
    bool                PlatformRequestClose;   // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4)
3647
3648
    ImGuiViewport()     { memset(this, 0, sizeof(*this)); }
3649
    ~ImGuiViewport()    { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); }
3650
3651
    // Helpers
3652
    ImVec2              GetCenter() const       { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); }
3653
    ImVec2              GetWorkCenter() const   { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); }
3654
};
3655
3656
//-----------------------------------------------------------------------------
3657
// [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformMonitor, ImGuiPlatformImeData)
3658
//-----------------------------------------------------------------------------
3659
3660
// [BETA] (Optional) Multi-Viewport Support!
3661
// If you are new to Dear ImGui and trying to integrate it into your engine, you can probably ignore this for now.
3662
//
3663
// This feature allows you to seamlessly drag Dear ImGui windows outside of your application viewport.
3664
// This is achieved by creating new Platform/OS windows on the fly, and rendering into them.
3665
// Dear ImGui manages the viewport structures, and the backend create and maintain one Platform/OS window for each of those viewports.
3666
//
3667
// See Recap:   https://github.com/ocornut/imgui/wiki/Multi-Viewports
3668
// See Glossary https://github.com/ocornut/imgui/wiki/Glossary for details about some of the terminology.
3669
//
3670
// About the coordinates system:
3671
// - When multi-viewports are enabled, all Dear ImGui coordinates become absolute coordinates (same as OS coordinates!)
3672
// - So e.g. ImGui::SetNextWindowPos(ImVec2(0,0)) will position a window relative to your primary monitor!
3673
// - If you want to position windows relative to your main application viewport, use ImGui::GetMainViewport()->Pos as a base position.
3674
//
3675
// Steps to use multi-viewports in your application, when using a default backend from the examples/ folder:
3676
// - Application:  Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
3677
// - Backend:      The backend initialization will setup all necessary ImGuiPlatformIO's functions and update monitors info every frame.
3678
// - Application:  In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render().
3679
// - Application:  Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls.
3680
//
3681
// Steps to use multi-viewports in your application, when using a custom backend:
3682
// - Important:    THIS IS NOT EASY TO DO and comes with many subtleties not described here!
3683
//                 It's also an experimental feature, so some of the requirements may evolve.
3684
//                 Consider using default backends if you can. Either way, carefully follow and refer to examples/ backends for details.
3685
// - Application:  Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
3686
// - Backend:      Hook ImGuiPlatformIO's Platform_* and Renderer_* callbacks (see below).
3687
//                 Set 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports' and 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports'.
3688
//                 Update ImGuiPlatformIO's Monitors list every frame.
3689
//                 Update MousePos every frame, in absolute coordinates.
3690
// - Application:  In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render().
3691
//                 You may skip calling RenderPlatformWindowsDefault() if its API is not convenient for your needs. Read comments below.
3692
// - Application:  Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls.
3693
//
3694
// About ImGui::RenderPlatformWindowsDefault():
3695
// - This function is a mostly a _helper_ for the common-most cases, and to facilitate using default backends.
3696
// - You can check its simple source code to understand what it does.
3697
//   It basically iterates secondary viewports and call 4 functions that are setup in ImGuiPlatformIO, if available:
3698
//     Platform_RenderWindow(), Renderer_RenderWindow(), Platform_SwapBuffers(), Renderer_SwapBuffers()
3699
//   Those functions pointers exists only for the benefit of RenderPlatformWindowsDefault().
3700
// - If you have very specific rendering needs (e.g. flipping multiple swap-chain simultaneously, unusual sync/threading issues, etc.),
3701
//   you may be tempted to ignore RenderPlatformWindowsDefault() and write customized code to perform your renderingg.
3702
//   You may decide to setup the platform_io's *RenderWindow and *SwapBuffers pointers and call your functions through those pointers,
3703
//   or you may decide to never setup those pointers and call your code directly. They are a convenience, not an obligatory interface.
3704
//-----------------------------------------------------------------------------
3705
3706
// Access via ImGui::GetPlatformIO()
3707
struct ImGuiPlatformIO
3708
{
3709
    IMGUI_API ImGuiPlatformIO();
3710
3711
    //------------------------------------------------------------------
3712
    // Interface with OS and Platform backend (basic)
3713
    //------------------------------------------------------------------
3714
3715
    // Optional: Access OS clipboard
3716
    // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
3717
    const char* (*Platform_GetClipboardTextFn)(ImGuiContext* ctx);
3718
    void        (*Platform_SetClipboardTextFn)(ImGuiContext* ctx, const char* text);
3719
    void*       Platform_ClipboardUserData;
3720
3721
    // Optional: Open link/folder/file in OS Shell
3722
    // (default to use ShellExecuteA() on Windows, system() on Linux/Mac)
3723
    bool        (*Platform_OpenInShellFn)(ImGuiContext* ctx, const char* path);
3724
    void*       Platform_OpenInShellUserData;
3725
3726
    // 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)
3727
    // (default to use native imm32 api on Windows)
3728
    void        (*Platform_SetImeDataFn)(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data);
3729
    void*       Platform_ImeUserData;
3730
    //void      (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data); // [Renamed to platform_io.PlatformSetImeDataFn in 1.91.1]
3731
3732
    // Optional: Platform locale
3733
    // [Experimental] Configure decimal point e.g. '.' or ',' useful for some languages (e.g. German), generally pulled from *localeconv()->decimal_point
3734
    ImWchar     Platform_LocaleDecimalPoint;     // '.'
3735
3736
    //------------------------------------------------------------------
3737
    // Interface with Renderer Backend
3738
    //------------------------------------------------------------------
3739
3740
    // Written by some backends during ImGui_ImplXXXX_RenderDrawData() call to point backend_specific ImGui_ImplXXXX_RenderState* structure.
3741
    void*       Renderer_RenderState;
3742
3743
    //------------------------------------------------------------------
3744
    // Input - Interface with OS/backends (Multi-Viewport support!)
3745
    //------------------------------------------------------------------
3746
3747
    // For reference, the second column shows which function are generally calling the Platform Functions:
3748
    //   N = ImGui::NewFrame()                        ~ beginning of the dear imgui frame: read info from platform/OS windows (latest size/position)
3749
    //   F = ImGui::Begin(), ImGui::EndFrame()        ~ during the dear imgui frame
3750
    //   U = ImGui::UpdatePlatformWindows()           ~ after the dear imgui frame: create and update all platform/OS windows
3751
    //   R = ImGui::RenderPlatformWindowsDefault()    ~ render
3752
    //   D = ImGui::DestroyPlatformWindows()          ~ shutdown
3753
    // The general idea is that NewFrame() we will read the current Platform/OS state, and UpdatePlatformWindows() will write to it.
3754
3755
    // The handlers are designed so we can mix and match two imgui_impl_xxxx files, one Platform backend and one Renderer backend.
3756
    // Custom engine backends will often provide both Platform and Renderer interfaces together and so may not need to use all functions.
3757
    // Platform functions are typically called _before_ their Renderer counterpart, apart from Destroy which are called the other way.
3758
3759
    // Platform Backend functions (e.g. Win32, GLFW, SDL) ------------------- Called by -----
3760
    void    (*Platform_CreateWindow)(ImGuiViewport* vp);                    // . . U . .  // Create a new platform window for the given viewport
3761
    void    (*Platform_DestroyWindow)(ImGuiViewport* vp);                   // N . U . D  //
3762
    void    (*Platform_ShowWindow)(ImGuiViewport* vp);                      // . . U . .  // Newly created windows are initially hidden so SetWindowPos/Size/Title can be called on them before showing the window
3763
    void    (*Platform_SetWindowPos)(ImGuiViewport* vp, ImVec2 pos);        // . . U . .  // Set platform window position (given the upper-left corner of client area)
3764
    ImVec2  (*Platform_GetWindowPos)(ImGuiViewport* vp);                    // N . . . .  //
3765
    void    (*Platform_SetWindowSize)(ImGuiViewport* vp, ImVec2 size);      // . . U . .  // Set platform window client area size (ignoring OS decorations such as OS title bar etc.)
3766
    ImVec2  (*Platform_GetWindowSize)(ImGuiViewport* vp);                   // N . . . .  // Get platform window client area size
3767
    void    (*Platform_SetWindowFocus)(ImGuiViewport* vp);                  // N . . . .  // Move window to front and set input focus
3768
    bool    (*Platform_GetWindowFocus)(ImGuiViewport* vp);                  // . . U . .  //
3769
    bool    (*Platform_GetWindowMinimized)(ImGuiViewport* vp);              // N . . . .  // Get platform window minimized state. When minimized, we generally won't attempt to get/set size and contents will be culled more easily
3770
    void    (*Platform_SetWindowTitle)(ImGuiViewport* vp, const char* str); // . . U . .  // Set platform window title (given an UTF-8 string)
3771
    void    (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha);     // . . U . .  // (Optional) Setup global transparency (not per-pixel transparency)
3772
    void    (*Platform_UpdateWindow)(ImGuiViewport* vp);                    // . . U . .  // (Optional) Called by UpdatePlatformWindows(). Optional hook to allow the platform backend from doing general book-keeping every frame.
3773
    void    (*Platform_RenderWindow)(ImGuiViewport* vp, void* render_arg);  // . . . R .  // (Optional) Main rendering (platform side! This is often unused, or just setting a "current" context for OpenGL bindings). 'render_arg' is the value passed to RenderPlatformWindowsDefault().
3774
    void    (*Platform_SwapBuffers)(ImGuiViewport* vp, void* render_arg);   // . . . R .  // (Optional) Call Present/SwapBuffers (platform side! This is often unused!). 'render_arg' is the value passed to RenderPlatformWindowsDefault().
3775
    float   (*Platform_GetWindowDpiScale)(ImGuiViewport* vp);               // N . . . .  // (Optional) [BETA] FIXME-DPI: DPI handling: Return DPI scale for this viewport. 1.0f = 96 DPI.
3776
    void    (*Platform_OnChangedViewport)(ImGuiViewport* vp);               // . F . . .  // (Optional) [BETA] FIXME-DPI: DPI handling: Called during Begin() every time the viewport we are outputting into changes, so backend has a chance to swap fonts to adjust style.
3777
    ImVec4  (*Platform_GetWindowWorkAreaInsets)(ImGuiViewport* vp);         // N . . . .  // (Optional) [BETA] Get initial work area inset for the viewport (won't be covered by main menu bar, dockspace over viewport etc.). Default to (0,0),(0,0). 'safeAreaInsets' in iOS land, 'DisplayCutout' in Android land.
3778
    int     (*Platform_CreateVkSurface)(ImGuiViewport* vp, ImU64 vk_inst, const void* vk_allocators, ImU64* out_vk_surface); // (Optional) For a Vulkan Renderer to call into Platform code (since the surface creation needs to tie them both).
3779
3780
    // Renderer Backend functions (e.g. DirectX, OpenGL, Vulkan) ------------ Called by -----
3781
    void    (*Renderer_CreateWindow)(ImGuiViewport* vp);                    // . . U . .  // Create swap chain, frame buffers etc. (called after Platform_CreateWindow)
3782
    void    (*Renderer_DestroyWindow)(ImGuiViewport* vp);                   // N . U . D  // Destroy swap chain, frame buffers etc. (called before Platform_DestroyWindow)
3783
    void    (*Renderer_SetWindowSize)(ImGuiViewport* vp, ImVec2 size);      // . . U . .  // Resize swap chain, frame buffers etc. (called after Platform_SetWindowSize)
3784
    void    (*Renderer_RenderWindow)(ImGuiViewport* vp, void* render_arg);  // . . . R .  // (Optional) Clear framebuffer, setup render target, then render the viewport->DrawData. 'render_arg' is the value passed to RenderPlatformWindowsDefault().
3785
    void    (*Renderer_SwapBuffers)(ImGuiViewport* vp, void* render_arg);   // . . . R .  // (Optional) Call Present/SwapBuffers. 'render_arg' is the value passed to RenderPlatformWindowsDefault().
3786
3787
    // (Optional) Monitor list
3788
    // - Updated by: app/backend. Update every frame to dynamically support changing monitor or DPI configuration.
3789
    // - Used by: dear imgui to query DPI info, clamp popups/tooltips within same monitor and not have them straddle monitors.
3790
    ImVector<ImGuiPlatformMonitor>  Monitors;
3791
3792
    //------------------------------------------------------------------
3793
    // Output - List of viewports to render into platform windows
3794
    //------------------------------------------------------------------
3795
3796
    // Viewports list (the list is updated by calling ImGui::EndFrame or ImGui::Render)
3797
    // (in the future we will attempt to organize this feature to remove the need for a "main viewport")
3798
    ImVector<ImGuiViewport*>        Viewports;                              // Main viewports, followed by all secondary viewports.
3799
};
3800
3801
// (Optional) This is required when enabling multi-viewport. Represent the bounds of each connected monitor/display and their DPI.
3802
// We use this information for multiple DPI support + clamping the position of popups and tooltips so they don't straddle multiple monitors.
3803
struct ImGuiPlatformMonitor
3804
{
3805
    ImVec2  MainPos, MainSize;      // Coordinates of the area displayed on this monitor (Min = upper left, Max = bottom right)
3806
    ImVec2  WorkPos, WorkSize;      // Coordinates without task bars / side bars / menu bars. Used to avoid positioning popups/tooltips inside this region. If you don't have this info, please copy the value for MainPos/MainSize.
3807
    float   DpiScale;               // 1.0f = 96 DPI
3808
    void*   PlatformHandle;         // Backend dependant data (e.g. HMONITOR, GLFWmonitor*, SDL Display Index, NSScreen*)
3809
    ImGuiPlatformMonitor()          { MainPos = MainSize = WorkPos = WorkSize = ImVec2(0, 0); DpiScale = 1.0f; PlatformHandle = NULL; }
3810
};
3811
3812
// (Optional) Support for IME (Input Method Editor) via the platform_io.Platform_SetImeDataFn() function.
3813
struct ImGuiPlatformImeData
3814
{
3815
    bool    WantVisible;        // A widget wants the IME to be visible
3816
    ImVec2  InputPos;           // Position of the input cursor
3817
    float   InputLineHeight;    // Line height
3818
3819
    ImGuiPlatformImeData() { memset(this, 0, sizeof(*this)); }
3820
};
3821
3822
//-----------------------------------------------------------------------------
3823
// [SECTION] Obsolete functions and types
3824
// (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
3825
// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead.
3826
//-----------------------------------------------------------------------------
3827
3828
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3829
namespace ImGui
3830
{
3831
    // OBSOLETED in 1.91.0 (from July 2024)
3832
    static inline void  PushButtonRepeat(bool repeat)                           { PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat); }
3833
    static inline void  PopButtonRepeat()                                       { PopItemFlag(); }
3834
    static inline void  PushTabStop(bool tab_stop)                              { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); }
3835
    static inline void  PopTabStop()                                            { PopItemFlag(); }
3836
    IMGUI_API ImVec2    GetContentRegionMax();                                  // Content boundaries max (e.g. window boundaries including scrolling, or current column boundaries). You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()!
3837
    IMGUI_API ImVec2    GetWindowContentRegionMin();                            // Content boundaries min for the window (roughly (0,0)-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()!
3838
    IMGUI_API ImVec2    GetWindowContentRegionMax();                            // Content boundaries max for the window (roughly (0,0)+Size-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()!
3839
    // OBSOLETED in 1.90.0 (from September 2023)
3840
    static inline bool  BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags window_flags = 0)  { return BeginChild(id, size, ImGuiChildFlags_FrameStyle, window_flags); }
3841
    static inline void  EndChildFrame()                                                                     { EndChild(); }
3842
    //static inline bool BeginChild(const char* str_id, const ImVec2& size_arg, bool borders, ImGuiWindowFlags window_flags){ return BeginChild(str_id, size_arg, borders ? ImGuiChildFlags_Borders : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Borders
3843
    //static inline bool BeginChild(ImGuiID id, const ImVec2& size_arg, bool borders, ImGuiWindowFlags window_flags)        { return BeginChild(id, size_arg, borders ? ImGuiChildFlags_Borders : ImGuiChildFlags_None, window_flags);     } // Unnecessary as true == ImGuiChildFlags_Borders
3844
    static inline void  ShowStackToolWindow(bool* p_open = NULL)                { ShowIDStackToolWindow(p_open); }
3845
    IMGUI_API bool      Combo(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int popup_max_height_in_items = -1);
3846
    IMGUI_API bool      ListBox(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int height_in_items = -1);
3847
    // OBSOLETED in 1.89.7 (from June 2023)
3848
    IMGUI_API void      SetItemAllowOverlap();                                  // Use SetNextItemAllowOverlap() before item.
3849
    // OBSOLETED in 1.89.4 (from March 2023)
3850
    static inline void  PushAllowKeyboardFocus(bool tab_stop)                   { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); }
3851
    static inline void  PopAllowKeyboardFocus()                                 { PopItemFlag(); }
3852
3853
    // Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE)
3854
    //-- OBSOLETED in 1.89 (from August 2022)
3855
    //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)); // --> Use new ImageButton() signature (explicit item id, regular FramePadding). Refer to code in 1.91 if you want to grab a copy of this version.
3856
    //-- OBSOLETED in 1.88 (from May 2022)
3857
    //static inline void  CaptureKeyboardFromApp(bool want_capture_keyboard = true)                   { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value.
3858
    //static inline void  CaptureMouseFromApp(bool want_capture_mouse = true)                         { SetNextFrameWantCaptureMouse(want_capture_mouse); }       // Renamed as name was misleading + removed default value.
3859
    //-- OBSOLETED in 1.87 (from February 2022, more formally obsoleted April 2024)
3860
    //IMGUI_API ImGuiKey  GetKeyIndex(ImGuiKey key);                                                  { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); const ImGuiKeyData* key_data = GetKeyData(key); return (ImGuiKey)(key_data - g.IO.KeysData); } // Map ImGuiKey_* values into legacy native key index. == io.KeyMap[key]. When using a 1.87+ backend using io.AddKeyEvent(), calling GetKeyIndex() with ANY ImGuiKey_XXXX values will return the same value!
3861
    //static inline ImGuiKey GetKeyIndex(ImGuiKey key)                                                { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); return key; }
3862
    //-- OBSOLETED in 1.86 (from November 2021)
3863
    //IMGUI_API void      CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Code removed, see 1.90 for last version of the code. Calculate range of visible items for large list of evenly sized items. Prefer using ImGuiListClipper.
3864
    //-- OBSOLETED in 1.85 (from August 2021)
3865
    //static inline float GetWindowContentRegionWidth()                                               { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; }
3866
    //-- OBSOLETED in 1.81 (from February 2021)
3867
    //static inline bool  ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0))         { return BeginListBox(label, size); }
3868
    //static inline bool  ListBoxHeader(const char* label, int items_count, int height_in_items = -1) { float height = GetTextLineHeightWithSpacing() * ((height_in_items < 0 ? ImMin(items_count, 7) : height_in_items) + 0.25f) + GetStyle().FramePadding.y * 2.0f; return BeginListBox(label, ImVec2(0.0f, height)); } // Helper to calculate size from items_count and height_in_items
3869
    //static inline void  ListBoxFooter()                                                             { EndListBox(); }
3870
    //-- OBSOLETED in 1.79 (from August 2020)
3871
    //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!
3872
    //-- OBSOLETED in 1.78 (from June 2020): Old drag/sliders functions that took a 'float power > 1.0f' argument instead of ImGuiSliderFlags_Logarithmic. See github.com/ocornut/imgui/issues/3361 for details.
3873
    //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 = 1.0f)                                                            // OBSOLETED in 1.78 (from June 2020)
3874
    //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 = 1.0f);                                          // OBSOLETED in 1.78 (from June 2020)
3875
    //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 = 1.0f);                                                                        // OBSOLETED in 1.78 (from June 2020)
3876
    //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 = 1.0f);                                                       // OBSOLETED in 1.78 (from June 2020)
3877
    //static inline bool  DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power = 1.0f)    { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); }     // OBSOLETED in 1.78 (from June 2020)
3878
    //static inline bool  DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
3879
    //static inline bool  DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
3880
    //static inline bool  DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
3881
    //static inline bool  SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power = 1.0f)                 { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); }            // OBSOLETED in 1.78 (from June 2020)
3882
    //static inline bool  SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power = 1.0f)              { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); }        // OBSOLETED in 1.78 (from June 2020)
3883
    //static inline bool  SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power = 1.0f)              { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); }        // OBSOLETED in 1.78 (from June 2020)
3884
    //static inline bool  SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power = 1.0f)              { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); }        // OBSOLETED in 1.78 (from June 2020)
3885
    //-- OBSOLETED in 1.77 and before
3886
    //static inline bool  BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); } // OBSOLETED in 1.77 (from June 2020)
3887
    //static inline void  TreeAdvanceToLabelPos()               { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); }   // OBSOLETED in 1.72 (from July 2019)
3888
    //static inline void  SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); }                       // OBSOLETED in 1.71 (from June 2019)
3889
    //static inline float GetContentRegionAvailWidth()          { return GetContentRegionAvail().x; }                               // OBSOLETED in 1.70 (from May 2019)
3890
    //static inline ImDrawList* GetOverlayDrawList()            { return GetForegroundDrawList(); }                                 // OBSOLETED in 1.69 (from Mar 2019)
3891
    //static inline void  SetScrollHere(float ratio = 0.5f)     { SetScrollHereY(ratio); }                                          // OBSOLETED in 1.66 (from Nov 2018)
3892
    //static inline bool  IsItemDeactivatedAfterChange()        { return IsItemDeactivatedAfterEdit(); }                            // OBSOLETED in 1.63 (from Aug 2018)
3893
    //-- OBSOLETED in 1.60 and before
3894
    //static inline bool  IsAnyWindowFocused()                  { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); }            // OBSOLETED in 1.60 (from Apr 2018)
3895
    //static inline bool  IsAnyWindowHovered()                  { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }            // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)
3896
    //static inline void  ShowTestWindow()                      { return ShowDemoWindow(); }                                        // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
3897
    //static inline bool  IsRootWindowFocused()                 { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); }           // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
3898
    //static inline bool  IsRootWindowOrAnyChildFocused()       { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); }  // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
3899
    //static inline void  SetNextWindowContentWidth(float w)    { SetNextWindowContentSize(ImVec2(w, 0.0f)); }                      // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
3900
    //static inline float GetItemsLineHeightWithSpacing()       { return GetFrameHeightWithSpacing(); }                             // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
3901
    //IMGUI_API bool      Begin(char* name, bool* p_open, ImVec2 size_first_use, float bg_alpha = -1.0f, ImGuiWindowFlags flags=0); // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017): Equivalent of using SetNextWindowSize(size, ImGuiCond_FirstUseEver) and SetNextWindowBgAlpha().
3902
    //static inline bool  IsRootWindowOrAnyChildHovered()       { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); }  // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
3903
    //static inline void  AlignFirstTextHeightToWidgets()       { AlignTextToFramePadding(); }                                      // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
3904
    //static inline void  SetNextWindowPosCenter(ImGuiCond c=0) { SetNextWindowPos(GetMainViewport()->GetCenter(), c, ImVec2(0.5f,0.5f)); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
3905
    //static inline bool  IsItemHoveredRect()                   { return IsItemHovered(ImGuiHoveredFlags_RectOnly); }               // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
3906
    //static inline bool  IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; }                                     // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017): This was misleading and partly broken. You probably want to use the io.WantCaptureMouse flag instead.
3907
    //static inline bool  IsMouseHoveringAnyWindow()            { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }            // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
3908
    //static inline bool  IsMouseHoveringWindow()               { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); }       // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
3909
    //-- OBSOLETED in 1.50 and before
3910
    //static inline bool  CollapsingHeader(char* label, const char* str_id, bool framed = true, bool default_open = false) { return CollapsingHeader(label, (default_open ? (1 << 5) : 0)); } // OBSOLETED in 1.49
3911
    //static inline ImFont*GetWindowFont()                      { return GetFont(); }                                               // OBSOLETED in 1.48
3912
    //static inline float GetWindowFontSize()                   { return GetFontSize(); }                                           // OBSOLETED in 1.48
3913
    //static inline void  SetScrollPosHere()                    { SetScrollHere(); }                                                // OBSOLETED in 1.42
3914
}
3915
3916
//-- OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect()
3917
//typedef ImDrawFlags ImDrawCornerFlags;
3918
//enum ImDrawCornerFlags_
3919
//{
3920
//    ImDrawCornerFlags_None      = ImDrawFlags_RoundCornersNone,         // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit
3921
//    ImDrawCornerFlags_TopLeft   = ImDrawFlags_RoundCornersTopLeft,      // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally).
3922
//    ImDrawCornerFlags_TopRight  = ImDrawFlags_RoundCornersTopRight,     // Was == 0x02 (1 << 1) prior to 1.82.
3923
//    ImDrawCornerFlags_BotLeft   = ImDrawFlags_RoundCornersBottomLeft,   // Was == 0x04 (1 << 2) prior to 1.82.
3924
//    ImDrawCornerFlags_BotRight  = ImDrawFlags_RoundCornersBottomRight,  // Was == 0x08 (1 << 3) prior to 1.82.
3925
//    ImDrawCornerFlags_All       = ImDrawFlags_RoundCornersAll,          // Was == 0x0F prior to 1.82
3926
//    ImDrawCornerFlags_Top       = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight,
3927
//    ImDrawCornerFlags_Bot       = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight,
3928
//    ImDrawCornerFlags_Left      = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft,
3929
//    ImDrawCornerFlags_Right     = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight,
3930
//};
3931
3932
// RENAMED and MERGED both ImGuiKey_ModXXX and ImGuiModFlags_XXX into ImGuiMod_XXX (from September 2022)
3933
// RENAMED ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022). Exceptionally commented out ahead of obscolescence schedule to reduce confusion and because they were not meant to be used in the first place.
3934
//typedef ImGuiKeyChord ImGuiModFlags;      // == int. We generally use ImGuiKeyChord to mean "a ImGuiKey or-ed with any number of ImGuiMod_XXX value", so you may store mods in there.
3935
//enum ImGuiModFlags_ { ImGuiModFlags_None = 0, ImGuiModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiModFlags_Shift = ImGuiMod_Shift, ImGuiModFlags_Alt = ImGuiMod_Alt, ImGuiModFlags_Super = ImGuiMod_Super };
3936
//typedef ImGuiKeyChord ImGuiKeyModFlags; // == int
3937
//enum ImGuiKeyModFlags_ { ImGuiKeyModFlags_None = 0, ImGuiKeyModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiKeyModFlags_Shift = ImGuiMod_Shift, ImGuiKeyModFlags_Alt = ImGuiMod_Alt, ImGuiKeyModFlags_Super = ImGuiMod_Super };
3938
3939
#define IM_OFFSETOF(_TYPE,_MEMBER)  offsetof(_TYPE, _MEMBER)    // OBSOLETED IN 1.90 (now using C++11 standard version)
3940
3941
#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3942
3943
// RENAMED IMGUI_DISABLE_METRICS_WINDOW > IMGUI_DISABLE_DEBUG_TOOLS in 1.88 (from June 2022)
3944
#ifdef IMGUI_DISABLE_METRICS_WINDOW
3945
#error IMGUI_DISABLE_METRICS_WINDOW was renamed to IMGUI_DISABLE_DEBUG_TOOLS, please use new name.
3946
#endif
3947
3948
//-----------------------------------------------------------------------------
3949
3950
#if defined(__clang__)
3951
#pragma clang diagnostic pop
3952
#elif defined(__GNUC__)
3953
#pragma GCC diagnostic pop
3954
#endif
3955
3956
#ifdef _MSC_VER
3957
#pragma warning (pop)
3958
#endif
3959
3960
// Include imgui_user.h at the end of imgui.h
3961
// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included.
3962
#ifdef IMGUI_INCLUDE_IMGUI_USER_H
3963
#ifdef IMGUI_USER_H_FILENAME
3964
#include IMGUI_USER_H_FILENAME
3965
#else
3966
#include "imgui_user.h"
3967
#endif
3968
#endif
3969
3970
#endif // #ifndef IMGUI_DISABLE