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// dear imgui, v1.92.9 WIP
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// (headers)
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// Help:
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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 imgui.h (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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//   - Debug Tools                https://github.com/ocornut/imgui/wiki/Debug-Tools
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//   - Glossary                   https://github.com/ocornut/imgui/wiki/Glossary
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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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// - Web version of the Demo .... https://pthom.github.io/imgui_explorer (w/ source code browser)
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// For FIRST-TIME users having issues compiling/linking/running:
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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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// Since 1.92, we encourage font loading questions to also be posted in 'Issues'.
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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       "1.92.9 WIP"
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#define IMGUI_VERSION_NUM   19284
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#define IMGUI_HAS_TABLE             // Added BeginTable() - from IMGUI_VERSION_NUM >= 18000
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#define IMGUI_HAS_TEXTURES          // Added ImGuiBackendFlags_RendererHasTextures - from IMGUI_VERSION_NUM >= 19198
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#define IMGUI_HAS_VIEWPORT          // In 'docking' WIP branch.
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#define IMGUI_HAS_DOCK              // In '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] Texture identifiers (ImTextureID, ImTextureRef)
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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] Texture API (ImTextureFormat, ImTextureStatus, ImTextureRect, ImTextureData)
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// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFontBaked, 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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// (note: compiling with NDEBUG will usually strip out assert() to nothing, which is NOT recommended because we use asserts to notify of programmer mistakes.)
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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_COUNTOF(_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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#define IM_STRINGIFY_HELPER(_EXPR)  #_EXPR
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#define IM_STRINGIFY(_EXPR)         IM_STRINGIFY_HELPER(_EXPR)                  // Preprocessor idiom to stringify e.g. an integer or a macro.
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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 requires 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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//  and only works when using Code Analysis, rather than just normal compiling).
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// (see https://github.com/ocornut/imgui/issues/8871 for a patch to enable this for MSVC's Code Analysis)
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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 "-Wfloat-equal"                      // warning: comparing floating-point with '==' or '!=' is unsafe
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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: ImDrawList, ImFontAtlas layer
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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 ImFontAtlasBuilder;          // Opaque storage for building a ImFontAtlas
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struct ImFontAtlasRect;             // Output of ImFontAtlas::GetCustomRect() when using custom rectangles.
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struct ImFontBaked;                 // Baked data for a ImFont at a given size.
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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 ImFontLoader;                // Opaque interface to a font loading backend (stb_truetype, FreeType etc.).
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struct ImTextureData;               // Specs and pixel storage for a texture used by Dear ImGui.
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struct ImTextureRect;               // Coordinates of a rectangle within a texture.
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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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// Forward declarations: ImGui layer
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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 ImDrawTextFlags;        // -> enum ImDrawTextFlags_      // Internal, do not use!
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typedef int ImFontFlags;            // -> enum ImFontFlags_          // Flags: for ImFont
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typedef int ImFontAtlasFlags;       // -> enum ImFontAtlasFlags_     // Flags: for ImFontAtlas
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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 ImGuiListClipperFlags;  // -> enum ImGuiListClipperFlags_// Flags: for ImGuiListClipper
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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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// 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.
320
#endif
321
};
322
IM_MSVC_RUNTIME_CHECKS_RESTORE
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324
//-----------------------------------------------------------------------------
325
// [SECTION] Texture identifiers (ImTextureID, ImTextureRef)
326
//-----------------------------------------------------------------------------
327
328
// ImTextureID = backend specific, low-level identifier for a texture uploaded in GPU/graphics system.
329
// [Compile-time configurable type]
330
// - When a Rendered Backend creates a texture, it store its native identifier into a ImTextureID value.
331
//   (e.g. Used by DX11 backend to a `ID3D11ShaderResourceView*`; Used by OpenGL backends to store `GLuint`;
332
//         Used by SDLGPU backend to store a `SDL_GPUTextureSamplerBinding*`, etc.).
333
// - User may submit their own textures to e.g. ImGui::Image() function by passing this value.
334
// - During the rendering loop, the Renderer Backend retrieve the ImTextureID, which stored inside a
335
//   ImTextureRef, which is stored inside a ImDrawCmd.
336
// - Compile-time type configuration:
337
//   - To use something other than a 64-bit value: add '#define ImTextureID MyTextureType*' in your imconfig.h file.
338
//   - This can be whatever to you want it to be! read the FAQ entry about textures for details.
339
//   - You may decide to store a higher-level structure containing texture, sampler, shader etc. with various
340
//     constructors if you like. You will need to implement ==/!= operators.
341
// History:
342
// - In v1.91.4 (2024/10/08): the default type for ImTextureID was changed from 'void*' to 'ImU64'. This allowed backends requiring 64-bit worth of data to build on 32-bit architectures. Use intermediary intptr_t cast and read FAQ if you have casting warnings.
343
// - In v1.92.0 (2025/06/11): added ImTextureRef which carry either a ImTextureID either a pointer to internal texture atlas. All user facing functions taking ImTextureID changed to ImTextureRef
344
#ifndef ImTextureID
345
typedef ImU64 ImTextureID;      // Default: store up to 64-bits (any pointer or integer). A majority of backends are ok with that.
346
#endif
347
348
// Define this if you need to change the invalid value for your backend.
349
// - If your backend is using ImTextureID to store an index/offset and you need 0 to be valid, You can add '#define ImTextureID_Invalid ((ImTextureID)-1)' in your imconfig.h file.
350
// - From 2026/03/12 to 2026/03/19 we experimented with changing to default to -1, but I worried it would cause too many issues in third-party code so it was reverted.
351
#ifndef ImTextureID_Invalid
352
#define ImTextureID_Invalid     ((ImTextureID)0)
353
#endif
354
355
// ImTextureRef = higher-level identifier for a texture. Store a ImTextureID _or_ a ImTextureData*.
356
// The identifier is valid even before the texture has been uploaded to the GPU/graphics system.
357
// This is what gets passed to functions such as `ImGui::Image()`, `ImDrawList::AddImage()`.
358
// This is what gets stored in draw commands (`ImDrawCmd`) to identify a texture during rendering.
359
// - When a texture is created by user code (e.g. custom images), we directly store the low-level ImTextureID.
360
//   Because of this, when displaying your own texture you are likely to ever only manage ImTextureID values on your side.
361
// - When a texture is created by the backend, we stores a ImTextureData* which becomes an indirection
362
//   to extract the ImTextureID value during rendering, after texture upload has happened.
363
// - To create a ImTextureRef from a ImTextureData you can use ImTextureData::GetTexRef().
364
//   We intentionally do not provide an ImTextureRef constructor for this: we don't expect this
365
//   to be frequently useful to the end-user, and it would be erroneously called by many legacy code.
366
// - If you want to bind the current atlas when using custom rectangle, you can use io.Fonts->TexRef.
367
// - Binding generators for languages such as C (which don't have constructors), should provide a helper, e.g.
368
//      inline ImTextureRef ImTextureRefFromID(ImTextureID tex_id) { ImTextureRef tex_ref = { ._TexData = NULL, .TexID = tex_id }; return tex_ref; }
369
// In 1.92 we changed most drawing functions using ImTextureID to use ImTextureRef.
370
// We intentionally do not provide an implicit ImTextureRef -> ImTextureID cast operator because it is technically lossy to convert ImTextureRef to ImTextureID before rendering.
371
IM_MSVC_RUNTIME_CHECKS_OFF
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struct ImTextureRef
373
{
374
    ImTextureRef()                          { _TexData = NULL; _TexID = ImTextureID_Invalid; }
375
    ImTextureRef(ImTextureID tex_id)        { _TexData = NULL; _TexID = tex_id; }
376
#if !defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(ImTextureID)
377
    ImTextureRef(void* tex_id)              { _TexData = NULL; _TexID = (ImTextureID)(size_t)tex_id; }  // For legacy backends casting to ImTextureID
378
#endif
379
380
    inline ImTextureID  GetTexID() const;   // == (_TexData ? _TexData->TexID : _TexID) // Implemented below in the file.
381
382
    // Members (either are set, never both!)
383
    ImTextureData*      _TexData;           //      A texture, generally owned by a ImFontAtlas. Will convert to ImTextureID during render loop, after texture has been uploaded.
384
    ImTextureID         _TexID;             // _OR_ Low-level backend texture identifier, if already uploaded or created by user/app. Generally provided to e.g. ImGui::Image() calls.
385
};
386
IM_MSVC_RUNTIME_CHECKS_RESTORE
387
388
//-----------------------------------------------------------------------------
389
// [SECTION] Dear ImGui end-user API functions
390
// (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!)
391
//-----------------------------------------------------------------------------
392
393
namespace ImGui
394
{
395
    // Context creation and access
396
    // - 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.
397
    // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
398
    //   for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details.
399
    IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
400
    IMGUI_API void          DestroyContext(ImGuiContext* ctx = NULL);   // NULL = destroy current context
401
    IMGUI_API ImGuiContext* GetCurrentContext();
402
    IMGUI_API void          SetCurrentContext(ImGuiContext* ctx);
403
404
    // Main
405
    IMGUI_API ImGuiIO&      GetIO();                                    // access the ImGuiIO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
406
    IMGUI_API ImGuiPlatformIO& GetPlatformIO();                         // access the ImGuiPlatformIO structure (mostly hooks/functions to connect to platform/renderer and OS Clipboard, IME etc.)
407
    IMGUI_API ImGuiStyle&   GetStyle();                                 // access the Style structure (colors, sizes). Always use PushStyleColor(), PushStyleVar() to modify style mid-frame!
408
    IMGUI_API void          NewFrame();                                 // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame().
409
    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!
410
    IMGUI_API void          Render();                                   // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData().
411
    IMGUI_API ImDrawData*   GetDrawData();                              // valid after Render() and until the next call to NewFrame(). Call ImGui_ImplXXXX_RenderDrawData() function in your Renderer Backend to render.
412
413
    // Demo, Debug, Information
414
    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!
415
    IMGUI_API void          ShowMetricsWindow(bool* p_open = NULL);     // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc.
416
    IMGUI_API void          ShowDebugLogWindow(bool* p_open = NULL);    // create Debug Log window. display a simplified log of important dear imgui events.
417
    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.
418
    IMGUI_API void          ShowAboutWindow(bool* p_open = NULL);       // create About window. display Dear ImGui version, credits and build/system information.
419
    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)
420
    IMGUI_API bool          ShowStyleSelector(const char* label);       // add style selector block (not a window), essentially a combo listing the default styles.
421
    IMGUI_API void          ShowFontSelector(const char* label);        // add font selector block (not a window), essentially a combo listing the loaded fonts.
422
    IMGUI_API void          ShowUserGuide();                            // add basic help/info block (not a window): how to manipulate ImGui as an end-user (mouse/keyboard controls).
423
    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)
424
425
    // Styles
426
    IMGUI_API void          StyleColorsDark(ImGuiStyle* dst = NULL);    // new, recommended style (default)
427
    IMGUI_API void          StyleColorsLight(ImGuiStyle* dst = NULL);   // best used with borders and a custom, thicker font
428
    IMGUI_API void          StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style
429
430
    // Windows
431
    // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.
432
    // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,
433
    //   which clicking will set the boolean to false when clicked.
434
    // - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times.
435
    //   Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin().
436
    // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
437
    //   anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
438
    //   [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions
439
    //    such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding
440
    //    BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
441
    // - Note that the bottom of window stack always contains a window called "Debug".
442
    IMGUI_API bool          Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
443
    IMGUI_API void          End();
444
445
    // Child Windows
446
    // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
447
    // - Before 1.90 (November 2023), the "ImGuiChildFlags child_flags = 0" parameter was "bool border = false".
448
    //   This API is backward compatible with old code, as we guarantee that ImGuiChildFlags_Borders == true.
449
    //   Consider updating your old code:
450
    //      BeginChild("Name", size, false)   -> Begin("Name", size, 0); or Begin("Name", size, ImGuiChildFlags_None);
451
    //      BeginChild("Name", size, true)    -> Begin("Name", size, ImGuiChildFlags_Borders);
452
    // - Manual sizing (each axis can use a different setting e.g. ImVec2(0.0f, 400.0f)):
453
    //     == 0.0f: use remaining parent window size for this axis.
454
    //      > 0.0f: use specified size for this axis.
455
    //      < 0.0f: right/bottom-align to specified distance from available content boundaries.
456
    // - Specifying ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY makes the sizing automatic based on child contents.
457
    //   Combining both ImGuiChildFlags_AutoResizeX _and_ ImGuiChildFlags_AutoResizeY defeats purpose of a scrolling region and is NOT recommended.
458
    // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
459
    //   anything to the window. Always call a matching EndChild() for each BeginChild() call, regardless of its return value.
460
    //   [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions
461
    //    such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding
462
    //    BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
463
    IMGUI_API bool          BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0);
464
    IMGUI_API bool          BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0);
465
    IMGUI_API void          EndChild();
466
467
    // Windows Utilities
468
    // - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into.
469
    IMGUI_API bool          IsWindowAppearing();
470
    IMGUI_API bool          IsWindowCollapsed();
471
    IMGUI_API bool          IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
472
    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.
473
    IMGUI_API ImDrawList*   GetWindowDrawList();                        // get draw list associated to the current window, to append your own drawing primitives
474
    IMGUI_API float         GetWindowDpiScale();                        // get DPI scale currently associated to the current window's viewport.
475
    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)
476
    IMGUI_API ImVec2        GetWindowSize();                            // get current window size (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead)
477
    IMGUI_API float         GetWindowWidth();                           // get current window width (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().x.
478
    IMGUI_API float         GetWindowHeight();                          // get current window height (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().y.
479
    IMGUI_API ImGuiViewport*GetWindowViewport();                        // get viewport currently associated to the current window.
480
481
    // Window manipulation
482
    // - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
483
    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.
484
    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()
485
    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.
486
    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()
487
    IMGUI_API void          SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0);                 // set next window collapsed state. call before Begin()
488
    IMGUI_API void          SetNextWindowFocus();                                                       // set next window to be focused / top-most. call before Begin()
489
    IMGUI_API void          SetNextWindowScroll(const ImVec2& scroll);                                  // set next window scrolling value (use < 0.0f to not affect a given axis).
490
    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.
491
    IMGUI_API void          SetNextWindowViewport(ImGuiID viewport_id);                                 // set next window viewport
492
    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.
493
    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.
494
    IMGUI_API void          SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0);                     // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
495
    IMGUI_API void          SetWindowFocus();                                                           // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().
496
    IMGUI_API void          SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0);      // set named window position.
497
    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.
498
    IMGUI_API void          SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0);   // set named window collapsed state
499
    IMGUI_API void          SetWindowFocus(const char* name);                                           // set named window to be focused / top-most. use NULL to remove focus.
500
501
    // Windows Scrolling
502
    // - Any change of Scroll will be applied at the beginning of next frame in the first call to Begin().
503
    // - You may instead use SetNextWindowScroll() prior to calling Begin() to avoid this delay, as an alternative to using SetScrollX()/SetScrollY().
504
    IMGUI_API float         GetScrollX();                                                   // get scrolling amount [0 .. GetScrollMaxX()]
505
    IMGUI_API float         GetScrollY();                                                   // get scrolling amount [0 .. GetScrollMaxY()]
506
    IMGUI_API void          SetScrollX(float scroll_x);                                     // set scrolling amount [0 .. GetScrollMaxX()]
507
    IMGUI_API void          SetScrollY(float scroll_y);                                     // set scrolling amount [0 .. GetScrollMaxY()]
508
    IMGUI_API float         GetScrollMaxX();                                                // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x
509
    IMGUI_API float         GetScrollMaxY();                                                // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y
510
    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.
511
    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.
512
    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.
513
    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.
514
515
    // Parameters stacks (font)
516
    //  - PushFont(font, 0.0f)                       // Change font and keep current size
517
    //  - PushFont(NULL, 20.0f)                      // Keep font and change current size
518
    //  - PushFont(font, 20.0f)                      // Change font and set size to 20.0f
519
    //  - PushFont(font, style.FontSizeBase * 2.0f)  // Change font and set size to be twice bigger than current size.
520
    //  - PushFont(font, font->LegacySize)           // Change font and set size to size passed to AddFontXXX() function. Same as pre-1.92 behavior.
521
    // *IMPORTANT* before 1.92, fonts had a single size. They can now be dynamically be adjusted.
522
    //  - In 1.92 we have REMOVED the single parameter version of PushFont() because it seems like the easiest way to provide an error-proof transition.
523
    //  - PushFont(font) before 1.92 = PushFont(font, font->LegacySize) after 1.92          // Use default font size as passed to AddFontXXX() function.
524
    // *IMPORTANT* global scale factors are applied over the provided size.
525
    //  - Global scale factors are: 'style.FontScaleMain', 'style.FontScaleDpi' and maybe more.
526
    // -  If you want to apply a factor to the _current_ font size:
527
    //  - CORRECT:   PushFont(NULL, style.FontSizeBase)         // use current unscaled size    == does nothing
528
    //  - CORRECT:   PushFont(NULL, style.FontSizeBase * 2.0f)  // use current unscaled size x2 == make text twice bigger
529
    //  - INCORRECT: PushFont(NULL, GetFontSize())              // INCORRECT! using size after global factors already applied == GLOBAL SCALING FACTORS WILL APPLY TWICE!
530
    //  - INCORRECT: PushFont(NULL, GetFontSize() * 2.0f)       // INCORRECT! using size after global factors already applied == GLOBAL SCALING FACTORS WILL APPLY TWICE!
531
    IMGUI_API void          PushFont(ImFont* font, float font_size_base_unscaled);          // Use NULL as a shortcut to keep current font. Use 0.0f to keep current size.
532
    IMGUI_API void          PopFont();
533
    IMGUI_API ImFont*       GetFont();                                                      // get current font
534
    IMGUI_API float         GetFontSize();                                                  // get current scaled font size (= height in pixels). AFTER global scale factors applied. *IMPORTANT* DO NOT PASS THIS VALUE TO PushFont()! Use ImGui::GetStyle().FontSizeBase to get value before global scale factors.
535
    IMGUI_API ImFontBaked*  GetFontBaked();                                                 // get current font bound at current size // == GetFont()->GetFontBaked(GetFontSize())
536
537
    // Parameters stacks (shared)
538
    IMGUI_API void          PushStyleColor(ImGuiCol idx, ImU32 col);                        // modify a style color. always use this if you modify the style after NewFrame().
539
    IMGUI_API void          PushStyleColor(ImGuiCol idx, const ImVec4& col);
540
    IMGUI_API void          PopStyleColor(int count = 1);
541
    IMGUI_API void          PushStyleVar(ImGuiStyleVar idx, float val);                     // modify a style float variable. always use this if you modify the style after NewFrame()!
542
    IMGUI_API void          PushStyleVar(ImGuiStyleVar idx, const ImVec2& val);             // modify a style ImVec2 variable. "
543
    IMGUI_API void          PushStyleVarX(ImGuiStyleVar idx, float val_x);                  // modify X component of a style ImVec2 variable. "
544
    IMGUI_API void          PushStyleVarY(ImGuiStyleVar idx, float val_y);                  // modify Y component of a style ImVec2 variable. "
545
    IMGUI_API void          PopStyleVar(int count = 1);
546
    IMGUI_API void          PushItemFlag(ImGuiItemFlags option, bool enabled);              // modify specified shared item flag, e.g. PushItemFlag(ImGuiItemFlags_NoTabStop, true)
547
    IMGUI_API void          PopItemFlag();
548
549
    // Parameters stacks (current window)
550
    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).
551
    IMGUI_API void          PopItemWidth();
552
    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)
553
    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.
554
    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
555
    IMGUI_API void          PopTextWrapPos();
556
557
    // Style read access
558
    // - Use the ShowStyleEditor() function to interactively see/edit the colors.
559
    IMGUI_API ImVec2        GetFontTexUvWhitePixel();                                       // get UV coordinate for a white pixel, useful to draw custom shapes via the ImDrawList API
560
    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
561
    IMGUI_API ImU32         GetColorU32(const ImVec4& col);                                 // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
562
    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
563
    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.
564
565
    // Layout cursor positioning
566
    // - By "cursor" we mean the current output position.
567
    // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
568
    // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget.
569
    // - YOU CAN DO 99% OF WHAT YOU NEED WITH ONLY GetCursorScreenPos() and GetContentRegionAvail().
570
    // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API:
571
    //    - Absolute coordinate:        GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. -> this is the preferred way forward.
572
    //    - Window-local coordinates:   SameLine(offset), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), PushTextWrapPos()
573
    //    - Window-local coordinates:   GetContentRegionMax(), GetWindowContentRegionMin(), GetWindowContentRegionMax() --> all obsoleted. YOU DON'T NEED THEM.
574
    // - GetCursorScreenPos() = GetCursorPos() + GetWindowPos(). GetWindowPos() is almost only ever useful to convert from window-local to absolute coordinates. Try not to use it.
575
    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).
576
    IMGUI_API void          SetCursorScreenPos(const ImVec2& pos);                          // cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND.
577
    IMGUI_API ImVec2        GetContentRegionAvail();                                        // available space from current position. THIS IS YOUR BEST FRIEND.
578
    IMGUI_API ImVec2        GetCursorPos();                                                 // [window-local] cursor position in window-local coordinates. This is not your best friend.
579
    IMGUI_API float         GetCursorPosX();                                                // [window-local] "
580
    IMGUI_API float         GetCursorPosY();                                                // [window-local] "
581
    IMGUI_API void          SetCursorPos(const ImVec2& local_pos);                          // [window-local] "
582
    IMGUI_API void          SetCursorPosX(float local_x);                                   // [window-local] "
583
    IMGUI_API void          SetCursorPosY(float local_y);                                   // [window-local] "
584
    IMGUI_API ImVec2        GetCursorStartPos();                                            // [window-local] initial cursor position, in window-local coordinates. Call GetCursorScreenPos() after Begin() to get the absolute coordinates version.
585
586
    // Other layout functions
587
    IMGUI_API void          Separator();                                                    // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
588
    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.
589
    IMGUI_API void          NewLine();                                                      // undo a SameLine() or force a new line when in a horizontal-layout context.
590
    IMGUI_API void          Spacing();                                                      // add vertical spacing.
591
    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.
592
    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
593
    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
594
    IMGUI_API void          BeginGroup();                                                   // lock horizontal starting position
595
    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.)
596
    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)
597
    IMGUI_API float         GetTextLineHeight();                                            // ~ FontSize
598
    IMGUI_API float         GetTextLineHeightWithSpacing();                                 // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
599
    IMGUI_API float         GetFrameHeight();                                               // ~ FontSize + style.FramePadding.y * 2
600
    IMGUI_API float         GetFrameHeightWithSpacing();                                    // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)
601
602
    // ID stack/scopes
603
    // Read the FAQ (docs/FAQ.md or http://dearimgui.com/faq) for more details about how ID are handled in dear imgui.
604
    // - Those questions are answered and impacted by understanding of the ID stack system:
605
    //   - "Q: Why is my widget not reacting when I click on it?"
606
    //   - "Q: How can I have widgets with an empty label?"
607
    //   - "Q: How can I have multiple widgets with the same label?"
608
    // - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely
609
    //   want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
610
    // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others.
611
    // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID,
612
    //   whereas "str_id" denote a string that is only used as an ID and not normally displayed.
613
    IMGUI_API void          PushID(const char* str_id);                                     // push string into the ID stack (will hash string).
614
    IMGUI_API void          PushID(const char* str_id_begin, const char* str_id_end);       // push string into the ID stack (will hash string).
615
    IMGUI_API void          PushID(const void* ptr_id);                                     // push pointer into the ID stack (will hash pointer).
616
    IMGUI_API void          PushID(int int_id);                                             // push integer into the ID stack (will hash integer).
617
    IMGUI_API void          PopID();                                                        // pop from the ID stack.
618
    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
619
    IMGUI_API ImGuiID       GetID(const char* str_id_begin, const char* str_id_end);
620
    IMGUI_API ImGuiID       GetID(const void* ptr_id);
621
    IMGUI_API ImGuiID       GetID(int int_id);
622
623
    // Widgets: Text
624
    // - Note that all functions taking format strings in the API may be passed ("%s", text) or ("%.*s", text_len, text): which will automatically bypass the formatter.
625
    IMGUI_API void          TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Practically equivalent to 'Text("%s", text)' but doesn't require null terminated string if 'text_end' is specified.
626
    IMGUI_API void          Text(const char* fmt, ...)                                      IM_FMTARGS(1); // formatted text
627
    IMGUI_API void          TextV(const char* fmt, va_list args)                            IM_FMTLIST(1);
628
    IMGUI_API void          TextColored(const ImVec4& col, const char* fmt, ...)            IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
629
    IMGUI_API void          TextColoredV(const ImVec4& col, const char* fmt, va_list args)  IM_FMTLIST(2);
630
    IMGUI_API void          TextDisabled(const char* fmt, ...)                              IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
631
    IMGUI_API void          TextDisabledV(const char* fmt, va_list args)                    IM_FMTLIST(1);
632
    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().
633
    IMGUI_API void          TextWrappedV(const char* fmt, va_list args)                     IM_FMTLIST(1);
634
    IMGUI_API void          LabelText(const char* label, const char* fmt, ...)              IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets
635
    IMGUI_API void          LabelTextV(const char* label, const char* fmt, va_list args)    IM_FMTLIST(2);
636
    IMGUI_API void          BulletText(const char* fmt, ...)                                IM_FMTARGS(1); // shortcut for Bullet()+Text()
637
    IMGUI_API void          BulletTextV(const char* fmt, va_list args)                      IM_FMTLIST(1);
638
    IMGUI_API void          SeparatorText(const char* label);                               // currently: formatted text with a horizontal line
639
640
    // Widgets: Main
641
    // - Most widgets return true when the value has been changed or when pressed/selected
642
    // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state.
643
    IMGUI_API bool          Button(const char* label, const ImVec2& size = ImVec2(0, 0));   // button
644
    IMGUI_API bool          SmallButton(const char* label);                                 // button with (FramePadding.y == 0) to easily embed within text
645
    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.)
646
    IMGUI_API bool          ArrowButton(const char* str_id, ImGuiDir dir);                  // square button with an arrow shape
647
    IMGUI_API bool          Checkbox(const char* label, bool* v);
648
    IMGUI_API bool          CheckboxFlags(const char* label, int* flags, int flags_value);
649
    IMGUI_API bool          CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
650
    IMGUI_API bool          RadioButton(const char* label, bool active);                    // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }
651
    IMGUI_API bool          RadioButton(const char* label, int* v, int v_button);           // shortcut to handle the above pattern when value is an integer
652
    IMGUI_API void          ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL);
653
    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
654
    IMGUI_API bool          TextLink(const char* label);                                    // hyperlink text button, return true when clicked
655
    IMGUI_API bool          TextLinkOpenURL(const char* label, const char* url = NULL);     // hyperlink text button, automatically open file/url when clicked
656
657
    // Widgets: Images
658
    // - Read about ImTextureID/ImTextureRef  here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
659
    // - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above.
660
    // - Image() adds style.ImageBorderSize on each side, ImageButton() adds style.FramePadding on each side.
661
    // - ImageButton() draws a background based on regular Button() color + optionally an inner background if specified.
662
    // - An obsolete version of Image(), before 1.91.9 (March 2025), had a 'tint_col' parameter which is now supported by the ImageWithBg() function.
663
    IMGUI_API void          Image(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1));
664
    IMGUI_API void          ImageWithBg(ImTextureRef tex_ref, 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));
665
    IMGUI_API bool          ImageButton(const char* str_id, ImTextureRef tex_ref, 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));
666
667
    // Widgets: Combo Box (Dropdown)
668
    // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
669
    // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created.
670
    IMGUI_API bool          BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
671
    IMGUI_API void          EndCombo(); // only call EndCombo() if BeginCombo() returns true!
672
    IMGUI_API bool          Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);
673
    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"
674
    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);
675
676
    // Widgets: Drag Sliders
677
    // - 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.
678
    // - 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',
679
    //   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
680
    // - 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.
681
    // - Format string may also be set to NULL or use the default format ("%f" or "%d").
682
    // - 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).
683
    // - 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.
684
    // - 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.
685
    // - 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.
686
    // - 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.
687
    //   If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
688
    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
689
    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);
690
    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);
691
    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);
692
    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);
693
    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
694
    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);
695
    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);
696
    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);
697
    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);
698
    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);
699
    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);
700
701
    // Widgets: Regular Sliders
702
    // - 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.
703
    // - 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.
704
    // - Format string may also be set to NULL or use the default format ("%f" or "%d").
705
    // - 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.
706
    //   If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
707
    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.
708
    IMGUI_API bool          SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
709
    IMGUI_API bool          SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
710
    IMGUI_API bool          SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
711
    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);
712
    IMGUI_API bool          SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
713
    IMGUI_API bool          SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
714
    IMGUI_API bool          SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
715
    IMGUI_API bool          SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
716
    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);
717
    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);
718
    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);
719
    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);
720
    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);
721
722
    // Widgets: Input with Keyboard
723
    // - If you want to use InputText() with std::string or any custom dynamic string type, use the wrapper in misc/cpp/imgui_stdlib.h/.cpp!
724
    // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.
725
    IMGUI_API bool          InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
726
    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);
727
    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);
728
    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);
729
    IMGUI_API bool          InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
730
    IMGUI_API bool          InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
731
    IMGUI_API bool          InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
732
    IMGUI_API bool          InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0);
733
    IMGUI_API bool          InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0);
734
    IMGUI_API bool          InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0);
735
    IMGUI_API bool          InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0);
736
    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);
737
    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);
738
    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);
739
740
    // 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.)
741
    // - 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.
742
    // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
743
    IMGUI_API bool          ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
744
    IMGUI_API bool          ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
745
    IMGUI_API bool          ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
746
    IMGUI_API bool          ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
747
    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.
748
    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.
749
750
    // Widgets: Trees
751
    // - 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.
752
    IMGUI_API bool          TreeNode(const char* label);
753
    IMGUI_API bool          TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2);   // helper variation to easily decorrelate 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().
754
    IMGUI_API bool          TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2);   // "
755
    IMGUI_API bool          TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
756
    IMGUI_API bool          TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
757
    IMGUI_API bool          TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);
758
    IMGUI_API bool          TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
759
    IMGUI_API bool          TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
760
    IMGUI_API bool          TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
761
    IMGUI_API bool          TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
762
    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.
763
    IMGUI_API void          TreePush(const void* ptr_id);                                       // "
764
    IMGUI_API void          TreePop();                                                          // ~ Unindent()+PopID()
765
    IMGUI_API float         GetTreeNodeToLabelSpacing();                                        // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
766
    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().
767
    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.
768
    IMGUI_API void          SetNextItemOpen(bool is_open, ImGuiCond cond = 0);                  // set next TreeNode/CollapsingHeader open state.
769
    IMGUI_API void          SetNextItemStorageID(ImGuiID storage_id);                           // set id to use for open/close storage (default to same as item id).
770
    IMGUI_API bool          TreeNodeGetOpen(ImGuiID storage_id);                                // retrieve tree node open/close state.
771
772
    // Widgets: Selectables
773
    // - A selectable highlights when hovered, and can display another color when selected.
774
    // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous.
775
    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
776
    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.
777
778
    // Multi-selection system for Selectable(), Checkbox(), TreeNode() functions [BETA]
779
    // - 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.
780
    // - ImGuiSelectionUserData is often used to store your item index within the current view (but may store something else).
781
    // - Read comments near ImGuiMultiSelectIO for instructions/details and see 'Demo->Widgets->Selection State & Multi-Select' for demo.
782
    // - TreeNode() is technically supported but... using this correctly is more complicated. You need some sort of linear/random access to your tree,
783
    //   which is suited to advanced trees setups already implementing filters and clipper. We will work simplifying the current demo.
784
    // - '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.
785
    IMGUI_API ImGuiMultiSelectIO*   BeginMultiSelect(ImGuiMultiSelectFlags flags, int selection_size = -1, int items_count = -1);
786
    IMGUI_API ImGuiMultiSelectIO*   EndMultiSelect();
787
    IMGUI_API void                  SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data);
788
    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.
789
790
    // Widgets: List Boxes
791
    // - This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label.
792
    // - If you don't need a label you can probably simply use BeginChild() with the ImGuiChildFlags_FrameStyle flag for the same result.
793
    // - You can submit contents and manage your selection state however you want it, by creating e.g. Selectable() or any other items.
794
    // - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analogous to how Combos are created.
795
    // - 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
796
    // - 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
797
    IMGUI_API bool          BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region
798
    IMGUI_API void          EndListBox();                                                       // only call EndListBox() if BeginListBox() returned true!
799
    IMGUI_API bool          ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);
800
    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);
801
802
    // Widgets: Data Plotting
803
    // - Consider using ImPlot (https://github.com/epezent/implot) which is much better!
804
    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));
805
    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));
806
    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));
807
    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));
808
809
    // Widgets: Value() Helpers.
810
    // - 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)
811
    IMGUI_API void          Value(const char* prefix, bool b);
812
    IMGUI_API void          Value(const char* prefix, int v);
813
    IMGUI_API void          Value(const char* prefix, unsigned int v);
814
    IMGUI_API void          Value(const char* prefix, float v, const char* float_format = NULL);
815
816
    // Widgets: Menus
817
    // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar.
818
    // - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it.
819
    // - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it.
820
    // - Note that MenuItem() keyboard shortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment.
821
    IMGUI_API bool          BeginMenuBar();                                                     // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
822
    IMGUI_API void          EndMenuBar();                                                       // only call EndMenuBar() if BeginMenuBar() returns true!
823
    IMGUI_API bool          BeginMainMenuBar();                                                 // create and append to a full screen menu-bar.
824
    IMGUI_API void          EndMainMenuBar();                                                   // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
825
    IMGUI_API bool          BeginMenu(const char* label, bool enabled = true);                  // create a sub-menu entry. only call EndMenu() if this returns true!
826
    IMGUI_API void          EndMenu();                                                          // only call EndMenu() if BeginMenu() returns true!
827
    IMGUI_API bool          MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true);  // return true when activated.
828
    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
829
830
    // Tooltips
831
    // - Tooltips are windows following the mouse. They do not take focus away.
832
    // - A tooltip window can contain items of any types.
833
    // - SetTooltip() is more or less a shortcut for the 'if (BeginTooltip()) { Text(...); EndTooltip(); }' idiom (with a subtlety that it discard any previously submitted tooltip)
834
    IMGUI_API bool          BeginTooltip();                                                     // begin/append a tooltip window.
835
    IMGUI_API void          EndTooltip();                                                       // only call EndTooltip() if BeginTooltip()/BeginItemTooltip() returns true!
836
    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().
837
    IMGUI_API void          SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
838
839
    // Tooltips: helpers for showing a tooltip when hovering an item
840
    // - BeginItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip) && BeginTooltip())' idiom.
841
    // - SetItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) { SetTooltip(...); }' idiom.
842
    // - 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'.
843
    IMGUI_API bool          BeginItemTooltip();                                                 // begin/append a tooltip window if preceding item was hovered.
844
    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().
845
    IMGUI_API void          SetItemTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
846
847
    // Popups, Modals
848
    //  - They block normal mouse hovering detection (and therefore most mouse interactions) behind them.
849
    //  - If not modal: they can be closed by clicking anywhere outside them, or by pressing Escape (call 'Shortcut(ImGuiKey_Escape)' to claim a higher-priority shortcut).
850
    //  - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls.
851
    //  - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time.
852
    //  - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered().
853
    //  - 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.
854
    //    This is sometimes leading to confusing mistakes. May rework this in the future.
855
    //  - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards if returned true. ImGuiWindowFlags are forwarded to the window.
856
    //  - BeginPopupModal(): block every interaction behind the window, cannot be closed by user, add a dimming background, has a title bar.
857
    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.
858
    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.
859
    IMGUI_API void          EndPopup();                                                                         // only call EndPopup() if BeginPopupXXX() returns true!
860
861
    // Popups: open/close functions
862
    //  - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options.
863
    //  - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
864
    //  - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually.
865
    //  - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options).
866
    //  - 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().
867
    //  - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened.
868
    IMGUI_API void          OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0);                     // call to mark popup as open (don't call every frame!).
869
    IMGUI_API void          OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0);                             // id overload to facilitate calling from nested stacks
870
    IMGUI_API void          OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 0);   // 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)
871
    IMGUI_API void          CloseCurrentPopup();                                                                // manually close the popup we have begin-ed into.
872
873
    // Popups: Open+Begin popup combined functions helpers to create context menus.
874
    //  - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking.
875
    //  - 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.
876
    //  - IMPORTANT: If you ever used the left mouse button with BeginPopupContextXXX() helpers before 1.92.6:
877
    //    - Before this version, OpenPopupOnItemClick(), BeginPopupContextItem(), BeginPopupContextWindow(), BeginPopupContextVoid() had 'a ImGuiPopupFlags popup_flags = 1' default value in their function signature.
878
    //    - Before: Explicitly passing a literal 0 meant ImGuiPopupFlags_MouseButtonLeft. The default = 1 meant ImGuiPopupFlags_MouseButtonRight.
879
    //    - After: The default = 0 means ImGuiPopupFlags_MouseButtonRight. Explicitly passing a literal 1 also means ImGuiPopupFlags_MouseButtonRight (if legacy behavior are enabled) or will assert (if legacy behavior are disabled).
880
    //    - TL;DR: if you don't want to use right mouse button for popups, always specify it explicitly using a named ImGuiPopupFlags_MouseButtonXXXX value.
881
    //    - Read "API BREAKING CHANGES" 2026/01/07 (1.92.6) entry in imgui.cpp or GitHub topic #9157 for all details.
882
    IMGUI_API bool          BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 0);  // 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!
883
    IMGUI_API bool          BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 0);// open+begin popup when clicked on current window.
884
    IMGUI_API bool          BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 0);  // open+begin popup when clicked in void (where there are no windows).
885
886
    // Popups: query functions
887
    //  - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack.
888
    //  - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack.
889
    //  - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open.
890
    IMGUI_API bool          IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0);                         // return true if the popup is open.
891
892
    // Tables
893
    // - Full-featured replacement for old Columns API.
894
    // - See Demo->Tables for demo code. See top of imgui_tables.cpp for general commentary.
895
    // - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags.
896
    // The typical call flow is:
897
    // - 1. Call BeginTable(), early out if returning false.
898
    // - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults.
899
    // - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows.
900
    // - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data.
901
    // - 5. Populate contents:
902
    //    - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column.
903
    //    - If you are using tables as a sort of grid, where every column is holding the same type of contents,
904
    //      you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex().
905
    //      TableNextColumn() will automatically wrap-around into the next row if needed.
906
    //    - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column!
907
    //    - Summary of possible call flow:
908
    //        - TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1")  // OK
909
    //        - TableNextRow() -> TableNextColumn()      -> Text("Hello 0") -> TableNextColumn()      -> Text("Hello 1")  // OK
910
    //        -                   TableNextColumn()      -> Text("Hello 0") -> TableNextColumn()      -> Text("Hello 1")  // OK: TableNextColumn() automatically gets to next row!
911
    //        - TableNextRow()                           -> Text("Hello 0")                                               // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear!
912
    // - 5. Call EndTable()
913
    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);
914
    IMGUI_API void          EndTable();                                         // only call EndTable() if BeginTable() returns true!
915
    IMGUI_API void          TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row. 'min_row_height' include the minimum top and bottom padding aka CellPadding.y * 2.0f.
916
    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.
917
    IMGUI_API bool          TableSetColumnIndex(int column_n);                  // append into the specified column. Return true when column is visible.
918
919
    // Tables: Headers & Columns declaration
920
    // - Use TableSetupColumn() to specify label, resizing policy, default width/weight, various other flags etc.
921
    //   (the trailing 'ImGuiID user_data', which used to be referred to as 'ImGuiID user_id', is merely user data that is blindly copied in ImGuiTableColumnSortSpecs).
922
    // - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column.
923
    //   Headers are required to perform: reordering, sorting, and opening the context menu.
924
    //   The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody.
925
    // - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in
926
    //   some advanced use cases (e.g. adding custom widgets in header row).
927
    // - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled. When freezing columns you would usually also use ImGuiTableColumnFlags_NoHide on them.
928
    IMGUI_API void          TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_data = 0);
929
    IMGUI_API void          TableSetupScrollFreeze(int cols, int rows);         // lock columns/rows so they stay visible when scrolled.
930
    IMGUI_API void          TableHeader(const char* label);                     // submit one header cell manually (rarely used)
931
    IMGUI_API void          TableHeadersRow();                                  // submit a row with headers cells based on data provided to TableSetupColumn() + submit context menu
932
    IMGUI_API void          TableAngledHeadersRow();                            // submit a row with angled headers for every column with the ImGuiTableColumnFlags_AngledHeader flag. MUST BE FIRST ROW.
933
934
    // Tables: Sorting & Miscellaneous functions
935
    // - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting.
936
    //   When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have
937
    //   changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting,
938
    //   else you may wastefully sort your data every frame!
939
    // - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index.
940
    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().
941
    IMGUI_API int                   TableGetColumnCount();                      // return number of columns (value passed to BeginTable)
942
    IMGUI_API int                   TableGetColumnIndex();                      // return current column index.
943
    IMGUI_API int                   TableGetRowIndex();                         // return current row index (header rows are accounted for)
944
    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.
945
    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.
946
    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)
947
    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.
948
    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.
949
950
    // Legacy Columns API (prefer using Tables!)
951
    // - You can also use SameLine(pos_x) to mimic simplified columns.
952
    IMGUI_API void          Columns(int count = 1, const char* id = NULL, bool borders = true);
953
    IMGUI_API void          NextColumn();                                                       // next column, defaults to current row or next row if the current row is finished
954
    IMGUI_API int           GetColumnIndex();                                                   // get current column index
955
    IMGUI_API float         GetColumnWidth(int column_index = -1);                              // get column width (in pixels). pass -1 to use current column
956
    IMGUI_API void          SetColumnWidth(int column_index, float width);                      // set column width (in pixels). pass -1 to use current column
957
    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
958
    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
959
    IMGUI_API int           GetColumnsCount();
960
961
    // Tab Bars, Tabs
962
    // - Note: Tabs are automatically created by the docking system (when in 'docking' branch). Use this to create tab bars/tabs yourself.
963
    IMGUI_API bool          BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0);        // create and append into a TabBar
964
    IMGUI_API void          EndTabBar();                                                        // only call EndTabBar() if BeginTabBar() returns true!
965
    IMGUI_API bool          BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected.
966
    IMGUI_API void          EndTabItem();                                                       // only call EndTabItem() if BeginTabItem() returns true!
967
    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.
968
    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.
969
970
    // Docking
971
    // - Read https://github.com/ocornut/imgui/wiki/Docking for details.
972
    // - Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable.
973
    // - You can use many Docking facilities without calling any API.
974
    //   - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking.
975
    //   - Drag from window menu button (upper-left button) to undock an entire node (all windows).
976
    //   - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to enable docking.
977
    // - DockSpaceOverViewport:
978
    //   - This is a helper to create an invisible window covering a viewport, then submit a DockSpace() into it.
979
    //   - Most applications can simply call DockSpaceOverViewport() once to allow docking windows into e.g. the edge of your screen.
980
    //     e.g. ImGui::NewFrame(); ImGui::DockSpaceOverViewport();                                                   // Create a dockspace in main viewport.
981
    //      or: ImGui::NewFrame(); ImGui::DockSpaceOverViewport(0, nullptr, ImGuiDockNodeFlags_PassthruCentralNode); // Create a dockspace in main viewport, central node is transparent.
982
    // - Dockspaces:
983
    //   - A dockspace is an explicit dock node within an existing window.
984
    //   - IMPORTANT: Dockspaces need to be submitted _before_ any window they can host. Submit them early in your frame!
985
    //   - IMPORTANT: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked.
986
    //     If you have e.g. multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly.
987
    //   - See 'Demo->Examples->Dockspace' or 'Demo->Examples->Documents' for more detailed demos.
988
    // - Programmatic docking:
989
    //   - There is no public API yet other than the very limited SetNextWindowDockID() function. Sorry for that!
990
    //   - Read https://github.com/ocornut/imgui/wiki/Docking for examples of how to use current internal API.
991
    IMGUI_API ImGuiID       DockSpace(ImGuiID dockspace_id, const ImVec2& size = ImVec2(0, 0), ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL);
992
    IMGUI_API ImGuiID       DockSpaceOverViewport(ImGuiID dockspace_id = 0, const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL);
993
    IMGUI_API void          SetNextWindowDockID(ImGuiID dock_id, ImGuiCond cond = 0);           // set next window dock id
994
    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)
995
    IMGUI_API ImGuiID       GetWindowDockID();                                                  // get dock id of current window, or 0 if not associated to any docking node.
996
    IMGUI_API bool          IsWindowDocked();                                                   // is current window docked into another window?
997
998
    // Logging/Capture
999
    // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.
1000
    IMGUI_API void          LogToTTY(int auto_open_depth = -1);                                 // start logging to tty (stdout)
1001
    IMGUI_API void          LogToFile(int auto_open_depth = -1, const char* filename = NULL);   // start logging to file
1002
    IMGUI_API void          LogToClipboard(int auto_open_depth = -1);                           // start logging to OS clipboard
1003
    IMGUI_API void          LogFinish();                                                        // stop logging (close file, etc.)
1004
    IMGUI_API void          LogButtons();                                                       // helper to display buttons for logging to tty/file/clipboard
1005
    IMGUI_API void          LogText(const char* fmt, ...) IM_FMTARGS(1);                        // pass text data straight to log (without being displayed)
1006
    IMGUI_API void          LogTextV(const char* fmt, va_list args) IM_FMTLIST(1);
1007
1008
    // Drag and Drop
1009
    // - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource().
1010
    // - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget().
1011
    // - 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)
1012
    // - An item can be both drag source and drop target.
1013
    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()
1014
    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.
1015
    IMGUI_API void          EndDragDropSource();                                                                    // only call EndDragDropSource() if BeginDragDropSource() returns true!
1016
    IMGUI_API bool                  BeginDragDropTarget();                                                          // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
1017
    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.
1018
    IMGUI_API void                  EndDragDropTarget();                                                            // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
1019
    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.
1020
1021
    // Disabling [BETA API]
1022
    // - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors)
1023
    // - 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)
1024
    // - Tooltips windows are automatically opted out of disabling. Note that IsItemHovered() by default returns false on disabled items, unless using ImGuiHoveredFlags_AllowWhenDisabled.
1025
    // - 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)
1026
    IMGUI_API void          BeginDisabled(bool disabled = true);
1027
    IMGUI_API void          EndDisabled();
1028
1029
    // Clipping
1030
    // - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only.
1031
    IMGUI_API void          PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
1032
    IMGUI_API void          PopClipRect();
1033
1034
    // Focus, Activation
1035
    IMGUI_API void          SetItemDefaultFocus();                                              // make last item the default focused item of a newly appearing window.
1036
    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.
1037
1038
    // Keyboard/Gamepad Navigation
1039
    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.
1040
1041
    // Overlapping mode
1042
    IMGUI_API void          SetNextItemAllowOverlap();                                          // allow next item to be overlapped by a subsequent item. Typically useful with InvisibleButton(), Selectable(), TreeNode() covering an area where subsequent items may need to be added. Note that both Selectable() and TreeNode() have dedicated flags doing this.
1043
1044
    // Item/Widgets Utilities and Query Functions
1045
    // - Most of the functions are referring to the previous Item that has been submitted.
1046
    // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions.
1047
    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.
1048
    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)
1049
    IMGUI_API bool          IsItemFocused();                                                    // is the last item focused for keyboard/gamepad navigation?
1050
    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.
1051
    IMGUI_API bool          IsItemVisible();                                                    // is the last item visible? (items may be out of sight because of clipping/scrolling)
1052
    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.
1053
    IMGUI_API bool          IsItemActivated();                                                  // was the last item just made active (item was previously inactive).
1054
    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.
1055
    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).
1056
    IMGUI_API bool          IsItemToggledOpen();                                                // was the last item open state toggled? set by TreeNode().
1057
    IMGUI_API bool          IsAnyItemHovered();                                                 // is any item hovered?
1058
    IMGUI_API bool          IsAnyItemActive();                                                  // is any item active?
1059
    IMGUI_API bool          IsAnyItemFocused();                                                 // is any item focused?
1060
    IMGUI_API ImGuiID       GetItemID();                                                        // get ID of last item (~~ often same ImGui::GetID(label) beforehand)
1061
    IMGUI_API ImVec2        GetItemRectMin();                                                   // get upper-left bounding rectangle of the last item (screen space)
1062
    IMGUI_API ImVec2        GetItemRectMax();                                                   // get lower-right bounding rectangle of the last item (screen space)
1063
    IMGUI_API ImVec2        GetItemRectSize();                                                  // get size of last item
1064
    IMGUI_API ImGuiItemFlags GetItemFlags();                                                    // get generic flags of last item
1065
1066
    // Viewports
1067
    // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
1068
    // - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
1069
    // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
1070
    IMGUI_API ImGuiViewport* GetMainViewport();                                                 // return primary/default viewport. This can never be NULL.
1071
1072
    // Background/Foreground Draw Lists
1073
    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.
1074
    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.
1075
1076
    // Miscellaneous Utilities
1077
    IMGUI_API bool          IsRectVisible(const ImVec2& size);                                  // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
1078
    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.
1079
    IMGUI_API double        GetTime();                                                          // get global imgui time. incremented by io.DeltaTime every frame.
1080
    IMGUI_API int           GetFrameCount();                                                    // get global imgui frame count. incremented by 1 every frame.
1081
    IMGUI_API ImDrawListSharedData* GetDrawListSharedData();                                    // you may use this when creating your own ImDrawList instances.
1082
    IMGUI_API const char*   GetStyleColorName(ImGuiCol idx);                                    // get a string corresponding to the enum value (for display, saving, etc.).
1083
    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)
1084
    IMGUI_API ImGuiStorage* GetStateStorage();
1085
1086
    // Text Utilities
1087
    IMGUI_API ImVec2        CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
1088
1089
    // Color Utilities
1090
    IMGUI_API ImVec4        ColorConvertU32ToFloat4(ImU32 in);
1091
    IMGUI_API ImU32         ColorConvertFloat4ToU32(const ImVec4& in);
1092
    IMGUI_API void          ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
1093
    IMGUI_API void          ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
1094
1095
    // Inputs Utilities: Raw Keyboard/Mouse/Gamepad Access
1096
    // - Consider using the Shortcut() function instead of IsKeyPressed()/IsKeyChordPressed()! Shortcut() is easier to use and better featured (can do focus routing check).
1097
    // - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...).
1098
    // - (legacy: before v1.87 (2022-02), we used ImGuiKey < 512 values 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)
1099
    IMGUI_API bool          IsKeyDown(ImGuiKey key);                                            // is key being held.
1100
    IMGUI_API bool          IsKeyPressed(ImGuiKey key, bool repeat = true);                     // was key pressed (went from !Down to Down)? Repeat rate uses io.KeyRepeatDelay / KeyRepeatRate.
1101
    IMGUI_API bool          IsKeyReleased(ImGuiKey key);                                        // was key released (went from Down to !Down)?
1102
    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.
1103
    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
1104
    IMGUI_API const char*   GetKeyName(ImGuiKey key);                                           // [DEBUG] returns English name of the key. Those names are provided for debugging purpose and are not meant to be saved persistently nor compared.
1105
    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.
1106
1107
    // Inputs Utilities: Shortcut Testing & Routing
1108
    // - Typical use is e.g.: 'if (ImGui::Shortcut(ImGuiMod_Ctrl | ImGuiKey_S)) { ... }'.
1109
    // - Flags: Default route use ImGuiInputFlags_RouteFocused, but see ImGuiInputFlags_RouteGlobal and other options in ImGuiInputFlags_!
1110
    // - Flags: Use ImGuiInputFlags_Repeat to support repeat.
1111
    // - ImGuiKeyChord = a ImGuiKey + optional ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super.
1112
    //       ImGuiKey_C                          // Accepted by functions taking ImGuiKey or ImGuiKeyChord arguments
1113
    //       ImGuiMod_Ctrl | ImGuiKey_C          // Accepted by functions taking ImGuiKeyChord arguments
1114
    //   only ImGuiMod_XXX values are legal to combine with an ImGuiKey. You CANNOT combine two ImGuiKey values.
1115
    // - The general idea is that several callers may register interest in a shortcut, and only one owner gets it.
1116
    //      Parent   -> call Shortcut(Ctrl+S)    // When Parent is focused, Parent gets the shortcut.
1117
    //        Child1 -> call Shortcut(Ctrl+S)    // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts)
1118
    //        Child2 -> no call                  // When Child2 is focused, Parent gets the shortcut.
1119
    //   The whole system is order independent, so if Child1 makes its calls before Parent, results will be identical.
1120
    //   This is an important property as it facilitate working with foreign code or larger codebase.
1121
    // - To understand the difference:
1122
    //   - IsKeyChordPressed() compares mods and call IsKeyPressed()
1123
    //     -> the function has no side-effect.
1124
    //   - Shortcut() submits a route, routes are resolved, if it currently can be routed it calls IsKeyChordPressed()
1125
    //     -> the function has (desirable) side-effects as it can prevents another call from getting the route.
1126
    // - Visualize registered routes in 'Metrics/Debugger->Inputs'.
1127
    IMGUI_API bool          Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0);
1128
    IMGUI_API void          SetNextItemShortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0);
1129
1130
    // Inputs Utilities: Key/Input Ownership [BETA]
1131
    // - One common use case would be to allow your items to disable standard inputs behaviors such
1132
    //   as Tab or Alt key handling, Mouse Wheel scrolling, etc.
1133
    //   e.g. `Button(...); if (SetItemKeyOwner(ImGuiKey_MouseWheelY)) { ... }` to make hovering/activating a button disable wheel for scrolling.
1134
    // - Reminder ImGuiKey enum include access to mouse buttons and gamepad, so key ownership can apply to them.
1135
    // - The return value of SetItemKeyOwner() says if ownership has been requested for the item, which is a shortcut to calling yet non-public TestKeyOwner() function.
1136
    // - Many related features are still in imgui_internal.h. For instance, most IsKeyXXX()/IsMouseXXX() functions have an owner-id-aware version.
1137
    IMGUI_API bool          SetItemKeyOwner(ImGuiKey key);                                      // Set key owner to last item ID if it is hovered or active. Return true when ownership has been set. Roughly equivalent to 'if (TestKeyOwner(key, GetItemID()) && (IsItemHovered() || IsItemActive())) { SetKeyOwner(key, GetItemID());'. 
1138
1139
    // Inputs Utilities: Mouse
1140
    // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.
1141
    // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
1142
    // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold')
1143
    IMGUI_API bool          IsMouseDown(ImGuiMouseButton button);                               // is mouse button held?
1144
    IMGUI_API bool          IsMouseClicked(ImGuiMouseButton button, bool repeat = false);       // did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1.
1145
    IMGUI_API bool          IsMouseReleased(ImGuiMouseButton button);                           // did mouse button released? (went from Down to !Down)
1146
    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)
1147
    IMGUI_API bool          IsMouseReleasedWithDelay(ImGuiMouseButton button, float delay);     // delayed mouse release (use very sparingly!). Generally used with 'delay >= io.MouseDoubleClickTime' + combined with a 'io.MouseClickedLastCount==1' test. This is a very rarely used UI idiom, but some apps use this: e.g. MS Explorer single click on an icon to rename.
1148
    IMGUI_API int           GetMouseClickedCount(ImGuiMouseButton button);                      // return the number of successive mouse-clicks at the time where a click happen (otherwise 0).
1149
    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.
1150
    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
1151
    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.
1152
    IMGUI_API ImVec2        GetMousePos();                                                      // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
1153
    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)
1154
    IMGUI_API bool          IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f);         // is mouse dragging? (uses io.MouseDraggingThreshold if lock_threshold < 0.0f)
1155
    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)
1156
    IMGUI_API void          ResetMouseDragDelta(ImGuiMouseButton button = 0);                   //
1157
    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
1158
    IMGUI_API void          SetMouseCursor(ImGuiMouseCursor cursor_type);                       // set desired mouse cursor shape
1159
    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 instructs your app to ignore inputs). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse;" after the next NewFrame() call.
1160
1161
    // Clipboard Utilities
1162
    // - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard.
1163
    IMGUI_API const char*   GetClipboardText();
1164
    IMGUI_API void          SetClipboardText(const char* text);
1165
1166
    // Settings/.Ini Utilities
1167
    // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
1168
    // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
1169
    // - 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).
1170
    IMGUI_API void          LoadIniSettingsFromDisk(const char* ini_filename);                  // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
1171
    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.
1172
    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).
1173
    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.
1174
1175
    // Debug Utilities
1176
    // - Your main debugging friend is the ShowMetricsWindow() function.
1177
    // - Interactive tools are all accessible from the 'Dear ImGui Demo->Tools' menu.
1178
    // - Read https://github.com/ocornut/imgui/wiki/Debug-Tools for a description of all available debug tools.
1179
    IMGUI_API void          DebugTextEncoding(const char* text);
1180
    IMGUI_API void          DebugFlashStyleColor(ImGuiCol idx);
1181
    IMGUI_API void          DebugStartItemPicker();
1182
    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.
1183
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
1184
    IMGUI_API void          DebugLog(const char* fmt, ...)           IM_FMTARGS(1); // Call via IMGUI_DEBUG_LOG() for maximum stripping in caller code!
1185
    IMGUI_API void          DebugLogV(const char* fmt, va_list args) IM_FMTLIST(1);
1186
#endif
1187
1188
    // Memory Allocators
1189
    // - Those functions are not reliant on the current context.
1190
    // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
1191
    //   for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
1192
    IMGUI_API void          SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL);
1193
    IMGUI_API void          GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data);
1194
    IMGUI_API void*         MemAlloc(size_t size);
1195
    IMGUI_API void          MemFree(void* ptr);
1196
1197
    // (Optional) Platform/OS interface for multi-viewport support
1198
    // Read comments around the ImGuiPlatformIO structure for more details.
1199
    // Note: You may use GetWindowViewport() to get the current viewport of the current window.
1200
    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.
1201
    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.
1202
    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().
1203
    IMGUI_API ImGuiViewport* FindViewportByID(ImGuiID viewport_id);                 // this is a helper for backends.
1204
    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.)
1205
1206
} // namespace ImGui
1207
1208
//-----------------------------------------------------------------------------
1209
// [SECTION] Flags & Enumerations
1210
//-----------------------------------------------------------------------------
1211
1212
// Flags for ImGui::Begin()
1213
// (Those are per-window flags. There are shared flags in ImGuiIO: io.ConfigWindowsResizeFromEdges and io.ConfigWindowsMoveFromTitleBarOnly)
1214
enum ImGuiWindowFlags_
1215
{
1216
    ImGuiWindowFlags_None                   = 0,
1217
    ImGuiWindowFlags_NoTitleBar             = 1 << 0,   // Disable title-bar
1218
    ImGuiWindowFlags_NoResize               = 1 << 1,   // Disable user resizing with the lower-right grip
1219
    ImGuiWindowFlags_NoMove                 = 1 << 2,   // Disable user moving the window
1220
    ImGuiWindowFlags_NoScrollbar            = 1 << 3,   // Disable scrollbars (window can still scroll with mouse or programmatically)
1221
    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.
1222
    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).
1223
    ImGuiWindowFlags_AlwaysAutoResize       = 1 << 6,   // Resize every window to its content every frame
1224
    ImGuiWindowFlags_NoBackground           = 1 << 7,   // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
1225
    ImGuiWindowFlags_NoSavedSettings        = 1 << 8,   // Never load/save settings in .ini file
1226
    ImGuiWindowFlags_NoMouseInputs          = 1 << 9,   // Disable catching mouse, hovering test with pass through.
1227
    ImGuiWindowFlags_MenuBar                = 1 << 10,  // Has a menu-bar
1228
    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.
1229
    ImGuiWindowFlags_NoFocusOnAppearing     = 1 << 12,  // Disable taking focus when transitioning from hidden to visible state
1230
    ImGuiWindowFlags_NoBringToFrontOnFocus  = 1 << 13,  // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus)
1231
    ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14,  // Always show vertical scrollbar (even if ContentSize.y < Size.y)
1232
    ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15,  // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
1233
    ImGuiWindowFlags_NoNavInputs            = 1 << 16,  // No keyboard/gamepad navigation within the window
1234
    ImGuiWindowFlags_NoNavFocus             = 1 << 17,  // No focusing toward this window with keyboard/gamepad navigation (e.g. skipped by Ctrl+Tab)
1235
    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.
1236
    ImGuiWindowFlags_NoDocking              = 1 << 19,  // Disable docking of this window
1237
    ImGuiWindowFlags_NoNav                  = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
1238
    ImGuiWindowFlags_NoDecoration           = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,
1239
    ImGuiWindowFlags_NoInputs               = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
1240
1241
    // [Internal]
1242
    ImGuiWindowFlags_DockNodeHost           = 1 << 23,  // Don't use! For internal use by Begin()/NewFrame()
1243
    ImGuiWindowFlags_ChildWindow            = 1 << 24,  // Don't use! For internal use by BeginChild()
1244
    ImGuiWindowFlags_Tooltip                = 1 << 25,  // Don't use! For internal use by BeginTooltip()
1245
    ImGuiWindowFlags_Popup                  = 1 << 26,  // Don't use! For internal use by BeginPopup()
1246
    ImGuiWindowFlags_Modal                  = 1 << 27,  // Don't use! For internal use by BeginPopupModal()
1247
    ImGuiWindowFlags_ChildMenu              = 1 << 28,  // Don't use! For internal use by BeginMenu()
1248
1249
    // Obsolete names
1250
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1251
    //ImGuiWindowFlags_NavFlattened           = 1 << 29,  // Obsoleted in 1.90.9: moved to ImGuiChildFlags. BeginChild(name, size, 0, ImGuiWindowFlags_NavFlattened)           --> BeginChild(name, size, ImGuiChildFlags_NavFlattened, 0)
1252
    //ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 30,  // Obsoleted in 1.90.0: moved to ImGuiChildFlags. BeginChild(name, size, 0, ImGuiWindowFlags_AlwaysUseWindowPadding) --> BeginChild(name, size, ImGuiChildFlags_AlwaysUseWindowPadding, 0)
1253
#endif
1254
};
1255
1256
// Flags for ImGui::BeginChild()
1257
// (Legacy: bit 0 must always correspond to ImGuiChildFlags_Borders to be backward compatible with old API using 'bool border = false'.)
1258
// About using AutoResizeX/AutoResizeY flags:
1259
// - May be combined with SetNextWindowSizeConstraints() to set a min/max size for each axis (see "Demo->Child->Auto-resize with Constraints").
1260
// - Size measurement for a given axis is only performed when the child window is within visible boundaries, or is just appearing.
1261
//   - 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.
1262
//     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.
1263
//   - You may also use ImGuiChildFlags_AlwaysAutoResize to force an update even when child window is not in view.
1264
//     HOWEVER PLEASE UNDERSTAND THAT DOING SO WILL PREVENT BeginChild() FROM EVER RETURNING FALSE, disabling benefits of coarse clipping.
1265
enum ImGuiChildFlags_
1266
{
1267
    ImGuiChildFlags_None                    = 0,
1268
    ImGuiChildFlags_Borders                 = 1 << 0,   // Show an outer border and enable WindowPadding. (IMPORTANT: this is always == 1 == true for legacy reason)
1269
    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)
1270
    ImGuiChildFlags_ResizeX                 = 1 << 2,   // Allow resize from right border (layout direction). Enable .ini saving (unless ImGuiWindowFlags_NoSavedSettings passed to window flags)
1271
    ImGuiChildFlags_ResizeY                 = 1 << 3,   // Allow resize from bottom border (layout direction). "
1272
    ImGuiChildFlags_AutoResizeX             = 1 << 4,   // Enable auto-resizing width. Read "IMPORTANT: Size measurement" details above.
1273
    ImGuiChildFlags_AutoResizeY             = 1 << 5,   // Enable auto-resizing height. Read "IMPORTANT: Size measurement" details above.
1274
    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.
1275
    ImGuiChildFlags_FrameStyle              = 1 << 7,   // Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding.
1276
    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.
1277
1278
    // Obsolete names
1279
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1280
    //ImGuiChildFlags_Border                = ImGuiChildFlags_Borders,  // Renamed in 1.91.1 (August 2024) for consistency.
1281
#endif
1282
};
1283
1284
// Flags for ImGui::PushItemFlag()
1285
// (Those are shared by all submitted items)
1286
enum ImGuiItemFlags_
1287
{
1288
    ImGuiItemFlags_None                     = 0,        // (Default)
1289
    ImGuiItemFlags_NoTabStop                = 1 << 0,   // false    // Disable keyboard tabbing. This is a "lighter" version of ImGuiItemFlags_NoNav.
1290
    ImGuiItemFlags_NoNav                    = 1 << 1,   // false    // Disable any form of focusing (keyboard/gamepad directional navigation and SetKeyboardFocusHere() calls).
1291
    ImGuiItemFlags_NoNavDefaultFocus        = 1 << 2,   // false    // Disable item being a candidate for default focus (e.g. used by title bar items).
1292
    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.
1293
    ImGuiItemFlags_AutoClosePopups          = 1 << 4,   // true     // MenuItem()/Selectable() automatically close their parent popup window.
1294
    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.
1295
    ImGuiItemFlags_Disabled                 = 1 << 6,   // false    // [Internal] Disable interactions. DOES NOT affect visuals. This is used by BeginDisabled()/EndDisabled() and only provided here so you can read back via GetItemFlags().
1296
};
1297
1298
// Flags for ImGui::InputText()
1299
// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigInputTextCursorBlink and io.ConfigInputTextEnterKeepActive)
1300
enum ImGuiInputTextFlags_
1301
{
1302
    // Basic filters (also see ImGuiInputTextFlags_CallbackCharFilter)
1303
    ImGuiInputTextFlags_None                = 0,
1304
    ImGuiInputTextFlags_CharsDecimal        = 1 << 0,   // Allow 0123456789.+-*/
1305
    ImGuiInputTextFlags_CharsHexadecimal    = 1 << 1,   // Allow 0123456789ABCDEFabcdef
1306
    ImGuiInputTextFlags_CharsScientific     = 1 << 2,   // Allow 0123456789.+-*/eE (Scientific notation input)
1307
    ImGuiInputTextFlags_CharsUppercase      = 1 << 3,   // Turn a..z into A..Z
1308
    ImGuiInputTextFlags_CharsNoBlank        = 1 << 4,   // Filter out spaces, tabs
1309
1310
    // Inputs
1311
    ImGuiInputTextFlags_AllowTabInput       = 1 << 5,   // Pressing TAB input a '\t' character into the text field
1312
    ImGuiInputTextFlags_EnterReturnsTrue    = 1 << 6,   // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider using IsItemDeactivatedAfterEdit() instead!
1313
    ImGuiInputTextFlags_EscapeClearsAll     = 1 << 7,   // Escape key clears content if not empty, and deactivate otherwise (contrast to default behavior of Escape to revert)
1314
    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). Note that Shift+Enter always enter a new line either way.
1315
1316
    // Other options
1317
    ImGuiInputTextFlags_ReadOnly            = 1 << 9,   // Read-only mode
1318
    ImGuiInputTextFlags_Password            = 1 << 10,  // Password mode, display all characters as '*', disable copy
1319
    ImGuiInputTextFlags_AlwaysOverwrite     = 1 << 11,  // Overwrite mode
1320
    ImGuiInputTextFlags_AutoSelectAll       = 1 << 12,  // Select entire text when first taking mouse focus
1321
    ImGuiInputTextFlags_ParseEmptyRefVal    = 1 << 13,  // InputFloat(), InputInt(), InputScalar() etc. only: parse empty string as zero value.
1322
    ImGuiInputTextFlags_DisplayEmptyRefVal  = 1 << 14,  // InputFloat(), InputInt(), InputScalar() etc. only: when value is zero, do not display it. Generally used with ImGuiInputTextFlags_ParseEmptyRefVal.
1323
    ImGuiInputTextFlags_NoHorizontalScroll  = 1 << 15,  // Disable following the cursor horizontally
1324
    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().
1325
1326
    // Elide display / Alignment
1327
    ImGuiInputTextFlags_ElideLeft           = 1 << 17,  // When text doesn't fit, elide left side to ensure right side stays visible. Useful for path/filenames. Single-line only!
1328
1329
    // Callback features
1330
    ImGuiInputTextFlags_CallbackCompletion  = 1 << 18,  // Callback on pressing TAB (for completion handling)
1331
    ImGuiInputTextFlags_CallbackHistory     = 1 << 19,  // Callback on pressing Up/Down arrows (for history handling)
1332
    ImGuiInputTextFlags_CallbackAlways      = 1 << 20,  // Callback on each iteration. User code may query cursor position, modify text buffer.
1333
    ImGuiInputTextFlags_CallbackCharFilter  = 1 << 21,  // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
1334
    ImGuiInputTextFlags_CallbackResize      = 1 << 22,  // 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)
1335
    ImGuiInputTextFlags_CallbackEdit        = 1 << 23,  // Callback on any edit. Note that InputText() already returns true on edit + you can always use IsItemEdited(). The callback is useful to manipulate the underlying buffer while focus is active.
1336
1337
    // Multi-line Word-Wrapping [BETA]
1338
    // - Not well tested yet. Please report any incorrect cursor movement, selection behavior etc. bug to https://github.com/ocornut/imgui/issues/3237.
1339
    // - Wrapping style is not ideal. Wrapping of long words/sections (e.g. words larger than total available width) may be particularly unpleasing.
1340
    // - Wrapping width needs to always account for the possibility of a vertical scrollbar.
1341
    // - It is much slower than regular text fields.
1342
    //   Ballpark estimate of cost on my 2019 desktop PC: for a 100 KB text buffer: +~0.3 ms (Optimized) / +~1.0 ms (Debug build).
1343
    //   The CPU cost is very roughly proportional to text length, so a 10 KB buffer should cost about ten times less.
1344
    ImGuiInputTextFlags_WordWrap            = 1 << 24,  // InputTextMultiline(): word-wrap lines that are too long.
1345
1346
    // Obsolete names
1347
    //ImGuiInputTextFlags_AlwaysInsertMode  = ImGuiInputTextFlags_AlwaysOverwrite   // [renamed in 1.82] name was not matching behavior
1348
};
1349
1350
// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
1351
enum ImGuiTreeNodeFlags_
1352
{
1353
    ImGuiTreeNodeFlags_None                 = 0,
1354
    ImGuiTreeNodeFlags_Selected             = 1 << 0,   // Draw as selected
1355
    ImGuiTreeNodeFlags_Framed               = 1 << 1,   // Draw frame with background (e.g. for CollapsingHeader)
1356
    ImGuiTreeNodeFlags_AllowOverlap         = 1 << 2,   // Hit testing will allow subsequent widgets to overlap this one. Require previous frame HoveredId to match before being usable. Shortcut to calling SetNextItemAllowOverlap().
1357
    ImGuiTreeNodeFlags_NoTreePushOnOpen     = 1 << 3,   // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
1358
    ImGuiTreeNodeFlags_NoAutoOpenOnLog      = 1 << 4,   // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
1359
    ImGuiTreeNodeFlags_DefaultOpen          = 1 << 5,   // Default node to be open
1360
    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.
1361
    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.
1362
    ImGuiTreeNodeFlags_Leaf                 = 1 << 8,   // No collapsing, no arrow (use as a convenience for leaf nodes). Note: will always open a tree/id scope and return true. If you never use that scope, add ImGuiTreeNodeFlags_NoTreePushOnOpen.
1363
    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!
1364
    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.
1365
    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.
1366
    ImGuiTreeNodeFlags_SpanFullWidth        = 1 << 12,  // Extend hit box to the left-most and right-most edges (cover the indent area).
1367
    ImGuiTreeNodeFlags_SpanLabelWidth       = 1 << 13,  // Narrow hit box + narrow hovering highlight, will only cover the label text.
1368
    ImGuiTreeNodeFlags_SpanAllColumns       = 1 << 14,  // Frame will span all columns of its container table (label will still fit in current column)
1369
    ImGuiTreeNodeFlags_LabelSpanAllColumns  = 1 << 15,  // Label will span all columns of its container table
1370
    //ImGuiTreeNodeFlags_NoScrollOnOpen     = 1 << 16,  // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
1371
    ImGuiTreeNodeFlags_NavLeftJumpsToParent = 1 << 17,  // Nav: left arrow moves back to parent. This is processed in TreePop() when there's an unfulfilled Left nav request remaining.
1372
    ImGuiTreeNodeFlags_CollapsingHeader     = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog,
1373
1374
    // [EXPERIMENTAL] Draw lines connecting TreeNode hierarchy. Discuss in GitHub issue #2920.
1375
    // Default value is pulled from style.TreeLinesFlags. May be overridden in TreeNode calls.
1376
    ImGuiTreeNodeFlags_DrawLinesNone        = 1 << 18,  // No lines drawn
1377
    ImGuiTreeNodeFlags_DrawLinesFull        = 1 << 19,  // Horizontal lines to child nodes. Vertical line drawn down to TreePop() position: cover full contents. Faster (for large trees).
1378
    ImGuiTreeNodeFlags_DrawLinesToNodes     = 1 << 20,  // Horizontal lines to child nodes. Vertical line drawn down to bottom-most child node. Slower (for large trees).
1379
1380
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1381
    ImGuiTreeNodeFlags_NavLeftJumpsBackHere = ImGuiTreeNodeFlags_NavLeftJumpsToParent,  // Renamed in 1.92.0
1382
    //ImGuiTreeNodeFlags_SpanTextWidth      = ImGuiTreeNodeFlags_SpanLabelWidth,        // Renamed in 1.90.7
1383
    //ImGuiTreeNodeFlags_AllowItemOverlap   = ImGuiTreeNodeFlags_AllowOverlap,          // Renamed in 1.89.7
1384
#endif
1385
};
1386
1387
// Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions.
1388
// - IMPORTANT: If you ever used the left mouse button with BeginPopupContextXXX() helpers before 1.92.6: Read "API BREAKING CHANGES" 2026/01/07 (1.92.6) entry in imgui.cpp or GitHub topic #9157.
1389
// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later).
1390
enum ImGuiPopupFlags_
1391
{
1392
    ImGuiPopupFlags_None                    = 0,
1393
    ImGuiPopupFlags_MouseButtonLeft         = 1 << 2,   // For BeginPopupContext*(): open on Left Mouse release. Only one button allowed!
1394
    ImGuiPopupFlags_MouseButtonRight        = 2 << 2,   // For BeginPopupContext*(): open on Right Mouse release. Only one button allowed! (default)
1395
    ImGuiPopupFlags_MouseButtonMiddle       = 3 << 2,   // For BeginPopupContext*(): open on Middle Mouse release. Only one button allowed!
1396
    ImGuiPopupFlags_NoReopen                = 1 << 5,   // For OpenPopup*(), BeginPopupContext*(): don't reopen same popup if already open (won't reposition, won't reinitialize navigation)
1397
    //ImGuiPopupFlags_NoReopenAlwaysNavInit = 1 << 6,   // For OpenPopup*(), BeginPopupContext*(): focus and initialize navigation even when not reopening.
1398
    ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 7,   // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack
1399
    ImGuiPopupFlags_NoOpenOverItems         = 1 << 8,   // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space
1400
    ImGuiPopupFlags_AnyPopupId              = 1 << 10,  // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup.
1401
    ImGuiPopupFlags_AnyPopupLevel           = 1 << 11,  // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level)
1402
    ImGuiPopupFlags_AnyPopup                = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel,
1403
    ImGuiPopupFlags_MouseButtonShift_       = 2,        // [Internal]
1404
    ImGuiPopupFlags_MouseButtonMask_        = 0x0C,     // [Internal]
1405
    ImGuiPopupFlags_InvalidMask_            = 0x03,     // [Internal] Reserve legacy bits 0-1 to detect incorrectly passing 1 or 2 to the function.
1406
};
1407
1408
// Flags for ImGui::Selectable()
1409
enum ImGuiSelectableFlags_
1410
{
1411
    ImGuiSelectableFlags_None               = 0,
1412
    ImGuiSelectableFlags_NoAutoClosePopups  = 1 << 0,   // Clicking this doesn't close parent popup window (overrides ImGuiItemFlags_AutoClosePopups)
1413
    ImGuiSelectableFlags_SpanAllColumns     = 1 << 1,   // Frame will span all columns of its container table (text will still fit in current column)
1414
    ImGuiSelectableFlags_AllowDoubleClick   = 1 << 2,   // Generate press events on double clicks too
1415
    ImGuiSelectableFlags_Disabled           = 1 << 3,   // Cannot be selected, display grayed out text
1416
    ImGuiSelectableFlags_AllowOverlap       = 1 << 4,   // Hit testing will allow subsequent widgets to overlap this one. Require previous frame HoveredId to match before being usable. Shortcut to calling SetNextItemAllowOverlap().
1417
    ImGuiSelectableFlags_Highlight          = 1 << 5,   // Make the item be displayed as if it is hovered
1418
    ImGuiSelectableFlags_SelectOnNav        = 1 << 6,   // Auto-select when moved into, unless Ctrl is held. Automatic when in a BeginMultiSelect() block.
1419
1420
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1421
    ImGuiSelectableFlags_DontClosePopups    = ImGuiSelectableFlags_NoAutoClosePopups,   // Renamed in 1.91.0
1422
    //ImGuiSelectableFlags_AllowItemOverlap = ImGuiSelectableFlags_AllowOverlap,        // Renamed in 1.89.7
1423
#endif
1424
};
1425
1426
// Flags for ImGui::BeginCombo()
1427
enum ImGuiComboFlags_
1428
{
1429
    ImGuiComboFlags_None                    = 0,
1430
    ImGuiComboFlags_PopupAlignLeft          = 1 << 0,   // Align the popup toward the left by default
1431
    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()
1432
    ImGuiComboFlags_HeightRegular           = 1 << 2,   // Max ~8 items visible (default)
1433
    ImGuiComboFlags_HeightLarge             = 1 << 3,   // Max ~20 items visible
1434
    ImGuiComboFlags_HeightLargest           = 1 << 4,   // As many fitting items as possible
1435
    ImGuiComboFlags_NoArrowButton           = 1 << 5,   // Display on the preview box without the square arrow button
1436
    ImGuiComboFlags_NoPreview               = 1 << 6,   // Display only a square arrow button
1437
    ImGuiComboFlags_WidthFitPreview         = 1 << 7,   // Width dynamically calculated from preview contents
1438
    ImGuiComboFlags_HeightMask_             = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest,
1439
};
1440
1441
// Flags for ImGui::BeginTabBar()
1442
enum ImGuiTabBarFlags_
1443
{
1444
    ImGuiTabBarFlags_None                           = 0,
1445
    ImGuiTabBarFlags_Reorderable                    = 1 << 0,   // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list
1446
    ImGuiTabBarFlags_AutoSelectNewTabs              = 1 << 1,   // Automatically select new tabs when they appear
1447
    ImGuiTabBarFlags_TabListPopupButton             = 1 << 2,   // Disable buttons to open the tab list popup
1448
    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.
1449
    ImGuiTabBarFlags_NoTabListScrollingButtons      = 1 << 4,   // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll)
1450
    ImGuiTabBarFlags_NoTooltip                      = 1 << 5,   // Disable tooltips when hovering a tab
1451
    ImGuiTabBarFlags_DrawSelectedOverline           = 1 << 6,   // Draw selected overline markers over selected tab
1452
1453
    // Fitting/Resize policy
1454
    ImGuiTabBarFlags_FittingPolicyMixed             = 1 << 7,   // Shrink down tabs when they don't fit, until width is style.TabMinWidthShrink, then enable scrolling. Setting TabMinWidthShrink to FLT_MAX makes this behave like ImGuiTabBarFlags_FittingPolicyScroll.
1455
    ImGuiTabBarFlags_FittingPolicyShrink            = 1 << 8,   // Shrink down tabs when they don't fit
1456
    ImGuiTabBarFlags_FittingPolicyScroll            = 1 << 9,   // Enable scrolling buttons when tabs don't fit
1457
    ImGuiTabBarFlags_FittingPolicyMask_             = ImGuiTabBarFlags_FittingPolicyMixed | ImGuiTabBarFlags_FittingPolicyShrink | ImGuiTabBarFlags_FittingPolicyScroll,
1458
    ImGuiTabBarFlags_FittingPolicyDefault_          = ImGuiTabBarFlags_FittingPolicyMixed,
1459
1460
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1461
    ImGuiTabBarFlags_FittingPolicyResizeDown        = ImGuiTabBarFlags_FittingPolicyShrink, // Renamed in 1.92.2
1462
#endif
1463
};
1464
1465
// Flags for ImGui::BeginTabItem()
1466
enum ImGuiTabItemFlags_
1467
{
1468
    ImGuiTabItemFlags_None                          = 0,
1469
    ImGuiTabItemFlags_UnsavedDocument               = 1 << 0,   // Display a dot next to the title + set ImGuiTabItemFlags_NoAssumedClosure.
1470
    ImGuiTabItemFlags_SetSelected                   = 1 << 1,   // Trigger flag to programmatically make the tab selected when calling BeginTabItem()
1471
    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.
1472
    ImGuiTabItemFlags_NoPushId                      = 1 << 3,   // Don't call PushID()/PopID() on BeginTabItem()/EndTabItem()
1473
    ImGuiTabItemFlags_NoTooltip                     = 1 << 4,   // Disable tooltip for the given tab
1474
    ImGuiTabItemFlags_NoReorder                     = 1 << 5,   // Disable reordering this tab or having another tab cross over this tab
1475
    ImGuiTabItemFlags_Leading                       = 1 << 6,   // Enforce the tab position to the left of the tab bar (after the tab list popup button)
1476
    ImGuiTabItemFlags_Trailing                      = 1 << 7,   // Enforce the tab position to the right of the tab bar (before the scrolling buttons)
1477
    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.
1478
};
1479
1480
// Flags for ImGui::IsWindowFocused()
1481
enum ImGuiFocusedFlags_
1482
{
1483
    ImGuiFocusedFlags_None                          = 0,
1484
    ImGuiFocusedFlags_ChildWindows                  = 1 << 0,   // Return true if any children of the window is focused
1485
    ImGuiFocusedFlags_RootWindow                    = 1 << 1,   // Test from root window (top most parent of the current hierarchy)
1486
    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!
1487
    ImGuiFocusedFlags_NoPopupHierarchy              = 1 << 3,   // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
1488
    ImGuiFocusedFlags_DockHierarchy                 = 1 << 4,   // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
1489
    ImGuiFocusedFlags_RootAndChildWindows           = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows,
1490
};
1491
1492
// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
1493
// 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!
1494
// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.
1495
enum ImGuiHoveredFlags_
1496
{
1497
    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.
1498
    ImGuiHoveredFlags_ChildWindows                  = 1 << 0,   // IsWindowHovered() only: Return true if any children of the window is hovered
1499
    ImGuiHoveredFlags_RootWindow                    = 1 << 1,   // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
1500
    ImGuiHoveredFlags_AnyWindow                     = 1 << 2,   // IsWindowHovered() only: Return true if any window is hovered
1501
    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)
1502
    ImGuiHoveredFlags_DockHierarchy                 = 1 << 4,   // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
1503
    ImGuiHoveredFlags_AllowWhenBlockedByPopup       = 1 << 5,   // Return true even if a popup window is normally blocking access to this item/window
1504
    //ImGuiHoveredFlags_AllowWhenBlockedByModal     = 1 << 6,   // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
1505
    ImGuiHoveredFlags_AllowWhenBlockedByActiveItem  = 1 << 7,   // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
1506
    ImGuiHoveredFlags_AllowWhenOverlappedByItem     = 1 << 8,   // IsItemHovered() only: Return true even if the item uses AllowOverlap mode and is overlapped by another hoverable item.
1507
    ImGuiHoveredFlags_AllowWhenOverlappedByWindow   = 1 << 9,   // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window.
1508
    ImGuiHoveredFlags_AllowWhenDisabled             = 1 << 10,  // IsItemHovered() only: Return true even if the item is disabled
1509
    ImGuiHoveredFlags_NoNavOverride                 = 1 << 11,  // IsItemHovered() only: Disable using keyboard/gamepad navigation state when active, always query mouse
1510
    ImGuiHoveredFlags_AllowWhenOverlapped           = ImGuiHoveredFlags_AllowWhenOverlappedByItem | ImGuiHoveredFlags_AllowWhenOverlappedByWindow,
1511
    ImGuiHoveredFlags_RectOnly                      = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
1512
    ImGuiHoveredFlags_RootAndChildWindows           = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows,
1513
1514
    // Tooltips mode
1515
    // - typically used in IsItemHovered() + SetTooltip() sequence.
1516
    // - this is a shortcut to pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' where you can reconfigure desired behavior.
1517
    //   e.g. 'HoverFlagsForTooltipMouse' defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_AllowWhenDisabled'.
1518
    // - 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.
1519
    // - 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.
1520
    ImGuiHoveredFlags_ForTooltip                    = 1 << 12,  // Shortcut for standard flags when using IsItemHovered() + SetTooltip() sequence.
1521
1522
    // (Advanced) Mouse Hovering delays.
1523
    // - generally you can use ImGuiHoveredFlags_ForTooltip to use application-standardized flags.
1524
    // - use those if you need specific overrides.
1525
    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.
1526
    ImGuiHoveredFlags_DelayNone                     = 1 << 14,  // IsItemHovered() only: Return true immediately (default). As this is the default you generally ignore this.
1527
    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).
1528
    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).
1529
    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)
1530
};
1531
1532
// Flags for ImGui::DockSpace(), shared/inherited by child nodes.
1533
// (Some flags can be applied to individual nodes directly)
1534
// FIXME-DOCK: Also see ImGuiDockNodeFlagsPrivate_ which may involve using the WIP and internal DockBuilder api.
1535
enum ImGuiDockNodeFlags_
1536
{
1537
    ImGuiDockNodeFlags_None                         = 0,
1538
    ImGuiDockNodeFlags_KeepAliveOnly                = 1 << 0,   //       // Don't display the dockspace node but keep it alive. Windows docked into this dockspace node won't be undocked.
1539
    //ImGuiDockNodeFlags_NoCentralNode              = 1 << 1,   //       // Disable Central Node (the node which can stay empty)
1540
    ImGuiDockNodeFlags_NoDockingOverCentralNode     = 1 << 2,   //       // Disable docking over the Central Node, which will be always kept empty.
1541
    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.
1542
    ImGuiDockNodeFlags_NoDockingSplit               = 1 << 4,   //       // Disable other windows/nodes from splitting this node.
1543
    ImGuiDockNodeFlags_NoResize                     = 1 << 5,   // Saved // Disable resizing node using the splitter/separators. Useful with programmatically setup dockspaces.
1544
    ImGuiDockNodeFlags_AutoHideTabBar               = 1 << 6,   //       // Tab bar will automatically hide when there is a single window in the dock node.
1545
    ImGuiDockNodeFlags_NoUndocking                  = 1 << 7,   //       // Disable undocking this node.
1546
1547
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1548
    ImGuiDockNodeFlags_NoSplit                      = ImGuiDockNodeFlags_NoDockingSplit, // Renamed in 1.90
1549
    ImGuiDockNodeFlags_NoDockingInCentralNode       = ImGuiDockNodeFlags_NoDockingOverCentralNode, // Renamed in 1.90
1550
#endif
1551
};
1552
1553
// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
1554
enum ImGuiDragDropFlags_
1555
{
1556
    ImGuiDragDropFlags_None                         = 0,
1557
    // BeginDragDropSource() flags
1558
    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.
1559
    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.
1560
    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.
1561
    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.
1562
    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.
1563
    ImGuiDragDropFlags_PayloadAutoExpire            = 1 << 5,   // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)
1564
    ImGuiDragDropFlags_PayloadNoCrossContext        = 1 << 6,   // Hint to specify that the payload may not be copied outside current dear imgui context.
1565
    ImGuiDragDropFlags_PayloadNoCrossProcess        = 1 << 7,   // Hint to specify that the payload may not be copied outside current process.
1566
    // AcceptDragDropPayload() flags
1567
    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.
1568
    ImGuiDragDropFlags_AcceptNoDrawDefaultRect      = 1 << 11,  // Do not draw the default highlight rectangle when hovering over target.
1569
    ImGuiDragDropFlags_AcceptNoPreviewTooltip       = 1 << 12,  // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.
1570
    ImGuiDragDropFlags_AcceptDrawAsHovered          = 1 << 13,  // Accepting item will render as if hovered. Useful for e.g. a Button() used as a drop target.
1571
    ImGuiDragDropFlags_AcceptPeekOnly               = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect, // For peeking ahead and inspecting the payload before delivery.
1572
1573
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1574
    ImGuiDragDropFlags_SourceAutoExpirePayload = ImGuiDragDropFlags_PayloadAutoExpire, // Renamed in 1.90.9
1575
#endif
1576
};
1577
1578
// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.
1579
#define IMGUI_PAYLOAD_TYPE_COLOR_3F     "_COL3F"    // float[3]: Standard type for colors, without alpha. User code may use this type.
1580
#define IMGUI_PAYLOAD_TYPE_COLOR_4F     "_COL4F"    // float[4]: Standard type for colors. User code may use this type.
1581
1582
// A primary data type
1583
enum ImGuiDataType_
1584
{
1585
    ImGuiDataType_S8,       // signed char / char (with sensible compilers)
1586
    ImGuiDataType_U8,       // unsigned char
1587
    ImGuiDataType_S16,      // short
1588
    ImGuiDataType_U16,      // unsigned short
1589
    ImGuiDataType_S32,      // int
1590
    ImGuiDataType_U32,      // unsigned int
1591
    ImGuiDataType_S64,      // long long / __int64
1592
    ImGuiDataType_U64,      // unsigned long long / unsigned __int64
1593
    ImGuiDataType_Float,    // float
1594
    ImGuiDataType_Double,   // double
1595
    ImGuiDataType_Bool,     // bool (provided for user convenience, not supported by scalar widgets)
1596
    ImGuiDataType_String,   // char* (provided for user convenience, not supported by scalar widgets)
1597
    ImGuiDataType_COUNT
1598
};
1599
1600
// A cardinal direction
1601
enum ImGuiDir : int
1602
{
1603
    ImGuiDir_None    = -1,
1604
    ImGuiDir_Left    = 0,
1605
    ImGuiDir_Right   = 1,
1606
    ImGuiDir_Up      = 2,
1607
    ImGuiDir_Down    = 3,
1608
    ImGuiDir_COUNT
1609
};
1610
1611
// A sorting direction
1612
enum ImGuiSortDirection : ImU8
1613
{
1614
    ImGuiSortDirection_None         = 0,
1615
    ImGuiSortDirection_Ascending    = 1,    // Ascending = 0->9, A->Z etc.
1616
    ImGuiSortDirection_Descending   = 2     // Descending = 9->0, Z->A etc.
1617
};
1618
1619
// A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values.
1620
// All our named keys are >= 512. Keys value 0 to 511 are left unused and were legacy native/opaque key values (< 1.87).
1621
// Support for legacy keys was completely removed in 1.91.5.
1622
// Read details about the 1.87+ transition : https://github.com/ocornut/imgui/issues/4921
1623
// Note that "Keys" related to physical keys and are not the same concept as input "Characters", the latter are submitted via io.AddInputCharacter().
1624
// 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.
1625
enum ImGuiKey : int
1626
{
1627
    // Keyboard
1628
    ImGuiKey_None = 0,
1629
    ImGuiKey_NamedKey_BEGIN = 512,  // First valid key value (other than 0)
1630
1631
    ImGuiKey_Tab = 512,             // == ImGuiKey_NamedKey_BEGIN
1632
    ImGuiKey_LeftArrow,
1633
    ImGuiKey_RightArrow,
1634
    ImGuiKey_UpArrow,
1635
    ImGuiKey_DownArrow,
1636
    ImGuiKey_PageUp,
1637
    ImGuiKey_PageDown,
1638
    ImGuiKey_Home,
1639
    ImGuiKey_End,
1640
    ImGuiKey_Insert,
1641
    ImGuiKey_Delete,
1642
    ImGuiKey_Backspace,
1643
    ImGuiKey_Space,
1644
    ImGuiKey_Enter,
1645
    ImGuiKey_Escape,
1646
    ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper,     // Also see ImGuiMod_Ctrl, ImGuiMod_Shift, ImGuiMod_Alt, ImGuiMod_Super below!
1647
    ImGuiKey_RightCtrl, ImGuiKey_RightShift, ImGuiKey_RightAlt, ImGuiKey_RightSuper,
1648
    ImGuiKey_Menu,
1649
    ImGuiKey_0, ImGuiKey_1, ImGuiKey_2, ImGuiKey_3, ImGuiKey_4, ImGuiKey_5, ImGuiKey_6, ImGuiKey_7, ImGuiKey_8, ImGuiKey_9,
1650
    ImGuiKey_A, ImGuiKey_B, ImGuiKey_C, ImGuiKey_D, ImGuiKey_E, ImGuiKey_F, ImGuiKey_G, ImGuiKey_H, ImGuiKey_I, ImGuiKey_J,
1651
    ImGuiKey_K, ImGuiKey_L, ImGuiKey_M, ImGuiKey_N, ImGuiKey_O, ImGuiKey_P, ImGuiKey_Q, ImGuiKey_R, ImGuiKey_S, ImGuiKey_T,
1652
    ImGuiKey_U, ImGuiKey_V, ImGuiKey_W, ImGuiKey_X, ImGuiKey_Y, ImGuiKey_Z,
1653
    ImGuiKey_F1, ImGuiKey_F2, ImGuiKey_F3, ImGuiKey_F4, ImGuiKey_F5, ImGuiKey_F6,
1654
    ImGuiKey_F7, ImGuiKey_F8, ImGuiKey_F9, ImGuiKey_F10, ImGuiKey_F11, ImGuiKey_F12,
1655
    ImGuiKey_F13, ImGuiKey_F14, ImGuiKey_F15, ImGuiKey_F16, ImGuiKey_F17, ImGuiKey_F18,
1656
    ImGuiKey_F19, ImGuiKey_F20, ImGuiKey_F21, ImGuiKey_F22, ImGuiKey_F23, ImGuiKey_F24,
1657
    ImGuiKey_Apostrophe,        // '
1658
    ImGuiKey_Comma,             // ,
1659
    ImGuiKey_Minus,             // -
1660
    ImGuiKey_Period,            // .
1661
    ImGuiKey_Slash,             // /
1662
    ImGuiKey_Semicolon,         // ;
1663
    ImGuiKey_Equal,             // =
1664
    ImGuiKey_LeftBracket,       // [
1665
    ImGuiKey_Backslash,         // \ (this text inhibit multiline comment caused by backslash)
1666
    ImGuiKey_RightBracket,      // ]
1667
    ImGuiKey_GraveAccent,       // `
1668
    ImGuiKey_CapsLock,
1669
    ImGuiKey_ScrollLock,
1670
    ImGuiKey_NumLock,
1671
    ImGuiKey_PrintScreen,
1672
    ImGuiKey_Pause,
1673
    ImGuiKey_Keypad0, ImGuiKey_Keypad1, ImGuiKey_Keypad2, ImGuiKey_Keypad3, ImGuiKey_Keypad4,
1674
    ImGuiKey_Keypad5, ImGuiKey_Keypad6, ImGuiKey_Keypad7, ImGuiKey_Keypad8, ImGuiKey_Keypad9,
1675
    ImGuiKey_KeypadDecimal,
1676
    ImGuiKey_KeypadDivide,
1677
    ImGuiKey_KeypadMultiply,
1678
    ImGuiKey_KeypadSubtract,
1679
    ImGuiKey_KeypadAdd,
1680
    ImGuiKey_KeypadEnter,
1681
    ImGuiKey_KeypadEqual,
1682
    ImGuiKey_AppBack,               // Available on some keyboard/mouses. Often referred as "Browser Back"
1683
    ImGuiKey_AppForward,
1684
    ImGuiKey_Oem102,                // Non-US backslash.
1685
1686
    // Gamepad
1687
    // (analog values are 0.0f to 1.0f)
1688
    // (download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets)
1689
    //                              // XBOX        | SWITCH  | PLAYSTA. | -> ACTION
1690
    ImGuiKey_GamepadStart,          // Menu        | +       | Options  |
1691
    ImGuiKey_GamepadBack,           // View        | -       | Share    |
1692
    ImGuiKey_GamepadFaceLeft,       // X           | Y       | Square   | Toggle Menu. Hold for Windowing mode (Focus/Move/Resize windows)
1693
    ImGuiKey_GamepadFaceRight,      // B           | A       | Circle   | Cancel / Close / Exit
1694
    ImGuiKey_GamepadFaceUp,         // Y           | X       | Triangle | Open Context Menu
1695
    ImGuiKey_GamepadFaceDown,       // A           | B       | Cross    | Activate / Open / Toggle. Hold for 0.60f to Activate in Text Input mode (e.g. wired to an on-screen keyboard).
1696
    ImGuiKey_GamepadDpadLeft,       // D-pad Left  | "       | "        | Move / Tweak / Resize Window (in Windowing mode)
1697
    ImGuiKey_GamepadDpadRight,      // D-pad Right | "       | "        | Move / Tweak / Resize Window (in Windowing mode)
1698
    ImGuiKey_GamepadDpadUp,         // D-pad Up    | "       | "        | Move / Tweak / Resize Window (in Windowing mode)
1699
    ImGuiKey_GamepadDpadDown,       // D-pad Down  | "       | "        | Move / Tweak / Resize Window (in Windowing mode)
1700
    ImGuiKey_GamepadL1,             // L Bumper    | L       | L1       | Tweak Slower / Focus Previous (in Windowing mode)
1701
    ImGuiKey_GamepadR1,             // R Bumper    | R       | R1       | Tweak Faster / Focus Next (in Windowing mode)
1702
    ImGuiKey_GamepadL2,             // L Trigger   | ZL      | L2       | [Analog]
1703
    ImGuiKey_GamepadR2,             // R Trigger   | ZR      | R2       | [Analog]
1704
    ImGuiKey_GamepadL3,             // L Stick     | L3      | L3       |
1705
    ImGuiKey_GamepadR3,             // R Stick     | R3      | R3       |
1706
    ImGuiKey_GamepadLStickLeft,     //             |         |          | [Analog] Move Window (in Windowing mode)
1707
    ImGuiKey_GamepadLStickRight,    //             |         |          | [Analog] Move Window (in Windowing mode)
1708
    ImGuiKey_GamepadLStickUp,       //             |         |          | [Analog] Move Window (in Windowing mode)
1709
    ImGuiKey_GamepadLStickDown,     //             |         |          | [Analog] Move Window (in Windowing mode)
1710
    ImGuiKey_GamepadRStickLeft,     //             |         |          | [Analog]
1711
    ImGuiKey_GamepadRStickRight,    //             |         |          | [Analog]
1712
    ImGuiKey_GamepadRStickUp,       //             |         |          | [Analog]
1713
    ImGuiKey_GamepadRStickDown,     //             |         |          | [Analog]
1714
1715
    // Aliases: Mouse Buttons (auto-submitted from AddMouseButtonEvent() calls)
1716
    // - This is mirroring the data also written to io.MouseDown[], io.MouseWheel, in a format allowing them to be accessed via standard key API.
1717
    ImGuiKey_MouseLeft, ImGuiKey_MouseRight, ImGuiKey_MouseMiddle, ImGuiKey_MouseX1, ImGuiKey_MouseX2, ImGuiKey_MouseWheelX, ImGuiKey_MouseWheelY,
1718
1719
    // [Internal] Reserved for mod storage
1720
    ImGuiKey_ReservedForModCtrl, ImGuiKey_ReservedForModShift, ImGuiKey_ReservedForModAlt, ImGuiKey_ReservedForModSuper,
1721
1722
    // [Internal] If you need to iterate all keys (for e.g. an input mapper) you may use ImGuiKey_NamedKey_BEGIN..ImGuiKey_NamedKey_END.
1723
    ImGuiKey_NamedKey_END,
1724
    ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN,
1725
1726
    // Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls)
1727
    // - Any functions taking a ImGuiKeyChord parameter can binary-or those with regular keys, e.g. Shortcut(ImGuiMod_Ctrl | ImGuiKey_S).
1728
    // - Those are written back into io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper for convenience,
1729
    //   but may be accessed via standard key API such as IsKeyPressed(), IsKeyReleased(), querying duration etc.
1730
    // - Code polling every key (e.g. an interface to detect a key press for input mapping) might want to ignore those
1731
    //   and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiMod_Ctrl).
1732
    // - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys.
1733
    //   In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and
1734
    //   backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user...
1735
    // - On macOS, we swap Cmd(Super) and Ctrl keys at the time of the io.AddKeyEvent() call.
1736
    ImGuiMod_None                   = 0,
1737
    ImGuiMod_Ctrl                   = 1 << 12, // Ctrl (non-macOS), Cmd (macOS)
1738
    ImGuiMod_Shift                  = 1 << 13, // Shift
1739
    ImGuiMod_Alt                    = 1 << 14, // Option/Menu
1740
    ImGuiMod_Super                  = 1 << 15, // Windows/Super (non-macOS), Ctrl (macOS)
1741
    ImGuiMod_Mask_                  = 0xF000,  // 4-bits
1742
1743
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1744
    ImGuiKey_COUNT                  = ImGuiKey_NamedKey_END,    // Obsoleted in 1.91.5 because it was misleading (since named keys don't start at 0 anymore)
1745
    ImGuiMod_Shortcut               = ImGuiMod_Ctrl,            // Removed in 1.90.7, you can now simply use ImGuiMod_Ctrl
1746
    //ImGuiKey_ModCtrl = ImGuiMod_Ctrl, ImGuiKey_ModShift = ImGuiMod_Shift, ImGuiKey_ModAlt = ImGuiMod_Alt, ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89
1747
    //ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter,              // Renamed in 1.87
1748
#endif
1749
};
1750
1751
// Flags for Shortcut(), SetNextItemShortcut(),
1752
// (and for upcoming extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() that are still in imgui_internal.h)
1753
// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function)
1754
enum ImGuiInputFlags_
1755
{
1756
    ImGuiInputFlags_None                    = 0,
1757
    ImGuiInputFlags_Repeat                  = 1 << 0,   // Enable repeat. Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1.
1758
1759
    // Flags for Shortcut(), SetNextItemShortcut()
1760
    // - Routing policies: RouteGlobal+OverActive >> RouteActive or RouteFocused (if owner is active item) >> RouteGlobal+OverFocused >> RouteFocused (if in focused window stack) >> RouteGlobal.
1761
    // - Default policy is RouteFocused. Can select only 1 policy among all available.
1762
    ImGuiInputFlags_RouteActive             = 1 << 10,  // Route to active item only.
1763
    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.
1764
    ImGuiInputFlags_RouteGlobal             = 1 << 12,  // Global route (unless a focused window or active item registered the route).
1765
    ImGuiInputFlags_RouteAlways             = 1 << 13,  // Do not register route, poll keys directly.
1766
    // - Routing options
1767
    ImGuiInputFlags_RouteOverFocused        = 1 << 14,  // Option: global route: higher priority than focused route (unless active item in focused route).
1768
    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.
1769
    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.
1770
    ImGuiInputFlags_RouteFromRootWindow     = 1 << 17,  // Option: route evaluated from the point of view of root window rather than current window.
1771
1772
    // Flags for SetNextItemShortcut()
1773
    ImGuiInputFlags_Tooltip                 = 1 << 18,  // Automatically display a tooltip when hovering item [BETA] Unsure of right api (opt-in/opt-out)
1774
};
1775
1776
// Configuration flags stored in io.ConfigFlags. Set by user/application.
1777
// Note that nowadays most of our configuration options are in other ImGuiIO fields, e.g. io.ConfigWindowsMoveFromTitleBarOnly.
1778
enum ImGuiConfigFlags_
1779
{
1780
    ImGuiConfigFlags_None                   = 0,
1781
    ImGuiConfigFlags_NavEnableKeyboard      = 1 << 0,   // Master keyboard navigation enable flag. Enable full Tabbing + directional arrows + Space/Enter to activate. Note: some features such as basic Tabbing and CtrL+Tab are enabled by regardless of this flag (and may be disabled via other means, see #4828, #9218).
1782
    ImGuiConfigFlags_NavEnableGamepad       = 1 << 1,   // Master gamepad navigation enable flag. Backend also needs to set ImGuiBackendFlags_HasGamepad.
1783
    ImGuiConfigFlags_NoMouse                = 1 << 4,   // Instruct dear imgui to disable mouse inputs and interactions.
1784
    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.
1785
    ImGuiConfigFlags_NoKeyboard             = 1 << 6,   // Instruct dear imgui to disable keyboard inputs and interactions. This is done by ignoring keyboard events and clearing existing states.
1786
1787
    // [BETA] Docking
1788
    ImGuiConfigFlags_DockingEnable          = 1 << 7,   // Docking enable flags.
1789
1790
    // [BETA] Viewports
1791
    // 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.
1792
    ImGuiConfigFlags_ViewportsEnable        = 1 << 10,  // Viewport enable flags (require both ImGuiBackendFlags_PlatformHasViewports + ImGuiBackendFlags_RendererHasViewports set by the respective backends)
1793
1794
    // [Unused] 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)
1795
    ImGuiConfigFlags_IsSRGB                 = 1 << 20,  // Application is SRGB-aware.
1796
    ImGuiConfigFlags_IsTouchScreen          = 1 << 21,  // Application is using a touch screen instead of a mouse.
1797
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1798
    ImGuiConfigFlags_NavEnableSetMousePos   = 1 << 2,   // [moved/renamed in 1.91.4] -> use bool io.ConfigNavMoveSetMousePos
1799
    ImGuiConfigFlags_NavNoCaptureKeyboard   = 1 << 3,   // [moved/renamed in 1.91.4] -> use bool io.ConfigNavCaptureKeyboard
1800
    ImGuiConfigFlags_DpiEnableScaleFonts    = 1 << 14,  // [moved/renamed in 1.92.0] -> use bool io.ConfigDpiScaleFonts
1801
    ImGuiConfigFlags_DpiEnableScaleViewports= 1 << 15,  // [moved/renamed in 1.92.0] -> use bool io.ConfigDpiScaleViewports
1802
#endif
1803
};
1804
1805
// Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend.
1806
enum ImGuiBackendFlags_
1807
{
1808
    ImGuiBackendFlags_None                  = 0,
1809
    ImGuiBackendFlags_HasGamepad            = 1 << 0,   // Backend Platform supports gamepad and currently has one connected.
1810
    ImGuiBackendFlags_HasMouseCursors       = 1 << 1,   // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
1811
    ImGuiBackendFlags_HasSetMousePos        = 1 << 2,   // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if io.ConfigNavMoveSetMousePos is set).
1812
    ImGuiBackendFlags_RendererHasVtxOffset  = 1 << 3,   // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
1813
    ImGuiBackendFlags_RendererHasTextures   = 1 << 4,   // Backend Renderer supports ImTextureData requests to create/update/destroy textures. This enables incremental texture updates and texture reloads. See https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md for instructions on how to upgrade your custom backend.
1814
1815
    // [BETA] Multi-Viewports
1816
    ImGuiBackendFlags_RendererHasViewports  = 1 << 10,  // Backend Renderer supports multiple viewports.
1817
    ImGuiBackendFlags_PlatformHasViewports  = 1 << 11,  // Backend Platform supports multiple viewports.
1818
    ImGuiBackendFlags_HasMouseHoveredViewport=1 << 12,  // 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.
1819
    ImGuiBackendFlags_HasParentViewport     = 1 << 13,  // Backend Platform supports honoring viewport->ParentViewport/ParentViewportId value, by applying the corresponding parent/child relationship at the Platform level. Child windows always appear in front of their parent window.
1820
};
1821
1822
// Enumeration for PushStyleColor() / PopStyleColor()
1823
enum ImGuiCol_
1824
{
1825
    ImGuiCol_Text,
1826
    ImGuiCol_TextDisabled,
1827
    ImGuiCol_WindowBg,              // Background of normal windows
1828
    ImGuiCol_ChildBg,               // Background of child windows
1829
    ImGuiCol_PopupBg,               // Background of popups, menus, tooltips windows
1830
    ImGuiCol_Border,
1831
    ImGuiCol_BorderShadow,
1832
    ImGuiCol_FrameBg,               // Background of checkbox, radio button, plot, slider, text input
1833
    ImGuiCol_FrameBgHovered,
1834
    ImGuiCol_FrameBgActive,
1835
    ImGuiCol_TitleBg,               // Title bar
1836
    ImGuiCol_TitleBgActive,         // Title bar when focused
1837
    ImGuiCol_TitleBgCollapsed,      // Title bar when collapsed
1838
    ImGuiCol_MenuBarBg,
1839
    ImGuiCol_ScrollbarBg,
1840
    ImGuiCol_ScrollbarGrab,
1841
    ImGuiCol_ScrollbarGrabHovered,
1842
    ImGuiCol_ScrollbarGrabActive,
1843
    ImGuiCol_CheckMark,             // Checkbox tick and RadioButton circle
1844
    ImGuiCol_CheckboxSelectedBg,    // Checkbox background when Selected, otherwise use FrameBg
1845
    ImGuiCol_SliderGrab,
1846
    ImGuiCol_SliderGrabActive,
1847
    ImGuiCol_Button,
1848
    ImGuiCol_ButtonHovered,
1849
    ImGuiCol_ButtonActive,
1850
    ImGuiCol_Header,                // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem
1851
    ImGuiCol_HeaderHovered,
1852
    ImGuiCol_HeaderActive,
1853
    ImGuiCol_Separator,
1854
    ImGuiCol_SeparatorHovered,
1855
    ImGuiCol_SeparatorActive,
1856
    ImGuiCol_ResizeGrip,            // Resize grip in lower-right and lower-left corners of windows.
1857
    ImGuiCol_ResizeGripHovered,
1858
    ImGuiCol_ResizeGripActive,
1859
    ImGuiCol_InputTextCursor,       // InputText cursor/caret
1860
    ImGuiCol_TabHovered,            // Tab background, when hovered
1861
    ImGuiCol_Tab,                   // Tab background, when tab-bar is focused & tab is unselected
1862
    ImGuiCol_TabSelected,           // Tab background, when tab-bar is focused & tab is selected
1863
    ImGuiCol_TabSelectedOverline,   // Tab horizontal overline, when tab-bar is focused & tab is selected
1864
    ImGuiCol_TabDimmed,             // Tab background, when tab-bar is unfocused & tab is unselected
1865
    ImGuiCol_TabDimmedSelected,     // Tab background, when tab-bar is unfocused & tab is selected
1866
    ImGuiCol_TabDimmedSelectedOverline,//..horizontal overline, when tab-bar is unfocused & tab is selected
1867
    ImGuiCol_DockingPreview,        // Preview overlay color when about to docking something
1868
    ImGuiCol_DockingEmptyBg,        // Background color for empty node (e.g. CentralNode with no window docked into it)
1869
    ImGuiCol_PlotLines,
1870
    ImGuiCol_PlotLinesHovered,
1871
    ImGuiCol_PlotHistogram,
1872
    ImGuiCol_PlotHistogramHovered,
1873
    ImGuiCol_TableHeaderBg,         // Table header background
1874
    ImGuiCol_TableBorderStrong,     // Table outer and header borders (prefer using Alpha=1.0 here)
1875
    ImGuiCol_TableBorderLight,      // Table inner borders (prefer using Alpha=1.0 here)
1876
    ImGuiCol_TableRowBg,            // Table row background (even rows)
1877
    ImGuiCol_TableRowBgAlt,         // Table row background (odd rows)
1878
    ImGuiCol_TextLink,              // Hyperlink color
1879
    ImGuiCol_TextSelectedBg,        // Selected text inside an InputText
1880
    ImGuiCol_TreeLines,             // Tree node hierarchy outlines when using ImGuiTreeNodeFlags_DrawLines
1881
    ImGuiCol_DragDropTarget,        // Rectangle border highlighting a drop target
1882
    ImGuiCol_DragDropTargetBg,      // Rectangle background highlighting a drop target
1883
    ImGuiCol_UnsavedMarker,         // Unsaved Document marker (in window title and tabs)
1884
    ImGuiCol_NavCursor,             // Color of keyboard/gamepad navigation cursor/rectangle, when visible
1885
    ImGuiCol_NavWindowingHighlight, // Highlight window when using Ctrl+Tab
1886
    ImGuiCol_NavWindowingDimBg,     // Darken/colorize entire screen behind the Ctrl+Tab window list, when active
1887
    ImGuiCol_ModalWindowDimBg,      // Darken/colorize entire screen behind a modal window, when one is active
1888
    ImGuiCol_COUNT,
1889
1890
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1891
    ImGuiCol_TabActive = ImGuiCol_TabSelected,                  // [renamed in 1.90.9]
1892
    ImGuiCol_TabUnfocused = ImGuiCol_TabDimmed,                 // [renamed in 1.90.9]
1893
    ImGuiCol_TabUnfocusedActive = ImGuiCol_TabDimmedSelected,   // [renamed in 1.90.9]
1894
    ImGuiCol_NavHighlight = ImGuiCol_NavCursor,                 // [renamed in 1.91.4]
1895
#endif
1896
};
1897
1898
// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
1899
// - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code.
1900
//   During initialization or between frames, feel free to just poke into ImGuiStyle directly.
1901
// - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description.
1902
//   - In Visual Studio: Ctrl+Comma ("Edit.GoToAll") can follow symbols inside comments, whereas Ctrl+F12 ("Edit.GoToImplementation") cannot.
1903
//   - In Visual Studio w/ Visual Assist installed: Alt+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
1904
//   - In VS Code, CLion, etc.: Ctrl+Click can follow symbols inside comments.
1905
// - 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.
1906
enum ImGuiStyleVar_
1907
{
1908
    // Enum name -------------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
1909
    ImGuiStyleVar_Alpha,                    // float     Alpha
1910
    ImGuiStyleVar_DisabledAlpha,            // float     DisabledAlpha
1911
    ImGuiStyleVar_WindowPadding,            // ImVec2    WindowPadding
1912
    ImGuiStyleVar_WindowRounding,           // float     WindowRounding
1913
    ImGuiStyleVar_WindowBorderSize,         // float     WindowBorderSize
1914
    ImGuiStyleVar_WindowMinSize,            // ImVec2    WindowMinSize
1915
    ImGuiStyleVar_WindowTitleAlign,         // ImVec2    WindowTitleAlign
1916
    ImGuiStyleVar_ChildRounding,            // float     ChildRounding
1917
    ImGuiStyleVar_ChildBorderSize,          // float     ChildBorderSize
1918
    ImGuiStyleVar_PopupRounding,            // float     PopupRounding
1919
    ImGuiStyleVar_PopupBorderSize,          // float     PopupBorderSize
1920
    ImGuiStyleVar_FramePadding,             // ImVec2    FramePadding
1921
    ImGuiStyleVar_FrameRounding,            // float     FrameRounding
1922
    ImGuiStyleVar_FrameBorderSize,          // float     FrameBorderSize
1923
    ImGuiStyleVar_ItemSpacing,              // ImVec2    ItemSpacing
1924
    ImGuiStyleVar_ItemInnerSpacing,         // ImVec2    ItemInnerSpacing
1925
    ImGuiStyleVar_IndentSpacing,            // float     IndentSpacing
1926
    ImGuiStyleVar_CellPadding,              // ImVec2    CellPadding
1927
    ImGuiStyleVar_ScrollbarSize,            // float     ScrollbarSize
1928
    ImGuiStyleVar_ScrollbarRounding,        // float     ScrollbarRounding
1929
    ImGuiStyleVar_ScrollbarPadding,         // float     ScrollbarPadding
1930
    ImGuiStyleVar_GrabMinSize,              // float     GrabMinSize
1931
    ImGuiStyleVar_GrabRounding,             // float     GrabRounding
1932
    ImGuiStyleVar_ImageRounding,            // float     ImageRounding
1933
    ImGuiStyleVar_ImageBorderSize,          // float     ImageBorderSize
1934
    ImGuiStyleVar_TabRounding,              // float     TabRounding
1935
    ImGuiStyleVar_TabBorderSize,            // float     TabBorderSize
1936
    ImGuiStyleVar_TabMinWidthBase,          // float     TabMinWidthBase
1937
    ImGuiStyleVar_TabMinWidthShrink,        // float     TabMinWidthShrink
1938
    ImGuiStyleVar_TabBarBorderSize,         // float     TabBarBorderSize
1939
    ImGuiStyleVar_TabBarOverlineSize,       // float     TabBarOverlineSize
1940
    ImGuiStyleVar_TableAngledHeadersAngle,  // float     TableAngledHeadersAngle
1941
    ImGuiStyleVar_TableAngledHeadersTextAlign,// ImVec2  TableAngledHeadersTextAlign
1942
    ImGuiStyleVar_TreeLinesSize,            // float     TreeLinesSize
1943
    ImGuiStyleVar_TreeLinesRounding,        // float     TreeLinesRounding
1944
    ImGuiStyleVar_MenuItemRounding,         // float     MenuItemRounding
1945
    ImGuiStyleVar_SelectableRounding,       // float     SelectableRounding
1946
    ImGuiStyleVar_DragDropTargetRounding,   // float     DragDropTargetRounding
1947
    ImGuiStyleVar_ButtonTextAlign,          // ImVec2    ButtonTextAlign
1948
    ImGuiStyleVar_SelectableTextAlign,      // ImVec2    SelectableTextAlign
1949
    ImGuiStyleVar_SeparatorSize,            // float     SeparatorSize
1950
    ImGuiStyleVar_SeparatorTextBorderSize,  // float     SeparatorTextBorderSize
1951
    ImGuiStyleVar_SeparatorTextAlign,       // ImVec2    SeparatorTextAlign
1952
    ImGuiStyleVar_SeparatorTextPadding,     // ImVec2    SeparatorTextPadding
1953
    ImGuiStyleVar_DockingSeparatorSize,     // float     DockingSeparatorSize
1954
    ImGuiStyleVar_COUNT
1955
};
1956
1957
// Flags for InvisibleButton() [extended in imgui_internal.h]
1958
enum ImGuiButtonFlags_
1959
{
1960
    ImGuiButtonFlags_None                   = 0,
1961
    ImGuiButtonFlags_MouseButtonLeft        = 1 << 0,   // React on left mouse button (default)
1962
    ImGuiButtonFlags_MouseButtonRight       = 1 << 1,   // React on right mouse button
1963
    ImGuiButtonFlags_MouseButtonMiddle      = 1 << 2,   // React on center mouse button
1964
    ImGuiButtonFlags_MouseButtonMask_       = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, // [Internal]
1965
    ImGuiButtonFlags_EnableNav              = 1 << 3,   // InvisibleButton(): do not disable navigation/tabbing. Otherwise disabled by default.
1966
    ImGuiButtonFlags_AllowOverlap           = 1 << 12,  // Hit testing will allow subsequent widgets to overlap this one. Require previous frame HoveredId to match before being usable. Shortcut to calling SetNextItemAllowOverlap().
1967
};
1968
1969
// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
1970
enum ImGuiColorEditFlags_
1971
{
1972
    ImGuiColorEditFlags_None            = 0,
1973
    ImGuiColorEditFlags_NoAlpha         = 1 << 1,   //              // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer).
1974
    ImGuiColorEditFlags_NoPicker        = 1 << 2,   //              // ColorEdit: disable picker when clicking on color square.
1975
    ImGuiColorEditFlags_NoOptions       = 1 << 3,   //              // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
1976
    ImGuiColorEditFlags_NoSmallPreview  = 1 << 4,   //              // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs)
1977
    ImGuiColorEditFlags_NoInputs        = 1 << 5,   //              // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square).
1978
    ImGuiColorEditFlags_NoTooltip       = 1 << 6,   //              // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
1979
    ImGuiColorEditFlags_NoLabel         = 1 << 7,   //              // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
1980
    ImGuiColorEditFlags_NoSidePreview   = 1 << 8,   //              // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead.
1981
    ImGuiColorEditFlags_NoDragDrop      = 1 << 9,   //              // ColorEdit: disable drag and drop target/source. ColorButton: disable drag and drop source.
1982
    ImGuiColorEditFlags_NoBorder        = 1 << 10,  //              // ColorButton: disable border (which is enforced by default)
1983
    ImGuiColorEditFlags_NoColorMarkers  = 1 << 11,  //              // ColorEdit: disable rendering R/G/B/A color marker. May also be disabled globally by setting style.ColorMarkerSize = 0.
1984
1985
    // Alpha preview
1986
    // - Prior to 1.91.8 (2025/01/21): alpha was made opaque in the preview by default using old name ImGuiColorEditFlags_AlphaPreview.
1987
    // - We now display the preview as transparent by default. You can use ImGuiColorEditFlags_AlphaOpaque to use old behavior.
1988
    // - The new flags may be combined better and allow finer controls.
1989
    ImGuiColorEditFlags_AlphaOpaque     = 1 << 12,  //              // ColorEdit, ColorPicker, ColorButton: disable alpha in the preview,. Contrary to _NoAlpha it may still be edited when calling ColorEdit4()/ColorPicker4(). For ColorButton() this does the same as _NoAlpha.
1990
    ImGuiColorEditFlags_AlphaNoBg       = 1 << 13,  //              // ColorEdit, ColorPicker, ColorButton: disable rendering a checkerboard background behind transparent color.
1991
    ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 14,  //              // ColorEdit, ColorPicker, ColorButton: display half opaque / half transparent preview.
1992
1993
    // User Options (right-click on widget to change some of them).
1994
    ImGuiColorEditFlags_AlphaBar        = 1 << 18,  //              // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
1995
    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).
1996
    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.
1997
    ImGuiColorEditFlags_DisplayHSV      = 1 << 21,  // [Display]    // "
1998
    ImGuiColorEditFlags_DisplayHex      = 1 << 22,  // [Display]    // "
1999
    ImGuiColorEditFlags_Uint8           = 1 << 23,  // [DataType]   // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.
2000
    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.
2001
    ImGuiColorEditFlags_PickerHueBar    = 1 << 25,  // [Picker]     // ColorPicker: bar for Hue, rectangle for Sat/Value.
2002
    ImGuiColorEditFlags_PickerHueWheel  = 1 << 26,  // [Picker]     // ColorPicker: wheel for Hue, triangle for Sat/Value.
2003
    ImGuiColorEditFlags_InputRGB        = 1 << 27,  // [Input]      // ColorEdit, ColorPicker: input and output data in RGB format.
2004
    ImGuiColorEditFlags_InputHSV        = 1 << 28,  // [Input]      // ColorEdit, ColorPicker: input and output data in HSV format.
2005
2006
    // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to
2007
    // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup.
2008
    ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar,
2009
2010
    // [Internal] Masks
2011
    ImGuiColorEditFlags_AlphaMask_      = ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaOpaque | ImGuiColorEditFlags_AlphaNoBg | ImGuiColorEditFlags_AlphaPreviewHalf,
2012
    ImGuiColorEditFlags_DisplayMask_    = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex,
2013
    ImGuiColorEditFlags_DataTypeMask_   = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float,
2014
    ImGuiColorEditFlags_PickerMask_     = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar,
2015
    ImGuiColorEditFlags_InputMask_      = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV,
2016
2017
    // Obsolete names
2018
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2019
    ImGuiColorEditFlags_AlphaPreview = 0, // Removed in 1.91.8. This is the default now. Will display a checkerboard unless ImGuiColorEditFlags_AlphaNoBg is set.
2020
#endif
2021
    //ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex  // [renamed in 1.69]
2022
};
2023
2024
// Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
2025
// 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.
2026
// (Those are per-item flags. There is shared behavior flag too: ImGuiIO: io.ConfigDragClickToInputText)
2027
enum ImGuiSliderFlags_
2028
{
2029
    ImGuiSliderFlags_None               = 0,
2030
    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.
2031
    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).
2032
    ImGuiSliderFlags_NoInput            = 1 << 7,       // Disable Ctrl+Click or Enter key allowing to input text directly into the widget.
2033
    ImGuiSliderFlags_WrapAround         = 1 << 8,       // Enable wrapping around from max to min and from min to max. Only supported by DragXXX() functions for now.
2034
    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.
2035
    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.
2036
    ImGuiSliderFlags_NoSpeedTweaks      = 1 << 11,      // Disable keyboard modifiers altering tweak speed. Useful if you want to alter tweak speed yourself based on your own logic.
2037
    ImGuiSliderFlags_ColorMarkers       = 1 << 12,      // DragScalarN(), SliderScalarN(): Draw R/G/B/A color markers on each component.
2038
    ImGuiSliderFlags_AlwaysClamp        = ImGuiSliderFlags_ClampOnInput | ImGuiSliderFlags_ClampZeroRange,
2039
    ImGuiSliderFlags_InvalidMask_       = 0x7000000F,   // [Internal] We treat using those bits as being potentially a 'float power' argument from legacy API (obsoleted 2020-08) that has got miscast to this enum, and will trigger an assert if needed.
2040
};
2041
2042
// Identify a mouse button.
2043
// Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience.
2044
enum ImGuiMouseButton_
2045
{
2046
    ImGuiMouseButton_Left = 0,
2047
    ImGuiMouseButton_Right = 1,
2048
    ImGuiMouseButton_Middle = 2,
2049
    ImGuiMouseButton_COUNT = 5
2050
};
2051
2052
// Enumeration for GetMouseCursor()
2053
// User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here
2054
enum ImGuiMouseCursor_
2055
{
2056
    ImGuiMouseCursor_None = -1,
2057
    ImGuiMouseCursor_Arrow = 0,
2058
    ImGuiMouseCursor_TextInput,         // When hovering over InputText, etc.
2059
    ImGuiMouseCursor_ResizeAll,         // (Unused by Dear ImGui functions)
2060
    ImGuiMouseCursor_ResizeNS,          // When hovering over a horizontal border
2061
    ImGuiMouseCursor_ResizeEW,          // When hovering over a vertical border or a column
2062
    ImGuiMouseCursor_ResizeNESW,        // When hovering over the bottom-left corner of a window
2063
    ImGuiMouseCursor_ResizeNWSE,        // When hovering over the bottom-right corner of a window
2064
    ImGuiMouseCursor_Hand,              // (Unused by Dear ImGui functions. Use for e.g. hyperlinks)
2065
    ImGuiMouseCursor_Wait,              // When waiting for something to process/load.
2066
    ImGuiMouseCursor_Progress,          // When waiting for something to process/load, but application is still interactive.
2067
    ImGuiMouseCursor_NotAllowed,        // When hovering something with disallowed interaction. Usually a crossed circle.
2068
    ImGuiMouseCursor_COUNT
2069
};
2070
2071
// Enumeration for AddMouseSourceEvent() actual source of Mouse Input data.
2072
// Historically we use "Mouse" terminology everywhere to indicate pointer data, e.g. MousePos, IsMousePressed(), io.AddMousePosEvent()
2073
// But that "Mouse" data can come from different source which occasionally may be useful for application to know about.
2074
// You can submit a change of pointer type using io.AddMouseSourceEvent().
2075
enum ImGuiMouseSource : int
2076
{
2077
    ImGuiMouseSource_Mouse = 0,         // Input is coming from an actual mouse.
2078
    ImGuiMouseSource_TouchScreen,       // Input is coming from a touch screen (no hovering prior to initial press, less precise initial press aiming, dual-axis wheeling possible).
2079
    ImGuiMouseSource_Pen,               // Input is coming from a pressure/magnetic pen (often used in conjunction with high-sampling rates).
2080
    ImGuiMouseSource_COUNT
2081
};
2082
2083
// Enumeration for ImGui::SetNextWindow***(), SetWindow***(), SetNextItem***() functions
2084
// Represent a condition.
2085
// 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.
2086
enum ImGuiCond_
2087
{
2088
    ImGuiCond_None          = 0,        // No condition (always set the variable), same as _Always
2089
    ImGuiCond_Always        = 1 << 0,   // No condition (always set the variable), same as _None
2090
    ImGuiCond_Once          = 1 << 1,   // Set the variable once per runtime session (only the first call will succeed)
2091
    ImGuiCond_FirstUseEver  = 1 << 2,   // Set the variable if the object/window has no persistently saved data (no entry in .ini file)
2092
    ImGuiCond_Appearing     = 1 << 3,   // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
2093
};
2094
2095
//-----------------------------------------------------------------------------
2096
// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
2097
//-----------------------------------------------------------------------------
2098
2099
// Flags for ImGui::BeginTable()
2100
// - Important! Sizing policies have complex and subtle side effects, much more so than you would expect.
2101
//   Read comments/demos carefully + experiment with live demos to get acquainted with them.
2102
// - The DEFAULT sizing policies are:
2103
//    - Default to ImGuiTableFlags_SizingFixedFit    if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize.
2104
//    - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off.
2105
// - When ScrollX is off:
2106
//    - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight.
2107
//    - Columns sizing policy allowed: Stretch (default), Fixed/Auto.
2108
//    - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all).
2109
//    - Stretch Columns will share the remaining width according to their respective weight.
2110
//    - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors.
2111
//      The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns.
2112
//      (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing).
2113
// - When ScrollX is on:
2114
//    - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed
2115
//    - Columns sizing policy allowed: Fixed/Auto mostly.
2116
//    - Fixed Columns can be enlarged as needed. Table will show a horizontal scrollbar if needed.
2117
//    - 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.
2118
//    - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable().
2119
//      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.
2120
// - Read on documentation at the top of imgui_tables.cpp for details.
2121
enum ImGuiTableFlags_
2122
{
2123
    // Features
2124
    ImGuiTableFlags_None                       = 0,
2125
    ImGuiTableFlags_Resizable                  = 1 << 0,   // Enable resizing columns.
2126
    ImGuiTableFlags_Reorderable                = 1 << 1,   // Enable reordering columns in header row. (Need calling TableSetupColumn() + TableHeadersRow() to display headers, or using ImGuiTableFlags_ContextMenuInBody to access context-menu without headers).
2127
    ImGuiTableFlags_Hideable                   = 1 << 2,   // Enable hiding/disabling columns in context menu.
2128
    ImGuiTableFlags_Sortable                   = 1 << 3,   // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate.
2129
    ImGuiTableFlags_NoSavedSettings            = 1 << 4,   // Disable persisting columns order, width, visibility and sort settings in the .ini file.
2130
    ImGuiTableFlags_ContextMenuInBody          = 1 << 5,   // Right-click on columns body/contents will also display table context menu. By default it is available in TableHeadersRow().
2131
    // Decorations
2132
    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)
2133
    ImGuiTableFlags_BordersInnerH              = 1 << 7,   // Draw horizontal borders between rows.
2134
    ImGuiTableFlags_BordersOuterH              = 1 << 8,   // Draw horizontal borders at the top and bottom.
2135
    ImGuiTableFlags_BordersInnerV              = 1 << 9,   // Draw vertical borders between columns.
2136
    ImGuiTableFlags_BordersOuterV              = 1 << 10,  // Draw vertical borders on the left and right sides.
2137
    ImGuiTableFlags_BordersH                   = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders.
2138
    ImGuiTableFlags_BordersV                   = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders.
2139
    ImGuiTableFlags_BordersInner               = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders.
2140
    ImGuiTableFlags_BordersOuter               = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders.
2141
    ImGuiTableFlags_Borders                    = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter,   // Draw all borders.
2142
    ImGuiTableFlags_NoBordersInBody            = 1 << 11,  // [ALPHA] Disable vertical borders in columns Body (borders will always appear in Headers). -> May move to style
2143
    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
2144
    // Sizing Policy (read above for defaults)
2145
    ImGuiTableFlags_SizingFixedFit             = 1 << 13,  // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width.
2146
    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.
2147
    ImGuiTableFlags_SizingStretchProp          = 3 << 13,  // Columns default to _WidthStretch with default weights proportional to each columns contents widths.
2148
    ImGuiTableFlags_SizingStretchSame          = 4 << 13,  // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn().
2149
    // Sizing Extra Options
2150
    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.
2151
    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.
2152
    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.
2153
    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.
2154
    // Clipping
2155
    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().
2156
    // Padding
2157
    ImGuiTableFlags_PadOuterX                  = 1 << 21,  // Default if BordersOuterV is on. Enable outermost padding. Generally desirable if you have headers.
2158
    ImGuiTableFlags_NoPadOuterX                = 1 << 22,  // Default if BordersOuterV is off. Disable outermost padding.
2159
    ImGuiTableFlags_NoPadInnerX                = 1 << 23,  // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off).
2160
    // Scrolling
2161
    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.
2162
    ImGuiTableFlags_ScrollY                    = 1 << 25,  // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size.
2163
    // Sorting
2164
    ImGuiTableFlags_SortMulti                  = 1 << 26,  // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).
2165
    ImGuiTableFlags_SortTristate               = 1 << 27,  // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).
2166
    // Miscellaneous
2167
    ImGuiTableFlags_HighlightHoveredColumn     = 1 << 28,  // Highlight column headers when hovered (may evolve into a fuller highlight)
2168
2169
    // [Internal] Combinations and masks
2170
    ImGuiTableFlags_SizingMask_                = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame,
2171
};
2172
2173
// Flags for ImGui::TableSetupColumn()
2174
enum ImGuiTableColumnFlags_
2175
{
2176
    // Input configuration flags
2177
    ImGuiTableColumnFlags_None                  = 0,
2178
    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)
2179
    ImGuiTableColumnFlags_DefaultHide           = 1 << 1,   // Default as a hidden/disabled column.
2180
    ImGuiTableColumnFlags_DefaultSort           = 1 << 2,   // Default as a sorting column.
2181
    ImGuiTableColumnFlags_WidthStretch          = 1 << 3,   // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp).
2182
    ImGuiTableColumnFlags_WidthFixed            = 1 << 4,   // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable).
2183
    ImGuiTableColumnFlags_NoResize              = 1 << 5,   // Disable manual resizing.
2184
    ImGuiTableColumnFlags_NoReorder             = 1 << 6,   // Disable manual reordering this column, this will also prevent other columns from crossing over this column.
2185
    ImGuiTableColumnFlags_NoHide                = 1 << 7,   // Disable ability to hide/disable this column.
2186
    ImGuiTableColumnFlags_NoClip                = 1 << 8,   // Disable clipping for this column (all NoClip columns will render in a same draw command).
2187
    ImGuiTableColumnFlags_NoSort                = 1 << 9,   // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table).
2188
    ImGuiTableColumnFlags_NoSortAscending       = 1 << 10,  // Disable ability to sort in the ascending direction.
2189
    ImGuiTableColumnFlags_NoSortDescending      = 1 << 11,  // Disable ability to sort in the descending direction.
2190
    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.
2191
    ImGuiTableColumnFlags_NoHeaderWidth         = 1 << 13,  // Disable header text width contribution to automatic column width.
2192
    ImGuiTableColumnFlags_PreferSortAscending   = 1 << 14,  // Make the initial sort direction Ascending when first sorting on this column (default).
2193
    ImGuiTableColumnFlags_PreferSortDescending  = 1 << 15,  // Make the initial sort direction Descending when first sorting on this column.
2194
    ImGuiTableColumnFlags_IndentEnable          = 1 << 16,  // Use current Indent value when entering cell (default for column 0).
2195
    ImGuiTableColumnFlags_IndentDisable         = 1 << 17,  // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored.
2196
    ImGuiTableColumnFlags_AngledHeader          = 1 << 18,  // TableHeadersRow() will submit an angled header row for this column. Note this will add an extra row.
2197
2198
    // Output status flags, read-only via TableGetColumnFlags()
2199
    ImGuiTableColumnFlags_IsEnabled             = 1 << 24,  // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags.
2200
    ImGuiTableColumnFlags_IsVisible             = 1 << 25,  // Status: is visible == is enabled AND not clipped by scrolling.
2201
    ImGuiTableColumnFlags_IsSorted              = 1 << 26,  // Status: is currently part of the sort specs
2202
    ImGuiTableColumnFlags_IsHovered             = 1 << 27,  // Status: is hovered by mouse
2203
2204
    // [Internal] Combinations and masks
2205
    ImGuiTableColumnFlags_WidthMask_            = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed,
2206
    ImGuiTableColumnFlags_IndentMask_           = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable,
2207
    ImGuiTableColumnFlags_StatusMask_           = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered,
2208
    ImGuiTableColumnFlags_NoDirectResize_       = 1 << 30,  // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge)
2209
};
2210
2211
// Flags for ImGui::TableNextRow()
2212
enum ImGuiTableRowFlags_
2213
{
2214
    ImGuiTableRowFlags_None                     = 0,
2215
    ImGuiTableRowFlags_Headers                  = 1 << 0,   // Identify header row (set default background color + width of its contents accounted differently for auto column width)
2216
};
2217
2218
// Enum for ImGui::TableSetBgColor()
2219
// Background colors are rendering in 3 layers:
2220
//  - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set.
2221
//  - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set.
2222
//  - Layer 2: draw with CellBg color if set.
2223
// 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.
2224
// When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows.
2225
// If you set the color of RowBg0 target, your color will override the existing RowBg0 color.
2226
// If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color.
2227
enum ImGuiTableBgTarget_
2228
{
2229
    ImGuiTableBgTarget_None                     = 0,
2230
    ImGuiTableBgTarget_RowBg0                   = 1,        // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used)
2231
    ImGuiTableBgTarget_RowBg1                   = 2,        // Set row background color 1 (generally used for selection marking)
2232
    ImGuiTableBgTarget_CellBg                   = 3,        // Set cell background color (top-most color)
2233
};
2234
2235
// Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
2236
// Obtained by calling TableGetSortSpecs().
2237
// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time.
2238
// Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame!
2239
struct ImGuiTableSortSpecs
2240
{
2241
    const ImGuiTableColumnSortSpecs* Specs;     // Pointer to sort spec array.
2242
    int                         SpecsCount;     // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled.
2243
    bool                        SpecsDirty;     // Set to true when specs have changed since last time! Use this to sort again, then clear the flag.
2244
2245
    ImGuiTableSortSpecs()       { memset((void*)this, 0, sizeof(*this)); }
2246
};
2247
2248
// Sorting specification for one column of a table (sizeof == 12 bytes)
2249
struct ImGuiTableColumnSortSpecs
2250
{
2251
    ImGuiID                     ColumnUserID;       // User data for the column (if specified by a TableSetupColumn() call in the 'ImGuiID user_data' field). FIXME: Should be called 'UserData'..
2252
    ImS16                       ColumnIndex;        // Index of the column
2253
    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)
2254
    ImGuiSortDirection          SortDirection;      // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending
2255
2256
    ImGuiTableColumnSortSpecs() { memset((void*)this, 0, sizeof(*this)); }
2257
};
2258
2259
//-----------------------------------------------------------------------------
2260
// [SECTION] Helpers: Debug log, memory allocations macros, ImVector<>
2261
//-----------------------------------------------------------------------------
2262
2263
//-----------------------------------------------------------------------------
2264
// Debug Logging into ShowDebugLogWindow(), tty and more.
2265
//-----------------------------------------------------------------------------
2266
2267
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
2268
#define IMGUI_DEBUG_LOG(...)        ImGui::DebugLog(__VA_ARGS__)
2269
#else
2270
#define IMGUI_DEBUG_LOG(...)        ((void)0)
2271
#endif
2272
2273
//-----------------------------------------------------------------------------
2274
// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE()
2275
// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
2276
// 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.
2277
//-----------------------------------------------------------------------------
2278
2279
struct ImNewWrapper {};
2280
inline void* operator new(size_t, ImNewWrapper, void* ptr) { return ptr; }
2281
inline void  operator delete(void*, ImNewWrapper, void*)   {} // This is only required so we can use the symmetrical new()
2282
#define IM_ALLOC(_SIZE)                     ImGui::MemAlloc(_SIZE)
2283
#define IM_FREE(_PTR)                       ImGui::MemFree(_PTR)
2284
#define IM_PLACEMENT_NEW(_PTR)              new(ImNewWrapper(), _PTR)
2285
#define IM_NEW(_TYPE)                       new(ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
2286
template<typename T> void IM_DELETE(T* p)   { if (p) { p->~T(); ImGui::MemFree(p); } }
2287
2288
//-----------------------------------------------------------------------------
2289
// ImVector<>
2290
// 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).
2291
//-----------------------------------------------------------------------------
2292
// - 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.
2293
// - We use std-like naming convention here, which is a little unusual for this codebase.
2294
// - 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.
2295
// - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,
2296
//   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.
2297
//-----------------------------------------------------------------------------
2298
2299
IM_MSVC_RUNTIME_CHECKS_OFF
2300
template<typename T>
2301
struct ImVector
2302
{
2303
    int                 Size;
2304
    int                 Capacity;
2305
    T*                  Data;
2306
2307
    // Provide standard typedefs but we don't use them ourselves.
2308
    typedef T                   value_type;
2309
    typedef value_type*         iterator;
2310
    typedef const value_type*   const_iterator;
2311
2312
    // Constructors, destructor
2313
    inline ImVector()                                       { Size = Capacity = 0; Data = NULL; }
2314
    inline ImVector(const ImVector<T>& src)                 { Size = Capacity = 0; Data = NULL; operator=(src); }
2315
    inline ImVector<T>& operator=(const ImVector<T>& src)   { clear(); resize(src.Size); if (Data && src.Data) memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; }
2316
    inline ~ImVector()                                      { if (Data) IM_FREE(Data); } // Important: does not destruct anything
2317
2318
    inline void         clear()                             { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } }  // Important: does not destruct anything
2319
    inline void         clear_delete()                      { for (int n = 0; n < Size; n++) IM_DELETE(Data[n]); clear(); }     // Important: never called automatically! always explicit.
2320
    inline void         clear_destruct()                    { for (int n = 0; n < Size; n++) Data[n].~T(); clear(); }           // Important: never called automatically! always explicit.
2321
2322
    inline bool         empty() const                       { return Size == 0; }
2323
    inline int          size() const                        { return Size; }
2324
    inline int          size_in_bytes() const               { return Size * (int)sizeof(T); }
2325
    inline int          max_size() const                    { return 0x7FFFFFFF / (int)sizeof(T); }
2326
    inline int          capacity() const                    { return Capacity; }
2327
    inline T&           operator[](int i)                   { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
2328
    inline const T&     operator[](int i) const             { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
2329
2330
    inline T*           begin()                             { return Data; }
2331
    inline const T*     begin() const                       { return Data; }
2332
    inline T*           end()                               { return Data + Size; }
2333
    inline const T*     end() const                         { return Data + Size; }
2334
    inline T&           front()                             { IM_ASSERT(Size > 0); return Data[0]; }
2335
    inline const T&     front() const                       { IM_ASSERT(Size > 0); return Data[0]; }
2336
    inline T&           back()                              { IM_ASSERT(Size > 0); return Data[Size - 1]; }
2337
    inline const T&     back() const                        { IM_ASSERT(Size > 0); return Data[Size - 1]; }
2338
    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; }
2339
2340
    inline int          _grow_capacity(int sz) const        { int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8; return new_capacity > sz ? new_capacity : sz; }
2341
    inline void         resize(int new_size)                { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
2342
    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; }
2343
    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
2344
    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; }
2345
    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; }
2346
2347
    // 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.
2348
    inline void         push_back(const T& v)               { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }
2349
    inline void         pop_back()                          { IM_ASSERT(Size > 0); Size--; }
2350
    inline void         push_front(const T& v)              { if (Size == 0) push_back(v); else insert(Data, v); }
2351
    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; }
2352
    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; }
2353
    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; }
2354
    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; }
2355
    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; }
2356
    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; }
2357
    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; }
2358
    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; }
2359
    inline bool         find_erase(const T& v)              { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; }
2360
    inline bool         find_erase_unsorted(const T& v)     { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; }
2361
    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; }
2362
};
2363
IM_MSVC_RUNTIME_CHECKS_RESTORE
2364
2365
//-----------------------------------------------------------------------------
2366
// [SECTION] ImGuiStyle
2367
//-----------------------------------------------------------------------------
2368
// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
2369
// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,
2370
// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
2371
//-----------------------------------------------------------------------------
2372
2373
struct ImGuiStyle
2374
{
2375
    // Font scaling
2376
    // - recap: ImGui::GetFontSize() == FontSizeBase * (FontScaleMain * FontScaleDpi * other_scaling_factors)
2377
    float       FontSizeBase;               // Current base font size before external global factors are applied. Use PushFont(NULL, size) to modify. Use ImGui::GetFontSize() to obtain scaled value.
2378
    float       FontScaleMain;              // Main global scale factor. May be set by application once, or exposed to end-user.
2379
    float       FontScaleDpi;               // Additional global scale factor from viewport/monitor contents scale. In docking branch: when io.ConfigDpiScaleFonts is enabled, this is automatically overwritten when changing monitor DPI.
2380
2381
    float       Alpha;                      // Global alpha applies to everything in Dear ImGui.
2382
    float       DisabledAlpha;              // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
2383
    ImVec2      WindowPadding;              // Padding within a window.
2384
    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.
2385
    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).
2386
    float       WindowBorderHoverPadding;   // Hit-testing extent outside/inside resizing border. Also extend determination of hovered window. Generally meaningfully larger than WindowBorderSize to make it easy to reach borders.
2387
    ImVec2      WindowMinSize;              // Minimum window size. This is a global setting. If you want to constrain individual windows, use SetNextWindowSizeConstraints().
2388
    ImVec2      WindowTitleAlign;           // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
2389
    ImGuiDir    WindowMenuButtonPosition;   // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left.
2390
    float       ChildRounding;              // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
2391
    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).
2392
    float       PopupRounding;              // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
2393
    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).
2394
    ImVec2      FramePadding;               // Padding within a framed rectangle (used by most widgets).
2395
    float       FrameRounding;              // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
2396
    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).
2397
    ImVec2      ItemSpacing;                // Horizontal and vertical spacing between widgets/lines.
2398
    ImVec2      ItemInnerSpacing;           // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
2399
    ImVec2      CellPadding;                // Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be altered between different rows.
2400
    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!
2401
    float       IndentSpacing;              // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
2402
    float       ColumnsMinSpacing;          // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
2403
    float       ScrollbarSize;              // Width of the vertical scrollbar, Height of the horizontal scrollbar.
2404
    float       ScrollbarRounding;          // Radius of grab corners for scrollbar.
2405
    float       ScrollbarPadding;           // Padding of scrollbar grab within its frame (same for both axes).
2406
    float       GrabMinSize;                // Minimum width/height of a grab box for slider/scrollbar.
2407
    float       GrabRounding;               // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
2408
    float       LogSliderDeadzone;          // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
2409
    float       ImageRounding;              // Rounding of Image() calls.
2410
    float       ImageBorderSize;            // Thickness of border around Image() calls.
2411
    float       TabRounding;                // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
2412
    float       TabBorderSize;              // Thickness of border around tabs.
2413
    float       TabMinWidthBase;            // Minimum tab width, to make tabs larger than their contents. TabBar buttons are not affected.
2414
    float       TabMinWidthShrink;          // Minimum tab width after shrinking, when using ImGuiTabBarFlags_FittingPolicyMixed policy.
2415
    float       TabCloseButtonMinWidthSelected;     // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width. FLT_MAX: never shrink, will behave like ImGuiTabBarFlags_FittingPolicyScroll.
2416
    float       TabCloseButtonMinWidthUnselected;   // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width. FLT_MAX: never show close button when unselected.
2417
    float       TabBarBorderSize;           // Thickness of tab-bar separator, which takes on the tab active color to denote focus.
2418
    float       TabBarOverlineSize;         // Thickness of tab-bar overline, which highlights the selected tab-bar.
2419
    float       TableAngledHeadersAngle;    // Angle of angled headers (supported values range from -50.0f degrees to +50.0f degrees).
2420
    ImVec2      TableAngledHeadersTextAlign;// Alignment of angled headers within the cell
2421
    ImGuiTreeNodeFlags TreeLinesFlags;      // Default way to draw lines connecting TreeNode hierarchy. ImGuiTreeNodeFlags_DrawLinesNone or ImGuiTreeNodeFlags_DrawLinesFull or ImGuiTreeNodeFlags_DrawLinesToNodes.
2422
    float       TreeLinesSize;              // Thickness of outlines when using ImGuiTreeNodeFlags_DrawLines.
2423
    float       TreeLinesRounding;          // Radius of lines connecting child nodes to the vertical line.
2424
    float       MenuItemRounding;           // Radius of MenuItem, BeginMenu rounding. 
2425
    float       SelectableRounding;         // Radius of Selectable rounding. MODIFYING THIS IS DISCOURAGED. CONTIGUOUS SELECTIONS WILL NOT LOOK RIGHT. (#7589)
2426
    float       DragDropTargetRounding;     // Radius of the drag and drop target frame. When <0.0f: use FrameRounding.
2427
    float       DragDropTargetBorderSize;   // Thickness of the drag and drop target border.
2428
    float       DragDropTargetPadding;      // Size to expand the drag and drop target from actual target item size.
2429
    float       ColorMarkerSize;            // Size of R/G/B/A color markers for ColorEdit4() and for Drags/Sliders when using ImGuiSliderFlags_ColorMarkers.
2430
    ImGuiDir    ColorButtonPosition;        // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
2431
    ImVec2      ButtonTextAlign;            // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
2432
    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.
2433
    float       InputTextCursorSize;        // Thickness of cursor/caret in InputText().
2434
    float       SeparatorSize;              // Thickness of border in Separator(). Must be >= 1.0f.
2435
    float       SeparatorTextBorderSize;    // Thickness of border in SeparatorText()
2436
    ImVec2      SeparatorTextAlign;         // Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
2437
    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.
2438
    ImVec2      DisplayWindowPadding;       // Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen.
2439
    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).
2440
    bool        DockingNodeHasCloseButton;  // Docking node has their own CloseButton() to close all docked windows.
2441
    float       DockingSeparatorSize;       // Thickness of resizing border between docked windows
2442
    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.
2443
    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).
2444
    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).
2445
    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).
2446
    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.
2447
    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.
2448
2449
    // Colors
2450
    ImVec4      Colors[ImGuiCol_COUNT];
2451
2452
    // Behaviors
2453
    // (It is possible to modify those fields mid-frame if specific behavior need it, unlike e.g. configuration fields in ImGuiIO)
2454
    float             HoverStationaryDelay;     // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary.
2455
    float             HoverDelayShort;          // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay.
2456
    float             HoverDelayNormal;         // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). "
2457
    ImGuiHoveredFlags HoverFlagsForTooltipMouse;// Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse.
2458
    ImGuiHoveredFlags HoverFlagsForTooltipNav;  // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad.
2459
2460
    // [Internal]
2461
    float       _MainScale;                 // FIXME-WIP: Reference scale, as applied by ScaleAllSizes(). PLEASE DO NOT USE THIS FOR NOW.
2462
    float       _NextFrameFontSizeBase;     // FIXME: Temporary hack until we finish remaining work.
2463
2464
    // Functions
2465
    IMGUI_API   ImGuiStyle();
2466
    IMGUI_API   void ScaleAllSizes(float scale_factor); // Scale all spacing/padding/thickness values. Do not scale fonts. See comments in definition. Consider not calling this if your initial scale factor if <1.0.
2467
2468
    // Obsolete names
2469
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2470
    // TabMinWidthForCloseButton = TabCloseButtonMinWidthUnselected // Renamed in 1.91.9.
2471
#endif
2472
};
2473
2474
//-----------------------------------------------------------------------------
2475
// [SECTION] ImGuiIO
2476
//-----------------------------------------------------------------------------
2477
// Communicate most settings and inputs/outputs to Dear ImGui using this structure.
2478
// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.
2479
// It is generally expected that:
2480
// - initialization: backends and user code writes to ImGuiIO.
2481
// - main loop: backends writes to ImGuiIO, user code and imgui code reads from ImGuiIO.
2482
//-----------------------------------------------------------------------------
2483
// Also see ImGui::GetPlatformIO() and ImGuiPlatformIO struct for OS/platform related functions: clipboard, IME etc.
2484
//-----------------------------------------------------------------------------
2485
2486
// [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions.
2487
// 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.
2488
struct ImGuiKeyData
2489
{
2490
    bool        Down;               // True for if key is down
2491
    float       DownDuration;       // Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held)
2492
    float       DownDurationPrev;   // Last frame duration the key has been down
2493
    float       AnalogValue;        // 0.0f..1.0f for gamepad values
2494
};
2495
2496
struct ImGuiIO
2497
{
2498
    //------------------------------------------------------------------
2499
    // Configuration                            // Default value
2500
    //------------------------------------------------------------------
2501
2502
    ImGuiConfigFlags   ConfigFlags;             // = 0              // See ImGuiConfigFlags_ enum. Set by user/application. Keyboard/Gamepad navigation options, etc.
2503
    ImGuiBackendFlags  BackendFlags;            // = 0              // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend.
2504
    ImVec2      DisplaySize;                    // <unset>          // Main display size, in pixels (== GetMainViewport()->Size). May change every frame.
2505
    ImVec2      DisplayFramebufferScale;        // = (1, 1)         // Main display density. For retina display where window coordinates are different from framebuffer coordinates. This will affect font density + will end up in ImDrawData::FramebufferScale.
2506
    float       DeltaTime;                      // = 1.0f/60.0f     // Time elapsed since last frame, in seconds. May change every frame.
2507
    float       IniSavingRate;                  // = 5.0f           // Minimum time between saving positions/sizes to .ini file, in seconds.
2508
    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.
2509
    const char* LogFilename;                    // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
2510
    void*       UserData;                       // = NULL           // Store your own data.
2511
2512
    // Font system
2513
    ImFontAtlas*Fonts;                          // <auto>           // Font atlas: load, rasterize and pack one or more fonts into a single texture.
2514
    ImFont*     FontDefault;                    // = NULL           // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
2515
    bool        FontAllowUserScaling;           // = false          // Allow user scaling text of individual window with Ctrl+Wheel.
2516
2517
    // Keyboard/Gamepad Navigation options
2518
    bool        ConfigNavSwapGamepadButtons;    // = false          // Swap Activate<>Cancel (A<>B) buttons, matching typical "Nintendo/Japanese style" gamepad layout.
2519
    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.
2520
    bool        ConfigNavCaptureKeyboard;       // = true           // Sets io.WantCaptureKeyboard when io.NavActive is set.
2521
    bool        ConfigNavEscapeClearFocusItem;  // = true           // Pressing Escape can clear focused item + navigation id/highlight. Set to false if you want to always keep highlight on.
2522
    bool        ConfigNavEscapeClearFocusWindow;// = false          // Pressing Escape can clear focused window as well (super set of io.ConfigNavEscapeClearFocusItem).
2523
    bool        ConfigNavCursorVisibleAuto;     // = true           // Using directional navigation key makes the cursor visible. Mouse click hides the cursor.
2524
    bool        ConfigNavCursorVisibleAlways;   // = false          // Navigation cursor is always visible.
2525
2526
    // Docking options (when ImGuiConfigFlags_DockingEnable is set)
2527
    bool        ConfigDockingNoSplit;           // = false          // Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars.
2528
    bool        ConfigDockingNoDockingOver;     // = false          // Simplified docking mode: disable window merging into a same tab-bar, so docking is limited to splitting windows.
2529
    bool        ConfigDockingWithShift;         // = false          // Enable docking with holding Shift key (reduce visual noise, allows dropping in wider space)
2530
    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.
2531
    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.
2532
2533
    // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set)
2534
    // (sorry for the amount of "NoXXXX" flags, which may be harder to reason about! may rework someday)
2535
    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.
2536
    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.
2537
    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).
2538
    bool        ConfigViewportsNoDefaultParent; // = true           // Disable setting OS window parent to main viewport by default. The platform backend is expected to honor `viewport->ParentViewportID` to setup a parent/child relationship between the OS windows (supported if ImGuiBackendFlags_HasParentViewport is set). When parented: child windows always appear in front of their parent. Set to false if you want viewports to automatically be parent of main viewport, otherwise all viewports will be top-level OS windows. Parent/child relationship may be set on a per-window basis using ImGuiWindowClass.
2539
    bool        ConfigViewportsPlatformFocusSetsImGuiFocus;//= true // When a platform window is focused (e.g. using Alt+Tab, clicking Platform Title Bar), apply corresponding focus on imgui windows (may clear focus/active id from imgui windows location in other platform windows). In principle this is better enabled but we provide an opt-out, because some Linux window managers tend to eagerly focus windows (e.g. on mouse hover, or even a simple window pos/size change).
2540
2541
    // DPI/Scaling options
2542
    // This may keep evolving during 1.92.x releases. Expect some turbulence.
2543
    bool        ConfigDpiScaleFonts;            // = false          // [EXPERIMENTAL] Automatically overwrite style.FontScaleDpi when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
2544
    bool        ConfigDpiScaleViewports;        // = false          // [EXPERIMENTAL] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
2545
2546
    // Miscellaneous options
2547
    // (you can visualize and interact with all options in 'Demo->Configuration')
2548
    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.
2549
    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.
2550
    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.
2551
    bool        ConfigInputTextCursorBlink;     // = true           // Enable blinking cursor (optional as some users consider it to be distracting).
2552
    bool        ConfigInputTextEnterKeepActive; // = false          // [BETA] Pressing Enter will reactivate item and select all text (single-line only).
2553
    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.
2554
    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)
2555
    bool        ConfigWindowsMoveFromTitleBarOnly;  // = false      // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar.
2556
    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.
2557
    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.
2558
    float       ConfigMemoryCompactTimer;       // = 60.0f          // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable.
2559
2560
    // Inputs Behaviors
2561
    // (other variables, ones which are expected to be tweaked within UI code, are exposed in ImGuiStyle)
2562
    float       MouseDoubleClickTime;           // = 0.30f          // Time for a double-click, in seconds.
2563
    float       MouseDoubleClickMaxDist;        // = 6.0f           // Distance threshold to stay in to validate a double-click, in pixels.
2564
    float       MouseDragThreshold;             // = 6.0f           // Distance threshold before considering we are dragging.
2565
    float       KeyRepeatDelay;                 // = 0.275f         // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
2566
    float       KeyRepeatRate;                  // = 0.050f         // When holding a key/button, rate at which it repeats, in seconds.
2567
2568
    //------------------------------------------------------------------
2569
    // Debug options
2570
    //------------------------------------------------------------------
2571
2572
    // Options to configure Error Handling and how we handle recoverable errors [EXPERIMENTAL]
2573
    // - Error recovery is provided as a way to facilitate:
2574
    //    - Recovery after a programming error (native code or scripting language - the latter tends to facilitate iterating on code while running).
2575
    //    - Recovery after running an exception handler or any error processing which may skip code after an error has been detected.
2576
    // - Error recovery is not perfect nor guaranteed! It is a feature to ease development.
2577
    //   You not are not supposed to rely on it in the course of a normal application run.
2578
    // - Functions that support error recovery are using IM_ASSERT_USER_ERROR() instead of IM_ASSERT().
2579
    // - By design, we do NOT allow error recovery to be 100% silent. One of the three options needs to be checked!
2580
    // - Always ensure that on programmers seats you have at minimum Asserts or Tooltips enabled when making direct imgui API calls!
2581
    //   Otherwise it would severely hinder your ability to catch and correct mistakes!
2582
    // Read https://github.com/ocornut/imgui/wiki/Error-Handling for details.
2583
    // - Programmer seats: keep asserts (default), or disable asserts and keep error tooltips (new and nice!)
2584
    // - Non-programmer seats: maybe disable asserts, but make sure errors are resurfaced (tooltips, visible log entries, use callback etc.)
2585
    // - 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.
2586
    bool        ConfigErrorRecovery;                // = true       // Enable error recovery support. Some errors won't be detected and lead to direct crashes if recovery is disabled.
2587
    bool        ConfigErrorRecoveryEnableAssert;    // = true       // Enable asserts on recoverable error. By default call IM_ASSERT() when returning from a failing IM_ASSERT_USER_ERROR()
2588
    bool        ConfigErrorRecoveryEnableDebugLog;  // = true       // Enable debug log output on recoverable errors.
2589
    bool        ConfigErrorRecoveryEnableTooltip;   // = true       // Enable tooltip on recoverable errors. The tooltip include a way to enable asserts if they were disabled.
2590
2591
    // Option to enable various debug tools showing buttons that will call the IM_DEBUG_BREAK() macro.
2592
    // - The Item Picker tool will be available regardless of this being enabled, in order to maximize its discoverability.
2593
    // - Requires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application.
2594
    //   e.g. io.ConfigDebugIsDebuggerPresent = ::IsDebuggerPresent() on Win32, or refer to ImOsIsDebuggerPresent() imgui_test_engine/imgui_te_utils.cpp for a Unix compatible version.
2595
    bool        ConfigDebugIsDebuggerPresent;   // = false          // Enable various tools calling IM_DEBUG_BREAK().
2596
2597
    // Tools to detect code submitting items with conflicting/duplicate IDs
2598
    // - Code should use PushID()/PopID() in loops, or append "##xx" to same-label identifiers.
2599
    // - Empty label e.g. Button("") == same ID as parent widget/node. Use Button("##xx") instead!
2600
    // - See FAQ https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-about-the-id-stack-system
2601
    bool        ConfigDebugHighlightIdConflicts;// = true           // Highlight and show an error message popup when multiple items have conflicting identifiers.
2602
    bool        ConfigDebugHighlightIdConflictsShowItemPicker;//=true // Show "Item Picker" button in aforementioned popup.
2603
2604
    // Tools to test correct Begin/End and BeginChild/EndChild behaviors.
2605
    // - Presently Begin()/End() and BeginChild()/EndChild() needs to ALWAYS be called in tandem, regardless of return value of BeginXXX()
2606
    // - This is inconsistent with other BeginXXX functions and create confusion for many users.
2607
    // - We expect to update the API eventually. In the meanwhile we provide tools to facilitate checking user-code behavior.
2608
    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.
2609
    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.
2610
2611
    // Option to deactivate io.AddFocusEvent(false) handling.
2612
    // - May facilitate interactions with a debugger when focus loss leads to clearing inputs data.
2613
    // - Backends may have other side-effects on focus loss, so this will reduce side-effects but not necessary remove all of them.
2614
    bool        ConfigDebugIgnoreFocusLoss;     // = false          // Ignore io.AddFocusEvent(false), consequently not calling io.ClearInputKeys()/io.ClearInputMouse() in input processing.
2615
2616
    // Option to audit .ini data
2617
    bool        ConfigDebugIniSettings;         // = false          // Save .ini data with extra comments (particularly helpful for Docking, but makes saving slower)
2618
2619
    //------------------------------------------------------------------
2620
    // Platform Identifiers
2621
    // (the imgui_impl_xxxx backend files are setting those up for you)
2622
    //------------------------------------------------------------------
2623
2624
    // Nowadays those would be stored in ImGuiPlatformIO but we are leaving them here for legacy reasons.
2625
    // Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff.
2626
    const char* BackendPlatformName;            // = NULL
2627
    const char* BackendRendererName;            // = NULL
2628
    void*       BackendPlatformUserData;        // = NULL           // User data for platform backend
2629
    void*       BackendRendererUserData;        // = NULL           // User data for renderer backend
2630
    void*       BackendLanguageUserData;        // = NULL           // User data for non C++ programming language backend
2631
2632
    //------------------------------------------------------------------
2633
    // Input - Call before calling NewFrame()
2634
    //------------------------------------------------------------------
2635
2636
    // Input Functions
2637
    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)
2638
    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.
2639
    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)
2640
    IMGUI_API void  AddMouseButtonEvent(int button, bool down);             // Queue a mouse button change
2641
    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.
2642
    IMGUI_API void  AddMouseSourceEvent(ImGuiMouseSource source);           // Queue a mouse source change (Mouse/TouchScreen/Pen)
2643
    IMGUI_API void  AddMouseViewportEvent(ImGuiID id);                      // Queue a mouse hovered viewport. Requires backend to set ImGuiBackendFlags_HasMouseHoveredViewport to call this (for multi-viewport support).
2644
    IMGUI_API void  AddFocusEvent(bool focused);                            // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window)
2645
    IMGUI_API void  AddInputCharacter(unsigned int c);                      // Queue a new character input
2646
    IMGUI_API void  AddInputCharacterUTF16(ImWchar16 c);                    // Queue a new character input from a UTF-16 character, it can be a surrogate
2647
    IMGUI_API void  AddInputCharactersUTF8(const char* str);                // Queue a new characters input from a UTF-8 string
2648
2649
    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.
2650
    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.
2651
    IMGUI_API void  ClearEventsQueue();                                     // Clear all incoming events.
2652
    IMGUI_API void  ClearInputKeys();                                       // Clear current keyboard/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.
2653
    IMGUI_API void  ClearInputMouse();                                      // Clear current mouse state.
2654
2655
    //------------------------------------------------------------------
2656
    // Output - Updated by NewFrame() or EndFrame()/Render()
2657
    // (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is
2658
    //  generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!)
2659
    //------------------------------------------------------------------
2660
2661
    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.).
2662
    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.).
2663
    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).
2664
    bool        WantSetMousePos;                    // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when io.ConfigNavMoveSetMousePos is enabled.
2665
    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!
2666
    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.
2667
    bool        NavVisible;                         // Keyboard/Gamepad navigation highlight is visible and allowed (will handle ImGuiKey_NavXXX events).
2668
    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.
2669
    int         MetricsRenderVertices;              // Vertices output during last call to Render()
2670
    int         MetricsRenderIndices;               // Indices output during last call to Render() = number of triangles * 3
2671
    int         MetricsRenderWindows;               // Number of visible windows
2672
    int         MetricsActiveWindows;               // Number of active windows
2673
    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.
2674
2675
    //------------------------------------------------------------------
2676
    // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed!
2677
    //------------------------------------------------------------------
2678
2679
    ImGuiContext* Ctx;                              // Parent UI context (needs to be set explicitly by parent).
2680
2681
    // Main Input State
2682
    // (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)
2683
    // (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere)
2684
    ImVec2      MousePos;                           // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.)
2685
    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.
2686
    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.
2687
    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.
2688
    ImGuiMouseSource MouseSource;                   // Mouse actual input peripheral (Mouse/TouchScreen/Pen).
2689
    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).
2690
    bool        KeyCtrl;                            // Keyboard modifier down: Ctrl (non-macOS), Cmd (macOS)
2691
    bool        KeyShift;                           // Keyboard modifier down: Shift
2692
    bool        KeyAlt;                             // Keyboard modifier down: Alt
2693
    bool        KeySuper;                           // Keyboard modifier down: Windows/Super (non-macOS), Ctrl (macOS)
2694
2695
    // Other state maintained from data above + IO function calls
2696
    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()
2697
    ImGuiKeyData  KeysData[ImGuiKey_NamedKey_COUNT];// Key state for all known keys. MUST use 'key - ImGuiKey_NamedKey_BEGIN' as index. Use IsKeyXXX() functions to access this.
2698
    bool        WantCaptureMouseUnlessPopupClose;   // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup.
2699
    ImVec2      MousePosPrev;                       // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
2700
    ImVec2      MouseClickedPos[5];                 // Position at time of clicking
2701
    double      MouseClickedTime[5];                // Time of last click (used to figure out double-click)
2702
    bool        MouseClicked[5];                    // Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0)
2703
    bool        MouseDoubleClicked[5];              // Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2)
2704
    ImU16       MouseClickedCount[5];               // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down
2705
    ImU16       MouseClickedLastCount[5];           // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done.
2706
    bool        MouseReleased[5];                   // Mouse button went from Down to !Down
2707
    double      MouseReleasedTime[5];               // Time of last released (rarely used! but useful to handle delayed single-click when trying to disambiguate them from double-click).
2708
    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.
2709
    bool        MouseDownOwnedUnlessPopupClose[5];  // Track if button was clicked inside a dear imgui window.
2710
    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.
2711
    bool        MouseCtrlLeftAsRightClick;          // (OSX) Set to true when the current click was a Ctrl+Click that spawned a simulated right click
2712
    float       MouseDownDuration[5];               // Duration the mouse button has been down (0.0f == just clicked)
2713
    float       MouseDownDurationPrev[5];           // Previous time the mouse button has been down
2714
    ImVec2      MouseDragMaxDistanceAbs[5];         // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
2715
    float       MouseDragMaxDistanceSqr[5];         // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds)
2716
    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.
2717
    bool        AppFocusLost;                       // Only modify via AddFocusEvent()
2718
    bool        AppAcceptingEvents;                 // Only modify via SetAppAcceptingEvents()
2719
    ImWchar16   InputQueueSurrogate;                // For AddInputCharacterUTF16()
2720
    ImVector<ImWchar> InputQueueCharacters;         // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.
2721
2722
    // Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame.
2723
    // This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent().
2724
    //   Old (<1.87):  ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space)
2725
    //   Old (<1.87):  ImGui::IsKeyPressed(MYPLATFORM_KEY_SPACE)                  --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space)
2726
    // Read https://github.com/ocornut/imgui/issues/4921 for details.
2727
    //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.
2728
    //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.
2729
    //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.
2730
    //void*     ImeWindowHandle;                    // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning.
2731
2732
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2733
    float       FontGlobalScale;                    // Moved io.FontGlobalScale to style.FontScaleMain in 1.92.0 (June 2025)
2734
2735
    // Legacy: before 1.91.1, clipboard functions were stored in ImGuiIO instead of ImGuiPlatformIO.
2736
    // As this is will affect all users of custom engines/backends, we are providing proper legacy redirection (will obsolete).
2737
    const char* (*GetClipboardTextFn)(void* user_data);
2738
    void        (*SetClipboardTextFn)(void* user_data, const char* text);
2739
    void*       ClipboardUserData;
2740
2741
    //void ClearInputCharacters() { InputQueueCharacters.resize(0); } // [Obsoleted in 1.89.8] Clear the current frame text input buffer. Now included within ClearInputKeys(). Removed this as it is ambiguous/misleading and generally incorrect to use with the existence of a higher-level input queue.
2742
#endif
2743
2744
    IMGUI_API   ImGuiIO();
2745
};
2746
2747
//-----------------------------------------------------------------------------
2748
// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
2749
//-----------------------------------------------------------------------------
2750
2751
// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
2752
// The callback function should return 0 by default.
2753
// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
2754
// - ImGuiInputTextFlags_CallbackEdit:        Callback on buffer edit. Note that InputText() already returns true on edit + you can always use IsItemEdited(). The callback is useful to manipulate the underlying buffer while focus is active.
2755
// - ImGuiInputTextFlags_CallbackAlways:      Callback on each iteration
2756
// - ImGuiInputTextFlags_CallbackCompletion:  Callback on pressing TAB
2757
// - ImGuiInputTextFlags_CallbackHistory:     Callback on pressing Up/Down arrows
2758
// - ImGuiInputTextFlags_CallbackCharFilter:  Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
2759
// - ImGuiInputTextFlags_CallbackResize:      Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
2760
struct ImGuiInputTextCallbackData
2761
{
2762
    ImGuiContext*       Ctx;            // Parent UI context
2763
    ImGuiInputTextFlags EventFlag;      // One ImGuiInputTextFlags_Callback*    // Read-only
2764
    ImGuiInputTextFlags Flags;          // What user passed to InputText()      // Read-only
2765
    void*               UserData;       // What user passed to InputText()      // Read-only
2766
    ImGuiID             ID;             // Widget ID                            // Read-only
2767
2768
    // Arguments for the different callback events
2769
    // - During Resize callback, Buf will be same as your input buffer.
2770
    // - 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.
2771
    // - 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.
2772
    // - 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.
2773
    ImGuiKey            EventKey;       // Key pressed (Up/Down/TAB)            // Read-only    // [Completion,History]
2774
    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;
2775
    bool                EventActivated; // Input field just got activated       // Read-only    // [Always]
2776
    bool                BufDirty;       // Set if you modify Buf/BufTextLen!    // Write        // [Completion,History,Always]
2777
    char*               Buf;            // Text buffer                          // Read-write   // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
2778
    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()
2779
    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
2780
    int                 CursorPos;      //                                      // Read-write   // [Completion,History,Always,CharFilter]
2781
    int                 SelectionStart; //                                      // Read-write   // [Completion,History,Always,CharFilter] == to SelectionEnd when no selection
2782
    int                 SelectionEnd;   //                                      // Read-write   // [Completion,History,Always,CharFilter]
2783
2784
    // Helper functions for text manipulation.
2785
    // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection.
2786
    IMGUI_API ImGuiInputTextCallbackData();
2787
    IMGUI_API void      DeleteChars(int pos, int bytes_count);
2788
    IMGUI_API void      InsertChars(int pos, const char* text, const char* text_end = NULL);
2789
    void                SelectAll()                 { SelectionStart = 0; CursorPos = SelectionEnd = BufTextLen; }
2790
    void                SetSelection(int s, int e)  { IM_ASSERT(s >= 0 && s <= BufTextLen); IM_ASSERT(e >= 0 && e <= BufTextLen); SelectionStart = s; CursorPos = SelectionEnd = e; }
2791
    void                ClearSelection()            { SelectionStart = SelectionEnd = BufTextLen; }
2792
    bool                HasSelection() const        { return SelectionStart != SelectionEnd; }
2793
};
2794
2795
// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
2796
// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
2797
struct ImGuiSizeCallbackData
2798
{
2799
    void*   UserData;       // Read-only.   What user passed to SetNextWindowSizeConstraints(). Generally store an integer or float in here (need reinterpret_cast<>).
2800
    ImVec2  Pos;            // Read-only.   Window position, for reference.
2801
    ImVec2  CurrentSize;    // Read-only.   Current window size.
2802
    ImVec2  DesiredSize;    // Read-write.  Desired size, based on user's mouse position. Write to this field to restrain resizing.
2803
};
2804
2805
// [ALPHA] Rarely used / very advanced uses only. Use with SetNextWindowClass() and DockSpace() functions.
2806
// Important: the content of this class is still highly WIP and likely to change and be refactored
2807
// before we stabilize Docking features. Please be mindful if using this.
2808
// Provide hints:
2809
// - To the platform backend via altered viewport flags (enable/disable OS decoration, OS task bar icons, etc.)
2810
// - To the platform backend for OS level parent/child relationships of viewport (otherwise: default is configured via io.ConfigViewportsNoDefaultParent)
2811
// - To the docking system for various options and filtering.
2812
struct ImGuiWindowClass
2813
{
2814
    ImGuiID             ClassId;                    // User data. 0 = Default class (unclassed). Windows of different classes cannot be docked with each others.
2815
    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.
2816
    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.
2817
    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.
2818
    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.
2819
    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.
2820
    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!)
2821
    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)
2822
    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?
2823
    void*               PlatformIconData;           // [EXPERIMENTAL] Pass opaque data for Platform backend to handle.
2824
2825
    ImGuiWindowClass() { memset((void*)this, 0, sizeof(*this)); ParentViewportId = (ImGuiID)-1; DockingAllowUnclassed = true; }
2826
};
2827
2828
// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()
2829
struct ImGuiPayload
2830
{
2831
    // Members
2832
    void*           Data;               // Data (copied and owned by dear imgui)
2833
    int             DataSize;           // Data size
2834
2835
    // [Internal]
2836
    ImGuiID         SourceId;           // Source item id
2837
    ImGuiID         SourceParentId;     // Source parent id (if available)
2838
    int             DataFrameCount;     // Data timestamp
2839
    char            DataType[32 + 1];   // Data type tag (short user-supplied string, 32 characters max)
2840
    bool            Preview;            // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)
2841
    bool            Delivery;           // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.
2842
2843
    ImGuiPayload()  { Clear(); }
2844
    void Clear()    { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; }
2845
    bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; }
2846
    bool IsPreview() const                  { return Preview; }
2847
    bool IsDelivery() const                 { return Delivery; }
2848
};
2849
2850
//-----------------------------------------------------------------------------
2851
// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor)
2852
//-----------------------------------------------------------------------------
2853
2854
// Helper: Unicode defines
2855
#define IM_UNICODE_CODEPOINT_INVALID 0xFFFD     // Invalid Unicode code point (standard value).
2856
#ifdef IMGUI_USE_WCHAR32
2857
#define IM_UNICODE_CODEPOINT_MAX     0x10FFFF   // Maximum Unicode code point supported by this build.
2858
#else
2859
#define IM_UNICODE_CODEPOINT_MAX     0xFFFF     // Maximum Unicode code point supported by this build.
2860
#endif
2861
2862
// 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.
2863
// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame");
2864
struct ImGuiOnceUponAFrame
2865
{
2866
    ImGuiOnceUponAFrame() { RefFrame = -1; }
2867
    mutable int RefFrame;
2868
    operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
2869
};
2870
2871
// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
2872
struct ImGuiTextFilter
2873
{
2874
    IMGUI_API           ImGuiTextFilter(const char* default_filter = "");
2875
    IMGUI_API bool      Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f);  // Helper calling InputText+Build
2876
    IMGUI_API bool      PassFilter(const char* text, const char* text_end = NULL) const;
2877
    IMGUI_API void      Build();
2878
    void                Clear()          { InputBuf[0] = 0; Build(); }
2879
    bool                IsActive() const { return !Filters.empty(); }
2880
2881
    // [Internal]
2882
    struct ImGuiTextRange
2883
    {
2884
        const char*     b;
2885
        const char*     e;
2886
2887
        ImGuiTextRange()                                { b = e = NULL; }
2888
        ImGuiTextRange(const char* _b, const char* _e)  { b = _b; e = _e; }
2889
        bool            empty() const                   { return b == e; }
2890
        IMGUI_API void  split(char separator, ImVector<ImGuiTextRange>* out) const;
2891
    };
2892
    char                    InputBuf[256];
2893
    ImVector<ImGuiTextRange>Filters;
2894
    int                     CountGrep;
2895
};
2896
2897
// Helper: Growable text buffer for logging/accumulating text
2898
// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')
2899
struct ImGuiTextBuffer
2900
{
2901
    ImVector<char>      Buf;
2902
    IMGUI_API static char EmptyString[1];
2903
2904
    ImGuiTextBuffer()   { }
2905
    inline char         operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }
2906
    const char*         begin() const           { return Buf.Data ? &Buf.front() : EmptyString; }
2907
    const char*         end() const             { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator
2908
    int                 size() const            { return Buf.Size ? Buf.Size - 1 : 0; }
2909
    bool                empty() const           { return Buf.Size <= 1; }
2910
    void                clear()                 { Buf.clear(); }
2911
    void                resize(int size)        { if (Buf.Size > size) Buf.Data[size] = 0; Buf.resize(size ? size + 1 : 0, 0); } // Similar to resize(0) on ImVector: empty string but don't free buffer.
2912
    void                reserve(int capacity)   { Buf.reserve(capacity); }
2913
    const char*         c_str() const           { return Buf.Data ? Buf.Data : EmptyString; }
2914
    IMGUI_API void      append(const char* str, const char* str_end = NULL);
2915
    IMGUI_API void      appendf(const char* fmt, ...) IM_FMTARGS(2);
2916
    IMGUI_API void      appendfv(const char* fmt, va_list args) IM_FMTLIST(2);
2917
};
2918
2919
// [Internal] Key+Value for ImGuiStorage
2920
struct ImGuiStoragePair
2921
{
2922
    ImGuiID     key;
2923
    union       { int val_i; float val_f; void* val_p; };
2924
    ImGuiStoragePair(ImGuiID _key, int _val)    { key = _key; val_i = _val; }
2925
    ImGuiStoragePair(ImGuiID _key, float _val)  { key = _key; val_f = _val; }
2926
    ImGuiStoragePair(ImGuiID _key, void* _val)  { key = _key; val_p = _val; }
2927
};
2928
2929
// Helper: Key->Value storage
2930
// Typically you don't have to worry about this since a storage is held within each Window.
2931
// We use it to e.g. store collapse state for a tree (Int 0/1)
2932
// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)
2933
// You can use it as custom user storage for temporary values. Declare your own storage if, for example:
2934
// - 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).
2935
// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)
2936
// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
2937
struct ImGuiStorage
2938
{
2939
    // [Internal]
2940
    ImVector<ImGuiStoragePair>      Data;
2941
2942
    // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
2943
    // - Set***() functions find pair, insertion on demand if missing.
2944
    // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
2945
    void                Clear() { Data.clear(); }
2946
    IMGUI_API int       GetInt(ImGuiID key, int default_val = 0) const;
2947
    IMGUI_API void      SetInt(ImGuiID key, int val);
2948
    IMGUI_API bool      GetBool(ImGuiID key, bool default_val = false) const;
2949
    IMGUI_API void      SetBool(ImGuiID key, bool val);
2950
    IMGUI_API float     GetFloat(ImGuiID key, float default_val = 0.0f) const;
2951
    IMGUI_API void      SetFloat(ImGuiID key, float val);
2952
    IMGUI_API void*     GetVoidPtr(ImGuiID key) const; // default_val is NULL
2953
    IMGUI_API void      SetVoidPtr(ImGuiID key, void* val);
2954
2955
    // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
2956
    // - 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.
2957
    // - 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)
2958
    //      float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
2959
    IMGUI_API int*      GetIntRef(ImGuiID key, int default_val = 0);
2960
    IMGUI_API bool*     GetBoolRef(ImGuiID key, bool default_val = false);
2961
    IMGUI_API float*    GetFloatRef(ImGuiID key, float default_val = 0.0f);
2962
    IMGUI_API void**    GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
2963
2964
    // Advanced: for quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
2965
    IMGUI_API void      BuildSortByKey();
2966
    // Obsolete: use on your own storage if you know only integer are being stored (open/close all tree nodes)
2967
    IMGUI_API void      SetAllInt(int val);
2968
2969
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2970
    //typedef ::ImGuiStoragePair ImGuiStoragePair;  // 1.90.8: moved type outside struct
2971
#endif
2972
};
2973
2974
// Flags for ImGuiListClipper (currently not fully exposed in function calls: a future refactor will likely add this to ImGuiListClipper::Begin function equivalent)
2975
enum ImGuiListClipperFlags_
2976
{
2977
    ImGuiListClipperFlags_None                  = 0,
2978
    ImGuiListClipperFlags_NoSetTableRowCounters = 1 << 0,   // [Internal] Disabled modifying table row counters. Avoid assumption that 1 clipper item == 1 table row.
2979
};
2980
2981
// Helper: Manually clip large list of items.
2982
// If you have lots evenly spaced items and you have random access to the list, you can perform coarse
2983
// clipping based on visibility to only submit items that are in view.
2984
// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
2985
// (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally
2986
//  fetching/submitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to easily
2987
//  scale using lists with tens of thousands of items without a problem)
2988
// Usage:
2989
//   ImGuiListClipper clipper;
2990
//   clipper.Begin(1000);         // We have 1000 elements, evenly spaced.
2991
//   while (clipper.Step())
2992
//       for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
2993
//           ImGui::Text("line number %d", i);
2994
// Generally what happens is:
2995
// - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not.
2996
// - User code submit that one element.
2997
// - Clipper can measure the height of the first element
2998
// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element.
2999
// - User code submit visible elements.
3000
// - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc.
3001
struct ImGuiListClipper
3002
{
3003
    int             DisplayStart;       // First item to display, updated by each call to Step()
3004
    int             DisplayEnd;         // End of items to display (exclusive)
3005
    int             UserIndex;          // Helper storage for user convenience/code. Optional, and otherwise unused if you don't use it.
3006
    int             ItemsCount;         // [Internal] Number of items
3007
    float           ItemsHeight;        // [Internal] Height of item after a first step and item submission can calculate it
3008
    ImGuiListClipperFlags Flags;        // [Internal] Flags, currently not yet well exposed.
3009
    double          StartPosY;          // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed
3010
    double          StartSeekOffsetY;   // [Internal] Account for frozen rows in a table and initial loss of precision in very large windows.
3011
    ImGuiContext*   Ctx;                // [Internal] Parent UI context
3012
    void*           TempData;           // [Internal] Internal data
3013
3014
    // 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)
3015
    // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
3016
    IMGUI_API ImGuiListClipper();
3017
    IMGUI_API ~ImGuiListClipper();
3018
    IMGUI_API void  Begin(int items_count, float items_height = -1.0f);
3019
    IMGUI_API void  End();             // Automatically called on the last call of Step() that returns false.
3020
    IMGUI_API bool  Step();            // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
3021
3022
    // Call IncludeItemByIndex() or IncludeItemsByIndex() *BEFORE* first call to Step() if you need a range of items to not be clipped, regardless of their visibility.
3023
    // (Due to alignment / padding of certain items it is possible that an extra item may be included on either end of the display range).
3024
    inline void     IncludeItemByIndex(int item_index)                  { IncludeItemsByIndex(item_index, item_index + 1); }
3025
    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.
3026
3027
    // Seek cursor toward given item. This is automatically called while stepping.
3028
    // - The only reason to call this is: you can use ImGuiListClipper::Begin(INT_MAX) if you don't know item count ahead of time.
3029
    // - In this case, after all steps are done, you'll want to call SeekCursorForItem(item_count).
3030
    IMGUI_API void  SeekCursorForItem(int item_index);
3031
3032
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3033
    //inline void IncludeRangeByIndices(int item_begin, int item_end)      { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.9]
3034
    //inline void ForceDisplayRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.6]
3035
    //inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset((void*)this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79]
3036
#endif
3037
};
3038
3039
// Helpers: ImVec2/ImVec4 operators
3040
// - It is important that we are keeping those disabled by default so they don't leak in user space.
3041
// - 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)
3042
// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4.
3043
#ifdef IMGUI_DEFINE_MATH_OPERATORS
3044
#define IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED
3045
IM_MSVC_RUNTIME_CHECKS_OFF
3046
// ImVec2 operators
3047
inline ImVec2  operator*(const ImVec2& lhs, const float rhs)    { return ImVec2(lhs.x * rhs, lhs.y * rhs); }
3048
inline ImVec2  operator*(const float lhs, const ImVec2& rhs)    { return ImVec2(lhs * rhs.x, lhs * rhs.y); }
3049
inline ImVec2  operator/(const ImVec2& lhs, const float rhs)    { return ImVec2(lhs.x / rhs, lhs.y / rhs); }
3050
inline ImVec2  operator+(const ImVec2& lhs, const ImVec2& rhs)  { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); }
3051
inline ImVec2  operator-(const ImVec2& lhs, const ImVec2& rhs)  { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); }
3052
inline ImVec2  operator*(const ImVec2& lhs, const ImVec2& rhs)  { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
3053
inline ImVec2  operator/(const ImVec2& lhs, const ImVec2& rhs)  { return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); }
3054
inline ImVec2  operator+(const ImVec2& lhs)                     { return lhs; }
3055
inline ImVec2  operator-(const ImVec2& lhs)                     { return ImVec2(-lhs.x, -lhs.y); }
3056
inline ImVec2& operator*=(ImVec2& lhs, const float rhs)         { lhs.x *= rhs; lhs.y *= rhs; return lhs; }
3057
inline ImVec2& operator/=(ImVec2& lhs, const float rhs)         { lhs.x /= rhs; lhs.y /= rhs; return lhs; }
3058
inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs)       { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; }
3059
inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs)       { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; }
3060
inline ImVec2& operator*=(ImVec2& lhs, const ImVec2& rhs)       { lhs.x *= rhs.x; lhs.y *= rhs.y; return lhs; }
3061
inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs)       { lhs.x /= rhs.x; lhs.y /= rhs.y; return lhs; }
3062
inline bool    operator==(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y; }
3063
inline bool    operator!=(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y; }
3064
// ImVec4 operators
3065
inline ImVec4  operator*(const ImVec4& lhs, const float rhs)    { return ImVec4(lhs.x * rhs, lhs.y * rhs, lhs.z * rhs, lhs.w * rhs); }
3066
inline ImVec4  operator*(const float lhs, const ImVec4& rhs)    { return ImVec4(lhs * rhs.x, lhs * rhs.y, lhs * rhs.z, lhs * rhs.w); }
3067
inline ImVec4  operator/(const ImVec4& lhs, const float rhs)    { return ImVec4(lhs.x / rhs, lhs.y / rhs, lhs.z / rhs, lhs.w / rhs); }
3068
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); }
3069
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); }
3070
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); }
3071
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); }
3072
inline ImVec4  operator+(const ImVec4& lhs)                     { return lhs; }
3073
inline ImVec4  operator-(const ImVec4& lhs)                     { return ImVec4(-lhs.x, -lhs.y, -lhs.z, -lhs.w); }
3074
inline ImVec4& operator*=(ImVec4& lhs, const float rhs)         { lhs.x *= rhs; lhs.y *= rhs; lhs.z *= rhs; lhs.w *= rhs; return lhs; }
3075
inline ImVec4& operator/=(ImVec4& lhs, const float rhs)         { lhs.x /= rhs; lhs.y /= rhs; lhs.z /= rhs; lhs.w /= rhs; return lhs; }
3076
inline ImVec4& operator+=(ImVec4& lhs, const ImVec4& rhs)       { lhs.x += rhs.x; lhs.y += rhs.y; lhs.z += rhs.z; lhs.w += rhs.w; return lhs; }
3077
inline ImVec4& operator-=(ImVec4& lhs, const ImVec4& rhs)       { lhs.x -= rhs.x; lhs.y -= rhs.y; lhs.z -= rhs.z; lhs.w -= rhs.w; return lhs; }
3078
inline ImVec4& operator*=(ImVec4& lhs, const ImVec4& rhs)       { lhs.x *= rhs.x; lhs.y *= rhs.y; lhs.z *= rhs.z; lhs.w *= rhs.w; return lhs; }
3079
inline ImVec4& operator/=(ImVec4& lhs, const ImVec4& rhs)       { lhs.x /= rhs.x; lhs.y /= rhs.y; lhs.z /= rhs.z; lhs.w /= rhs.w; return lhs; }
3080
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; }
3081
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; }
3082
IM_MSVC_RUNTIME_CHECKS_RESTORE
3083
#endif
3084
3085
// Helpers macros to generate 32-bit encoded colors
3086
// - User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file.
3087
// - Any setting other than the default will need custom backend support. The only standard backend that supports anything else than the default is DirectX9.
3088
#ifndef IM_COL32_R_SHIFT
3089
#ifdef IMGUI_USE_BGRA_PACKED_COLOR
3090
#define IM_COL32_R_SHIFT    16
3091
#define IM_COL32_G_SHIFT    8
3092
#define IM_COL32_B_SHIFT    0
3093
#define IM_COL32_A_SHIFT    24
3094
#define IM_COL32_A_MASK     0xFF000000
3095
#else
3096
#define IM_COL32_R_SHIFT    0
3097
#define IM_COL32_G_SHIFT    8
3098
#define IM_COL32_B_SHIFT    16
3099
#define IM_COL32_A_SHIFT    24
3100
#define IM_COL32_A_MASK     0xFF000000
3101
#endif
3102
#endif
3103
#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))
3104
#define IM_COL32_WHITE       IM_COL32(255,255,255,255)  // Opaque white = 0xFFFFFFFF
3105
#define IM_COL32_BLACK       IM_COL32(0,0,0,255)        // Opaque black
3106
#define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0)          // Transparent black = 0x00000000
3107
3108
// Helper: ImColor() implicitly converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
3109
// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
3110
// **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
3111
// **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.
3112
struct ImColor
3113
{
3114
    ImVec4          Value;
3115
3116
    constexpr ImColor()                                             { }
3117
    constexpr ImColor(float r, float g, float b, float a = 1.0f)    : Value(r, g, b, a) { }
3118
    constexpr ImColor(const ImVec4& col)                            : Value(col) {}
3119
    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)) {}
3120
    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)) {}
3121
    inline operator ImU32() const                                   { return ImGui::ColorConvertFloat4ToU32(Value); }
3122
    inline operator ImVec4() const                                  { return Value; }
3123
3124
    // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.
3125
    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; }
3126
    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); }
3127
};
3128
3129
//-----------------------------------------------------------------------------
3130
// [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiSelectionRequestType, ImGuiSelectionRequest, ImGuiMultiSelectIO, ImGuiSelectionBasicStorage)
3131
//-----------------------------------------------------------------------------
3132
3133
// Multi-selection system
3134
// Documentation at: https://github.com/ocornut/imgui/wiki/Multi-Select
3135
// - Refer to 'Demo->Widgets->Selection State & Multi-Select' for demos using this.
3136
// - This system implements standard multi-selection idioms (Ctrl+Mouse/Keyboard, Shift+Mouse/Keyboard, etc)
3137
//   with support for clipper (skipping non-visible items), box-select and many other details.
3138
// - Selectable(), Checkbox() are supported but custom widgets may use it as well.
3139
// - TreeNode() is technically supported but... using this correctly is more complicated: you need some sort of linear/random access to your tree,
3140
//   which is suited to advanced trees setups also implementing filters and clipper. We will work toward simplifying and demoing it.
3141
// - In the spirit of Dear ImGui design, your code owns actual selection data.
3142
//   This is designed to allow all kinds of selection storage you may use in your application e.g. set/map/hash.
3143
// About ImGuiSelectionBasicStorage:
3144
// - This is an optional helper to store a selection state and apply selection requests.
3145
// - It is used by our demos and provided as a convenience to quickly implement multi-selection.
3146
// Usage:
3147
// - Identify submitted items with SetNextItemSelectionUserData(), most likely using an index into your current data-set.
3148
// - Store and maintain actual selection data using persistent object identifiers.
3149
// - Usage flow:
3150
//     BEGIN - (1) Call BeginMultiSelect() and retrieve the ImGuiMultiSelectIO* result.
3151
//           - (2) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 6.
3152
//           - (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.
3153
//     LOOP  - (4) Submit your items with SetNextItemSelectionUserData() + Selectable()/TreeNode() calls.
3154
//     END   - (5) Call EndMultiSelect() and retrieve the ImGuiMultiSelectIO* result.
3155
//           - (6) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 2.
3156
//     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.
3157
// About ImGuiSelectionUserData:
3158
// - This can store an application-defined identifier (e.g. index or pointer) submitted via SetNextItemSelectionUserData().
3159
// - In return we store them into RangeSrcItem/RangeFirstItem/RangeLastItem and other fields in ImGuiMultiSelectIO.
3160
// - Most applications will store an object INDEX, hence the chosen name and type. Storing an index is natural, because
3161
//   SetRange requests will give you two end-points and you will need to iterate/interpolate between them to update your selection.
3162
// - However it is perfectly possible to store a POINTER or another IDENTIFIER inside ImGuiSelectionUserData.
3163
//   Our system never assume that you identify items by indices, it never attempts to interpolate between two values.
3164
// - If you enable ImGuiMultiSelectFlags_NoRangeSelect then it is guaranteed that you will never have to interpolate
3165
//   between two ImGuiSelectionUserData, which may be a convenient way to use part of the feature with less code work.
3166
// - As most users will want to store an index, for convenience and to reduce confusion we use ImS64 instead of void*,
3167
//   being syntactically easier to downcast. Feel free to reinterpret_cast and store a pointer inside.
3168
3169
// Flags for BeginMultiSelect()
3170
enum ImGuiMultiSelectFlags_
3171
{
3172
    ImGuiMultiSelectFlags_None                  = 0,
3173
    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!
3174
    ImGuiMultiSelectFlags_NoSelectAll           = 1 << 1,   // Disable Ctrl+A shortcut to select all.
3175
    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.
3176
    ImGuiMultiSelectFlags_NoAutoSelect          = 1 << 3,   // Disable selecting items when navigating (useful for e.g. supporting range-select in a list of checkboxes).
3177
    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).
3178
    ImGuiMultiSelectFlags_NoAutoClearOnReselect = 1 << 5,   // Disable clearing selection when clicking/selecting an already selected item.
3179
    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.
3180
    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.
3181
    ImGuiMultiSelectFlags_BoxSelectNoScroll     = 1 << 8,   // Disable scrolling when box-selecting and moving mouse near edges of scope.
3182
    ImGuiMultiSelectFlags_ClearOnEscape         = 1 << 9,   // Clear selection when pressing Escape while scope is focused.
3183
    ImGuiMultiSelectFlags_ClearOnClickVoid      = 1 << 10,  // Clear selection when clicking on empty location within scope.
3184
    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.
3185
    ImGuiMultiSelectFlags_ScopeRect             = 1 << 12,  // Scope for _BoxSelect and _ClearOnClickVoid is rectangle encompassing BeginMultiSelect()/EndMultiSelect(). Use if BeginMultiSelect() is called multiple times in same window.
3186
    ImGuiMultiSelectFlags_SelectOnAuto          = 1 << 13,  // Apply selection on mouse down when clicking on unselected item, on mouse up when clicking on selected item. (Default)
3187
    ImGuiMultiSelectFlags_SelectOnClickAlways   = 1 << 14,  // Apply selection on mouse down when clicking on any items. Prevents Drag and Drop from being used on multiple-selection, but allows e.g. BoxSelect to always reselect even when clicking inside an existing selection. (Excel style behavior)
3188
    ImGuiMultiSelectFlags_SelectOnClickRelease  = 1 << 15,  // Apply selection on mouse release when clicking an unselected item. Allow dragging an unselected item without altering selection.
3189
    //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.
3190
    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.
3191
    ImGuiMultiSelectFlags_NoSelectOnRightClick  = 1 << 17,  // Disable default right-click processing, which selects item on mouse down, and is designed for context-menus.
3192
    ImGuiMultiSelectFlags_SelectOnMask_         = ImGuiMultiSelectFlags_SelectOnAuto | ImGuiMultiSelectFlags_SelectOnClickAlways | ImGuiMultiSelectFlags_SelectOnClickRelease,
3193
    ImGuiMultiSelectFlags_CheckboxMode_         = 1 << 20,  // [Internal]
3194
3195
    // Obsolete names
3196
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3197
    ImGuiMultiSelectFlags_SelectOnClick         = ImGuiMultiSelectFlags_SelectOnAuto,         // RENAMED in 1.92.6
3198
#endif
3199
};
3200
3201
// Main IO structure returned by BeginMultiSelect()/EndMultiSelect().
3202
// This mainly contains a list of selection requests.
3203
// - Use 'Demo->Tools->Debug Log->Selection' to see requests as they happen.
3204
// - Some fields are only useful if your list is dynamic and allows deletion (getting post-deletion focus/state right is shown in the demo)
3205
// - Below: who reads/writes each fields? 'r'=read, 'w'=write, 'ms'=multi-select code, 'app'=application/user code.
3206
struct ImGuiMultiSelectIO
3207
{
3208
    //------------------------------------------// BeginMultiSelect / EndMultiSelect
3209
    ImVector<ImGuiSelectionRequest> Requests;   //  ms:w, app:r     /  ms:w  app:r   // Requests to apply to your selection data.
3210
    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.
3211
    ImGuiSelectionUserData      NavIdItem;      //  ms:w, app:r     /                // (If using deletion) Last known SetNextItemSelectionUserData() value for NavId (if part of submitted items).
3212
    bool                        NavIdSelected;  //  ms:w, app:r     /        app:r   // (If using deletion) Last known selection state for NavId (if part of submitted items).
3213
    bool                        RangeSrcReset;  //        app:w     /  ms:r          // (If using deletion) Set before EndMultiSelect() to reset ResetSrcItem (e.g. if deleted selection).
3214
    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.
3215
};
3216
3217
// Selection request type
3218
enum ImGuiSelectionRequestType
3219
{
3220
    ImGuiSelectionRequestType_None = 0,
3221
    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)
3222
    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.
3223
};
3224
3225
// Selection request item
3226
struct ImGuiSelectionRequest
3227
{
3228
    //------------------------------------------// BeginMultiSelect / EndMultiSelect
3229
    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.
3230
    bool                        Selected;       //  ms:w, app:r     /  ms:w, app:r   // Parameter for SetAll/SetRange requests (true = select, false = unselect)
3231
    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.
3232
    ImGuiSelectionUserData      RangeFirstItem; //                  /  ms:w, app:r   // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from top to bottom).
3233
    ImGuiSelectionUserData      RangeLastItem;  //                  /  ms:w, app:r   // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from bottom to top). Inclusive!
3234
};
3235
3236
// Optional helper to store multi-selection state + apply multi-selection requests.
3237
// - Used by our demos and provided as a convenience to easily implement basic multi-selection.
3238
// - Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }'
3239
//   Or you can check 'if (Contains(id)) { ... }' for each possible object if their number is not too high to iterate.
3240
// - USING THIS IS NOT MANDATORY. This is only a helper and not a required API.
3241
// To store a multi-selection, in your application you could:
3242
// - Use this helper as a convenience. We use our simple key->value ImGuiStorage as a std::set<ImGuiID> replacement.
3243
// - Use your own external storage: e.g. std::set<MyObjectId>, std::vector<MyObjectId>, interval trees, intrusively stored selection etc.
3244
// In ImGuiSelectionBasicStorage we:
3245
// - always use indices in the multi-selection API (passed to SetNextItemSelectionUserData(), retrieved in ImGuiMultiSelectIO)
3246
// - use the AdapterIndexToStorageId() indirection layer to abstract how persistent selection data is derived from an index.
3247
// - use decently optimized logic to allow queries and insertion of very large selection sets.
3248
// - do not preserve selection order.
3249
// Many combinations are possible depending on how you prefer to store your items and how you prefer to store your selection.
3250
// Large applications are likely to eventually want to get rid of this indirection layer and do their own thing.
3251
// See https://github.com/ocornut/imgui/wiki/Multi-Select for details and pseudo-code using this helper.
3252
struct ImGuiSelectionBasicStorage
3253
{
3254
    // Members
3255
    int             Size;           //          // Number of selected items, maintained by this helper.
3256
    bool            PreserveOrder;  // = false  // GetNextSelectedItem() will return ordered selection (currently implemented by two additional sorts of selection. Could be improved)
3257
    void*           UserData;       // = NULL   // User data for use by adapter function        // e.g. selection.UserData = (void*)my_items;
3258
    ImGuiID         (*AdapterIndexToStorageId)(ImGuiSelectionBasicStorage* self, int idx);      // e.g. selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { return ((MyItems**)self->UserData)[idx]->ID; };
3259
    int             _SelectionOrder;// [Internal] Increasing counter to store selection order
3260
    ImGuiStorage    _Storage;       // [Internal] Selection set. Think of this as similar to e.g. std::set<ImGuiID>. Prefer not accessing directly: iterate with GetNextSelectedItem().
3261
3262
    // Methods
3263
    IMGUI_API ImGuiSelectionBasicStorage();
3264
    IMGUI_API void  ApplyRequests(ImGuiMultiSelectIO* ms_io);   // Apply selection requests coming from BeginMultiSelect() and EndMultiSelect() functions. It uses 'items_count' passed to BeginMultiSelect()
3265
    IMGUI_API bool  Contains(ImGuiID id) const;                 // Query if an item id is in selection.
3266
    IMGUI_API void  Clear();                                    // Clear selection
3267
    IMGUI_API void  Swap(ImGuiSelectionBasicStorage& r);        // Swap two selections
3268
    IMGUI_API void  SetItemSelected(ImGuiID id, bool selected); // Add/remove an item from selection (generally done by ApplyRequests() function)
3269
    IMGUI_API bool  GetNextSelectedItem(void** opaque_it, ImGuiID* out_id); // Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }'
3270
    inline ImGuiID  GetStorageIdFromIndex(int idx)              { return AdapterIndexToStorageId(this, idx); }  // Convert index to item id based on provided adapter.
3271
};
3272
3273
// Optional helper to apply multi-selection requests to existing randomly accessible storage.
3274
// Convenient if you want to quickly wire multi-select API on e.g. an array of bool or items storing their own selection state.
3275
struct ImGuiSelectionExternalStorage
3276
{
3277
    // Members
3278
    void*           UserData;       // User data for use by adapter function                                // e.g. selection.UserData = (void*)my_items;
3279
    void            (*AdapterSetItemSelected)(ImGuiSelectionExternalStorage* self, int idx, bool selected); // e.g. AdapterSetItemSelected = [](ImGuiSelectionExternalStorage* self, int idx, bool selected) { ((MyItems**)self->UserData)[idx]->Selected = selected; }
3280
3281
    // Methods
3282
    IMGUI_API ImGuiSelectionExternalStorage();
3283
    IMGUI_API void  ApplyRequests(ImGuiMultiSelectIO* ms_io);   // Apply selection requests by using AdapterSetItemSelected() calls
3284
};
3285
3286
//-----------------------------------------------------------------------------
3287
// [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)
3288
// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
3289
//-----------------------------------------------------------------------------
3290
3291
// The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking.
3292
#ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX
3293
#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX     (32)
3294
#endif
3295
3296
// ImDrawIdx: vertex index. [Compile-time configurable type]
3297
// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).
3298
// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.
3299
#ifndef ImDrawIdx
3300
typedef unsigned short ImDrawIdx;   // Default: 16-bit (for maximum compatibility with renderer backends)
3301
#endif
3302
3303
// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h]
3304
// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
3305
// you can poke into the draw list for that! Draw callback may be useful for example to:
3306
//  A) Change your GPU render state,
3307
//  B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
3308
// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
3309
// 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.
3310
#ifndef ImDrawCallback
3311
typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
3312
#endif
3313
3314
// Typically, 1 command = 1 GPU draw call (unless command is a callback)
3315
// - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,
3316
//   this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
3317
//   Backends made for <1.71. will typically ignore the VtxOffset fields.
3318
// - The ClipRect/TexRef/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for).
3319
struct ImDrawCmd
3320
{
3321
    ImVec4          ClipRect;           // 4*4  // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
3322
    ImTextureRef    TexRef;             // 16   // Reference to a font/texture atlas (where backend called ImTextureData::SetTexID()) or to a user-provided texture ID (via e.g. ImGui::Image() calls). Both will lead to a ImTextureID value.
3323
    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.
3324
    unsigned int    IdxOffset;          // 4    // Start offset in index buffer.
3325
    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[].
3326
    ImDrawCallback  UserCallback;       // 4-8  // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
3327
    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.
3328
    int             UserCallbackDataSize;  // 4 // Size of callback user data when using storage, otherwise 0.
3329
    int             UserCallbackDataOffset;// 4 // [Internal] Offset of callback user data when using storage, otherwise -1.
3330
3331
    ImDrawCmd()     { memset((void*)this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed
3332
3333
    // 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)
3334
    // Since 1.92: removed ImDrawCmd::TextureId field, the getter function must be used!
3335
    inline ImTextureID GetTexID() const;    // == (TexRef._TexData ? TexRef._TexData->TexID : TexRef._TexID)
3336
};
3337
3338
// Vertex layout
3339
#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
3340
struct ImDrawVert
3341
{
3342
    ImVec2  pos;
3343
    ImVec2  uv;
3344
    ImU32   col;
3345
};
3346
#else
3347
// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
3348
// 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.
3349
// 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.
3350
// 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.
3351
IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
3352
#endif
3353
3354
// [Internal] For use by ImDrawList
3355
struct ImDrawCmdHeader
3356
{
3357
    ImVec4          ClipRect;
3358
    ImTextureRef    TexRef;
3359
    unsigned int    VtxOffset;
3360
};
3361
3362
// [Internal] For use by ImDrawListSplitter
3363
struct ImDrawChannel
3364
{
3365
    ImVector<ImDrawCmd>         _CmdBuffer;
3366
    ImVector<ImDrawIdx>         _IdxBuffer;
3367
};
3368
3369
// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order.
3370
// This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call.
3371
struct ImDrawListSplitter
3372
{
3373
    int                         _Current;    // Current channel number (0)
3374
    int                         _Count;      // Number of active channels (1+)
3375
    ImVector<ImDrawChannel>     _Channels;   // Draw channels (not resized down so _Count might be < Channels.Size)
3376
3377
    inline ImDrawListSplitter()  { memset((void*)this, 0, sizeof(*this)); }
3378
    inline ~ImDrawListSplitter() { ClearFreeMemory(); }
3379
    inline void                 Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame
3380
    IMGUI_API void              ClearFreeMemory();
3381
    IMGUI_API void              Split(ImDrawList* draw_list, int count);
3382
    IMGUI_API void              Merge(ImDrawList* draw_list);
3383
    IMGUI_API void              SetCurrentChannel(ImDrawList* draw_list, int channel_idx);
3384
};
3385
3386
// Flags for ImDrawList functions
3387
enum ImDrawFlags_
3388
{
3389
    ImDrawFlags_None                        = 0,
3390
3391
    // Rounding for AddRect(), AddRectFilled(), PathRect()
3392
    // - When not specified, we defaults to ImDrawFlags_RoundCornersAll! So you only need to use those flags if you want another configuration.
3393
    ImDrawFlags_RoundCornersTopLeft         = 1 << 4, // Round top-left corner only (when rounding > 0.0f, we default to all corners).
3394
    ImDrawFlags_RoundCornersTopRight        = 1 << 5, // Round top-right corner only (when rounding > 0.0f, we default to all corners).
3395
    ImDrawFlags_RoundCornersBottomLeft      = 1 << 6, // Round bottom-left corner only (when rounding > 0.0f, we default to all corners).
3396
    ImDrawFlags_RoundCornersBottomRight     = 1 << 7, // Round bottom-right corner only (when rounding > 0.0f, we default to all corners).
3397
    ImDrawFlags_RoundCornersNone            = 1 << 8, // Disable rounding even if `float rounding > 0.0f`. This is NOT zero, NOT an implicit flag!
3398
    ImDrawFlags_RoundCornersAll             = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, // (Default!!)
3399
    ImDrawFlags_RoundCornersDefault_        = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified!
3400
    ImDrawFlags_RoundCornersTop             = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight,
3401
    ImDrawFlags_RoundCornersBottom          = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
3402
    ImDrawFlags_RoundCornersLeft            = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft,
3403
    ImDrawFlags_RoundCornersRight           = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight,
3404
    ImDrawFlags_RoundCornersMask_           = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone,
3405
3406
    // Stroke options
3407
    ImDrawFlags_Closed                      = 1 << 9, // PathStroke(), AddPolyline(): specify that shape should be closed.
3408
    //ImDrawFlags_Closed                    = 1 << 0, // Prior to 1.92.8 (May 2026), ImDrawFlags_Closed was guaranteed to be == 1<<0 == 1 for legacy compatibility reason. Hardcoded use of 1 or true should be replaced.
3409
3410
    ImDrawFlags_InvalidMask_                = ~0x7FFFFFF0, // == 0x8000000F,
3411
};
3412
3413
// Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly.
3414
// It is however possible to temporarily alter flags between calls to ImDrawList:: functions.
3415
enum ImDrawListFlags_
3416
{
3417
    ImDrawListFlags_None                    = 0,
3418
    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)
3419
    ImDrawListFlags_AntiAliasedLinesUseTex  = 1 << 1,  // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
3420
    ImDrawListFlags_AntiAliasedFill         = 1 << 2,  // Enable anti-aliased edge around filled shapes (rounded rectangles, circles).
3421
    ImDrawListFlags_AllowVtxOffset          = 1 << 3,  // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.
3422
    ImDrawListFlags_TextNoPixelSnap         = 1 << 4,  // Disable automatically snapping AddText() calls to pixel boundaries.
3423
};
3424
3425
// Draw command list
3426
// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame,
3427
// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
3428
// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to
3429
// access the current window draw list and draw custom primitives.
3430
// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
3431
// In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize).
3432
// 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!)
3433
// 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.
3434
struct ImDrawList
3435
{
3436
    // This is what you have to render
3437
    ImVector<ImDrawCmd>     CmdBuffer;          // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.
3438
    ImVector<ImDrawIdx>     IdxBuffer;          // Index buffer. Each command consume ImDrawCmd::ElemCount of those
3439
    ImVector<ImDrawVert>    VtxBuffer;          // Vertex buffer.
3440
    ImDrawListFlags         Flags;              // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
3441
3442
    // [Internal, used while building lists]
3443
    unsigned int            _VtxCurrentIdx;     // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.
3444
    ImDrawListSharedData*   _Data;              // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
3445
    ImDrawVert*             _VtxWritePtr;       // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
3446
    ImDrawIdx*              _IdxWritePtr;       // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
3447
    ImVector<ImVec2>        _Path;              // [Internal] current path building
3448
    ImDrawCmdHeader         _CmdHeader;         // [Internal] template of active commands. Fields should match those of CmdBuffer.back().
3449
    ImDrawListSplitter      _Splitter;          // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!)
3450
    ImVector<ImVec4>        _ClipRectStack;     // [Internal]
3451
    ImVector<ImTextureRef>  _TextureStack;      // [Internal]
3452
    ImVector<ImU8>          _CallbacksDataBuf;  // [Internal]
3453
    float                   _FringeScale;       // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content
3454
    const char*             _OwnerName;         // Pointer to owner window's name for debugging
3455
3456
    // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData().
3457
    // (advanced: you may create and use your own ImDrawListSharedData so you can use ImDrawList without ImGui, but that's more involved)
3458
    IMGUI_API ImDrawList(ImDrawListSharedData* shared_data);
3459
    IMGUI_API ~ImDrawList();
3460
3461
    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)
3462
    IMGUI_API void  PushClipRectFullScreen();
3463
    IMGUI_API void  PopClipRect();
3464
    IMGUI_API void  PushTexture(ImTextureRef tex_ref);
3465
    IMGUI_API void  PopTexture();
3466
    inline ImVec2   GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }
3467
    inline ImVec2   GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
3468
3469
    // Primitives
3470
    // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
3471
    // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
3472
    // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred).
3473
    //   In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12.
3474
    //   In future versions we will use textures to provide cheaper and higher-quality circles.
3475
    //   Use AddNgon() and AddNgonFilled() functions if you need to guarantee a specific number of sides.
3476
    IMGUI_API void  AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f);
3477
    IMGUI_API void  AddLineH(float min_x, float max_x, float y, ImU32 col, float thickness = 1.0f);
3478
    IMGUI_API void  AddLineV(float x, float min_y, float max_y, ImU32 col, float thickness = 1.0f);
3479
    IMGUI_API void  AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, float thickness = 1.0f, ImDrawFlags flags = 0);   // a: upper-left, b: lower-right (== upper-left + size)
3480
    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)
3481
    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);
3482
    IMGUI_API void  AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f);
3483
    IMGUI_API void  AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col);
3484
    IMGUI_API void  AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f);
3485
    IMGUI_API void  AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col);
3486
    IMGUI_API void  AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 0, float thickness = 1.0f);
3487
    IMGUI_API void  AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0);
3488
    IMGUI_API void  AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f);
3489
    IMGUI_API void  AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments);
3490
    IMGUI_API void  AddEllipse(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f);
3491
    IMGUI_API void  AddEllipseFilled(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0);
3492
    IMGUI_API void  AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
3493
    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);
3494
    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)
3495
    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)
3496
3497
    // General polygon
3498
    // - Only simple polygons are supported by filling functions (no self-intersections, no holes).
3499
    // - Concave polygon fill is more expensive than convex one: it has O(N^2) complexity. Provided as a convenience for the user but not used by the main library.
3500
    IMGUI_API void  AddPolyline(const ImVec2* points, int num_points, ImU32 col, float thickness, ImDrawFlags flags = 0);
3501
    IMGUI_API void  AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col);
3502
    IMGUI_API void  AddConcavePolyFilled(const ImVec2* points, int num_points, ImU32 col);
3503
3504
    // Image primitives
3505
    // - Read FAQ to understand what ImTextureID/ImTextureRef are.
3506
    // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle.
3507
    // - "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.
3508
    IMGUI_API void  AddImage(ImTextureRef tex_ref, 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);
3509
    IMGUI_API void  AddImageQuad(ImTextureRef tex_ref, 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);
3510
    IMGUI_API void  AddImageRounded(ImTextureRef tex_ref, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0);
3511
3512
    // Stateful path API, add points then finish with PathFillConvex() or PathStroke()
3513
    // - Important: filled shapes must always use clockwise winding order! The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
3514
    //   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().
3515
    inline    void  PathClear()                                                 { _Path.Size = 0; }
3516
    inline    void  PathLineTo(const ImVec2& pos)                               { _Path.push_back(pos); }
3517
    inline    void  PathLineToMergeDuplicate(const ImVec2& pos)                 { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); }
3518
    inline    void  PathFillConvex(ImU32 col)                                   { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; }
3519
    inline    void  PathFillConcave(ImU32 col)                                  { AddConcavePolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; }
3520
    inline    void  PathStroke(ImU32 col, float thickness = 1.0f, ImDrawFlags flags = 0) { AddPolyline(_Path.Data, _Path.Size, col, thickness, flags); _Path.Size = 0; }
3521
    IMGUI_API void  PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0);
3522
    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
3523
    IMGUI_API void  PathEllipticalArcTo(const ImVec2& center, const ImVec2& radius, float rot, float a_min, float a_max, int num_segments = 0); // Ellipse
3524
    IMGUI_API void  PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points)
3525
    IMGUI_API void  PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0);               // Quadratic Bezier (3 control points)
3526
    IMGUI_API void  PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0);
3527
3528
    // Advanced: Draw Callbacks
3529
    // - 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).
3530
    // - Use special GetPlatformIO().DrawCallback_ResetRenderState callback to instruct backend to reset its render state to the default.
3531
    // - See other standard callbacks in GetPlatformIO(), which may or not be supported by your backend.
3532
    // - Your rendering loop must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. All standard backends are honoring this.
3533
    // - 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.
3534
    // - 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).
3535
    //   - If userdata_size == 0: we copy/store the 'userdata' argument as-is. It will be available unmodified in ImDrawCmd::UserCallbackData during render.
3536
    //   - 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.
3537
    //   - 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*.
3538
    IMGUI_API void  AddCallback(ImDrawCallback callback, void* userdata = NULL, size_t userdata_size = 0);
3539
3540
    // Advanced: Miscellaneous
3541
    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
3542
    IMGUI_API ImDrawList* CloneOutput() const;                                  // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer. For multi-threaded rendering, consider using `imgui_threaded_rendering` from https://github.com/ocornut/imgui_club instead.
3543
3544
    // Advanced: Channels
3545
    // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives)
3546
    // - 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)
3547
    // - This API shouldn't have been in ImDrawList in the first place!
3548
    //   Prefer using your own persistent instance of ImDrawListSplitter as you can stack them.
3549
    //   Using the ImDrawList::ChannelsXXXX you cannot stack a split over another.
3550
    inline void     ChannelsSplit(int count)    { _Splitter.Split(this, count); }
3551
    inline void     ChannelsMerge()             { _Splitter.Merge(this); }
3552
    inline void     ChannelsSetCurrent(int n)   { _Splitter.SetCurrentChannel(this, n); }
3553
3554
    // Advanced: Primitives allocations
3555
    // - We render triangles (three vertices)
3556
    // - All primitives needs to be reserved via PrimReserve() beforehand.
3557
    IMGUI_API void  PrimReserve(int idx_count, int vtx_count);
3558
    IMGUI_API void  PrimUnreserve(int idx_count, int vtx_count);
3559
    IMGUI_API void  PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col);      // Axis aligned rectangle (composed of two triangles)
3560
    IMGUI_API void  PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
3561
    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);
3562
    inline    void  PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col)    { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
3563
    inline    void  PrimWriteIdx(ImDrawIdx idx)                                     { *_IdxWritePtr = idx; _IdxWritePtr++; }
3564
    inline    void  PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col)         { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index
3565
3566
    // Obsolete names
3567
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3568
    inline    void  AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags, float thickness) { AddRect(p_min, p_max, col, rounding, thickness, flags); } // OBSOLETED in 1.92.8: NEW FUNCTION SIGNATURE HAS 'thickness' AND 'flags' SWAPPED.
3569
    inline    void  AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness)                 { AddPolyline(points, num_points, col, thickness, flags); } // OBSOLETED in 1.92.8: NEW FUNCTION SIGNATURE HAS 'thickness' AND 'flags' SWAPPED.
3570
    inline    void  PathStroke(ImU32 col, ImDrawFlags flags, float thickness)                                                        { PathStroke(col, thickness, flags); }                      // OBSOLETED in 1.92.8: NEW FUNCTION SIGNATURE HAS 'thickness' AND 'flags' SWAPPED.
3571
    inline    void  PushTextureID(ImTextureRef tex_ref) { PushTexture(tex_ref); }   // RENAMED in 1.92.0
3572
    inline    void  PopTextureID()                      { PopTexture(); }           // RENAMED in 1.92.0
3573
#else
3574
              void  AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding /*= 0.0f*/, ImDrawFlags flags /*= 0*/, float thickness /*= 1.0f*/) = delete;
3575
              void  AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness) = delete;
3576
    inline    void  PathStroke(ImU32 col, ImDrawFlags flags /*= 0*/, float thickness /*= 1.0f*/) = delete;
3577
#endif
3578
    //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)
3579
    //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)
3580
    //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)
3581
    //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)
3582
    //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)
3583
3584
    // [Internal helpers]
3585
    IMGUI_API void  _SetDrawListSharedData(ImDrawListSharedData* data);
3586
    IMGUI_API void  _ResetForNewFrame();
3587
    IMGUI_API void  _ClearFreeMemory();
3588
    IMGUI_API void  _PopUnusedDrawCmd();
3589
    IMGUI_API void  _TryMergeDrawCmds();
3590
    IMGUI_API void  _OnChangedClipRect();
3591
    IMGUI_API void  _OnChangedTexture();
3592
    IMGUI_API void  _OnChangedVtxOffset();
3593
    IMGUI_API void  _SetTexture(ImTextureRef tex_ref);
3594
    IMGUI_API int   _CalcCircleAutoSegmentCount(float radius) const;
3595
    IMGUI_API void  _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step);
3596
    IMGUI_API void  _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments);
3597
};
3598
3599
// All draw data to render a Dear ImGui frame
3600
// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose,
3601
// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList)
3602
struct ImDrawData
3603
{
3604
    bool                Valid;              // Only valid after Render() is called and before the next NewFrame() is called.
3605
    int                 CmdListsCount;      // == CmdLists.Size. (OBSOLETE: exists for legacy reasons). Number of ImDrawList* to render.
3606
    int                 TotalIdxCount;      // For convenience, sum of all ImDrawList's IdxBuffer.Size
3607
    int                 TotalVtxCount;      // For convenience, sum of all ImDrawList's VtxBuffer.Size
3608
    ImVector<ImDrawList*> CmdLists;         // Array of ImDrawList* to render. The ImDrawLists are owned by ImGuiContext and only pointed to from here.
3609
    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)
3610
    ImVec2              DisplaySize;        // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications)
3611
    ImVec2              FramebufferScale;   // Amount of pixels for each unit of DisplaySize. Copied from viewport->FramebufferScale (== io.DisplayFramebufferScale for main viewport). Generally (1,1) on normal display, (2,2) on OSX with Retina display.
3612
    ImGuiViewport*      OwnerViewport;      // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not).
3613
    ImVector<ImTextureData*>* Textures;     // List of textures to update. Most of the times the list is shared by all ImDrawData, has only 1 texture and it doesn't need any update. This almost always points to ImGui::GetPlatformIO().Textures[]. May be overridden or set to NULL if you want to manually update textures.
3614
3615
    // Functions
3616
    ImDrawData()    { Clear(); }
3617
    IMGUI_API void  Clear();
3618
    IMGUI_API void  AddDrawList(ImDrawList* draw_list);     // Helper to add an external draw list into an existing ImDrawData.
3619
    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!
3620
    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.
3621
};
3622
3623
//-----------------------------------------------------------------------------
3624
// [SECTION] Texture API (ImTextureFormat, ImTextureStatus, ImTextureRect, ImTextureData)
3625
//-----------------------------------------------------------------------------
3626
// In principle, the only data types that user/application code should care about are 'ImTextureRef' and 'ImTextureID'.
3627
// They are defined above in this header file. Read their description to the difference between ImTextureRef and ImTextureID.
3628
// FOR ALL OTHER ImTextureXXXX TYPES: ONLY CORE LIBRARY AND RENDERER BACKENDS NEED TO KNOW AND CARE ABOUT THEM.
3629
//-----------------------------------------------------------------------------
3630
3631
#undef Status // X11 headers are leaking this.
3632
3633
// We intentionally support a limited amount of texture formats to limit burden on CPU-side code and extension.
3634
// Most standard backends only support RGBA32 but we provide a single channel option for low-resource/embedded systems.
3635
enum ImTextureFormat
3636
{
3637
    ImTextureFormat_RGBA32,         // 4 components per pixel, each is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
3638
    ImTextureFormat_Alpha8,         // 1 component per pixel, each is unsigned 8-bit. Total size = TexWidth * TexHeight
3639
};
3640
3641
// Status of a texture to communicate with Renderer Backend.
3642
enum ImTextureStatus
3643
{
3644
    ImTextureStatus_OK,
3645
    ImTextureStatus_Destroyed,      // Backend destroyed the texture.
3646
    ImTextureStatus_WantCreate,     // Requesting backend to create the texture. Set status OK when done.
3647
    ImTextureStatus_WantUpdates,    // Requesting backend to update specific blocks of pixels (write to texture portions which have never been used before). Set status OK when done.
3648
    ImTextureStatus_WantDestroy,    // Requesting backend to destroy the texture. Set status to Destroyed when done.
3649
};
3650
3651
// Coordinates of a rectangle within a texture.
3652
// When a texture is in ImTextureStatus_WantUpdates state, we provide a list of individual rectangles to copy to the graphics system.
3653
// You may use ImTextureData::Updates[] for the list, or ImTextureData::UpdateBox for a single bounding box.
3654
struct ImTextureRect
3655
{
3656
    unsigned short      x, y;       // Upper-left coordinates of rectangle to update, within the parent Pixels[] array.
3657
    unsigned short      w, h;       // Size of rectangle to update (in pixels)
3658
};
3659
3660
// Specs and pixel storage for a texture used by Dear ImGui.
3661
// This is only useful for (1) core library and (2) backends. End-user/applications do not need to care about this.
3662
// Renderer Backends will create a GPU-side version of this.
3663
// Why does we store two identifiers: TexID and BackendUserData?
3664
// - ImTextureID    TexID           = lower-level identifier stored in ImDrawCmd. ImDrawCmd can refer to textures not created by the backend, and for which there's no ImTextureData.
3665
// - void*          BackendUserData = higher-level opaque storage for backend own book-keeping. Some backends may have enough with TexID and not need both.
3666
 // In columns below: who reads/writes each fields? 'r'=read, 'w'=write, 'core'=main library, 'backend'=renderer backend
3667
struct ImTextureData
3668
{
3669
    //------------------------------------------ core / backend ---------------------------------------
3670
    int                 UniqueID;               // w    -   // [DEBUG] Sequential index to facilitate identifying a texture when debugging/printing. Unique per atlas.
3671
    ImTextureStatus     Status;                 // rw   rw  // ImTextureStatus_OK/_WantCreate/_WantUpdates/_WantDestroy. Always use SetStatus() to modify!
3672
    void*               BackendUserData;        // -    rw  // Convenience storage for backend. Some backends may have enough with TexID.
3673
    ImTextureID         TexID;                  // r    w   // Backend-specific texture identifier. Always use SetTexID() to modify! The identifier will stored in ImDrawCmd::GetTexID() and passed to backend's RenderDrawData function.
3674
    ImTextureFormat     Format;                 // w    r   // ImTextureFormat_RGBA32 (default) or ImTextureFormat_Alpha8
3675
    int                 Width;                  // w    r   // Texture width
3676
    int                 Height;                 // w    r   // Texture height
3677
    int                 BytesPerPixel;          // w    r   // 4 or 1
3678
    unsigned char*      Pixels;                 // w    r   // Pointer to whole texture buffer holding 'Width*Height' pixels and 'Width*Height*BytesPerPixels' bytes.
3679
    ImTextureRect       UsedRect;               // w    r   // Bounding box encompassing all past and queued Updates[].
3680
    ImTextureRect       UpdateRect;             // w    r   // Bounding box encompassing all queued Updates[].
3681
    ImVector<ImTextureRect> Updates;            // w    r   // Array of individual updates.
3682
    int                 UnusedFrames;           // w    r   // In order to facilitate handling Status==WantDestroy in some backend: this is a count successive frames where the texture was not used. Always >0 when Status==WantDestroy.
3683
    unsigned short      RefCount;               // w    r   // Number of contexts using this texture. Used during backend shutdown.
3684
    bool                UseColors;              // w    r   // Tell whether our texture data is known to use colors (rather than just white + alpha).
3685
    bool                WantDestroyNextFrame;   // rw   -   // [Internal] Queued to set ImTextureStatus_WantDestroy next frame. May still be used in the current frame.
3686
3687
    // Functions
3688
    // - If GetPixels() functions asserts while being called by your render loop, it could be caused by calling ImFontAtlas::Clear()/ClearFonts()?
3689
    ImTextureData()     { memset((void*)this, 0, sizeof(*this)); Status = ImTextureStatus_Destroyed; TexID = ImTextureID_Invalid; }
3690
    ~ImTextureData()    { DestroyPixels(); }
3691
    IMGUI_API void      Create(ImTextureFormat format, int w, int h);
3692
    IMGUI_API void      DestroyPixels();
3693
    void*               GetPixels()                 { IM_ASSERT(Pixels != NULL); return Pixels; }
3694
    void*               GetPixelsAt(int x, int y)   { IM_ASSERT(Pixels != NULL); return Pixels + (x + y * Width) * BytesPerPixel; }
3695
    int                 GetSizeInBytes() const      { return Width * Height * BytesPerPixel; }
3696
    int                 GetPitch() const            { return Width * BytesPerPixel; }
3697
    ImTextureRef        GetTexRef()                 { ImTextureRef tex_ref; tex_ref._TexData = this; tex_ref._TexID = ImTextureID_Invalid; return tex_ref; }
3698
    ImTextureID         GetTexID() const            { return TexID; }
3699
3700
    // Called by Renderer backend
3701
    // - Call SetTexID() and SetStatus() after honoring texture requests. Never modify TexID and Status directly!
3702
    // - A backend may decide to destroy a texture that we did not request to destroy, which is fine (e.g. freeing resources), but we immediately set the texture back in _WantCreate mode.
3703
    void    SetTexID(ImTextureID tex_id)            { TexID = tex_id; }
3704
    void    SetStatus(ImTextureStatus status)       { Status = status; if (status == ImTextureStatus_Destroyed && !WantDestroyNextFrame && Pixels != nullptr) Status = ImTextureStatus_WantCreate; }
3705
};
3706
3707
//-----------------------------------------------------------------------------
3708
// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)
3709
//-----------------------------------------------------------------------------
3710
3711
// A font input/source (we may rename this to ImFontSource in the future)
3712
struct ImFontConfig
3713
{
3714
    // Data Source
3715
    char            Name[40];               // <auto>   // Name (strictly to ease debugging, hence limited size buffer)
3716
    void*           FontData;               //          // TTF/OTF data
3717
    int             FontDataSize;           //          // TTF/OTF data size
3718
    bool            FontDataOwnedByAtlas;   // true     // TTF/OTF data ownership taken by the owner ImFontAtlas (will delete memory itself). SINCE 1.92, THE DATA NEEDS TO PERSIST FOR WHOLE DURATION OF ATLAS.
3719
3720
    // Options
3721
    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.
3722
    bool            PixelSnapH;             // false    // Align every glyph AdvanceX to pixel boundaries. Prevents fractional font size from working correctly! Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, OversampleH/V will default to 1.
3723
    ImS8            OversampleH;            // 0 (2)    // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1 or 2 depending on size. 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.
3724
    ImS8            OversampleV;            // 0 (1)    // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1. This is not really useful as we don't use sub-pixel positions on the Y axis.
3725
    ImWchar         EllipsisChar;           // 0        // Explicitly specify Unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.
3726
    float           SizePixels;             //          // Output size in pixels for rasterizer (more or less maps to the resulting font height).
3727
    const ImWchar*  GlyphRanges;            // NULL     // *LEGACY* 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).
3728
    const ImWchar*  GlyphExcludeRanges;     // NULL     // Pointer to a small user-provided list of Unicode ranges (2 value per range, values are inclusive, zero-terminated list). This is very close to GlyphRanges[] but designed to exclude ranges from a font source, when merging fonts with overlapping glyphs. Use "Input Glyphs Overlap Detection Tool" to find about your overlapping ranges.
3729
    //ImVec2        GlyphExtraSpacing;      // 0, 0     // (REMOVED AT IT SEEMS LARGELY OBSOLETE. PLEASE REPORT IF YOU WERE USING THIS). Extra spacing (in pixels) between glyphs when rendered: essentially add to glyph->AdvanceX. Only X axis is supported for now.
3730
    ImVec2          GlyphOffset;            // 0, 0     // Offset (in pixels) all glyphs from this font input. Absolute value for default size, other sizes will scale this value.
3731
    float           GlyphMinAdvanceX;       // 0        // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font. Absolute value for default size, other sizes will scale this value.
3732
    float           GlyphMaxAdvanceX;       // FLT_MAX  // Maximum AdvanceX for glyphs
3733
    float           GlyphExtraAdvanceX;     // 0        // Extra spacing (in pixels) between glyphs. Please contact us if you are using this. // FIXME-NEWATLAS: Intentionally unscaled
3734
    ImU32           FontNo;                 // 0        // Index of font within TTF/OTF file
3735
    unsigned int    FontLoaderFlags;        // 0        // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure.
3736
    //unsigned int  FontBuilderFlags;       // --       // [Renamed in 1.92] Use FontLoaderFlags.
3737
    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.
3738
    float           RasterizerDensity;      // 1.0f     // [LEGACY: this only makes sense when ImGuiBackendFlags_RendererHasTextures is not supported] DPI scale multiplier for rasterization. Not altering other font metrics: makes it easy to swap between e.g. a 100% and a 400% fonts for a zooming display, or handle Retina screen. IMPORTANT: If you change this it is expected that you increase/decrease font scale roughly to the inverse of this, otherwise quality may look lowered.
3739
    float           ExtraSizeScale;         // 1.0f     // Extra rasterizer scale over SizePixels.
3740
3741
    // [Internal]
3742
    ImFontFlags     Flags;                  // Font flags (don't use just yet, will be exposed in upcoming 1.92.X updates)
3743
    ImFont*         DstFont;                // Target font (as we merging fonts, multiple ImFontConfig may target the same font)
3744
    const ImFontLoader* FontLoader;         // Custom font backend for this source (default source is the one stored in ImFontAtlas)
3745
    void*           FontLoaderData;         // Font loader opaque storage (per font config)
3746
3747
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3748
    bool            PixelSnapV;             // true    // [Obsoleted in 1.91.6] Align Scaled GlyphOffset.y to pixel boundaries.
3749
#endif
3750
    IMGUI_API ImFontConfig();
3751
};
3752
3753
// Hold rendering data for one glyph.
3754
// (Note: some language parsers may fail to convert the bitfield members, in this case maybe drop store a single u32 or we can rework this)
3755
struct ImFontGlyph
3756
{
3757
    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)
3758
    unsigned int    Visible : 1;        // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering.
3759
    unsigned int    SourceIdx : 4;      // Index of source in parent font
3760
    unsigned int    Codepoint : 26;     // 0x0000..0x10FFFF
3761
    float           AdvanceX;           // Horizontal distance to advance cursor/layout position.
3762
    float           X0, Y0, X1, Y1;     // Glyph corners. Offsets from current cursor/layout position.
3763
    float           U0, V0, U1, V1;     // Texture coordinates for the current value of ImFontAtlas->TexRef. Cached equivalent of calling GetCustomRect() with PackId.
3764
    int             PackId;             // [Internal] ImFontAtlasRectId value (FIXME: Cold data, could be moved elsewhere?)
3765
3766
    ImFontGlyph()   { memset((void*)this, 0, sizeof(*this)); PackId = -1; }
3767
};
3768
3769
// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges().
3770
// This is essentially a tightly packed of vector of 64k booleans = 8KB storage.
3771
struct ImFontGlyphRangesBuilder
3772
{
3773
    ImVector<ImU32> UsedChars;            // Store 1-bit per Unicode code point (0=unused, 1=used)
3774
3775
    ImFontGlyphRangesBuilder()              { Clear(); }
3776
    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); }
3777
    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
3778
    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
3779
    inline void     AddChar(ImWchar c)      { SetBit(c); }                      // Add character
3780
    IMGUI_API void  AddText(const char* text, const char* text_end = NULL);     // Add string (each character of the UTF-8 string are added)
3781
    IMGUI_API void  AddRanges(const ImWchar* ranges);                           // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
3782
    IMGUI_API void  BuildRanges(ImVector<ImWchar>* out_ranges);                 // Output new ranges
3783
};
3784
3785
// An opaque identifier to a rectangle in the atlas. -1 when invalid.
3786
// The rectangle may move and UV may be invalidated, use GetCustomRect() to retrieve it.
3787
typedef int ImFontAtlasRectId;
3788
#define ImFontAtlasRectId_Invalid -1
3789
3790
// Output of ImFontAtlas::GetCustomRect() when using custom rectangles.
3791
// Those values may not be cached/stored as they are only valid for the current value of atlas->TexRef
3792
// (this is in theory derived from ImTextureRect but we use separate structures for reasons)
3793
struct ImFontAtlasRect
3794
{
3795
    unsigned short  x, y;               // Position (in current texture)
3796
    unsigned short  w, h;               // Size
3797
    ImVec2          uv0, uv1;           // UV coordinates (in current texture)
3798
3799
    ImFontAtlasRect() { memset((void*)this, 0, sizeof(*this)); }
3800
};
3801
3802
// Flags for ImFontAtlas build
3803
enum ImFontAtlasFlags_
3804
{
3805
    ImFontAtlasFlags_None               = 0,
3806
    ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0,   // Don't round the height to next power of two
3807
    ImFontAtlasFlags_NoMouseCursors     = 1 << 1,   // Don't build software mouse cursors into the atlas (save a little texture memory)
3808
    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).
3809
};
3810
3811
// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
3812
//  - One or more fonts.
3813
//  - Custom graphics data needed to render the shapes needed by Dear ImGui.
3814
//  - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas).
3815
//  - If you don't call any AddFont*** functions, the default font embedded in the code will be loaded for you.
3816
// It is the rendering backend responsibility to upload texture into your graphics API:
3817
//  - ImGui_ImplXXXX_RenderDrawData() functions generally iterate platform_io->Textures[] to create/update/destroy each ImTextureData instance.
3818
//  - Backend then set ImTextureData's TexID and BackendUserData.
3819
//  - Texture id are passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID/ImTextureRef for more details.
3820
// Legacy path:
3821
//  - Call Build() + GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
3822
//  - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
3823
// Common pitfalls:
3824
// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persists up until the
3825
//   atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
3826
// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.
3827
//   You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
3828
// - Even though many functions are suffixed with "TTF", OTF data is supported just as well.
3829
// - This is an old API and it is currently awkward for those and various other reasons! We will address them in the future!
3830
struct ImFontAtlas
3831
{
3832
    IMGUI_API ImFontAtlas();
3833
    IMGUI_API ~ImFontAtlas();
3834
    IMGUI_API ImFont*           AddFont(const ImFontConfig* font_cfg);
3835
    IMGUI_API ImFont*           AddFontDefault(const ImFontConfig* font_cfg = NULL);        // Selects between AddFontDefaultVector() and AddFontDefaultBitmap().
3836
    IMGUI_API ImFont*           AddFontDefaultVector(const ImFontConfig* font_cfg = NULL);  // Embedded scalable font. Recommended at any higher size.
3837
    IMGUI_API ImFont*           AddFontDefaultBitmap(const ImFontConfig* font_cfg = NULL);  // Embedded classic pixel-clean font. Recommended at Size 13px with no scaling.
3838
    IMGUI_API ImFont*           AddFontFromFileTTF(const char* filename, float size_pixels = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
3839
    IMGUI_API ImFont*           AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels = 0.0f, 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.
3840
    IMGUI_API ImFont*           AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_data_size, float size_pixels = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp.
3841
    IMGUI_API ImFont*           AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels = 0.0f, 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.
3842
    IMGUI_API void              RemoveFont(ImFont* font);                       // Remove a font
3843
    IMGUI_API void              CompactCache();                                 // Compact cached glyphs and texture.
3844
    IMGUI_API void              SetFontLoader(const ImFontLoader* font_loader); // Change font loader at runtime.
3845
3846
    // Clearing the atlas/fonts has little use nowadays, unless you want to batch remove all fonts. 
3847
    // - Since 1.92, you can call ClearFonts() mid-frame, if you load new fonts afterwards. 
3848
    // - As we are transitioning toward our new font system the semantic for those functions gets increasingly misleading and are often a source of issues.
3849
    //   TL;DR; most likely, don't use any of those functions. We expect to obsolete/rework them.
3850
    IMGUI_API void              Clear();                    // Clear everything (fonts + textures). Don't call mid-frame!
3851
    IMGUI_API void              ClearFonts();               // Clear input+output font data/glyphs. New fonts and textures will be recreated afterwards.
3852
    IMGUI_API void              ClearInputData();           // [OBSOLETE] Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts.
3853
    IMGUI_API void              ClearTexData();             // [OBSOLETE] Clear CPU-side copy of the texture data. Saves RAM once the texture has been copied to graphics memory.
3854
3855
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3856
    // Legacy path for build atlas + retrieving pixel data.
3857
    // - 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().
3858
    // - The pitch is always = Width * BytesPerPixels (1 or 4)
3859
    // - Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
3860
    //   the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste).
3861
    // - From 1.92 with backends supporting ImGuiBackendFlags_RendererHasTextures:
3862
    //   - Calling Build(), GetTexDataAsAlpha8(), GetTexDataAsRGBA32() is not needed.
3863
    //   - In backend: replace calls to ImFontAtlas::SetTexID() with calls to ImTextureData::SetTexID() after honoring texture creation.
3864
    IMGUI_API bool  Build();                    // Build pixels data. This is called automatically for you by the GetTexData*** functions.
3865
    IMGUI_API void  GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
3866
    IMGUI_API void  GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
3867
    void            SetTexID(ImTextureID id)    { IM_ASSERT(TexRef._TexID == ImTextureID_Invalid); TexRef._TexData->TexID = id; }                               // Called by legacy backends. May be called before texture creation.
3868
    void            SetTexID(ImTextureRef id)   { IM_ASSERT(TexRef._TexID == ImTextureID_Invalid && id._TexData == NULL); TexRef._TexData->TexID = id._TexID; } // Called by legacy backends.
3869
    bool            IsBuilt() const { return Fonts.Size > 0 && TexIsBuilt; } // Bit ambiguous: used to detect when user didn't build texture but effectively we should check TexID != 0 except that would be backend dependent..
3870
#endif
3871
3872
    //-------------------------------------------
3873
    // Glyph Ranges
3874
    //-------------------------------------------
3875
3876
    // Since 1.92: specifying glyph ranges is only useful/necessary if your backend doesn't support ImGuiBackendFlags_RendererHasTextures!
3877
    IMGUI_API const ImWchar*    GetGlyphRangesDefault();                // Basic Latin, Extended Latin
3878
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3879
    // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
3880
    // NB: Make sure that your string are UTF-8 and NOT in your local code page.
3881
    // Read https://github.com/ocornut/imgui/blob/master/docs/FONTS.md/#about-utf-8-encoding for details.
3882
    // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.
3883
    IMGUI_API const ImWchar*    GetGlyphRangesGreek();                  // Default + Greek and Coptic
3884
    IMGUI_API const ImWchar*    GetGlyphRangesKorean();                 // Default + Korean characters
3885
    IMGUI_API const ImWchar*    GetGlyphRangesJapanese();               // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs
3886
    IMGUI_API const ImWchar*    GetGlyphRangesChineseFull();            // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs
3887
    IMGUI_API const ImWchar*    GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
3888
    IMGUI_API const ImWchar*    GetGlyphRangesCyrillic();               // Default + about 400 Cyrillic characters
3889
    IMGUI_API const ImWchar*    GetGlyphRangesThai();                   // Default + Thai characters
3890
    IMGUI_API const ImWchar*    GetGlyphRangesVietnamese();             // Default + Vietnamese characters
3891
#endif
3892
3893
    //-------------------------------------------
3894
    // [ALPHA] Custom Rectangles/Glyphs API
3895
    //-------------------------------------------
3896
3897
    // Register and retrieve custom rectangles
3898
    // - You can request arbitrary rectangles to be packed into the atlas, for your own purpose.
3899
    // - Since 1.92.0, packing is done immediately in the function call (previously packing was done during the Build call)
3900
    // - You can render your pixels into the texture right after calling the AddCustomRect() functions.
3901
    // - VERY IMPORTANT:
3902
    //   - Texture may be created/resized at any time when calling ImGui or ImFontAtlas functions.
3903
    //   - IT WILL INVALIDATE RECTANGLE DATA SUCH AS UV COORDINATES. Always use latest values from GetCustomRect().
3904
    //   - UV coordinates are associated to the current texture identifier aka 'atlas->TexRef'. Both TexRef and UV coordinates are typically changed at the same time.
3905
    // - If you render colored output into your custom rectangles: set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of preferred texture format.
3906
    // - Read docs/FONTS.md for more details about using colorful icons.
3907
    // - Note: this API may be reworked further in order to facilitate supporting e.g. multi-monitor, varying DPI settings.
3908
    // - (Pre-1.92 names) ------------> (1.92 names)
3909
    //   - GetCustomRectByIndex()   --> Use GetCustomRect()
3910
    //   - CalcCustomRectUV()       --> Use GetCustomRect() and read uv0, uv1 fields.
3911
    //   - AddCustomRectRegular()   --> Renamed to AddCustomRect()
3912
    //   - AddCustomRectFontGlyph() --> Prefer using custom ImFontLoader inside ImFontConfig
3913
    //   - ImFontAtlasCustomRect    --> Renamed to ImFontAtlasRect
3914
    IMGUI_API ImFontAtlasRectId AddCustomRect(int width, int height, ImFontAtlasRect* out_r = NULL);// Register a rectangle. Return -1 (ImFontAtlasRectId_Invalid) on error.
3915
    IMGUI_API void              RemoveCustomRect(ImFontAtlasRectId id);                             // Unregister a rectangle. Existing pixels will stay in texture until resized / garbage collected.
3916
    IMGUI_API bool              GetCustomRect(ImFontAtlasRectId id, ImFontAtlasRect* out_r) const;  // Get rectangle coordinates for current texture. Valid immediately, never store this (read above)!
3917
3918
    //-------------------------------------------
3919
    // Members
3920
    //-------------------------------------------
3921
3922
    // Input
3923
    ImFontAtlasFlags            Flags;              // Build flags (see ImFontAtlasFlags_)
3924
    ImTextureFormat             TexDesiredFormat;   // Desired texture format (default to ImTextureFormat_RGBA32 but may be changed to ImTextureFormat_Alpha8).
3925
    int                         TexGlyphPadding;    // FIXME: Should be called "TexPackPadding". 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).
3926
    int                         TexMinWidth;        // Minimum desired texture width. Must be a power of two. Default to 512.
3927
    int                         TexMinHeight;       // Minimum desired texture height. Must be a power of two. Default to 128.
3928
    int                         TexMaxWidth;        // Maximum desired texture width. Must be a power of two. Default to 8192.
3929
    int                         TexMaxHeight;       // Maximum desired texture height. Must be a power of two. Default to 8192.
3930
    void*                       UserData;           // Store your own atlas related user-data (if e.g. you have multiple font atlas).
3931
3932
    // Output
3933
    // - Because textures are dynamically created/resized, the current texture identifier may changed at *ANY TIME* during the frame.
3934
    // - This should not affect you as you can always use the latest value. But note that any precomputed UV coordinates are only valid for the current TexRef.
3935
#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3936
    ImTextureRef                TexRef;             // Latest texture identifier == TexData->GetTexRef().
3937
#else
3938
    union { ImTextureRef TexRef; ImTextureRef TexID; }; // Latest texture identifier == TexData->GetTexRef(). // RENAMED TexID to TexRef in 1.92.0.
3939
#endif
3940
    ImTextureData*              TexData;            // Latest texture.
3941
3942
    // [Internal]
3943
    ImVector<ImTextureData*>    TexList;            // Texture list (most often TexList.Size == 1). TexData is always == TexList.back(). DO NOT USE DIRECTLY, USE GetDrawData().Textures[]/GetPlatformIO().Textures[] instead!
3944
    bool                        Locked;             // Marked as locked during ImGui::NewFrame()..EndFrame() scope if TexUpdates are not supported. Any attempt to modify the atlas will assert.
3945
    bool                        RendererHasTextures;// Copy of (BackendFlags & ImGuiBackendFlags_RendererHasTextures) from supporting context.
3946
    bool                        TexIsBuilt;         // Set when texture was built matching current font input. Mostly useful for legacy IsBuilt() call.
3947
    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 or conversion process.
3948
    ImVec2                      TexUvScale;         // = (1.0f/TexData->TexWidth, 1.0f/TexData->TexHeight). May change as new texture gets created.
3949
    ImVec2                      TexUvWhitePixel;    // Texture coordinates to a white pixel. May change as new texture gets created.
3950
    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.
3951
    ImVector<ImFontConfig>      Sources;            // Source/configuration data
3952
    ImVec4                      TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1];  // UVs for baked anti-aliased lines
3953
    int                         TexNextUniqueID;    // Next value to be stored in TexData->UniqueID
3954
    int                         FontNextUniqueID;   // Next value to be stored in ImFont->FontID
3955
    ImVector<ImDrawListSharedData*> DrawListSharedDatas; // List of users for this atlas. Typically one per Dear ImGui context.
3956
    ImFontAtlasBuilder*         Builder;            // Opaque interface to our data that doesn't need to be public and may be discarded when rebuilding.
3957
    const ImFontLoader*         FontLoader;         // Font loader opaque interface (default to use FreeType when IMGUI_ENABLE_FREETYPE is defined, otherwise default to use stb_truetype). Use SetFontLoader() to change this at runtime.
3958
    const char*                 FontLoaderName;     // Font loader name (for display e.g. in About box) == FontLoader->Name
3959
    void*                       FontLoaderData;     // Font backend opaque storage
3960
    unsigned int                FontLoaderFlags;    // Shared flags (for all fonts) for font loader. THIS IS BUILD IMPLEMENTATION DEPENDENT (e.g. Per-font override is also available in ImFontConfig).
3961
    int                         RefCount;           // Number of contexts using this atlas
3962
    ImGuiContext*               OwnerContext;       // Context which own the atlas will be in charge of updating and destroying it.
3963
3964
    // [Obsolete]
3965
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3966
    // Legacy: You can request your rectangles to be mapped as font glyph (given a font + Unicode point), so you can render e.g. custom colorful icons and use them as regular glyphs. --> Prefer using a custom ImFontLoader.
3967
    ImFontAtlasRect             TempRect;           // For old GetCustomRectByIndex() API
3968
    inline ImFontAtlasRectId    AddCustomRectRegular(int w, int h)                                                          { return AddCustomRect(w, h); }                             // RENAMED in 1.92.0
3969
    inline const ImFontAtlasRect* GetCustomRectByIndex(ImFontAtlasRectId id)                                                { return GetCustomRect(id, &TempRect) ? &TempRect : NULL; } // OBSOLETED in 1.92.0
3970
    inline void                 CalcCustomRectUV(const ImFontAtlasRect* r, ImVec2* out_uv_min, ImVec2* out_uv_max) const    { *out_uv_min = r->uv0; *out_uv_max = r->uv1; }             // OBSOLETED in 1.92.0
3971
    IMGUI_API ImFontAtlasRectId AddCustomRectFontGlyph(ImFont* font, ImWchar codepoint, int w, int h, float advance_x, const ImVec2& offset = ImVec2(0, 0));                            // OBSOLETED in 1.92.0: Use custom ImFontLoader in ImFontConfig
3972
    IMGUI_API ImFontAtlasRectId AddCustomRectFontGlyphForSize(ImFont* font, float font_size, ImWchar codepoint, int w, int h, float advance_x, const ImVec2& offset = ImVec2(0, 0));    // ADDED AND OBSOLETED in 1.92.0
3973
#endif
3974
    //unsigned int                      FontBuilderFlags;        // OBSOLETED in 1.92.0: Renamed to FontLoaderFlags.
3975
    //int                               TexDesiredWidth;         // OBSOLETED in 1.92.0: Force texture width before calling 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.
3976
    //typedef ImFontAtlasRect           ImFontAtlasCustomRect;   // OBSOLETED in 1.92.0
3977
    //typedef ImFontAtlasCustomRect     CustomRect;              // OBSOLETED in 1.72+
3978
    //typedef ImFontGlyphRangesBuilder  GlyphRangesBuilder;      // OBSOLETED in 1.67+
3979
};
3980
3981
// Font runtime data for a given size
3982
// Important: pointers to ImFontBaked are only valid for the current frame.
3983
struct ImFontBaked
3984
{
3985
    // [Internal] Members: Hot ~20/24 bytes (for CalcTextSize)
3986
    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).
3987
    float                       FallbackAdvanceX;   // 4     // out // FindGlyph(FallbackChar)->AdvanceX
3988
    float                       Size;               // 4     // in  // Height of characters/line, set during loading (doesn't change after loading)
3989
    float                       RasterizerDensity;  // 4     // in  // Density this is baked at
3990
3991
    // [Internal] Members: Hot ~28/36 bytes (for RenderText loop)
3992
    ImVector<ImU16>             IndexLookup;        // 12-16 // out // Sparse. Index glyphs by Unicode code-point.
3993
    ImVector<ImFontGlyph>       Glyphs;             // 12-16 // out // All glyphs.
3994
    int                         FallbackGlyphIndex; // 4     // out // Index of FontFallbackChar
3995
3996
    // [Internal] Members: Cold
3997
    float                       Ascent, Descent;    // 4+4   // out // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] (unscaled)
3998
    unsigned int                MetricsTotalSurface:26;// 3  // 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)
3999
    unsigned int                WantDestroy:1;         // 0  //     // Queued for destroy
4000
    unsigned int                LoadNoFallback:1;      // 0  //     // Disable loading fallback in lower-level calls.
4001
    unsigned int                LoadNoRenderOnLayout:1;// 0  //     // Enable a two-steps mode where CalcTextSize() calls will load AdvanceX *without* rendering/packing glyphs. Only advantageous if you know that the glyph is unlikely to actually be rendered, otherwise it is slower because we'd do one query on the first CalcTextSize and one query on the first Draw.
4002
    int                         LastUsedFrame;         // 4  //     // Record of that time this was bounds
4003
    ImGuiID                     BakedId;            // 4     //     // Unique ID for this baked storage
4004
    ImFont*                     OwnerFont;          // 4-8   // in  // Parent font
4005
    void*                       FontLoaderDatas;    // 4-8   //     // Font loader opaque storage (per baked font * sources): single contiguous buffer allocated by imgui, passed to loader.
4006
4007
    // Functions
4008
    IMGUI_API ImFontBaked();
4009
    IMGUI_API void              ClearOutputData();
4010
    IMGUI_API ImFontGlyph*      FindGlyph(ImWchar c);               // Return U+FFFD glyph if requested glyph doesn't exists.
4011
    IMGUI_API ImFontGlyph*      FindGlyphNoFallback(ImWchar c);     // Return NULL if glyph doesn't exist
4012
    IMGUI_API float             GetCharAdvance(ImWchar c);
4013
    IMGUI_API bool              IsGlyphLoaded(ImWchar c);
4014
};
4015
4016
// Font flags
4017
// (in future versions as we redesign font loading API, this will become more important and better documented. for now please consider this as internal/advanced use)
4018
enum ImFontFlags_
4019
{
4020
    ImFontFlags_None                    = 0,
4021
    ImFontFlags_NoLoadError             = 1 << 1,   // Disable throwing an error/assert when calling AddFontXXX() with missing file/data. Calling code is expected to check AddFontXXX() return value.
4022
    ImFontFlags_NoLoadGlyphs            = 1 << 2,   // [Internal] Disable loading new glyphs.
4023
    ImFontFlags_LockBakedSizes          = 1 << 3,   // [Internal] Disable loading new baked sizes, disable garbage collecting current ones. e.g. if you want to lock a font to a single size. Important: if you use this to preload given sizes, consider the possibility of multiple font density used on Retina display.
4024
    ImFontFlags_ImplicitRefSize         = 1 << 4,   // [Internal] Reference size was not set explicitly.
4025
};
4026
4027
// Font runtime data and rendering
4028
// - ImFontAtlas automatically loads a default embedded font for you if you didn't load one manually.
4029
// - Since 1.92.0 a font may be rendered as any size! Therefore a font doesn't have one specific size.
4030
// - Use 'font->GetFontBaked(size)' to retrieve the ImFontBaked* corresponding to a given size.
4031
// - If you used g.Font + g.FontSize (which is frequent from the ImGui layer), you can use g.FontBaked as a shortcut, as g.FontBaked == g.Font->GetFontBaked(g.FontSize).
4032
struct ImFont
4033
{
4034
    // [Internal] Members: Hot ~12-20 bytes
4035
    ImFontBaked*                LastBaked;          // 4-8   // Cache last bound baked. NEVER USE DIRECTLY. Use GetFontBaked().
4036
    ImFontAtlas*                OwnerAtlas;         // 4-8   // What we have been loaded into.
4037
    ImFontFlags                 Flags;              // 4     // Font flags.
4038
    float                       CurrentRasterizerDensity;    // Current rasterizer density. This is a varying state of the font.
4039
4040
    // [Internal] Members: Cold ~24-52 bytes
4041
    // Conceptually Sources[] is the list of font sources merged to create this font.
4042
    ImGuiID                     FontId;             // Unique identifier for the font
4043
    float                       LegacySize;         // 4     // in  // Font size passed to AddFont(). Use for old code calling PushFont() expecting to use that size. (use ImGui::GetFontBaked() to get font baked at current bound size).
4044
    ImVector<ImFontConfig*>     Sources;            // 16    // in  // List of sources. Pointers within OwnerAtlas->Sources[]
4045
    ImWchar                     EllipsisChar;       // 2-4   // out // Character used for ellipsis rendering ('...'). If you ever want to temporarily swap this for an alternative/dummy char, make sure to clear EllipsisAutoBake.
4046
    ImWchar                     FallbackChar;       // 2-4   // out // Character used if a glyph isn't found (U+FFFD, '?')
4047
    ImU8                        Used8kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/8192/8]; // 1 bytes if ImWchar=ImWchar16, 17 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 8K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints.
4048
    bool                        EllipsisAutoBake;   // 1     //     // Mark when the "..." glyph (== EllipsisChar) needs to be generated by combining multiple '.'.
4049
    ImGuiStorage                RemapPairs;         // 16    //     // Remapping pairs when using AddRemapChar(), otherwise empty.
4050
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
4051
    float                       Scale;              // 4     // in  // Legacy base font scale (~1.0f), multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
4052
#endif
4053
4054
    // Methods
4055
    IMGUI_API ImFont();
4056
    IMGUI_API ~ImFont();
4057
    IMGUI_API bool              IsGlyphInFont(ImWchar c);
4058
    bool                        IsLoaded() const                { return OwnerAtlas != NULL; }
4059
    const char*                 GetDebugName() const            { return Sources.Size ? Sources[0]->Name : "<unknown>"; } // Fill ImFontConfig::Name.
4060
4061
    // [Internal] Don't use!
4062
    // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
4063
    // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
4064
    IMGUI_API ImFontBaked*      GetFontBaked(float font_size, float density = -1.0f);  // Get or create baked data for given size
4065
    IMGUI_API ImVec2            CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** out_remaining = NULL);
4066
    IMGUI_API const char*       CalcWordWrapPosition(float size, const char* text, const char* text_end, float wrap_width);
4067
    IMGUI_API void              RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c, const ImVec4* cpu_fine_clip = NULL);
4068
    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, ImDrawTextFlags flags = 0);
4069
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
4070
    inline const char*          CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) { return CalcWordWrapPosition(LegacySize * scale, text, text_end, wrap_width); } // Obsoleted old name in 1.92.0. Note how `scale` was to `size`.
4071
#endif
4072
4073
    // [Internal] Don't use!
4074
    IMGUI_API void              ClearOutputData();
4075
    IMGUI_API void              AddRemapChar(ImWchar from_codepoint, ImWchar to_codepoint); // Makes 'from_codepoint' character points to 'to_codepoint' glyph.
4076
    IMGUI_API bool              IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last);
4077
};
4078
4079
// This is provided for consistency (but we don't actually use this)
4080
inline ImTextureID ImTextureRef::GetTexID() const
4081
{
4082
    IM_ASSERT(!(_TexData != NULL && _TexID != ImTextureID_Invalid));
4083
    return _TexData ? _TexData->TexID : _TexID;
4084
}
4085
4086
// Using an indirection to avoid patching ImDrawCmd after a SetTexID() call (but this could be an alternative solution too)
4087
inline ImTextureID ImDrawCmd::GetTexID() const
4088
{
4089
    // If you are getting this assert with ImTextureID_Invalid == 0 and your ImTextureID is used to store an index or an offset:
4090
    // - You can add '#define ImTextureID_Invalid ((ImTextureID)-1)' in your imconfig.h file.
4091
    // If you are getting this assert with a renderer backend with support for ImGuiBackendFlags_RendererHasTextures (1.92+):
4092
    // - You must correctly iterate and handle ImTextureData requests stored in ImDrawData::Textures[]. See docs/BACKENDS.md.
4093
    ImTextureID tex_id = TexRef._TexData ? TexRef._TexData->TexID : TexRef._TexID; // == TexRef.GetTexID() above.
4094
    if (TexRef._TexData != NULL)
4095
        IM_ASSERT(tex_id != ImTextureID_Invalid && "ImDrawCmd is referring to ImTextureData that wasn't uploaded to graphics system. Backend must call ImTextureData::SetTexID() after handling ImTextureStatus_WantCreate request!");
4096
    return tex_id;
4097
}
4098
4099
//-----------------------------------------------------------------------------
4100
// [SECTION] Viewports
4101
//-----------------------------------------------------------------------------
4102
4103
// Flags stored in ImGuiViewport::Flags, giving indications to the platform backends.
4104
enum ImGuiViewportFlags_
4105
{
4106
    ImGuiViewportFlags_None                     = 0,
4107
    ImGuiViewportFlags_IsPlatformWindow         = 1 << 0,   // Represent a Platform Window
4108
    ImGuiViewportFlags_IsPlatformMonitor        = 1 << 1,   // Represent a Platform Monitor (unused yet)
4109
    ImGuiViewportFlags_OwnedByApp               = 1 << 2,   // Platform Window: Is created/managed by the user application? (rather than our backend)
4110
    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)
4111
    ImGuiViewportFlags_NoTaskBarIcon            = 1 << 4,   // Platform Window: Disable platform task bar icon (generally set on popups/tooltips, or all windows if ImGuiConfigFlags_ViewportsNoTaskBarIcon is set)
4112
    ImGuiViewportFlags_NoFocusOnAppearing       = 1 << 5,   // Platform Window: Don't take focus when created.
4113
    ImGuiViewportFlags_NoFocusOnClick           = 1 << 6,   // Platform Window: Don't take focus when clicked on.
4114
    ImGuiViewportFlags_NoInputs                 = 1 << 7,   // Platform Window: Make mouse pass through so we can drag this window while peaking behind it.
4115
    ImGuiViewportFlags_NoRendererClear          = 1 << 8,   // Platform Window: Renderer doesn't need to clear the framebuffer ahead (because we will fill it entirely).
4116
    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!).
4117
    ImGuiViewportFlags_TopMost                  = 1 << 10,  // Platform Window: Display on top (for tooltips only).
4118
    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".
4119
4120
    // Output status flags (from Platform)
4121
    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.
4122
    ImGuiViewportFlags_IsFocused                = 1 << 13,  // Platform Window: Window is focused (last call to Platform_GetWindowFocus() returned true)
4123
};
4124
4125
// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
4126
// - With multi-viewport enabled, we extend this concept to have multiple active viewports.
4127
// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
4128
// - About Main Area vs Work Area:
4129
//   - Main Area = entire viewport.
4130
//   - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor).
4131
//   - Windows are generally trying to stay within the Work Area of their host viewport.
4132
struct ImGuiViewport
4133
{
4134
    ImGuiID             ID;                     // Unique identifier for the viewport
4135
    ImGuiViewportFlags  Flags;                  // See ImGuiViewportFlags_
4136
    ImVec2              Pos;                    // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates)
4137
    ImVec2              Size;                   // Main Area: Size of the viewport.
4138
    ImVec2              FramebufferScale;       // Density of the viewport for Retina display (always 1,1 on Windows, may be 2,2 etc on macOS/iOS). This will affect font rasterizer density.
4139
    ImVec2              WorkPos;                // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos)
4140
    ImVec2              WorkSize;               // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)
4141
    float               DpiScale;               // 1.0f = 96 DPI = No extra scale.
4142
    ImGuiID             ParentViewportId;       // (Advanced) 0: no parent. Instruct the platform backend to setup a parent/child relationship between platform windows.
4143
    ImGuiViewport*      ParentViewport;         // (Advanced) Direct shortcut to ImGui::FindViewportByID(ParentViewportId). NULL: no parent.
4144
    ImDrawData*         DrawData;               // The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame().
4145
4146
    // Platform/Backend Dependent Data
4147
    // Our design separate the Renderer and Platform backends to facilitate combining default backends with each others.
4148
    // When our create your own backend for a custom engine, it is possible that both Renderer and Platform will be handled
4149
    // by the same system and you may not need to use all the UserData/Handle fields.
4150
    // The library never uses those fields, they are merely storage to facilitate backend implementation.
4151
    void*               RendererUserData;       // void* to hold custom data structure for the renderer (e.g. swap chain, framebuffers etc.). generally set by your Renderer_CreateWindow function.
4152
    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.
4153
    void*               PlatformIconData;       // void* to hold custom data structure for the OS / platform to specify an icon. Currently unused for exposed to allow experiments.
4154
    void*               PlatformHandle;         // void* to hold higher-level, platform window handle (e.g. HWND for Win32 backend, Uint32 WindowID for SDL, GLFWWindow* for GLFW), for FindViewportByPlatformHandle().
4155
    void*               PlatformHandleRaw;      // void* to hold lower-level, platform-native window handle (always HWND on Win32 platform, unused for other platforms).
4156
    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.
4157
    bool                PlatformRequestMove;    // Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position)
4158
    bool                PlatformRequestResize;  // Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size)
4159
    bool                PlatformRequestClose;   // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4)
4160
4161
    ImGuiViewport()     { memset((void*)this, 0, sizeof(*this)); }
4162
    ~ImGuiViewport()    { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); }
4163
4164
    // Helpers
4165
    ImVec2              GetCenter() const       { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); }
4166
    ImVec2              GetWorkCenter() const   { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); }
4167
    IMGUI_API const char* GetDebugName() const;
4168
};
4169
4170
//-----------------------------------------------------------------------------
4171
// [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformMonitor, ImGuiPlatformImeData)
4172
//-----------------------------------------------------------------------------
4173
4174
// [BETA] (Optional) Multi-Viewport Support!
4175
// If you are new to Dear ImGui and trying to integrate it into your engine, you can probably ignore this for now.
4176
//
4177
// This feature allows you to seamlessly drag Dear ImGui windows outside of your application viewport.
4178
// This is achieved by creating new Platform/OS windows on the fly, and rendering into them.
4179
// Dear ImGui manages the viewport structures, and the backend create and maintain one Platform/OS window for each of those viewports.
4180
//
4181
// See Recap:   https://github.com/ocornut/imgui/wiki/Multi-Viewports
4182
// See Glossary https://github.com/ocornut/imgui/wiki/Glossary for details about some of the terminology.
4183
//
4184
// About the coordinates system:
4185
// - When multi-viewports are enabled, all Dear ImGui coordinates become absolute coordinates (same as OS coordinates!)
4186
// - So e.g. ImGui::SetNextWindowPos(ImVec2(0,0)) will position a window relative to your primary monitor!
4187
// - If you want to position windows relative to your main application viewport, use ImGui::GetMainViewport()->Pos as a base position.
4188
//
4189
// Steps to use multi-viewports in your application, when using a default backend from the examples/ folder:
4190
// - Application:  Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
4191
// - Backend:      The backend initialization will setup all necessary ImGuiPlatformIO's functions and update monitors info every frame.
4192
// - Application:  In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render().
4193
// - Application:  Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls.
4194
//
4195
// Steps to use multi-viewports in your application, when using a custom backend:
4196
// - Important:    THIS IS NOT EASY TO DO and comes with many subtleties not described here!
4197
//                 It's also an experimental feature, so some of the requirements may evolve.
4198
//                 Consider using default backends if you can. Either way, carefully follow and refer to examples/ backends for details.
4199
// - Application:  Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
4200
// - Backend:      Hook ImGuiPlatformIO's Platform_* and Renderer_* callbacks (see below).
4201
//                 Set 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports' and 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports'.
4202
//                 Update ImGuiPlatformIO's Monitors list every frame.
4203
//                 Update MousePos every frame, in absolute coordinates.
4204
// - Application:  In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render().
4205
//                 You may skip calling RenderPlatformWindowsDefault() if its API is not convenient for your needs. Read comments below.
4206
// - Application:  Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls.
4207
//
4208
// About ImGui::RenderPlatformWindowsDefault():
4209
// - This function is a mostly a _helper_ for the common-most cases, and to facilitate using default backends.
4210
// - You can check its simple source code to understand what it does.
4211
//   It basically iterates secondary viewports and call 4 functions that are setup in ImGuiPlatformIO, if available:
4212
//     Platform_RenderWindow(), Renderer_RenderWindow(), Platform_SwapBuffers(), Renderer_SwapBuffers()
4213
//   Those functions pointers exists only for the benefit of RenderPlatformWindowsDefault().
4214
// - If you have very specific rendering needs (e.g. flipping multiple swap-chain simultaneously, unusual sync/threading issues, etc.),
4215
//   you may be tempted to ignore RenderPlatformWindowsDefault() and write customized code to perform your renderingg.
4216
//   You may decide to setup the platform_io's *RenderWindow and *SwapBuffers pointers and call your functions through those pointers,
4217
//   or you may decide to never setup those pointers and call your code directly. They are a convenience, not an obligatory interface.
4218
//-----------------------------------------------------------------------------
4219
4220
// Access via ImGui::GetPlatformIO()
4221
struct ImGuiPlatformIO
4222
{
4223
    IMGUI_API ImGuiPlatformIO();
4224
4225
    //------------------------------------------------------------------
4226
    // Input - Interface with OS and Platform backend (most common stuff)
4227
    //------------------------------------------------------------------
4228
4229
    // Optional: Access OS clipboard
4230
    // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
4231
    const char* (*Platform_GetClipboardTextFn)(ImGuiContext* ctx);                      // Should return NULL on failure (e.g. clipboard data is not text).
4232
    void        (*Platform_SetClipboardTextFn)(ImGuiContext* ctx, const char* text);
4233
    void*       Platform_ClipboardUserData;
4234
4235
    // Optional: Open link/folder/file in OS Shell
4236
    // (default to use ShellExecuteW() on Windows, system() on Linux/Mac. expected to return false on failure, but some platforms may always return true)
4237
    bool        (*Platform_OpenInShellFn)(ImGuiContext* ctx, const char* path);
4238
    void*       Platform_OpenInShellUserData;
4239
4240
    // 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)
4241
    // (default to use native imm32 api on Windows)
4242
    void        (*Platform_SetImeDataFn)(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data);
4243
    void*       Platform_ImeUserData;
4244
    //void      (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data); // [Renamed to platform_io.PlatformSetImeDataFn in 1.91.1]
4245
4246
    // Optional: Platform locale
4247
    // [Experimental] Configure decimal point e.g. '.' or ',' useful for some languages (e.g. German), generally pulled from *localeconv()->decimal_point
4248
    ImWchar     Platform_LocaleDecimalPoint;     // '.'
4249
4250
    //------------------------------------------------------------------
4251
    // Input - Interface with Renderer Backend
4252
    //------------------------------------------------------------------
4253
4254
    // Optional: Maximum texture size supported by renderer (used to adjust how we size textures). 0 if not known.
4255
    int         Renderer_TextureMaxWidth;
4256
    int         Renderer_TextureMaxHeight;
4257
4258
    // Written by some backends during ImGui_ImplXXXX_RenderDrawData() call to point backend_specific ImGui_ImplXXXX_RenderState* structure.
4259
    void*       Renderer_RenderState;
4260
4261
    // Standard draw callbacks provided by renderer backend.
4262
    ImDrawCallback  DrawCallback_ResetRenderState;      // Request to reset the graphics/render state.
4263
    ImDrawCallback  DrawCallback_SetSamplerLinear;      // Request backend to set texture sampling to Linear.
4264
    ImDrawCallback  DrawCallback_SetSamplerNearest;     // Request backend to set texture sampling to Nearest/Point.
4265
    //ImDrawCallback  DrawCallback_SetSamplerCustom;    // Request backend to set texture sampling using Backend Specific data.
4266
4267
    //------------------------------------------------------------------
4268
    // Input - Interface with Platform & Renderer backends for Multi-Viewport support
4269
    //------------------------------------------------------------------
4270
4271
    // For reference, the second column shows which function are generally calling the Platform Functions:
4272
    //   N = ImGui::NewFrame()                        ~ beginning of the dear imgui frame: read info from platform/OS windows (latest size/position)
4273
    //   F = ImGui::Begin(), ImGui::EndFrame()        ~ during the dear imgui frame
4274
    //   U = ImGui::UpdatePlatformWindows()           ~ after the dear imgui frame: create and update all platform/OS windows
4275
    //   R = ImGui::RenderPlatformWindowsDefault()    ~ render
4276
    //   D = ImGui::DestroyPlatformWindows()          ~ shutdown
4277
    // The general idea is that NewFrame() we will read the current Platform/OS state, and UpdatePlatformWindows() will write to it.
4278
4279
    // The handlers are designed so we can mix and match two imgui_impl_xxxx files, one Platform backend and one Renderer backend.
4280
    // Custom engine backends will often provide both Platform and Renderer interfaces together and so may not need to use all functions.
4281
    // Platform functions are typically called _before_ their Renderer counterpart, apart from Destroy which are called the other way.
4282
4283
    // Platform Backend functions (e.g. Win32, GLFW, SDL) ------------------- Called by -----
4284
    void    (*Platform_CreateWindow)(ImGuiViewport* vp);                    // . . U . .  // Create a new platform window for the given viewport
4285
    void    (*Platform_DestroyWindow)(ImGuiViewport* vp);                   // N . U . D  //
4286
    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
4287
    void    (*Platform_SetWindowPos)(ImGuiViewport* vp, ImVec2 pos);        // . . U . .  // Set platform window position (given the upper-left corner of client area)
4288
    ImVec2  (*Platform_GetWindowPos)(ImGuiViewport* vp);                    // N . . . .  //
4289
    void    (*Platform_SetWindowSize)(ImGuiViewport* vp, ImVec2 size);      // . . U . .  // Set platform window client area size (ignoring OS decorations such as OS title bar etc.)
4290
    ImVec2  (*Platform_GetWindowSize)(ImGuiViewport* vp);                   // N . . . .  // Get platform window client area size
4291
    ImVec2  (*Platform_GetWindowFramebufferScale)(ImGuiViewport* vp);       // N . . . .  // Return viewport density. Always 1,1 on Windows, often 2,2 on Retina display on macOS/iOS. MUST BE INTEGER VALUES.
4292
    void    (*Platform_SetWindowFocus)(ImGuiViewport* vp);                  // N . . . .  // Move window to front and set input focus
4293
    bool    (*Platform_GetWindowFocus)(ImGuiViewport* vp);                  // . . U . .  //
4294
    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
4295
    void    (*Platform_SetWindowTitle)(ImGuiViewport* vp, const char* str); // . . U . .  // Set platform window title (given an UTF-8 string)
4296
    void    (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha);     // . . U . .  // (Optional) Setup global transparency (not per-pixel transparency)
4297
    void    (*Platform_UpdateWindow)(ImGuiViewport* vp);                    // . . U . .  // (Optional) Called by UpdatePlatformWindows(). Optional hook to allow the platform backend from doing general book-keeping every frame.
4298
    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().
4299
    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().
4300
    float   (*Platform_GetWindowDpiScale)(ImGuiViewport* vp);               // N . . . .  // (Optional) [BETA] FIXME-DPI: DPI handling: Return DPI scale for this viewport. 1.0f = 96 DPI.
4301
    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.
4302
    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.
4303
    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).
4304
4305
    // Renderer Backend functions (e.g. DirectX, OpenGL, Vulkan) ------------ Called by -----
4306
    void    (*Renderer_CreateWindow)(ImGuiViewport* vp);                    // . . U . .  // Create swap chain, frame buffers etc. (called after Platform_CreateWindow)
4307
    void    (*Renderer_DestroyWindow)(ImGuiViewport* vp);                   // N . U . D  // Destroy swap chain, frame buffers etc. (called before Platform_DestroyWindow)
4308
    void    (*Renderer_SetWindowSize)(ImGuiViewport* vp, ImVec2 size);      // . . U . .  // Resize swap chain, frame buffers etc. (called after Platform_SetWindowSize)
4309
    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().
4310
    void    (*Renderer_SwapBuffers)(ImGuiViewport* vp, void* render_arg);   // . . . R .  // (Optional) Call Present/SwapBuffers. 'render_arg' is the value passed to RenderPlatformWindowsDefault().
4311
4312
    // (Optional) Monitor list
4313
    // - Updated by: app/backend. Update every frame to dynamically support changing monitor or DPI configuration.
4314
    // - Used by: dear imgui to query DPI info, clamp popups/tooltips within same monitor and not have them straddle monitors.
4315
    ImVector<ImGuiPlatformMonitor>  Monitors;
4316
4317
    //------------------------------------------------------------------
4318
    // Output
4319
    //------------------------------------------------------------------
4320
4321
    // Textures list (the list is updated by calling ImGui::EndFrame or ImGui::Render)
4322
    // The ImGui_ImplXXXX_RenderDrawData() function of each backend generally access this via ImDrawData::Textures which points to this. The array is available here mostly because backends will want to destroy textures on shutdown.
4323
    ImVector<ImTextureData*>        Textures;           // List of textures used by Dear ImGui (most often 1) + contents of external texture list is automatically appended into this.
4324
4325
    // Viewports list (the list is updated by calling ImGui::EndFrame or ImGui::Render)
4326
    // (in the future we will attempt to organize this feature to remove the need for a "main viewport")
4327
    ImVector<ImGuiViewport*>        Viewports;          // Main viewports, followed by all secondary viewports.
4328
4329
    //------------------------------------------------------------------
4330
    // Functions
4331
    //------------------------------------------------------------------
4332
4333
    IMGUI_API void ClearPlatformHandlers();    // Clear all Platform_XXX fields. Typically called on Platform Backend shutdown.
4334
    IMGUI_API void ClearRendererHandlers();    // Clear all Renderer_XXX fields. Typically called on Renderer Backend shutdown.
4335
};
4336
4337
// (Optional) This is required when enabling multi-viewport. Represent the bounds of each connected monitor/display and their DPI.
4338
// We use this information for multiple DPI support + clamping the position of popups and tooltips so they don't straddle multiple monitors.
4339
struct ImGuiPlatformMonitor
4340
{
4341
    ImVec2  MainPos, MainSize;      // Coordinates of the area displayed on this monitor (Min = upper left, Max = bottom right)
4342
    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.
4343
    float   DpiScale;               // 1.0f = 96 DPI
4344
    void*   PlatformHandle;         // Backend dependant data (e.g. HMONITOR, GLFWmonitor*, SDL Display Index, NSScreen*)
4345
    ImGuiPlatformMonitor()          { MainPos = MainSize = WorkPos = WorkSize = ImVec2(0, 0); DpiScale = 1.0f; PlatformHandle = NULL; }
4346
};
4347
4348
// (Optional) Support for IME (Input Method Editor) via the platform_io.Platform_SetImeDataFn() function. Handler is called during EndFrame().
4349
struct ImGuiPlatformImeData
4350
{
4351
    bool    WantVisible;            // A widget wants the IME to be visible.
4352
    bool    WantTextInput;          // A widget wants text input, not necessarily IME to be visible. This is automatically set to the upcoming value of io.WantTextInput.
4353
    ImVec2  InputPos;               // Position of input cursor (for IME).
4354
    float   InputLineHeight;        // Line height (for IME).
4355
    ImGuiID ViewportId;             // ID of platform window/viewport.
4356
4357
    ImGuiPlatformImeData()          { memset((void*)this, 0, sizeof(*this)); }
4358
};
4359
4360
//-----------------------------------------------------------------------------
4361
// [SECTION] Obsolete functions and types
4362
// (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
4363
// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead.
4364
//-----------------------------------------------------------------------------
4365
4366
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
4367
namespace ImGui
4368
{
4369
    // OBSOLETED in 1.92.0 (from June 2025)
4370
    inline void         PushFont(ImFont* font)                                  { PushFont(font, font ? font->LegacySize : 0.0f); }
4371
    IMGUI_API void      SetWindowFontScale(float scale);                        // Set font scale factor for current window. Prefer using PushFont(NULL, style.FontSizeBase * factor) or use style.FontScaleMain to scale all windows.
4372
    // OBSOLETED in 1.91.9 (from February 2025)
4373
    IMGUI_API void      Image(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col); // <-- 'border_col' was removed in favor of ImGuiCol_ImageBorder. If you use 'tint_col', use ImageWithBg() instead.
4374
    // OBSOLETED in 1.91.0 (from July 2024)
4375
    inline void         PushButtonRepeat(bool repeat)                           { PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat); }
4376
    inline void         PopButtonRepeat()                                       { PopItemFlag(); }
4377
    inline void         PushTabStop(bool tab_stop)                              { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); }
4378
    inline void         PopTabStop()                                            { PopItemFlag(); }
4379
    // You do not need those functions! See #7838 on GitHub for more info.
4380
    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()!
4381
    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()!
4382
    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()!
4383
4384
    // Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE)
4385
    // OBSOLETED in 1.90.0 (from September 2023)
4386
    //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); // Getter signature changed. See 2023/09/15 and 2026/02/27 commits.
4387
    //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);         // Getter signature changed. See 2023/09/15 and 2026/02/27 commits.
4388
    //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
4389
    //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
4390
    //inline bool         BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags flags = 0) { return BeginChild(id, size, ImGuiChildFlags_FrameStyle, flags); }
4391
    //inline void         EndChildFrame()                                                             { EndChild(); }
4392
    //inline void         ShowStackToolWindow(bool* p_open = NULL)                                    { ShowIDStackToolWindow(p_open); }
4393
    // OBSOLETED in 1.89.7 (from June 2023)
4394
    //IMGUI_API void      SetItemAllowOverlap();                                                      // Use SetNextItemAllowOverlap() _before_ item.
4395
    //-- OBSOLETED in 1.89.4 (from March 2023)
4396
    //static inline void  PushAllowKeyboardFocus(bool tab_stop)                                       { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); }
4397
    //static inline void  PopAllowKeyboardFocus()                                                     { PopItemFlag(); }
4398
    //-- OBSOLETED in 1.89 (from August 2022)
4399
    //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.
4400
    //-- OBSOLETED in 1.88 (from May 2022)
4401
    //static inline void  CaptureKeyboardFromApp(bool want_capture_keyboard = true)                   { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value.
4402
    //static inline void  CaptureMouseFromApp(bool want_capture_mouse = true)                         { SetNextFrameWantCaptureMouse(want_capture_mouse); }       // Renamed as name was misleading + removed default value.
4403
    //-- OBSOLETED in 1.87 (from February 2022, more formally obsoleted April 2024)
4404
    //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!
4405
    //static inline ImGuiKey GetKeyIndex(ImGuiKey key)                                                { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); return key; }
4406
    //-- OBSOLETED in 1.86 (from November 2021)
4407
    //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.
4408
    //-- OBSOLETED in 1.85 (from August 2021)
4409
    //static inline float GetWindowContentRegionWidth()                                               { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; }
4410
    //-- OBSOLETED in 1.81 (from February 2021)
4411
    //static inline bool  ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0))         { return BeginListBox(label, size); }
4412
    //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
4413
    //static inline void  ListBoxFooter()                                                             { EndListBox(); }
4414
    //-- OBSOLETED in 1.79 (from August 2020)
4415
    //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!
4416
    //-- 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.
4417
    //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)
4418
    //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)
4419
    //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)
4420
    //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)
4421
    //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)
4422
    //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)
4423
    //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)
4424
    //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)
4425
    //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)
4426
    //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)
4427
    //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)
4428
    //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)
4429
    //-- OBSOLETED in 1.77 and before
4430
    //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)
4431
    //static inline void  TreeAdvanceToLabelPos()               { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); }   // OBSOLETED in 1.72 (from July 2019)
4432
    //static inline void  SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); }                       // OBSOLETED in 1.71 (from June 2019)
4433
    //static inline float GetContentRegionAvailWidth()          { return GetContentRegionAvail().x; }                               // OBSOLETED in 1.70 (from May 2019)
4434
    //static inline ImDrawList* GetOverlayDrawList()            { return GetForegroundDrawList(); }                                 // OBSOLETED in 1.69 (from Mar 2019)
4435
    //static inline void  SetScrollHere(float ratio = 0.5f)     { SetScrollHereY(ratio); }                                          // OBSOLETED in 1.66 (from Nov 2018)
4436
    //static inline bool  IsItemDeactivatedAfterChange()        { return IsItemDeactivatedAfterEdit(); }                            // OBSOLETED in 1.63 (from Aug 2018)
4437
    //-- OBSOLETED in 1.60 and before
4438
    //static inline bool  IsAnyWindowFocused()                  { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); }            // OBSOLETED in 1.60 (from Apr 2018)
4439
    //static inline bool  IsAnyWindowHovered()                  { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }            // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)
4440
    //static inline void  ShowTestWindow()                      { return ShowDemoWindow(); }                                        // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
4441
    //static inline bool  IsRootWindowFocused()                 { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); }           // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
4442
    //static inline bool  IsRootWindowOrAnyChildFocused()       { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); }  // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
4443
    //static inline void  SetNextWindowContentWidth(float w)    { SetNextWindowContentSize(ImVec2(w, 0.0f)); }                      // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
4444
    //static inline float GetItemsLineHeightWithSpacing()       { return GetFrameHeightWithSpacing(); }                             // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
4445
    //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().
4446
    //static inline bool  IsRootWindowOrAnyChildHovered()       { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); }  // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
4447
    //static inline void  AlignFirstTextHeightToWidgets()       { AlignTextToFramePadding(); }                                      // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
4448
    //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)
4449
    //static inline bool  IsItemHoveredRect()                   { return IsItemHovered(ImGuiHoveredFlags_RectOnly); }               // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
4450
    //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.
4451
    //static inline bool  IsMouseHoveringAnyWindow()            { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }            // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
4452
    //static inline bool  IsMouseHoveringWindow()               { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); }       // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
4453
    //-- OBSOLETED in 1.50 and before
4454
    //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
4455
    //static inline ImFont*GetWindowFont()                      { return GetFont(); }                                               // OBSOLETED in 1.48
4456
    //static inline float GetWindowFontSize()                   { return GetFontSize(); }                                           // OBSOLETED in 1.48
4457
    //static inline void  SetScrollPosHere()                    { SetScrollHere(); }                                                // OBSOLETED in 1.42
4458
}
4459
4460
#define ImDrawCallback_ResetRenderState     (ImDrawCallback)(-8)    // OBSOLETED in 1.92.8: Use ImGui::GetPlatformIO().DrawCallback_ResetRenderState
4461
4462
//-- OBSOLETED in 1.92.0: ImFontAtlasCustomRect becomes ImTextureRect
4463
// - ImFontAtlasCustomRect::X,Y          --> ImTextureRect::x,y
4464
// - ImFontAtlasCustomRect::Width,Height --> ImTextureRect::w,h
4465
// - ImFontAtlasCustomRect::GlyphColored --> if you need to write to this, instead you can write to 'font->Glyphs.back()->Colored' after calling AddCustomRectFontGlyph()
4466
// We could make ImTextureRect an union to use old names, but 1) this would be confusing 2) the fix is easy 3) ImFontAtlasCustomRect was always a rather esoteric api.
4467
typedef ImFontAtlasRect ImFontAtlasCustomRect;
4468
/*struct ImFontAtlasCustomRect
4469
{
4470
    unsigned short  X, Y;           // Output   // Packed position in Atlas
4471
    unsigned short  Width, Height;  // Input    // [Internal] Desired rectangle dimension
4472
    unsigned int    GlyphID:31;     // Input    // [Internal] For custom font glyphs only (ID < 0x110000)
4473
    unsigned int    GlyphColored:1; // Input    // [Internal] For custom font glyphs only: glyph is colored, removed tinting.
4474
    float           GlyphAdvanceX;  // Input    // [Internal] For custom font glyphs only: glyph xadvance
4475
    ImVec2          GlyphOffset;    // Input    // [Internal] For custom font glyphs only: glyph display offset
4476
    ImFont*         Font;           // Input    // [Internal] For custom font glyphs only: target font
4477
    ImFontAtlasCustomRect()         { X = Y = 0xFFFF; Width = Height = 0; GlyphID = 0; GlyphColored = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; }
4478
    bool IsPacked() const           { return X != 0xFFFF; }
4479
};*/
4480
4481
//-- OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect()
4482
//typedef ImDrawFlags ImDrawCornerFlags;
4483
//enum ImDrawCornerFlags_
4484
//{
4485
//    ImDrawCornerFlags_None      = ImDrawFlags_RoundCornersNone,         // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit
4486
//    ImDrawCornerFlags_TopLeft   = ImDrawFlags_RoundCornersTopLeft,      // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally).
4487
//    ImDrawCornerFlags_TopRight  = ImDrawFlags_RoundCornersTopRight,     // Was == 0x02 (1 << 1) prior to 1.82.
4488
//    ImDrawCornerFlags_BotLeft   = ImDrawFlags_RoundCornersBottomLeft,   // Was == 0x04 (1 << 2) prior to 1.82.
4489
//    ImDrawCornerFlags_BotRight  = ImDrawFlags_RoundCornersBottomRight,  // Was == 0x08 (1 << 3) prior to 1.82.
4490
//    ImDrawCornerFlags_All       = ImDrawFlags_RoundCornersAll,          // Was == 0x0F prior to 1.82
4491
//    ImDrawCornerFlags_Top       = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight,
4492
//    ImDrawCornerFlags_Bot       = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight,
4493
//    ImDrawCornerFlags_Left      = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft,
4494
//    ImDrawCornerFlags_Right     = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight,
4495
//};
4496
4497
// RENAMED and MERGED both ImGuiKey_ModXXX and ImGuiModFlags_XXX into ImGuiMod_XXX (from September 2022)
4498
// RENAMED ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022). Exceptionally commented out ahead of obsolescence schedule to reduce confusion and because they were not meant to be used in the first place.
4499
//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.
4500
//enum ImGuiModFlags_ { ImGuiModFlags_None = 0, ImGuiModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiModFlags_Shift = ImGuiMod_Shift, ImGuiModFlags_Alt = ImGuiMod_Alt, ImGuiModFlags_Super = ImGuiMod_Super };
4501
//typedef ImGuiKeyChord ImGuiKeyModFlags; // == int
4502
//enum ImGuiKeyModFlags_ { ImGuiKeyModFlags_None = 0, ImGuiKeyModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiKeyModFlags_Shift = ImGuiMod_Shift, ImGuiKeyModFlags_Alt = ImGuiMod_Alt, ImGuiKeyModFlags_Super = ImGuiMod_Super };
4503
4504
//#define IM_OFFSETOF(_TYPE,_MEMBER)  offsetof(_TYPE, _MEMBER)  // OBSOLETED IN 1.90 (now using C++11 standard version)
4505
4506
#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
4507
4508
#define IM_ARRAYSIZE                IM_COUNTOF                  // RENAMED IN 1.92.6: IM_ARRAYSIZE -> IM_COUNTOF
4509
4510
// RENAMED IMGUI_DISABLE_METRICS_WINDOW > IMGUI_DISABLE_DEBUG_TOOLS in 1.88 (from June 2022)
4511
#ifdef IMGUI_DISABLE_METRICS_WINDOW
4512
#error IMGUI_DISABLE_METRICS_WINDOW was renamed to IMGUI_DISABLE_DEBUG_TOOLS, please use new name.
4513
#endif
4514
4515
//-----------------------------------------------------------------------------
4516
4517
#if defined(__clang__)
4518
#pragma clang diagnostic pop
4519
#elif defined(__GNUC__)
4520
#pragma GCC diagnostic pop
4521
#endif
4522
4523
#ifdef _MSC_VER
4524
#pragma warning (pop)
4525
#endif
4526
4527
// Include imgui_user.h at the end of imgui.h
4528
// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included.
4529
#ifdef IMGUI_INCLUDE_IMGUI_USER_H
4530
#ifdef IMGUI_USER_H_FILENAME
4531
#include IMGUI_USER_H_FILENAME
4532
#else
4533
#include "imgui_user.h"
4534
#endif
4535
#endif
4536
4537
#endif // #ifndef IMGUI_DISABLE