1b8e80941Smrg// dear imgui, v1.68 WIP
2b8e80941Smrg// (headers)
3b8e80941Smrg
4b8e80941Smrg// See imgui.cpp file for documentation.
5b8e80941Smrg// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
6b8e80941Smrg// Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase.
7b8e80941Smrg// Get latest version at https://github.com/ocornut/imgui
8b8e80941Smrg
9b8e80941Smrg/*
10b8e80941Smrg
11b8e80941SmrgIndex of this file:
12b8e80941Smrg// Header mess
13b8e80941Smrg// Forward declarations and basic types
14b8e80941Smrg// ImGui API (Dear ImGui end-user API)
15b8e80941Smrg// Flags & Enumerations
16b8e80941Smrg// ImVector<>
17b8e80941Smrg// ImGuiStyle
18b8e80941Smrg// ImGuiIO
19b8e80941Smrg// Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
20b8e80941Smrg// Obsolete functions
21b8e80941Smrg// Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)
22b8e80941Smrg// Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListFlags, ImDrawList, ImDrawData)
23b8e80941Smrg// Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
24b8e80941Smrg
25b8e80941Smrg*/
26b8e80941Smrg
27b8e80941Smrg#pragma once
28b8e80941Smrg
29b8e80941Smrg// Configuration file (edit imconfig.h or define IMGUI_USER_CONFIG to your own filename)
30b8e80941Smrg#ifdef IMGUI_USER_CONFIG
31b8e80941Smrg#include IMGUI_USER_CONFIG
32b8e80941Smrg#endif
33b8e80941Smrg#if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H)
34b8e80941Smrg#include "imconfig.h"
35b8e80941Smrg#endif
36b8e80941Smrg
37b8e80941Smrg//-----------------------------------------------------------------------------
38b8e80941Smrg// Header mess
39b8e80941Smrg//-----------------------------------------------------------------------------
40b8e80941Smrg
41b8e80941Smrg#include <float.h>                  // FLT_MAX
42b8e80941Smrg#include <stdarg.h>                 // va_list
43b8e80941Smrg#include <stddef.h>                 // ptrdiff_t, NULL
44b8e80941Smrg#include <string.h>                 // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
45b8e80941Smrg
46b8e80941Smrg// Version
47b8e80941Smrg// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY00 then bounced up to XYY01 when release tagging happens)
48b8e80941Smrg#define IMGUI_VERSION               "1.68 WIP"
49b8e80941Smrg#define IMGUI_VERSION_NUM           16800
50b8e80941Smrg#define IMGUI_CHECKVERSION()        ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert))
51b8e80941Smrg
52b8e80941Smrg// Define attributes of all API symbols declarations (e.g. for DLL under Windows)
53b8e80941Smrg// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default bindings files (imgui_impl_xxx.h)
54b8e80941Smrg#ifndef IMGUI_API
55b8e80941Smrg#define IMGUI_API
56b8e80941Smrg#endif
57b8e80941Smrg#ifndef IMGUI_IMPL_API
58b8e80941Smrg#define IMGUI_IMPL_API              IMGUI_API
59b8e80941Smrg#endif
60b8e80941Smrg
61b8e80941Smrg// Helper Macros
62b8e80941Smrg#ifndef IM_ASSERT
63b8e80941Smrg#include <assert.h>
64b8e80941Smrg#define IM_ASSERT(_EXPR)            assert(_EXPR)                               // You can override the default assert handler by editing imconfig.h
65b8e80941Smrg#endif
66b8e80941Smrg#if defined(__clang__) || defined(__GNUC__)
67b8e80941Smrg#define IM_FMTARGS(FMT)             __attribute__((format(printf, FMT, FMT+1))) // Apply printf-style warnings to user functions.
68b8e80941Smrg#define IM_FMTLIST(FMT)             __attribute__((format(printf, FMT, 0)))
69b8e80941Smrg#else
70b8e80941Smrg#define IM_FMTARGS(FMT)
71b8e80941Smrg#define IM_FMTLIST(FMT)
72b8e80941Smrg#endif
73b8e80941Smrg#define IM_ARRAYSIZE(_ARR)          ((int)(sizeof(_ARR)/sizeof(*_ARR)))         // Size of a static C-style array. Don't use on pointers!
74b8e80941Smrg#define IM_OFFSETOF(_TYPE,_MEMBER)  ((size_t)&(((_TYPE*)0)->_MEMBER))           // Offset of _MEMBER within _TYPE. Standardized as offsetof() in modern C++.
75b8e80941Smrg#define IM_UNUSED(_VAR)             ((void)_VAR)                                // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
76b8e80941Smrg
77b8e80941Smrg// Warnings
78b8e80941Smrg#if defined(__clang__)
79b8e80941Smrg#pragma clang diagnostic push
80b8e80941Smrg#pragma clang diagnostic ignored "-Wold-style-cast"
81b8e80941Smrg#if __has_warning("-Wzero-as-null-pointer-constant")
82b8e80941Smrg#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
83b8e80941Smrg#endif
84b8e80941Smrg#elif defined(__GNUC__) && __GNUC__ >= 8
85b8e80941Smrg#pragma GCC diagnostic push
86b8e80941Smrg#pragma GCC diagnostic ignored "-Wclass-memaccess"
87b8e80941Smrg#endif
88b8e80941Smrg
89b8e80941Smrg//-----------------------------------------------------------------------------
90b8e80941Smrg// Forward declarations and basic types
91b8e80941Smrg//-----------------------------------------------------------------------------
92b8e80941Smrg
93b8e80941Smrgstruct ImDrawChannel;               // Temporary storage for ImDrawList ot output draw commands out of order, used by ImDrawList::ChannelsSplit()
94b8e80941Smrgstruct ImDrawCmd;                   // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)
95b8e80941Smrgstruct ImDrawData;                  // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.
96b8e80941Smrgstruct ImDrawList;                  // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder)
97b8e80941Smrgstruct ImDrawListSharedData;        // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
98b8e80941Smrgstruct ImDrawVert;                  // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
99b8e80941Smrgstruct ImFont;                      // Runtime data for a single font within a parent ImFontAtlas
100b8e80941Smrgstruct ImFontAtlas;                 // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
101b8e80941Smrgstruct ImFontConfig;                // Configuration data when adding a font or merging fonts
102b8e80941Smrgstruct ImFontGlyph;                 // A single font glyph (code point + coordinates within in ImFontAtlas + offset)
103b8e80941Smrgstruct ImFontGlyphRangesBuilder;    // Helper to build glyph ranges from text/string data
104b8e80941Smrgstruct ImColor;                     // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)
105b8e80941Smrgstruct ImGuiContext;                // Dear ImGui context (opaque structure, unless including imgui_internal.h)
106b8e80941Smrgstruct ImGuiIO;                     // Main configuration and I/O between your application and ImGui
107b8e80941Smrgstruct ImGuiInputTextCallbackData;  // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
108b8e80941Smrgstruct ImGuiListClipper;            // Helper to manually clip large list of items
109b8e80941Smrgstruct ImGuiOnceUponAFrame;         // Helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro
110b8e80941Smrgstruct ImGuiPayload;                // User data payload for drag and drop operations
111b8e80941Smrgstruct ImGuiSizeCallbackData;       // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
112b8e80941Smrgstruct ImGuiStorage;                // Helper for key->value storage
113b8e80941Smrgstruct ImGuiStyle;                  // Runtime data for styling/colors
114b8e80941Smrgstruct ImGuiTextBuffer;             // Helper to hold and append into a text buffer (~string builder)
115b8e80941Smrgstruct ImGuiTextFilter;             // Helper to parse and apply text filters (e.g. "aaaaa[,bbbb][,ccccc]")
116b8e80941Smrg
117b8e80941Smrg// Typedefs and Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file)
118b8e80941Smrg// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists.
119b8e80941Smrg#ifndef ImTextureID
120b8e80941Smrgtypedef void* ImTextureID;          // User data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp)
121b8e80941Smrg#endif
122b8e80941Smrgtypedef unsigned int ImGuiID;       // Unique ID used by widgets (typically hashed from a stack of string)
123b8e80941Smrgtypedef unsigned short ImWchar;     // A single U16 character for keyboard input/display. We encode them as multi bytes UTF-8 when used in strings.
124b8e80941Smrgtypedef int ImGuiCol;               // -> enum ImGuiCol_             // Enum: A color identifier for styling
125b8e80941Smrgtypedef int ImGuiCond;              // -> enum ImGuiCond_            // Enum: A condition for Set*()
126b8e80941Smrgtypedef int ImGuiDataType;          // -> enum ImGuiDataType_        // Enum: A primary data type
127b8e80941Smrgtypedef int ImGuiDir;               // -> enum ImGuiDir_             // Enum: A cardinal direction
128b8e80941Smrgtypedef int ImGuiKey;               // -> enum ImGuiKey_             // Enum: A key identifier (ImGui-side enum)
129b8e80941Smrgtypedef int ImGuiNavInput;          // -> enum ImGuiNavInput_        // Enum: An input identifier for navigation
130b8e80941Smrgtypedef int ImGuiMouseCursor;       // -> enum ImGuiMouseCursor_     // Enum: A mouse cursor identifier
131b8e80941Smrgtypedef int ImGuiStyleVar;          // -> enum ImGuiStyleVar_        // Enum: A variable identifier for styling
132b8e80941Smrgtypedef int ImDrawCornerFlags;      // -> enum ImDrawCornerFlags_    // Flags: for ImDrawList::AddRect*() etc.
133b8e80941Smrgtypedef int ImDrawListFlags;        // -> enum ImDrawListFlags_      // Flags: for ImDrawList
134b8e80941Smrgtypedef int ImFontAtlasFlags;       // -> enum ImFontAtlasFlags_     // Flags: for ImFontAtlas
135b8e80941Smrgtypedef int ImGuiBackendFlags;      // -> enum ImGuiBackendFlags_    // Flags: for io.BackendFlags
136b8e80941Smrgtypedef int ImGuiColorEditFlags;    // -> enum ImGuiColorEditFlags_  // Flags: for ColorEdit*(), ColorPicker*()
137b8e80941Smrgtypedef int ImGuiColumnsFlags;      // -> enum ImGuiColumnsFlags_    // Flags: for Columns(), BeginColumns()
138b8e80941Smrgtypedef int ImGuiConfigFlags;       // -> enum ImGuiConfigFlags_     // Flags: for io.ConfigFlags
139b8e80941Smrgtypedef int ImGuiComboFlags;        // -> enum ImGuiComboFlags_      // Flags: for BeginCombo()
140b8e80941Smrgtypedef int ImGuiDragDropFlags;     // -> enum ImGuiDragDropFlags_   // Flags: for *DragDrop*()
141b8e80941Smrgtypedef int ImGuiFocusedFlags;      // -> enum ImGuiFocusedFlags_    // Flags: for IsWindowFocused()
142b8e80941Smrgtypedef int ImGuiHoveredFlags;      // -> enum ImGuiHoveredFlags_    // Flags: for IsItemHovered(), IsWindowHovered() etc.
143b8e80941Smrgtypedef int ImGuiInputTextFlags;    // -> enum ImGuiInputTextFlags_  // Flags: for InputText*()
144b8e80941Smrgtypedef int ImGuiSelectableFlags;   // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
145b8e80941Smrgtypedef int ImGuiTabBarFlags;       // -> enum ImGuiTabBarFlags_     // Flags: for BeginTabBar()
146b8e80941Smrgtypedef int ImGuiTabItemFlags;      // -> enum ImGuiTabItemFlags_    // Flags: for BeginTabItem()
147b8e80941Smrgtypedef int ImGuiTreeNodeFlags;     // -> enum ImGuiTreeNodeFlags_   // Flags: for TreeNode*(),CollapsingHeader()
148b8e80941Smrgtypedef int ImGuiWindowFlags;       // -> enum ImGuiWindowFlags_     // Flags: for Begin*()
149b8e80941Smrgtypedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData *data);
150b8e80941Smrgtypedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data);
151b8e80941Smrg
152b8e80941Smrg// Scalar data types
153b8e80941Smrgtypedef signed int          ImS32;  // 32-bit signed integer == int
154b8e80941Smrgtypedef unsigned int        ImU32;  // 32-bit unsigned integer (often used to store packed colors)
155b8e80941Smrg#if defined(_MSC_VER) && !defined(__clang__)
156b8e80941Smrgtypedef signed   __int64    ImS64;  // 64-bit signed integer (pre and post C++11 with Visual Studio)
157b8e80941Smrgtypedef unsigned __int64    ImU64;  // 64-bit unsigned integer (pre and post C++11 with Visual Studio)
158b8e80941Smrg#elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100)
159b8e80941Smrg#include <stdint.h>
160b8e80941Smrgtypedef int64_t             ImS64;  // 64-bit signed integer (pre C++11)
161b8e80941Smrgtypedef uint64_t            ImU64;  // 64-bit unsigned integer (pre C++11)
162b8e80941Smrg#else
163b8e80941Smrgtypedef signed   long long  ImS64;  // 64-bit signed integer (post C++11)
164b8e80941Smrgtypedef unsigned long long  ImU64;  // 64-bit unsigned integer (post C++11)
165b8e80941Smrg#endif
166b8e80941Smrg
167b8e80941Smrg// 2D vector (often used to store positions, sizes, etc.)
168b8e80941Smrgstruct ImVec2
169b8e80941Smrg{
170b8e80941Smrg    float     x, y;
171b8e80941Smrg    ImVec2()  { x = y = 0.0f; }
172b8e80941Smrg    ImVec2(float _x, float _y) { x = _x; y = _y; }
173b8e80941Smrg    float  operator[] (size_t idx) const { IM_ASSERT(idx <= 1); return (&x)[idx]; }    // We very rarely use this [] operator, the assert overhead is fine.
174b8e80941Smrg    float& operator[] (size_t idx)       { IM_ASSERT(idx <= 1); return (&x)[idx]; }    // We very rarely use this [] operator, the assert overhead is fine.
175b8e80941Smrg#ifdef IM_VEC2_CLASS_EXTRA
176b8e80941Smrg    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.
177b8e80941Smrg#endif
178b8e80941Smrg};
179b8e80941Smrg
180b8e80941Smrg// 4D vector (often used to store floating-point colors)
181b8e80941Smrgstruct ImVec4
182b8e80941Smrg{
183b8e80941Smrg    float     x, y, z, w;
184b8e80941Smrg    ImVec4()  { x = y = z = w = 0.0f; }
185b8e80941Smrg    ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; }
186b8e80941Smrg#ifdef IM_VEC4_CLASS_EXTRA
187b8e80941Smrg    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.
188b8e80941Smrg#endif
189b8e80941Smrg};
190b8e80941Smrg
191b8e80941Smrg//-----------------------------------------------------------------------------
192b8e80941Smrg// ImGui: Dear ImGui end-user API
193b8e80941Smrg// (Inside a namespace so you can add extra functions in your own separate file. Please don't modify imgui.cpp/.h!)
194b8e80941Smrg//-----------------------------------------------------------------------------
195b8e80941Smrg
196b8e80941Smrgnamespace ImGui
197b8e80941Smrg{
198b8e80941Smrg    // Context creation and access
199b8e80941Smrg    // Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between imgui contexts.
200b8e80941Smrg    // All those functions are not reliant on the current context.
201b8e80941Smrg    IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
202b8e80941Smrg    IMGUI_API void          DestroyContext(ImGuiContext* ctx = NULL);   // NULL = destroy current context
203b8e80941Smrg    IMGUI_API ImGuiContext* GetCurrentContext();
204b8e80941Smrg    IMGUI_API void          SetCurrentContext(ImGuiContext* ctx);
205b8e80941Smrg    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);
206b8e80941Smrg
207b8e80941Smrg    // Main
208b8e80941Smrg    IMGUI_API ImGuiIO&      GetIO();                                    // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
209b8e80941Smrg    IMGUI_API ImGuiStyle&   GetStyle();                                 // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame.
210b8e80941Smrg    IMGUI_API void          NewFrame();                                 // start a new ImGui frame, you can submit any command from this point until Render()/EndFrame().
211b8e80941Smrg    IMGUI_API void          EndFrame();                                 // ends the ImGui frame. automatically called by Render(), you likely don't need to call that yourself directly. If you don't need to render data (skipping rendering) you may call EndFrame() but you'll have wasted CPU already! If you don't need to render, better to not create any imgui windows and not call NewFrame() at all!
212b8e80941Smrg    IMGUI_API void          Render();                                   // ends the ImGui frame, finalize the draw data. (Obsolete: optionally call io.RenderDrawListsFn if set. Nowadays, prefer calling your render function yourself.)
213b8e80941Smrg    IMGUI_API ImDrawData*   GetDrawData();                              // valid after Render() and until the next call to NewFrame(). this is what you have to render. (Obsolete: this used to be passed to your io.RenderDrawListsFn() function.)
214b8e80941Smrg
215b8e80941Smrg    // Demo, Debug, Information
216b8e80941Smrg    IMGUI_API void          ShowDemoWindow(bool* p_open = NULL);        // create demo/test window (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
217b8e80941Smrg    IMGUI_API void          ShowAboutWindow(bool* p_open = NULL);       // create about window. display Dear ImGui version, credits and build/system information.
218b8e80941Smrg    IMGUI_API void          ShowMetricsWindow(bool* p_open = NULL);     // create metrics window. display Dear ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc.
219b8e80941Smrg    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)
220b8e80941Smrg    IMGUI_API bool          ShowStyleSelector(const char* label);       // add style selector block (not a window), essentially a combo listing the default styles.
221b8e80941Smrg    IMGUI_API void          ShowFontSelector(const char* label);        // add font selector block (not a window), essentially a combo listing the loaded fonts.
222b8e80941Smrg    IMGUI_API void          ShowUserGuide();                            // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls).
223b8e80941Smrg    IMGUI_API const char*   GetVersion();                               // get the compiled version string e.g. "1.23"
224b8e80941Smrg
225b8e80941Smrg    // Styles
226b8e80941Smrg    IMGUI_API void          StyleColorsDark(ImGuiStyle* dst = NULL);    // new, recommended style (default)
227b8e80941Smrg    IMGUI_API void          StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style
228b8e80941Smrg    IMGUI_API void          StyleColorsLight(ImGuiStyle* dst = NULL);   // best used with borders and a custom, thicker font
229b8e80941Smrg
230b8e80941Smrg    // Windows
231b8e80941Smrg    // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.
232b8e80941Smrg    // - You may append multiple times to the same window during the same frame.
233b8e80941Smrg    // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,
234b8e80941Smrg    //   which clicking will set the boolean to false when clicked.
235b8e80941Smrg    // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
236b8e80941Smrg    //   anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
237b8e80941Smrg    //   [this is due to legacy reason and is inconsistent with most other functions such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc.
238b8e80941Smrg    //    where the EndXXX call should only be called if the corresponding BeginXXX function returned true.]
239b8e80941Smrg    // - Note that the bottom of window stack always contains a window called "Debug".
240b8e80941Smrg    IMGUI_API bool          Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
241b8e80941Smrg    IMGUI_API void          End();
242b8e80941Smrg
243b8e80941Smrg    // Child Windows
244b8e80941Smrg    // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
245b8e80941Smrg    // - For each independent axis of 'size': ==0.0f: use remaining host window size / >0.0f: fixed size / <0.0f: use remaining window size minus abs(size) / Each axis can use a different mode, e.g. ImVec2(0,400).
246b8e80941Smrg    // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window.
247b8e80941Smrg    //   Always call a matching EndChild() for each BeginChild() call, regardless of its return value [this is due to legacy reason and is inconsistent with most other functions such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function returned true.]
248b8e80941Smrg    IMGUI_API bool          BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0);
249b8e80941Smrg    IMGUI_API bool          BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0);
250b8e80941Smrg    IMGUI_API void          EndChild();
251b8e80941Smrg
252b8e80941Smrg    // Windows Utilities
253b8e80941Smrg    // - "current window" = the window we are appending into while inside a Begin()/End() block. "next window" = next window we will Begin() into.
254b8e80941Smrg    IMGUI_API bool          IsWindowAppearing();
255b8e80941Smrg    IMGUI_API bool          IsWindowCollapsed();
256b8e80941Smrg    IMGUI_API bool          IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
257b8e80941Smrg    IMGUI_API bool          IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ!
258b8e80941Smrg    IMGUI_API ImDrawList*   GetWindowDrawList();                        // get draw list associated to the current window, to append your own drawing primitives
259b8e80941Smrg
260b8e80941Smrg    IMGUI_API ImVec2        GetWindowPos();                             // get current window position in screen space (useful if you want to do your own drawing via the DrawList API)
261b8e80941Smrg    IMGUI_API ImVec2        GetWindowSize();                            // get current window size
262b8e80941Smrg    IMGUI_API float         GetWindowWidth();                           // get current window width (shortcut for GetWindowSize().x)
263b8e80941Smrg    IMGUI_API float         GetWindowHeight();                          // get current window height (shortcut for GetWindowSize().y)
264b8e80941Smrg    IMGUI_API ImVec2        GetContentRegionMax();                      // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
265b8e80941Smrg    IMGUI_API ImVec2        GetContentRegionAvail();                    // == GetContentRegionMax() - GetCursorPos()
266b8e80941Smrg    IMGUI_API float         GetContentRegionAvailWidth();               //
267b8e80941Smrg    IMGUI_API ImVec2        GetWindowContentRegionMin();                // content boundaries min (roughly (0,0)-Scroll), in window coordinates
268b8e80941Smrg    IMGUI_API ImVec2        GetWindowContentRegionMax();                // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
269b8e80941Smrg    IMGUI_API float         GetWindowContentRegionWidth();              //
270b8e80941Smrg
271b8e80941Smrg    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.
272b8e80941Smrg    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()
273b8e80941Smrg    IMGUI_API void          SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Use callback to apply non-trivial programmatic constraints.
274b8e80941Smrg    IMGUI_API void          SetNextWindowContentSize(const ImVec2& size);                               // set next window content size (~ enforce the range of scrollbars). not including window decorations (title bar, menu bar, etc.). set an axis to 0.0f to leave it automatic. call before Begin()
275b8e80941Smrg    IMGUI_API void          SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0);                 // set next window collapsed state. call before Begin()
276b8e80941Smrg    IMGUI_API void          SetNextWindowFocus();                                                       // set next window to be focused / front-most. call before Begin()
277b8e80941Smrg    IMGUI_API void          SetNextWindowBgAlpha(float alpha);                                          // set next window background color alpha. helper to easily modify ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground.
278b8e80941Smrg    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.
279b8e80941Smrg    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.
280b8e80941Smrg    IMGUI_API void          SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0);                     // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
281b8e80941Smrg    IMGUI_API void          SetWindowFocus();                                                           // (not recommended) set current window to be focused / front-most. prefer using SetNextWindowFocus().
282b8e80941Smrg    IMGUI_API void          SetWindowFontScale(float scale);                                            // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows
283b8e80941Smrg    IMGUI_API void          SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0);      // set named window position.
284b8e80941Smrg    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.
285b8e80941Smrg    IMGUI_API void          SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0);   // set named window collapsed state
286b8e80941Smrg    IMGUI_API void          SetWindowFocus(const char* name);                                           // set named window to be focused / front-most. use NULL to remove focus.
287b8e80941Smrg
288b8e80941Smrg    // Windows Scrolling
289b8e80941Smrg    IMGUI_API float         GetScrollX();                                                   // get scrolling amount [0..GetScrollMaxX()]
290b8e80941Smrg    IMGUI_API float         GetScrollY();                                                   // get scrolling amount [0..GetScrollMaxY()]
291b8e80941Smrg    IMGUI_API float         GetScrollMaxX();                                                // get maximum scrolling amount ~~ ContentSize.X - WindowSize.X
292b8e80941Smrg    IMGUI_API float         GetScrollMaxY();                                                // get maximum scrolling amount ~~ ContentSize.Y - WindowSize.Y
293b8e80941Smrg    IMGUI_API void          SetScrollX(float scroll_x);                                     // set scrolling amount [0..GetScrollMaxX()]
294b8e80941Smrg    IMGUI_API void          SetScrollY(float scroll_y);                                     // set scrolling amount [0..GetScrollMaxY()]
295b8e80941Smrg    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.
296b8e80941Smrg    IMGUI_API void          SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f);  // adjust scrolling amount to make given position valid. use GetCursorPos() or GetCursorStartPos()+offset to get valid positions.
297b8e80941Smrg
298b8e80941Smrg    // Parameters stacks (shared)
299b8e80941Smrg    IMGUI_API void          PushFont(ImFont* font);                                         // use NULL as a shortcut to push default font
300b8e80941Smrg    IMGUI_API void          PopFont();
301b8e80941Smrg    IMGUI_API void          PushStyleColor(ImGuiCol idx, ImU32 col);
302b8e80941Smrg    IMGUI_API void          PushStyleColor(ImGuiCol idx, const ImVec4& col);
303b8e80941Smrg    IMGUI_API void          PopStyleColor(int count = 1);
304b8e80941Smrg    IMGUI_API void          PushStyleVar(ImGuiStyleVar idx, float val);
305b8e80941Smrg    IMGUI_API void          PushStyleVar(ImGuiStyleVar idx, const ImVec2& val);
306b8e80941Smrg    IMGUI_API void          PopStyleVar(int count = 1);
307b8e80941Smrg    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.
308b8e80941Smrg    IMGUI_API ImFont*       GetFont();                                                      // get current font
309b8e80941Smrg    IMGUI_API float         GetFontSize();                                                  // get current font size (= height in pixels) of current font with current scale applied
310b8e80941Smrg    IMGUI_API ImVec2        GetFontTexUvWhitePixel();                                       // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
311b8e80941Smrg    IMGUI_API ImU32         GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f);              // retrieve given style color with style alpha applied and optional extra alpha multiplier
312b8e80941Smrg    IMGUI_API ImU32         GetColorU32(const ImVec4& col);                                 // retrieve given color with style alpha applied
313b8e80941Smrg    IMGUI_API ImU32         GetColorU32(ImU32 col);                                         // retrieve given color with style alpha applied
314b8e80941Smrg
315b8e80941Smrg    // Parameters stacks (current window)
316b8e80941Smrg    IMGUI_API void          PushItemWidth(float item_width);                                // width of items for the common item+label case, pixels. 0.0f = default to ~2/3 of windows width, >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side)
317b8e80941Smrg    IMGUI_API void          PopItemWidth();
318b8e80941Smrg    IMGUI_API float         CalcItemWidth();                                                // width of item given pushed settings and current cursor position
319b8e80941Smrg    IMGUI_API void          PushTextWrapPos(float wrap_local_pos_x = 0.0f);                 // word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
320b8e80941Smrg    IMGUI_API void          PopTextWrapPos();
321b8e80941Smrg    IMGUI_API void          PushAllowKeyboardFocus(bool allow_keyboard_focus);              // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
322b8e80941Smrg    IMGUI_API void          PopAllowKeyboardFocus();
323b8e80941Smrg    IMGUI_API void          PushButtonRepeat(bool repeat);                                  // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame.
324b8e80941Smrg    IMGUI_API void          PopButtonRepeat();
325b8e80941Smrg
326b8e80941Smrg    // Cursor / Layout
327b8e80941Smrg    // - By "cursor" we mean the current output position.
328b8e80941Smrg    // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
329b8e80941Smrg    IMGUI_API void          Separator();                                                    // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
330b8e80941Smrg    IMGUI_API void          SameLine(float local_pos_x = 0.0f, float spacing_w = -1.0f);    // call between widgets or groups to layout them horizontally. X position given in window coordinates.
331b8e80941Smrg    IMGUI_API void          NewLine();                                                      // undo a SameLine() or force a new line when in an horizontal-layout context.
332b8e80941Smrg    IMGUI_API void          Spacing();                                                      // add vertical spacing.
333b8e80941Smrg    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.
334b8e80941Smrg    IMGUI_API void          Indent(float indent_w = 0.0f);                                  // move content position toward the right, by style.IndentSpacing or indent_w if != 0
335b8e80941Smrg    IMGUI_API void          Unindent(float indent_w = 0.0f);                                // move content position back to the left, by style.IndentSpacing or indent_w if != 0
336b8e80941Smrg    IMGUI_API void          BeginGroup();                                                   // lock horizontal starting position
337b8e80941Smrg    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.)
338b8e80941Smrg    IMGUI_API ImVec2        GetCursorPos();                                                 // cursor position in window coordinates (relative to window position)
339b8e80941Smrg    IMGUI_API float         GetCursorPosX();                                                //   (some functions are using window-relative coordinates, such as: GetCursorPos, GetCursorStartPos, GetContentRegionMax, GetWindowContentRegion* etc.
340b8e80941Smrg    IMGUI_API float         GetCursorPosY();                                                //    other functions such as GetCursorScreenPos or everything in ImDrawList::
341b8e80941Smrg    IMGUI_API void          SetCursorPos(const ImVec2& local_pos);                          //    are using the main, absolute coordinate system.
342b8e80941Smrg    IMGUI_API void          SetCursorPosX(float local_x);                                   //    GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.)
343b8e80941Smrg    IMGUI_API void          SetCursorPosY(float local_y);                                   //
344b8e80941Smrg    IMGUI_API ImVec2        GetCursorStartPos();                                            // initial cursor position in window coordinates
345b8e80941Smrg    IMGUI_API ImVec2        GetCursorScreenPos();                                           // cursor position in absolute screen coordinates [0..io.DisplaySize] (useful to work with ImDrawList API)
346b8e80941Smrg    IMGUI_API void          SetCursorScreenPos(const ImVec2& pos);                          // cursor position in absolute screen coordinates [0..io.DisplaySize]
347b8e80941Smrg    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)
348b8e80941Smrg    IMGUI_API float         GetTextLineHeight();                                            // ~ FontSize
349b8e80941Smrg    IMGUI_API float         GetTextLineHeightWithSpacing();                                 // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
350b8e80941Smrg    IMGUI_API float         GetFrameHeight();                                               // ~ FontSize + style.FramePadding.y * 2
351b8e80941Smrg    IMGUI_API float         GetFrameHeightWithSpacing();                                    // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)
352b8e80941Smrg
353b8e80941Smrg    // ID stack/scopes
354b8e80941Smrg    // - Read the FAQ for more details about how ID are handled in dear imgui. If you are creating widgets in a loop you most
355b8e80941Smrg    //   likely want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
356b8e80941Smrg    // - The resulting ID are hashes of the entire stack.
357b8e80941Smrg    // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others.
358b8e80941Smrg    // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed and used as an ID,
359b8e80941Smrg    //   whereas "str_id" denote a string that is only used as an ID and not normally displayed.
360b8e80941Smrg    IMGUI_API void          PushID(const char* str_id);                                     // push string into the ID stack (will hash string).
361b8e80941Smrg    IMGUI_API void          PushID(const char* str_id_begin, const char* str_id_end);       // push string into the ID stack (will hash string).
362b8e80941Smrg    IMGUI_API void          PushID(const void* ptr_id);                                     // push pointer into the ID stack (will hash pointer).
363b8e80941Smrg    IMGUI_API void          PushID(int int_id);                                             // push integer into the ID stack (will hash integer).
364b8e80941Smrg    IMGUI_API void          PopID();                                                        // pop from the ID stack.
365b8e80941Smrg    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
366b8e80941Smrg    IMGUI_API ImGuiID       GetID(const char* str_id_begin, const char* str_id_end);
367b8e80941Smrg    IMGUI_API ImGuiID       GetID(const void* ptr_id);
368b8e80941Smrg
369b8e80941Smrg    // Widgets: Text
370b8e80941Smrg    IMGUI_API void          TextUnformatted(const char* text, const char* text_end = NULL);                // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text.
371b8e80941Smrg    IMGUI_API void          Text(const char* fmt, ...)                                      IM_FMTARGS(1); // simple formatted text
372b8e80941Smrg    IMGUI_API void          TextV(const char* fmt, va_list args)                            IM_FMTLIST(1);
373b8e80941Smrg    IMGUI_API void          TextColored(const ImVec4& col, const char* fmt, ...)            IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
374b8e80941Smrg    IMGUI_API void          TextColoredV(const ImVec4& col, const char* fmt, va_list args)  IM_FMTLIST(2);
375b8e80941Smrg    IMGUI_API void          TextDisabled(const char* fmt, ...)                              IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
376b8e80941Smrg    IMGUI_API void          TextDisabledV(const char* fmt, va_list args)                    IM_FMTLIST(1);
377b8e80941Smrg    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().
378b8e80941Smrg    IMGUI_API void          TextWrappedV(const char* fmt, va_list args)                     IM_FMTLIST(1);
379b8e80941Smrg    IMGUI_API void          LabelText(const char* label, const char* fmt, ...)              IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets
380b8e80941Smrg    IMGUI_API void          LabelTextV(const char* label, const char* fmt, va_list args)    IM_FMTLIST(2);
381b8e80941Smrg    IMGUI_API void          BulletText(const char* fmt, ...)                                IM_FMTARGS(1); // shortcut for Bullet()+Text()
382b8e80941Smrg    IMGUI_API void          BulletTextV(const char* fmt, va_list args)                      IM_FMTLIST(1);
383b8e80941Smrg
384b8e80941Smrg    // Widgets: Main
385b8e80941Smrg    // - Most widgets return true when the value has been changed or when pressed/selected
386b8e80941Smrg    IMGUI_API bool          Button(const char* label, const ImVec2& size = ImVec2(0,0));    // button
387b8e80941Smrg    IMGUI_API bool          SmallButton(const char* label);                                 // button with FramePadding=(0,0) to easily embed within text
388b8e80941Smrg    IMGUI_API bool          InvisibleButton(const char* str_id, const ImVec2& size);        // button behavior without the visuals, useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
389b8e80941Smrg    IMGUI_API bool          ArrowButton(const char* str_id, ImGuiDir dir);                  // square button with an arrow shape
390b8e80941Smrg    IMGUI_API void          Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0));
391b8e80941Smrg    IMGUI_API bool          ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0),  const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1));    // <0 frame_padding uses default frame padding settings. 0 for no padding
392b8e80941Smrg    IMGUI_API bool          Checkbox(const char* label, bool* v);
393b8e80941Smrg    IMGUI_API bool          CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
394b8e80941Smrg    IMGUI_API bool          RadioButton(const char* label, bool active);                    // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }
395b8e80941Smrg    IMGUI_API bool          RadioButton(const char* label, int* v, int v_button);           // shortcut to handle the above pattern when value is an integer
396b8e80941Smrg    IMGUI_API void          ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-1,0), const char* overlay = NULL);
397b8e80941Smrg    IMGUI_API void          Bullet();                                                       // draw a small circle and keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
398b8e80941Smrg
399b8e80941Smrg    // Widgets: Combo Box
400b8e80941Smrg    // - The new BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
401b8e80941Smrg    // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose.
402b8e80941Smrg    IMGUI_API bool          BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
403b8e80941Smrg    IMGUI_API void          EndCombo(); // only call EndCombo() if BeginCombo() returns true!
404b8e80941Smrg    IMGUI_API bool          Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);
405b8e80941Smrg    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"
406b8e80941Smrg    IMGUI_API bool          Combo(const char* label, int* current_item, bool(*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int popup_max_height_in_items = -1);
407b8e80941Smrg
408b8e80941Smrg    // Widgets: Drags
409b8e80941Smrg    // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped and can go off-bounds.
410b8e80941Smrg    // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that a 'float v[X]' function argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
411b8e80941Smrg    // - 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.
412b8e80941Smrg    // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision).
413b8e80941Smrg    IMGUI_API bool          DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f);     // If v_min >= v_max we have no bound
414b8e80941Smrg    IMGUI_API bool          DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f);
415b8e80941Smrg    IMGUI_API bool          DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f);
416b8e80941Smrg    IMGUI_API bool          DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f);
417b8e80941Smrg    IMGUI_API bool          DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, float power = 1.0f);
418b8e80941Smrg    IMGUI_API bool          DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d");                                       // If v_min >= v_max we have no bound
419b8e80941Smrg    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");
420b8e80941Smrg    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");
421b8e80941Smrg    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");
422b8e80941Smrg    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);
423b8e80941Smrg    IMGUI_API bool          DragScalar(const char* label, ImGuiDataType data_type, void* v, float v_speed, const void* v_min = NULL, const void* v_max = NULL, const char* format = NULL, float power = 1.0f);
424b8e80941Smrg    IMGUI_API bool          DragScalarN(const char* label, ImGuiDataType data_type, void* v, int components, float v_speed, const void* v_min = NULL, const void* v_max = NULL, const char* format = NULL, float power = 1.0f);
425b8e80941Smrg
426b8e80941Smrg    // Widgets: Sliders
427b8e80941Smrg    // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped and can go off-bounds.
428b8e80941Smrg    // - 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.
429b8e80941Smrg    IMGUI_API bool          SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);     // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display. Use power!=1.0 for power curve sliders
430b8e80941Smrg    IMGUI_API bool          SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
431b8e80941Smrg    IMGUI_API bool          SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
432b8e80941Smrg    IMGUI_API bool          SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
433b8e80941Smrg    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");
434b8e80941Smrg    IMGUI_API bool          SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d");
435b8e80941Smrg    IMGUI_API bool          SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d");
436b8e80941Smrg    IMGUI_API bool          SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d");
437b8e80941Smrg    IMGUI_API bool          SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d");
438b8e80941Smrg    IMGUI_API bool          SliderScalar(const char* label, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f);
439b8e80941Smrg    IMGUI_API bool          SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f);
440b8e80941Smrg    IMGUI_API bool          VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
441b8e80941Smrg    IMGUI_API bool          VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d");
442b8e80941Smrg    IMGUI_API bool          VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f);
443b8e80941Smrg
444b8e80941Smrg    // Widgets: Input with Keyboard
445b8e80941Smrg    // - If you want to use InputText() with a dynamic string type such as std::string or your own, see misc/cpp/imgui_stdlib.h
446b8e80941Smrg    // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.
447b8e80941Smrg    IMGUI_API bool          InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
448b8e80941Smrg    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);
449b8e80941Smrg    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);
450b8e80941Smrg    IMGUI_API bool          InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
451b8e80941Smrg    IMGUI_API bool          InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
452b8e80941Smrg    IMGUI_API bool          InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
453b8e80941Smrg    IMGUI_API bool          InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0);
454b8e80941Smrg    IMGUI_API bool          InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0);
455b8e80941Smrg    IMGUI_API bool          InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0);
456b8e80941Smrg    IMGUI_API bool          InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0);
457b8e80941Smrg    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);
458b8e80941Smrg    IMGUI_API bool          InputScalar(const char* label, ImGuiDataType data_type, void* v, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
459b8e80941Smrg    IMGUI_API bool          InputScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
460b8e80941Smrg
461b8e80941Smrg    // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little colored preview square that can be left-clicked to open a picker, and right-clicked to open an option menu.)
462b8e80941Smrg    // - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can the pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
463b8e80941Smrg    IMGUI_API bool          ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
464b8e80941Smrg    IMGUI_API bool          ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
465b8e80941Smrg    IMGUI_API bool          ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
466b8e80941Smrg    IMGUI_API bool          ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
467b8e80941Smrg    IMGUI_API bool          ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0,0));  // display a colored square/button, hover for details, return true when pressed.
468b8e80941Smrg    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.
469b8e80941Smrg
470b8e80941Smrg    // Widgets: Trees
471b8e80941Smrg    // - 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.
472b8e80941Smrg    IMGUI_API bool          TreeNode(const char* label);
473b8e80941Smrg    IMGUI_API bool          TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2);   // helper variation to completely decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
474b8e80941Smrg    IMGUI_API bool          TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2);   // "
475b8e80941Smrg    IMGUI_API bool          TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
476b8e80941Smrg    IMGUI_API bool          TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
477b8e80941Smrg    IMGUI_API bool          TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);
478b8e80941Smrg    IMGUI_API bool          TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
479b8e80941Smrg    IMGUI_API bool          TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
480b8e80941Smrg    IMGUI_API bool          TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
481b8e80941Smrg    IMGUI_API bool          TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
482b8e80941Smrg    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.
483b8e80941Smrg    IMGUI_API void          TreePush(const void* ptr_id = NULL);                                // "
484b8e80941Smrg    IMGUI_API void          TreePop();                                                          // ~ Unindent()+PopId()
485b8e80941Smrg    IMGUI_API void          TreeAdvanceToLabelPos();                                            // advance cursor x position by GetTreeNodeToLabelSpacing()
486b8e80941Smrg    IMGUI_API float         GetTreeNodeToLabelSpacing();                                        // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
487b8e80941Smrg    IMGUI_API void          SetNextTreeNodeOpen(bool is_open, ImGuiCond cond = 0);              // set next TreeNode/CollapsingHeader open state.
488b8e80941Smrg    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().
489b8e80941Smrg    IMGUI_API bool          CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags = 0); // when 'p_open' isn't NULL, display an additional small close button on upper right of the header
490b8e80941Smrg
491b8e80941Smrg    // Widgets: Selectables
492b8e80941Smrg    // - A selectable highlights when hovered, and can display another color when selected.
493b8e80941Smrg    // - Neighbors selectable extend their highlight bounds in order to leave no gap between them.
494b8e80941Smrg    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
495b8e80941Smrg    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.
496b8e80941Smrg
497b8e80941Smrg    // Widgets: List Boxes
498b8e80941Smrg    // - FIXME: To be consistent with all the newer API, ListBoxHeader/ListBoxFooter should in reality be called BeginListBox/EndListBox. Will rename them.
499b8e80941Smrg    IMGUI_API bool          ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);
500b8e80941Smrg    IMGUI_API bool          ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1);
501b8e80941Smrg    IMGUI_API bool          ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0,0)); // use if you want to reimplement ListBox() will custom data or interactions. if the function return true, you can output elements then call ListBoxFooter() afterwards.
502b8e80941Smrg    IMGUI_API bool          ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // "
503b8e80941Smrg    IMGUI_API void          ListBoxFooter();                                                    // terminate the scrolling region. only call ListBoxFooter() if ListBoxHeader() returned true!
504b8e80941Smrg
505b8e80941Smrg    // Widgets: Data Plotting
506b8e80941Smrg    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));
507b8e80941Smrg    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));
508b8e80941Smrg    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));
509b8e80941Smrg    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));
510b8e80941Smrg
511b8e80941Smrg    // Widgets: Value() Helpers.
512b8e80941Smrg    // - 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)
513b8e80941Smrg    IMGUI_API void          Value(const char* prefix, bool b);
514b8e80941Smrg    IMGUI_API void          Value(const char* prefix, int v);
515b8e80941Smrg    IMGUI_API void          Value(const char* prefix, unsigned int v);
516b8e80941Smrg    IMGUI_API void          Value(const char* prefix, float v, const char* float_format = NULL);
517b8e80941Smrg
518b8e80941Smrg    // Widgets: Menus
519b8e80941Smrg    IMGUI_API bool          BeginMainMenuBar();                                                 // create and append to a full screen menu-bar.
520b8e80941Smrg    IMGUI_API void          EndMainMenuBar();                                                   // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
521b8e80941Smrg    IMGUI_API bool          BeginMenuBar();                                                     // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
522b8e80941Smrg    IMGUI_API void          EndMenuBar();                                                       // only call EndMenuBar() if BeginMenuBar() returns true!
523b8e80941Smrg    IMGUI_API bool          BeginMenu(const char* label, bool enabled = true);                  // create a sub-menu entry. only call EndMenu() if this returns true!
524b8e80941Smrg    IMGUI_API void          EndMenu();                                                          // only call EndMenu() if BeginMenu() returns true!
525b8e80941Smrg    IMGUI_API bool          MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true);  // return true when activated. shortcuts are displayed for convenience but not processed by ImGui at the moment
526b8e80941Smrg    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
527b8e80941Smrg
528b8e80941Smrg    // Tooltips
529b8e80941Smrg    IMGUI_API void          BeginTooltip();                                                     // begin/append a tooltip window. to create full-featured tooltip (with any kind of items).
530b8e80941Smrg    IMGUI_API void          EndTooltip();
531b8e80941Smrg    IMGUI_API void          SetTooltip(const char* fmt, ...) IM_FMTARGS(1);                     // set a text-only tooltip, typically use with ImGui::IsItemHovered(). overidde any previous call to SetTooltip().
532b8e80941Smrg    IMGUI_API void          SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
533b8e80941Smrg
534b8e80941Smrg    // Popups, Modals
535b8e80941Smrg    // The properties of popups windows are:
536b8e80941Smrg    // - They block normal mouse hovering detection outside them. (*)
537b8e80941Smrg    // - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
538b8e80941Smrg    // - Their visibility state (~bool) is held internally by imgui instead of being held by the programmer as we are used to with regular Begin() calls.
539b8e80941Smrg    //   User can manipulate the visibility state by calling OpenPopup().
540b8e80941Smrg    // (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even when normally blocked by a popup.
541b8e80941Smrg    // Those three properties are connected. The library needs to hold their visibility state because it can close popups at any time.
542b8e80941Smrg    IMGUI_API void          OpenPopup(const char* str_id);                                      // call to mark popup as open (don't call every frame!). popups are closed when user click outside, or if CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. By default, Selectable()/MenuItem() are calling CloseCurrentPopup(). Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
543b8e80941Smrg    IMGUI_API bool          BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0);                                             // return true if the popup is open, and you can start outputting to it. only call EndPopup() if BeginPopup() returns true!
544b8e80941Smrg    IMGUI_API bool          BeginPopupContextItem(const char* str_id = NULL, int mouse_button = 1);                                 // helper to open and begin popup when clicked on last item. if you can pass a NULL str_id only if the previous item had an id. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!
545b8e80941Smrg    IMGUI_API bool          BeginPopupContextWindow(const char* str_id = NULL, int mouse_button = 1, bool also_over_items = true);  // helper to open and begin popup when clicked on current window.
546b8e80941Smrg    IMGUI_API bool          BeginPopupContextVoid(const char* str_id = NULL, int mouse_button = 1);                                 // helper to open and begin popup when clicked in void (where there are no imgui windows).
547b8e80941Smrg    IMGUI_API bool          BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);                     // modal dialog (regular window with title bar, block interactions behind the modal window, can't close the modal window by clicking outside)
548b8e80941Smrg    IMGUI_API void          EndPopup();                                                                                             // only call EndPopup() if BeginPopupXXX() returns true!
549b8e80941Smrg    IMGUI_API bool          OpenPopupOnItemClick(const char* str_id = NULL, int mouse_button = 1);                                  // helper to open popup when clicked on last item (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors). return true when just opened.
550b8e80941Smrg    IMGUI_API bool          IsPopupOpen(const char* str_id);                                    // return true if the popup is open at the current begin-ed level of the popup stack.
551b8e80941Smrg    IMGUI_API void          CloseCurrentPopup();                                                // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup.
552b8e80941Smrg
553b8e80941Smrg    // Columns
554b8e80941Smrg    // - You can also use SameLine(pos_x) to mimic simplified columns.
555b8e80941Smrg    // - The columns API is work-in-progress and rather lacking (columns are arguably the worst part of dear imgui at the moment!)
556b8e80941Smrg    IMGUI_API void          Columns(int count = 1, const char* id = NULL, bool border = true);
557b8e80941Smrg    IMGUI_API void          NextColumn();                                                       // next column, defaults to current row or next row if the current row is finished
558b8e80941Smrg    IMGUI_API int           GetColumnIndex();                                                   // get current column index
559b8e80941Smrg    IMGUI_API float         GetColumnWidth(int column_index = -1);                              // get column width (in pixels). pass -1 to use current column
560b8e80941Smrg    IMGUI_API void          SetColumnWidth(int column_index, float width);                      // set column width (in pixels). pass -1 to use current column
561b8e80941Smrg    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
562b8e80941Smrg    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
563b8e80941Smrg    IMGUI_API int           GetColumnsCount();
564b8e80941Smrg
565b8e80941Smrg    // Tab Bars, Tabs
566b8e80941Smrg    // [BETA API] API may evolve!
567b8e80941Smrg    IMGUI_API bool          BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0);        // create and append into a TabBar
568b8e80941Smrg    IMGUI_API void          EndTabBar();                                                        // only call EndTabBar() if BeginTabBar() returns true!
569b8e80941Smrg    IMGUI_API bool          BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0);// create a Tab. Returns true if the Tab is selected.
570b8e80941Smrg    IMGUI_API void          EndTabItem();                                                       // only call EndTabItem() if BeginTabItem() returns true!
571b8e80941Smrg    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.
572b8e80941Smrg
573b8e80941Smrg    // Logging/Capture
574b8e80941Smrg    // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.
575b8e80941Smrg    IMGUI_API void          LogToTTY(int max_depth = -1);                                       // start logging to tty (stdout)
576b8e80941Smrg    IMGUI_API void          LogToFile(int max_depth = -1, const char* filename = NULL);         // start logging to file
577b8e80941Smrg    IMGUI_API void          LogToClipboard(int max_depth = -1);                                 // start logging to OS clipboard
578b8e80941Smrg    IMGUI_API void          LogFinish();                                                        // stop logging (close file, etc.)
579b8e80941Smrg    IMGUI_API void          LogButtons();                                                       // helper to display buttons for logging to tty/file/clipboard
580b8e80941Smrg    IMGUI_API void          LogText(const char* fmt, ...) IM_FMTARGS(1);                        // pass text data straight to log (without being displayed)
581b8e80941Smrg
582b8e80941Smrg    // Drag and Drop
583b8e80941Smrg    // [BETA API] API may evolve!
584b8e80941Smrg    IMGUI_API bool          BeginDragDropSource(ImGuiDragDropFlags flags = 0);                                      // call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource()
585b8e80941Smrg    IMGUI_API bool          SetDragDropPayload(const char* type, const void* data, size_t size, ImGuiCond cond = 0);// type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui.
586b8e80941Smrg    IMGUI_API void          EndDragDropSource();                                                                    // only call EndDragDropSource() if BeginDragDropSource() returns true!
587b8e80941Smrg    IMGUI_API bool                  BeginDragDropTarget();                                                          // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
588b8e80941Smrg    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.
589b8e80941Smrg    IMGUI_API void                  EndDragDropTarget();                                                            // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
590b8e80941Smrg    IMGUI_API const ImGuiPayload*   GetDragDropPayload();                                                           // peek directly into the current payload from anywhere. may return NULL. use ImGuiPayload::IsDataType() to test for the payload type.
591b8e80941Smrg
592b8e80941Smrg    // Clipping
593b8e80941Smrg    IMGUI_API void          PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
594b8e80941Smrg    IMGUI_API void          PopClipRect();
595b8e80941Smrg
596b8e80941Smrg    // Focus, Activation
597b8e80941Smrg    // - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item"
598b8e80941Smrg    IMGUI_API void          SetItemDefaultFocus();                                              // make last item the default focused item of a window.
599b8e80941Smrg    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.
600b8e80941Smrg
601b8e80941Smrg    // Item/Widgets Utilities
602b8e80941Smrg    // - Most of the functions are referring to the last/previous item we submitted.
603b8e80941Smrg    // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions.
604b8e80941Smrg    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.
605b8e80941Smrg    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)
606b8e80941Smrg    IMGUI_API bool          IsItemFocused();                                                    // is the last item focused for keyboard/gamepad navigation?
607b8e80941Smrg    IMGUI_API bool          IsItemClicked(int mouse_button = 0);                                // is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(mouse_button) && IsItemHovered()
608b8e80941Smrg    IMGUI_API bool          IsItemVisible();                                                    // is the last item visible? (items may be out of sight because of clipping/scrolling)
609b8e80941Smrg    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.
610b8e80941Smrg    IMGUI_API bool          IsItemActivated();                                                  // was the last item just made active (item was previously inactive).
611b8e80941Smrg    IMGUI_API bool          IsItemDeactivated();                                                // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that requires continuous editing.
612b8e80941Smrg    IMGUI_API bool          IsItemDeactivatedAfterEdit();                                       // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that requires continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item).
613b8e80941Smrg    IMGUI_API bool          IsAnyItemHovered();
614b8e80941Smrg    IMGUI_API bool          IsAnyItemActive();
615b8e80941Smrg    IMGUI_API bool          IsAnyItemFocused();
616b8e80941Smrg    IMGUI_API ImVec2        GetItemRectMin();                                                   // get upper-left bounding rectangle of the last item (screen space)
617b8e80941Smrg    IMGUI_API ImVec2        GetItemRectMax();                                                   // get lower-right bounding rectangle of the last item (screen space)
618b8e80941Smrg    IMGUI_API ImVec2        GetItemRectSize();                                                  // get size of last item
619b8e80941Smrg    IMGUI_API void          SetItemAllowOverlap();                                              // allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area.
620b8e80941Smrg
621b8e80941Smrg    // Miscellaneous Utilities
622b8e80941Smrg    IMGUI_API bool          IsRectVisible(const ImVec2& size);                                  // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
623b8e80941Smrg    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.
624b8e80941Smrg    IMGUI_API double        GetTime();                                                          // get global imgui time. incremented by io.DeltaTime every frame.
625b8e80941Smrg    IMGUI_API int           GetFrameCount();                                                    // get global imgui frame count. incremented by 1 every frame.
626b8e80941Smrg    IMGUI_API ImDrawList*   GetOverlayDrawList();                                               // this draw list will be the last rendered one, useful to quickly draw overlays shapes/text
627b8e80941Smrg    IMGUI_API ImDrawListSharedData* GetDrawListSharedData();                                    // you may use this when creating your own ImDrawList instances
628b8e80941Smrg    IMGUI_API const char*   GetStyleColorName(ImGuiCol idx);
629b8e80941Smrg    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)
630b8e80941Smrg    IMGUI_API ImGuiStorage* GetStateStorage();
631b8e80941Smrg    IMGUI_API ImVec2        CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
632b8e80941Smrg    IMGUI_API void          CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end);    // calculate coarse clipping for large list of evenly sized items. Prefer using the ImGuiListClipper higher-level helper if you can.
633b8e80941Smrg    IMGUI_API bool          BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame
634b8e80941Smrg    IMGUI_API void          EndChildFrame();                                                    // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window)
635b8e80941Smrg
636b8e80941Smrg    // Color Utilities
637b8e80941Smrg    IMGUI_API ImVec4        ColorConvertU32ToFloat4(ImU32 in);
638b8e80941Smrg    IMGUI_API ImU32         ColorConvertFloat4ToU32(const ImVec4& in);
639b8e80941Smrg    IMGUI_API void          ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
640b8e80941Smrg    IMGUI_API void          ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
641b8e80941Smrg
642b8e80941Smrg    // Inputs Utilities
643b8e80941Smrg    IMGUI_API int           GetKeyIndex(ImGuiKey imgui_key);                                    // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
644b8e80941Smrg    IMGUI_API bool          IsKeyDown(int user_key_index);                                      // is key being held. == io.KeysDown[user_key_index]. note that imgui doesn't know the semantic of each entry of io.KeysDown[]. Use your own indices/enums according to how your backend/engine stored them into io.KeysDown[]!
645b8e80941Smrg    IMGUI_API bool          IsKeyPressed(int user_key_index, bool repeat = true);               // was key pressed (went from !Down to Down). if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
646b8e80941Smrg    IMGUI_API bool          IsKeyReleased(int user_key_index);                                  // was key released (went from Down to !Down)..
647b8e80941Smrg    IMGUI_API int           GetKeyPressedAmount(int key_index, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate
648b8e80941Smrg    IMGUI_API bool          IsMouseDown(int button);                                            // is mouse button held (0=left, 1=right, 2=middle)
649b8e80941Smrg    IMGUI_API bool          IsAnyMouseDown();                                                   // is any mouse button held
650b8e80941Smrg    IMGUI_API bool          IsMouseClicked(int button, bool repeat = false);                    // did mouse button clicked (went from !Down to Down) (0=left, 1=right, 2=middle)
651b8e80941Smrg    IMGUI_API bool          IsMouseDoubleClicked(int button);                                   // did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime.
652b8e80941Smrg    IMGUI_API bool          IsMouseReleased(int button);                                        // did mouse button released (went from Down to !Down)
653b8e80941Smrg    IMGUI_API bool          IsMouseDragging(int button = 0, float lock_threshold = -1.0f);      // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
654b8e80941Smrg    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.
655b8e80941Smrg    IMGUI_API bool          IsMousePosValid(const ImVec2* mouse_pos = NULL);                    //
656b8e80941Smrg    IMGUI_API ImVec2        GetMousePos();                                                      // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
657b8e80941Smrg    IMGUI_API ImVec2        GetMousePosOnOpeningCurrentPopup();                                 // retrieve backup of mouse position at the time of opening popup we have BeginPopup() into
658b8e80941Smrg    IMGUI_API ImVec2        GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f);    // return the delta from the initial clicking position. This is locked and return 0.0f until the mouse moves past a distance threshold at least once. If lock_threshold < -1.0f uses io.MouseDraggingThreshold
659b8e80941Smrg    IMGUI_API void          ResetMouseDragDelta(int button = 0);                                //
660b8e80941Smrg    IMGUI_API ImGuiMouseCursor GetMouseCursor();                                                // get desired cursor type, reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
661b8e80941Smrg    IMGUI_API void          SetMouseCursor(ImGuiMouseCursor type);                              // set desired cursor type
662b8e80941Smrg    IMGUI_API void          CaptureKeyboardFromApp(bool want_capture_keyboard_value = true);    // attention: misleading name! manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application to handle). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard_value"; after the next NewFrame() call.
663b8e80941Smrg    IMGUI_API void          CaptureMouseFromApp(bool want_capture_mouse_value = true);          // attention: misleading name! manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application to handle). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse_value;" after the next NewFrame() call.
664b8e80941Smrg
665b8e80941Smrg    // Clipboard Utilities (also see the LogToClipboard() function to capture or output text data to the clipboard)
666b8e80941Smrg    IMGUI_API const char*   GetClipboardText();
667b8e80941Smrg    IMGUI_API void          SetClipboardText(const char* text);
668b8e80941Smrg
669b8e80941Smrg    // Settings/.Ini Utilities
670b8e80941Smrg    // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
671b8e80941Smrg    // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
672b8e80941Smrg    IMGUI_API void          LoadIniSettingsFromDisk(const char* ini_filename);                  // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
673b8e80941Smrg    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.
674b8e80941Smrg    IMGUI_API void          SaveIniSettingsToDisk(const char* ini_filename);
675b8e80941Smrg    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.
676b8e80941Smrg
677b8e80941Smrg    // Memory Utilities
678b8e80941Smrg    // - All those functions are not reliant on the current context.
679b8e80941Smrg    // - If you reload the contents of imgui.cpp at runtime, you may need to call SetCurrentContext() + SetAllocatorFunctions() again.
680b8e80941Smrg    IMGUI_API void          SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data = NULL);
681b8e80941Smrg    IMGUI_API void*         MemAlloc(size_t size);
682b8e80941Smrg    IMGUI_API void          MemFree(void* ptr);
683b8e80941Smrg
684b8e80941Smrg} // namespace ImGui
685b8e80941Smrg
686b8e80941Smrg//-----------------------------------------------------------------------------
687b8e80941Smrg// Flags & Enumerations
688b8e80941Smrg//-----------------------------------------------------------------------------
689b8e80941Smrg
690b8e80941Smrg// Flags for ImGui::Begin()
691b8e80941Smrgenum ImGuiWindowFlags_
692b8e80941Smrg{
693b8e80941Smrg    ImGuiWindowFlags_None                   = 0,
694b8e80941Smrg    ImGuiWindowFlags_NoTitleBar             = 1 << 0,   // Disable title-bar
695b8e80941Smrg    ImGuiWindowFlags_NoResize               = 1 << 1,   // Disable user resizing with the lower-right grip
696b8e80941Smrg    ImGuiWindowFlags_NoMove                 = 1 << 2,   // Disable user moving the window
697b8e80941Smrg    ImGuiWindowFlags_NoScrollbar            = 1 << 3,   // Disable scrollbars (window can still scroll with mouse or programatically)
698b8e80941Smrg    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.
699b8e80941Smrg    ImGuiWindowFlags_NoCollapse             = 1 << 5,   // Disable user collapsing window by double-clicking on it
700b8e80941Smrg    ImGuiWindowFlags_AlwaysAutoResize       = 1 << 6,   // Resize every window to its content every frame
701b8e80941Smrg    ImGuiWindowFlags_NoBackground           = 1 << 7,   // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
702b8e80941Smrg    ImGuiWindowFlags_NoSavedSettings        = 1 << 8,   // Never load/save settings in .ini file
703b8e80941Smrg    ImGuiWindowFlags_NoMouseInputs          = 1 << 9,   // Disable catching mouse, hovering test with pass through.
704b8e80941Smrg    ImGuiWindowFlags_MenuBar                = 1 << 10,  // Has a menu-bar
705b8e80941Smrg    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.
706b8e80941Smrg    ImGuiWindowFlags_NoFocusOnAppearing     = 1 << 12,  // Disable taking focus when transitioning from hidden to visible state
707b8e80941Smrg    ImGuiWindowFlags_NoBringToFrontOnFocus  = 1 << 13,  // Disable bringing window to front when taking focus (e.g. clicking on it or programatically giving it focus)
708b8e80941Smrg    ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14,  // Always show vertical scrollbar (even if ContentSize.y < Size.y)
709b8e80941Smrg    ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15,  // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
710b8e80941Smrg    ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16,  // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
711b8e80941Smrg    ImGuiWindowFlags_NoNavInputs            = 1 << 18,  // No gamepad/keyboard navigation within the window
712b8e80941Smrg    ImGuiWindowFlags_NoNavFocus             = 1 << 19,  // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
713b8e80941Smrg    ImGuiWindowFlags_UnsavedDocument        = 1 << 20,  // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. When used in a tab/docking context, tab is selected on closure and closure is deferred by one frame to allow code to cancel the closure (with a confirmation popup, etc.) without flicker.
714b8e80941Smrg    ImGuiWindowFlags_NoNav                  = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
715b8e80941Smrg    ImGuiWindowFlags_NoDecoration           = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,
716b8e80941Smrg    ImGuiWindowFlags_NoInputs               = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
717b8e80941Smrg
718b8e80941Smrg    // [Internal]
719b8e80941Smrg    ImGuiWindowFlags_NavFlattened           = 1 << 23,  // [BETA] Allow gamepad/keyboard navigation to cross over parent border to this child (only use on child that have no scrolling!)
720b8e80941Smrg    ImGuiWindowFlags_ChildWindow            = 1 << 24,  // Don't use! For internal use by BeginChild()
721b8e80941Smrg    ImGuiWindowFlags_Tooltip                = 1 << 25,  // Don't use! For internal use by BeginTooltip()
722b8e80941Smrg    ImGuiWindowFlags_Popup                  = 1 << 26,  // Don't use! For internal use by BeginPopup()
723b8e80941Smrg    ImGuiWindowFlags_Modal                  = 1 << 27,  // Don't use! For internal use by BeginPopupModal()
724b8e80941Smrg    ImGuiWindowFlags_ChildMenu              = 1 << 28   // Don't use! For internal use by BeginMenu()
725b8e80941Smrg
726b8e80941Smrg    // [Obsolete]
727b8e80941Smrg    //ImGuiWindowFlags_ShowBorders          = 1 << 7,   // --> Set style.FrameBorderSize=1.0f / style.WindowBorderSize=1.0f to enable borders around windows and items
728b8e80941Smrg    //ImGuiWindowFlags_ResizeFromAnySide    = 1 << 17,  // --> Set io.ConfigWindowsResizeFromEdges and make sure mouse cursors are supported by back-end (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors)
729b8e80941Smrg};
730b8e80941Smrg
731b8e80941Smrg// Flags for ImGui::InputText()
732b8e80941Smrgenum ImGuiInputTextFlags_
733b8e80941Smrg{
734b8e80941Smrg    ImGuiInputTextFlags_None                = 0,
735b8e80941Smrg    ImGuiInputTextFlags_CharsDecimal        = 1 << 0,   // Allow 0123456789.+-*/
736b8e80941Smrg    ImGuiInputTextFlags_CharsHexadecimal    = 1 << 1,   // Allow 0123456789ABCDEFabcdef
737b8e80941Smrg    ImGuiInputTextFlags_CharsUppercase      = 1 << 2,   // Turn a..z into A..Z
738b8e80941Smrg    ImGuiInputTextFlags_CharsNoBlank        = 1 << 3,   // Filter out spaces, tabs
739b8e80941Smrg    ImGuiInputTextFlags_AutoSelectAll       = 1 << 4,   // Select entire text when first taking mouse focus
740b8e80941Smrg    ImGuiInputTextFlags_EnterReturnsTrue    = 1 << 5,   // Return 'true' when Enter is pressed (as opposed to when the value was modified)
741b8e80941Smrg    ImGuiInputTextFlags_CallbackCompletion  = 1 << 6,   // Callback on pressing TAB (for completion handling)
742b8e80941Smrg    ImGuiInputTextFlags_CallbackHistory     = 1 << 7,   // Callback on pressing Up/Down arrows (for history handling)
743b8e80941Smrg    ImGuiInputTextFlags_CallbackAlways      = 1 << 8,   // Callback on each iteration. User code may query cursor position, modify text buffer.
744b8e80941Smrg    ImGuiInputTextFlags_CallbackCharFilter  = 1 << 9,   // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
745b8e80941Smrg    ImGuiInputTextFlags_AllowTabInput       = 1 << 10,  // Pressing TAB input a '\t' character into the text field
746b8e80941Smrg    ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 11,  // In multi-line mode, unfocus with Enter, add new line with Ctrl+Enter (default is opposite: unfocus with Ctrl+Enter, add line with Enter).
747b8e80941Smrg    ImGuiInputTextFlags_NoHorizontalScroll  = 1 << 12,  // Disable following the cursor horizontally
748b8e80941Smrg    ImGuiInputTextFlags_AlwaysInsertMode    = 1 << 13,  // Insert mode
749b8e80941Smrg    ImGuiInputTextFlags_ReadOnly            = 1 << 14,  // Read-only mode
750b8e80941Smrg    ImGuiInputTextFlags_Password            = 1 << 15,  // Password mode, display all characters as '*'
751b8e80941Smrg    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().
752b8e80941Smrg    ImGuiInputTextFlags_CharsScientific     = 1 << 17,  // Allow 0123456789.+-*/eE (Scientific notation input)
753b8e80941Smrg    ImGuiInputTextFlags_CallbackResize      = 1 << 18,  // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this)
754b8e80941Smrg    // [Internal]
755b8e80941Smrg    ImGuiInputTextFlags_Multiline           = 1 << 20   // For internal use by InputTextMultiline()
756b8e80941Smrg};
757b8e80941Smrg
758b8e80941Smrg// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
759b8e80941Smrgenum ImGuiTreeNodeFlags_
760b8e80941Smrg{
761b8e80941Smrg    ImGuiTreeNodeFlags_None                 = 0,
762b8e80941Smrg    ImGuiTreeNodeFlags_Selected             = 1 << 0,   // Draw as selected
763b8e80941Smrg    ImGuiTreeNodeFlags_Framed               = 1 << 1,   // Full colored frame (e.g. for CollapsingHeader)
764b8e80941Smrg    ImGuiTreeNodeFlags_AllowItemOverlap     = 1 << 2,   // Hit testing to allow subsequent widgets to overlap this one
765b8e80941Smrg    ImGuiTreeNodeFlags_NoTreePushOnOpen     = 1 << 3,   // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
766b8e80941Smrg    ImGuiTreeNodeFlags_NoAutoOpenOnLog      = 1 << 4,   // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
767b8e80941Smrg    ImGuiTreeNodeFlags_DefaultOpen          = 1 << 5,   // Default node to be open
768b8e80941Smrg    ImGuiTreeNodeFlags_OpenOnDoubleClick    = 1 << 6,   // Need double-click to open node
769b8e80941Smrg    ImGuiTreeNodeFlags_OpenOnArrow          = 1 << 7,   // Only open when clicking on the arrow part. If ImGuiTreeNodeFlags_OpenOnDoubleClick is also set, single-click arrow or double-click all box to open.
770b8e80941Smrg    ImGuiTreeNodeFlags_Leaf                 = 1 << 8,   // No collapsing, no arrow (use as a convenience for leaf nodes).
771b8e80941Smrg    ImGuiTreeNodeFlags_Bullet               = 1 << 9,   // Display a bullet instead of arrow
772b8e80941Smrg    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().
773b8e80941Smrg    //ImGuITreeNodeFlags_SpanAllAvailWidth  = 1 << 11,  // FIXME: TODO: Extend hit box horizontally even if not framed
774b8e80941Smrg    //ImGuiTreeNodeFlags_NoScrollOnOpen     = 1 << 12,  // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
775b8e80941Smrg    ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13,  // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
776b8e80941Smrg    ImGuiTreeNodeFlags_CollapsingHeader     = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog
777b8e80941Smrg
778b8e80941Smrg    // Obsolete names (will be removed)
779b8e80941Smrg#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
780b8e80941Smrg    , ImGuiTreeNodeFlags_AllowOverlapMode = ImGuiTreeNodeFlags_AllowItemOverlap
781b8e80941Smrg#endif
782b8e80941Smrg};
783b8e80941Smrg
784b8e80941Smrg// Flags for ImGui::Selectable()
785b8e80941Smrgenum ImGuiSelectableFlags_
786b8e80941Smrg{
787b8e80941Smrg    ImGuiSelectableFlags_None               = 0,
788b8e80941Smrg    ImGuiSelectableFlags_DontClosePopups    = 1 << 0,   // Clicking this don't close parent popup window
789b8e80941Smrg    ImGuiSelectableFlags_SpanAllColumns     = 1 << 1,   // Selectable frame can span all columns (text will still fit in current column)
790b8e80941Smrg    ImGuiSelectableFlags_AllowDoubleClick   = 1 << 2,   // Generate press events on double clicks too
791b8e80941Smrg    ImGuiSelectableFlags_Disabled           = 1 << 3    // Cannot be selected, display greyed out text
792b8e80941Smrg};
793b8e80941Smrg
794b8e80941Smrg// Flags for ImGui::BeginCombo()
795b8e80941Smrgenum ImGuiComboFlags_
796b8e80941Smrg{
797b8e80941Smrg    ImGuiComboFlags_None                    = 0,
798b8e80941Smrg    ImGuiComboFlags_PopupAlignLeft          = 1 << 0,   // Align the popup toward the left by default
799b8e80941Smrg    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()
800b8e80941Smrg    ImGuiComboFlags_HeightRegular           = 1 << 2,   // Max ~8 items visible (default)
801b8e80941Smrg    ImGuiComboFlags_HeightLarge             = 1 << 3,   // Max ~20 items visible
802b8e80941Smrg    ImGuiComboFlags_HeightLargest           = 1 << 4,   // As many fitting items as possible
803b8e80941Smrg    ImGuiComboFlags_NoArrowButton           = 1 << 5,   // Display on the preview box without the square arrow button
804b8e80941Smrg    ImGuiComboFlags_NoPreview               = 1 << 6,   // Display only a square arrow button
805b8e80941Smrg    ImGuiComboFlags_HeightMask_             = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest
806b8e80941Smrg};
807b8e80941Smrg
808b8e80941Smrg// Flags for ImGui::BeginTabBar()
809b8e80941Smrgenum ImGuiTabBarFlags_
810b8e80941Smrg{
811b8e80941Smrg    ImGuiTabBarFlags_None                           = 0,
812b8e80941Smrg    ImGuiTabBarFlags_Reorderable                    = 1 << 0,   // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list
813b8e80941Smrg    ImGuiTabBarFlags_AutoSelectNewTabs              = 1 << 1,   // Automatically select new tabs when they appear
814b8e80941Smrg    ImGuiTabBarFlags_TabListPopupButton             = 1 << 2,
815b8e80941Smrg    ImGuiTabBarFlags_NoCloseWithMiddleMouseButton   = 1 << 3,   // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
816b8e80941Smrg    ImGuiTabBarFlags_NoTabListScrollingButtons      = 1 << 4,
817b8e80941Smrg    ImGuiTabBarFlags_NoTooltip                      = 1 << 5,   // Disable tooltips when hovering a tab
818b8e80941Smrg    ImGuiTabBarFlags_FittingPolicyResizeDown        = 1 << 6,   // Resize tabs when they don't fit
819b8e80941Smrg    ImGuiTabBarFlags_FittingPolicyScroll            = 1 << 7,   // Add scroll buttons when tabs don't fit
820b8e80941Smrg    ImGuiTabBarFlags_FittingPolicyMask_             = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll,
821b8e80941Smrg    ImGuiTabBarFlags_FittingPolicyDefault_          = ImGuiTabBarFlags_FittingPolicyResizeDown
822b8e80941Smrg};
823b8e80941Smrg
824b8e80941Smrg// Flags for ImGui::BeginTabItem()
825b8e80941Smrgenum ImGuiTabItemFlags_
826b8e80941Smrg{
827b8e80941Smrg    ImGuiTabItemFlags_None                          = 0,
828b8e80941Smrg    ImGuiTabItemFlags_UnsavedDocument               = 1 << 0,   // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. Also: tab is selected on closure and closure is deferred by one frame to allow code to undo it without flicker.
829b8e80941Smrg    ImGuiTabItemFlags_SetSelected                   = 1 << 1,   // Trigger flag to programatically make the tab selected when calling BeginTabItem()
830b8e80941Smrg    ImGuiTabItemFlags_NoCloseWithMiddleMouseButton  = 1 << 2,   // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
831b8e80941Smrg    ImGuiTabItemFlags_NoPushId                      = 1 << 3    // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem()
832b8e80941Smrg};
833b8e80941Smrg
834b8e80941Smrg// Flags for ImGui::IsWindowFocused()
835b8e80941Smrgenum ImGuiFocusedFlags_
836b8e80941Smrg{
837b8e80941Smrg    ImGuiFocusedFlags_None                          = 0,
838b8e80941Smrg    ImGuiFocusedFlags_ChildWindows                  = 1 << 0,   // IsWindowFocused(): Return true if any children of the window is focused
839b8e80941Smrg    ImGuiFocusedFlags_RootWindow                    = 1 << 1,   // IsWindowFocused(): Test from root window (top most parent of the current hierarchy)
840b8e80941Smrg    ImGuiFocusedFlags_AnyWindow                     = 1 << 2,   // IsWindowFocused(): Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use ImGui::GetIO().WantCaptureMouse instead.
841b8e80941Smrg    ImGuiFocusedFlags_RootAndChildWindows           = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows
842b8e80941Smrg};
843b8e80941Smrg
844b8e80941Smrg// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
845b8e80941Smrg// Note: if you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that. Please read the FAQ!
846b8e80941Smrg// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.
847b8e80941Smrgenum ImGuiHoveredFlags_
848b8e80941Smrg{
849b8e80941Smrg    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.
850b8e80941Smrg    ImGuiHoveredFlags_ChildWindows                  = 1 << 0,   // IsWindowHovered() only: Return true if any children of the window is hovered
851b8e80941Smrg    ImGuiHoveredFlags_RootWindow                    = 1 << 1,   // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
852b8e80941Smrg    ImGuiHoveredFlags_AnyWindow                     = 1 << 2,   // IsWindowHovered() only: Return true if any window is hovered
853b8e80941Smrg    ImGuiHoveredFlags_AllowWhenBlockedByPopup       = 1 << 3,   // Return true even if a popup window is normally blocking access to this item/window
854b8e80941Smrg    //ImGuiHoveredFlags_AllowWhenBlockedByModal     = 1 << 4,   // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
855b8e80941Smrg    ImGuiHoveredFlags_AllowWhenBlockedByActiveItem  = 1 << 5,   // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
856b8e80941Smrg    ImGuiHoveredFlags_AllowWhenOverlapped           = 1 << 6,   // Return true even if the position is overlapped by another window
857b8e80941Smrg    ImGuiHoveredFlags_AllowWhenDisabled             = 1 << 7,   // Return true even if the item is disabled
858b8e80941Smrg    ImGuiHoveredFlags_RectOnly                      = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
859b8e80941Smrg    ImGuiHoveredFlags_RootAndChildWindows           = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows
860b8e80941Smrg};
861b8e80941Smrg
862b8e80941Smrg// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
863b8e80941Smrgenum ImGuiDragDropFlags_
864b8e80941Smrg{
865b8e80941Smrg    ImGuiDragDropFlags_None                         = 0,
866b8e80941Smrg    // BeginDragDropSource() flags
867b8e80941Smrg    ImGuiDragDropFlags_SourceNoPreviewTooltip       = 1 << 0,   // By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disable this behavior.
868b8e80941Smrg    ImGuiDragDropFlags_SourceNoDisableHover         = 1 << 1,   // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disable this behavior so you can still call IsItemHovered() on the source item.
869b8e80941Smrg    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.
870b8e80941Smrg    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.
871b8e80941Smrg    ImGuiDragDropFlags_SourceExtern                 = 1 << 4,   // External source (from outside of imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously.
872b8e80941Smrg    ImGuiDragDropFlags_SourceAutoExpirePayload      = 1 << 5,   // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)
873b8e80941Smrg    // AcceptDragDropPayload() flags
874b8e80941Smrg    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.
875b8e80941Smrg    ImGuiDragDropFlags_AcceptNoDrawDefaultRect      = 1 << 11,  // Do not draw the default highlight rectangle when hovering over target.
876b8e80941Smrg    ImGuiDragDropFlags_AcceptNoPreviewTooltip       = 1 << 12,  // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.
877b8e80941Smrg    ImGuiDragDropFlags_AcceptPeekOnly               = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect  // For peeking ahead and inspecting the payload before delivery.
878b8e80941Smrg};
879b8e80941Smrg
880b8e80941Smrg// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.
881b8e80941Smrg#define IMGUI_PAYLOAD_TYPE_COLOR_3F     "_COL3F"    // float[3]: Standard type for colors, without alpha. User code may use this type.
882b8e80941Smrg#define IMGUI_PAYLOAD_TYPE_COLOR_4F     "_COL4F"    // float[4]: Standard type for colors. User code may use this type.
883b8e80941Smrg
884b8e80941Smrg// A primary data type
885b8e80941Smrgenum ImGuiDataType_
886b8e80941Smrg{
887b8e80941Smrg    ImGuiDataType_S32,      // int
888b8e80941Smrg    ImGuiDataType_U32,      // unsigned int
889b8e80941Smrg    ImGuiDataType_S64,      // long long, __int64
890b8e80941Smrg    ImGuiDataType_U64,      // unsigned long long, unsigned __int64
891b8e80941Smrg    ImGuiDataType_Float,    // float
892b8e80941Smrg    ImGuiDataType_Double,   // double
893b8e80941Smrg    ImGuiDataType_COUNT
894b8e80941Smrg};
895b8e80941Smrg
896b8e80941Smrg// A cardinal direction
897b8e80941Smrgenum ImGuiDir_
898b8e80941Smrg{
899b8e80941Smrg    ImGuiDir_None    = -1,
900b8e80941Smrg    ImGuiDir_Left    = 0,
901b8e80941Smrg    ImGuiDir_Right   = 1,
902b8e80941Smrg    ImGuiDir_Up      = 2,
903b8e80941Smrg    ImGuiDir_Down    = 3,
904b8e80941Smrg    ImGuiDir_COUNT
905b8e80941Smrg};
906b8e80941Smrg
907b8e80941Smrg// User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array
908b8e80941Smrgenum ImGuiKey_
909b8e80941Smrg{
910b8e80941Smrg    ImGuiKey_Tab,
911b8e80941Smrg    ImGuiKey_LeftArrow,
912b8e80941Smrg    ImGuiKey_RightArrow,
913b8e80941Smrg    ImGuiKey_UpArrow,
914b8e80941Smrg    ImGuiKey_DownArrow,
915b8e80941Smrg    ImGuiKey_PageUp,
916b8e80941Smrg    ImGuiKey_PageDown,
917b8e80941Smrg    ImGuiKey_Home,
918b8e80941Smrg    ImGuiKey_End,
919b8e80941Smrg    ImGuiKey_Insert,
920b8e80941Smrg    ImGuiKey_Delete,
921b8e80941Smrg    ImGuiKey_Backspace,
922b8e80941Smrg    ImGuiKey_Space,
923b8e80941Smrg    ImGuiKey_Enter,
924b8e80941Smrg    ImGuiKey_Escape,
925b8e80941Smrg    ImGuiKey_A,         // for text edit CTRL+A: select all
926b8e80941Smrg    ImGuiKey_C,         // for text edit CTRL+C: copy
927b8e80941Smrg    ImGuiKey_V,         // for text edit CTRL+V: paste
928b8e80941Smrg    ImGuiKey_X,         // for text edit CTRL+X: cut
929b8e80941Smrg    ImGuiKey_Y,         // for text edit CTRL+Y: redo
930b8e80941Smrg    ImGuiKey_Z,         // for text edit CTRL+Z: undo
931b8e80941Smrg    ImGuiKey_COUNT
932b8e80941Smrg};
933b8e80941Smrg
934b8e80941Smrg// Gamepad/Keyboard directional navigation
935b8e80941Smrg// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
936b8e80941Smrg// Gamepad:  Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Back-end: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
937b8e80941Smrg// Read instructions in imgui.cpp for more details. Download PNG/PSD at http://goo.gl/9LgVZW.
938b8e80941Smrgenum ImGuiNavInput_
939b8e80941Smrg{
940b8e80941Smrg    // Gamepad Mapping
941b8e80941Smrg    ImGuiNavInput_Activate,      // activate / open / toggle / tweak value       // e.g. Cross  (PS4), A (Xbox), A (Switch), Space (Keyboard)
942b8e80941Smrg    ImGuiNavInput_Cancel,        // cancel / close / exit                        // e.g. Circle (PS4), B (Xbox), B (Switch), Escape (Keyboard)
943b8e80941Smrg    ImGuiNavInput_Input,         // text input / on-screen keyboard              // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard)
944b8e80941Smrg    ImGuiNavInput_Menu,          // tap: toggle menu / hold: focus, move, resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard)
945b8e80941Smrg    ImGuiNavInput_DpadLeft,      // move / tweak / resize window (w/ PadMenu)    // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard)
946b8e80941Smrg    ImGuiNavInput_DpadRight,     //
947b8e80941Smrg    ImGuiNavInput_DpadUp,        //
948b8e80941Smrg    ImGuiNavInput_DpadDown,      //
949b8e80941Smrg    ImGuiNavInput_LStickLeft,    // scroll / move window (w/ PadMenu)            // e.g. Left Analog Stick Left/Right/Up/Down
950b8e80941Smrg    ImGuiNavInput_LStickRight,   //
951b8e80941Smrg    ImGuiNavInput_LStickUp,      //
952b8e80941Smrg    ImGuiNavInput_LStickDown,    //
953b8e80941Smrg    ImGuiNavInput_FocusPrev,     // next window (w/ PadMenu)                     // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
954b8e80941Smrg    ImGuiNavInput_FocusNext,     // prev window (w/ PadMenu)                     // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
955b8e80941Smrg    ImGuiNavInput_TweakSlow,     // slower tweaks                                // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
956b8e80941Smrg    ImGuiNavInput_TweakFast,     // faster tweaks                                // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
957b8e80941Smrg
958b8e80941Smrg    // [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them.
959b8e80941Smrg    // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[].
960b8e80941Smrg    ImGuiNavInput_KeyMenu_,      // toggle menu                                  // = io.KeyAlt
961b8e80941Smrg    ImGuiNavInput_KeyLeft_,      // move left                                    // = Arrow keys
962b8e80941Smrg    ImGuiNavInput_KeyRight_,     // move right
963b8e80941Smrg    ImGuiNavInput_KeyUp_,        // move up
964b8e80941Smrg    ImGuiNavInput_KeyDown_,      // move down
965b8e80941Smrg    ImGuiNavInput_COUNT,
966b8e80941Smrg    ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyMenu_
967b8e80941Smrg};
968b8e80941Smrg
969b8e80941Smrg// Configuration flags stored in io.ConfigFlags. Set by user/application.
970b8e80941Smrgenum ImGuiConfigFlags_
971b8e80941Smrg{
972b8e80941Smrg    ImGuiConfigFlags_None                   = 0,
973b8e80941Smrg    ImGuiConfigFlags_NavEnableKeyboard      = 1 << 0,   // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeysDown[].
974b8e80941Smrg    ImGuiConfigFlags_NavEnableGamepad       = 1 << 1,   // Master gamepad navigation enable flag. This is mostly to instruct your imgui back-end to fill io.NavInputs[]. Back-end also needs to set ImGuiBackendFlags_HasGamepad.
975b8e80941Smrg    ImGuiConfigFlags_NavEnableSetMousePos   = 1 << 2,   // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your binding, otherwise ImGui will react as if the mouse is jumping around back and forth.
976b8e80941Smrg    ImGuiConfigFlags_NavNoCaptureKeyboard   = 1 << 3,   // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set.
977b8e80941Smrg    ImGuiConfigFlags_NoMouse                = 1 << 4,   // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the back-end.
978b8e80941Smrg    ImGuiConfigFlags_NoMouseCursorChange    = 1 << 5,   // Instruct back-end to not alter mouse cursor shape and visibility. Use if the back-end cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead.
979b8e80941Smrg
980b8e80941Smrg    // User storage (to allow your back-end/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core ImGui)
981b8e80941Smrg    ImGuiConfigFlags_IsSRGB                 = 1 << 20,  // Application is SRGB-aware.
982b8e80941Smrg    ImGuiConfigFlags_IsTouchScreen          = 1 << 21   // Application is using a touch screen instead of a mouse.
983b8e80941Smrg};
984b8e80941Smrg
985b8e80941Smrg// Back-end capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom back-end.
986b8e80941Smrgenum ImGuiBackendFlags_
987b8e80941Smrg{
988b8e80941Smrg    ImGuiBackendFlags_None                  = 0,
989b8e80941Smrg    ImGuiBackendFlags_HasGamepad            = 1 << 0,   // Back-end supports gamepad and currently has one connected.
990b8e80941Smrg    ImGuiBackendFlags_HasMouseCursors       = 1 << 1,   // Back-end supports honoring GetMouseCursor() value to change the OS cursor shape.
991b8e80941Smrg    ImGuiBackendFlags_HasSetMousePos        = 1 << 2    // Back-end supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
992b8e80941Smrg};
993b8e80941Smrg
994b8e80941Smrg// Enumeration for PushStyleColor() / PopStyleColor()
995b8e80941Smrgenum ImGuiCol_
996b8e80941Smrg{
997b8e80941Smrg    ImGuiCol_Text,
998b8e80941Smrg    ImGuiCol_TextDisabled,
999b8e80941Smrg    ImGuiCol_WindowBg,              // Background of normal windows
1000b8e80941Smrg    ImGuiCol_ChildBg,               // Background of child windows
1001b8e80941Smrg    ImGuiCol_PopupBg,               // Background of popups, menus, tooltips windows
1002b8e80941Smrg    ImGuiCol_Border,
1003b8e80941Smrg    ImGuiCol_BorderShadow,
1004b8e80941Smrg    ImGuiCol_FrameBg,               // Background of checkbox, radio button, plot, slider, text input
1005b8e80941Smrg    ImGuiCol_FrameBgHovered,
1006b8e80941Smrg    ImGuiCol_FrameBgActive,
1007b8e80941Smrg    ImGuiCol_TitleBg,
1008b8e80941Smrg    ImGuiCol_TitleBgActive,
1009b8e80941Smrg    ImGuiCol_TitleBgCollapsed,
1010b8e80941Smrg    ImGuiCol_MenuBarBg,
1011b8e80941Smrg    ImGuiCol_ScrollbarBg,
1012b8e80941Smrg    ImGuiCol_ScrollbarGrab,
1013b8e80941Smrg    ImGuiCol_ScrollbarGrabHovered,
1014b8e80941Smrg    ImGuiCol_ScrollbarGrabActive,
1015b8e80941Smrg    ImGuiCol_CheckMark,
1016b8e80941Smrg    ImGuiCol_SliderGrab,
1017b8e80941Smrg    ImGuiCol_SliderGrabActive,
1018b8e80941Smrg    ImGuiCol_Button,
1019b8e80941Smrg    ImGuiCol_ButtonHovered,
1020b8e80941Smrg    ImGuiCol_ButtonActive,
1021b8e80941Smrg    ImGuiCol_Header,
1022b8e80941Smrg    ImGuiCol_HeaderHovered,
1023b8e80941Smrg    ImGuiCol_HeaderActive,
1024b8e80941Smrg    ImGuiCol_Separator,
1025b8e80941Smrg    ImGuiCol_SeparatorHovered,
1026b8e80941Smrg    ImGuiCol_SeparatorActive,
1027b8e80941Smrg    ImGuiCol_ResizeGrip,
1028b8e80941Smrg    ImGuiCol_ResizeGripHovered,
1029b8e80941Smrg    ImGuiCol_ResizeGripActive,
1030b8e80941Smrg    ImGuiCol_Tab,
1031b8e80941Smrg    ImGuiCol_TabHovered,
1032b8e80941Smrg    ImGuiCol_TabActive,
1033b8e80941Smrg    ImGuiCol_TabUnfocused,
1034b8e80941Smrg    ImGuiCol_TabUnfocusedActive,
1035b8e80941Smrg    ImGuiCol_PlotLines,
1036b8e80941Smrg    ImGuiCol_PlotLinesHovered,
1037b8e80941Smrg    ImGuiCol_PlotHistogram,
1038b8e80941Smrg    ImGuiCol_PlotHistogramHovered,
1039b8e80941Smrg    ImGuiCol_TextSelectedBg,
1040b8e80941Smrg    ImGuiCol_DragDropTarget,
1041b8e80941Smrg    ImGuiCol_NavHighlight,          // Gamepad/keyboard: current highlighted item
1042b8e80941Smrg    ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB
1043b8e80941Smrg    ImGuiCol_NavWindowingDimBg,     // Darken/colorize entire screen behind the CTRL+TAB window list, when active
1044b8e80941Smrg    ImGuiCol_ModalWindowDimBg,      // Darken/colorize entire screen behind a modal window, when one is active
1045b8e80941Smrg    ImGuiCol_COUNT
1046b8e80941Smrg
1047b8e80941Smrg    // Obsolete names (will be removed)
1048b8e80941Smrg#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1049b8e80941Smrg    , ImGuiCol_ModalWindowDarkening = ImGuiCol_ModalWindowDimBg                      // [renamed in 1.63]
1050b8e80941Smrg    , ImGuiCol_ChildWindowBg = ImGuiCol_ChildBg                                      // [renamed in 1.53]
1051b8e80941Smrg    , ImGuiCol_Column = ImGuiCol_Separator, ImGuiCol_ColumnHovered = ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive = ImGuiCol_SeparatorActive  // [renamed in 1.51]
1052b8e80941Smrg    //ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered, // [unused since 1.60+] the close button now uses regular button colors.
1053b8e80941Smrg    //ImGuiCol_ComboBg,                                                              // [unused since 1.53+] ComboBg has been merged with PopupBg, so a redirect isn't accurate.
1054b8e80941Smrg#endif
1055b8e80941Smrg};
1056b8e80941Smrg
1057b8e80941Smrg// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
1058b8e80941Smrg// NB: the enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code. During initialization, feel free to just poke into ImGuiStyle directly.
1059b8e80941Smrg// NB: if changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type.
1060b8e80941Smrgenum ImGuiStyleVar_
1061b8e80941Smrg{
1062b8e80941Smrg    // Enum name ......................// Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
1063b8e80941Smrg    ImGuiStyleVar_Alpha,               // float     Alpha
1064b8e80941Smrg    ImGuiStyleVar_WindowPadding,       // ImVec2    WindowPadding
1065b8e80941Smrg    ImGuiStyleVar_WindowRounding,      // float     WindowRounding
1066b8e80941Smrg    ImGuiStyleVar_WindowBorderSize,    // float     WindowBorderSize
1067b8e80941Smrg    ImGuiStyleVar_WindowMinSize,       // ImVec2    WindowMinSize
1068b8e80941Smrg    ImGuiStyleVar_WindowTitleAlign,    // ImVec2    WindowTitleAlign
1069b8e80941Smrg    ImGuiStyleVar_ChildRounding,       // float     ChildRounding
1070b8e80941Smrg    ImGuiStyleVar_ChildBorderSize,     // float     ChildBorderSize
1071b8e80941Smrg    ImGuiStyleVar_PopupRounding,       // float     PopupRounding
1072b8e80941Smrg    ImGuiStyleVar_PopupBorderSize,     // float     PopupBorderSize
1073b8e80941Smrg    ImGuiStyleVar_FramePadding,        // ImVec2    FramePadding
1074b8e80941Smrg    ImGuiStyleVar_FrameRounding,       // float     FrameRounding
1075b8e80941Smrg    ImGuiStyleVar_FrameBorderSize,     // float     FrameBorderSize
1076b8e80941Smrg    ImGuiStyleVar_ItemSpacing,         // ImVec2    ItemSpacing
1077b8e80941Smrg    ImGuiStyleVar_ItemInnerSpacing,    // ImVec2    ItemInnerSpacing
1078b8e80941Smrg    ImGuiStyleVar_IndentSpacing,       // float     IndentSpacing
1079b8e80941Smrg    ImGuiStyleVar_ScrollbarSize,       // float     ScrollbarSize
1080b8e80941Smrg    ImGuiStyleVar_ScrollbarRounding,   // float     ScrollbarRounding
1081b8e80941Smrg    ImGuiStyleVar_GrabMinSize,         // float     GrabMinSize
1082b8e80941Smrg    ImGuiStyleVar_GrabRounding,        // float     GrabRounding
1083b8e80941Smrg    ImGuiStyleVar_TabRounding,         // float     TabRounding
1084b8e80941Smrg    ImGuiStyleVar_ButtonTextAlign,     // ImVec2    ButtonTextAlign
1085b8e80941Smrg    ImGuiStyleVar_SelectableTextAlign, // ImVec2    SelectableTextAlign
1086b8e80941Smrg    ImGuiStyleVar_COUNT
1087b8e80941Smrg
1088b8e80941Smrg    // Obsolete names (will be removed)
1089b8e80941Smrg#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1090b8e80941Smrg    , ImGuiStyleVar_Count_ = ImGuiStyleVar_COUNT, ImGuiStyleVar_ChildWindowRounding = ImGuiStyleVar_ChildRounding
1091b8e80941Smrg#endif
1092b8e80941Smrg};
1093b8e80941Smrg
1094b8e80941Smrg// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
1095b8e80941Smrgenum ImGuiColorEditFlags_
1096b8e80941Smrg{
1097b8e80941Smrg    ImGuiColorEditFlags_None            = 0,
1098b8e80941Smrg    ImGuiColorEditFlags_NoAlpha         = 1 << 1,   //              // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (read 3 components from the input pointer).
1099b8e80941Smrg    ImGuiColorEditFlags_NoPicker        = 1 << 2,   //              // ColorEdit: disable picker when clicking on colored square.
1100b8e80941Smrg    ImGuiColorEditFlags_NoOptions       = 1 << 3,   //              // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
1101b8e80941Smrg    ImGuiColorEditFlags_NoSmallPreview  = 1 << 4,   //              // ColorEdit, ColorPicker: disable colored square preview next to the inputs. (e.g. to show only the inputs)
1102b8e80941Smrg    ImGuiColorEditFlags_NoInputs        = 1 << 5,   //              // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview colored square).
1103b8e80941Smrg    ImGuiColorEditFlags_NoTooltip       = 1 << 6,   //              // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
1104b8e80941Smrg    ImGuiColorEditFlags_NoLabel         = 1 << 7,   //              // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
1105b8e80941Smrg    ImGuiColorEditFlags_NoSidePreview   = 1 << 8,   //              // ColorPicker: disable bigger color preview on right side of the picker, use small colored square preview instead.
1106b8e80941Smrg    ImGuiColorEditFlags_NoDragDrop      = 1 << 9,   //              // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
1107b8e80941Smrg
1108b8e80941Smrg    // User Options (right-click on widget to change some of them). You can set application defaults using SetColorEditOptions(). The idea is that you probably don't want to override them in most of your calls, let the user choose and/or call SetColorEditOptions() during startup.
1109b8e80941Smrg    ImGuiColorEditFlags_AlphaBar        = 1 << 16,  //              // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
1110b8e80941Smrg    ImGuiColorEditFlags_AlphaPreview    = 1 << 17,  //              // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.
1111b8e80941Smrg    ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18,  //              // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque.
1112b8e80941Smrg    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).
1113b8e80941Smrg    ImGuiColorEditFlags_RGB             = 1 << 20,  // [Inputs]     // ColorEdit: choose one among RGB/HSV/HEX. ColorPicker: choose any combination using RGB/HSV/HEX.
1114b8e80941Smrg    ImGuiColorEditFlags_HSV             = 1 << 21,  // [Inputs]     // "
1115b8e80941Smrg    ImGuiColorEditFlags_HEX             = 1 << 22,  // [Inputs]     // "
1116b8e80941Smrg    ImGuiColorEditFlags_Uint8           = 1 << 23,  // [DataType]   // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.
1117b8e80941Smrg    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.
1118b8e80941Smrg    ImGuiColorEditFlags_PickerHueBar    = 1 << 25,  // [PickerMode] // ColorPicker: bar for Hue, rectangle for Sat/Value.
1119b8e80941Smrg    ImGuiColorEditFlags_PickerHueWheel  = 1 << 26,  // [PickerMode] // ColorPicker: wheel for Hue, triangle for Sat/Value.
1120b8e80941Smrg
1121b8e80941Smrg    // [Internal] Masks
1122b8e80941Smrg    ImGuiColorEditFlags__InputsMask     = ImGuiColorEditFlags_RGB|ImGuiColorEditFlags_HSV|ImGuiColorEditFlags_HEX,
1123b8e80941Smrg    ImGuiColorEditFlags__DataTypeMask   = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_Float,
1124b8e80941Smrg    ImGuiColorEditFlags__PickerMask     = ImGuiColorEditFlags_PickerHueWheel|ImGuiColorEditFlags_PickerHueBar,
1125b8e80941Smrg    ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_RGB|ImGuiColorEditFlags_PickerHueBar    // Change application default using SetColorEditOptions()
1126b8e80941Smrg};
1127b8e80941Smrg
1128b8e80941Smrg// Enumeration for GetMouseCursor()
1129b8e80941Smrg// User code may request binding to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here
1130b8e80941Smrgenum ImGuiMouseCursor_
1131b8e80941Smrg{
1132b8e80941Smrg    ImGuiMouseCursor_None = -1,
1133b8e80941Smrg    ImGuiMouseCursor_Arrow = 0,
1134b8e80941Smrg    ImGuiMouseCursor_TextInput,         // When hovering over InputText, etc.
1135b8e80941Smrg    ImGuiMouseCursor_ResizeAll,         // (Unused by imgui functions)
1136b8e80941Smrg    ImGuiMouseCursor_ResizeNS,          // When hovering over an horizontal border
1137b8e80941Smrg    ImGuiMouseCursor_ResizeEW,          // When hovering over a vertical border or a column
1138b8e80941Smrg    ImGuiMouseCursor_ResizeNESW,        // When hovering over the bottom-left corner of a window
1139b8e80941Smrg    ImGuiMouseCursor_ResizeNWSE,        // When hovering over the bottom-right corner of a window
1140b8e80941Smrg    ImGuiMouseCursor_Hand,              // (Unused by imgui functions. Use for e.g. hyperlinks)
1141b8e80941Smrg    ImGuiMouseCursor_COUNT
1142b8e80941Smrg
1143b8e80941Smrg    // Obsolete names (will be removed)
1144b8e80941Smrg#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1145b8e80941Smrg    , ImGuiMouseCursor_Count_ = ImGuiMouseCursor_COUNT
1146b8e80941Smrg#endif
1147b8e80941Smrg};
1148b8e80941Smrg
1149b8e80941Smrg// Enumateration for ImGui::SetWindow***(), SetNextWindow***(), SetNextTreeNode***() functions
1150b8e80941Smrg// Represent a condition.
1151b8e80941Smrg// 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.
1152b8e80941Smrgenum ImGuiCond_
1153b8e80941Smrg{
1154b8e80941Smrg    ImGuiCond_Always        = 1 << 0,   // Set the variable
1155b8e80941Smrg    ImGuiCond_Once          = 1 << 1,   // Set the variable once per runtime session (only the first call with succeed)
1156b8e80941Smrg    ImGuiCond_FirstUseEver  = 1 << 2,   // Set the variable if the object/window has no persistently saved data (no entry in .ini file)
1157b8e80941Smrg    ImGuiCond_Appearing     = 1 << 3    // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
1158b8e80941Smrg
1159b8e80941Smrg    // Obsolete names (will be removed)
1160b8e80941Smrg#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1161b8e80941Smrg    , ImGuiSetCond_Always = ImGuiCond_Always, ImGuiSetCond_Once = ImGuiCond_Once, ImGuiSetCond_FirstUseEver = ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing = ImGuiCond_Appearing
1162b8e80941Smrg#endif
1163b8e80941Smrg};
1164b8e80941Smrg
1165b8e80941Smrg//-----------------------------------------------------------------------------
1166b8e80941Smrg// Helper: ImVector<>
1167b8e80941Smrg// 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).
1168b8e80941Smrg// You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our data structures are relying on it.
1169b8e80941Smrg// 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.
1170b8e80941Smrg// Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,
1171b8e80941Smrg// 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.
1172b8e80941Smrg//-----------------------------------------------------------------------------
1173b8e80941Smrg
1174b8e80941Smrgtemplate<typename T>
1175b8e80941Smrgstruct ImVector
1176b8e80941Smrg{
1177b8e80941Smrg    int                 Size;
1178b8e80941Smrg    int                 Capacity;
1179b8e80941Smrg    T*                  Data;
1180b8e80941Smrg
1181b8e80941Smrg    // Provide standard typedefs but we don't use them ourselves.
1182b8e80941Smrg    typedef T                   value_type;
1183b8e80941Smrg    typedef value_type*         iterator;
1184b8e80941Smrg    typedef const value_type*   const_iterator;
1185b8e80941Smrg
1186b8e80941Smrg    // Constructors, destructor
1187b8e80941Smrg    inline ImVector()                                       { Size = Capacity = 0; Data = NULL; }
1188b8e80941Smrg    inline ImVector(const ImVector<T>& src)                 { Size = Capacity = 0; Data = NULL; operator=(src); }
1189b8e80941Smrg    inline ImVector<T>& operator=(const ImVector<T>& src)   { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; }
1190b8e80941Smrg    inline ~ImVector()                                      { if (Data) ImGui::MemFree(Data); }
1191b8e80941Smrg
1192b8e80941Smrg    inline bool         empty() const                       { return Size == 0; }
1193b8e80941Smrg    inline int          size() const                        { return Size; }
1194b8e80941Smrg    inline int          size_in_bytes() const               { return Size * (int)sizeof(T); }
1195b8e80941Smrg    inline int          capacity() const                    { return Capacity; }
1196b8e80941Smrg    inline T&           operator[](int i)                   { IM_ASSERT(i < Size); return Data[i]; }
1197b8e80941Smrg    inline const T&     operator[](int i) const             { IM_ASSERT(i < Size); return Data[i]; }
1198b8e80941Smrg
1199b8e80941Smrg    inline void         clear()                             { if (Data) { Size = Capacity = 0; ImGui::MemFree(Data); Data = NULL; } }
1200b8e80941Smrg    inline T*           begin()                             { return Data; }
1201b8e80941Smrg    inline const T*     begin() const                       { return Data; }
1202b8e80941Smrg    inline T*           end()                               { return Data + Size; }
1203b8e80941Smrg    inline const T*     end() const                         { return Data + Size; }
1204b8e80941Smrg    inline T&           front()                             { IM_ASSERT(Size > 0); return Data[0]; }
1205b8e80941Smrg    inline const T&     front() const                       { IM_ASSERT(Size > 0); return Data[0]; }
1206b8e80941Smrg    inline T&           back()                              { IM_ASSERT(Size > 0); return Data[Size - 1]; }
1207b8e80941Smrg    inline const T&     back() const                        { IM_ASSERT(Size > 0); return Data[Size - 1]; }
1208b8e80941Smrg    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; }
1209b8e80941Smrg
1210b8e80941Smrg    inline int          _grow_capacity(int sz) const        { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > sz ? new_capacity : sz; }
1211b8e80941Smrg    inline void         resize(int new_size)                { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
1212b8e80941Smrg    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; }
1213b8e80941Smrg    inline void         reserve(int new_capacity)           { if (new_capacity <= Capacity) return; T* new_data = (T*)ImGui::MemAlloc((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); ImGui::MemFree(Data); } Data = new_data; Capacity = new_capacity; }
1214b8e80941Smrg
1215b8e80941Smrg    // 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.
1216b8e80941Smrg    inline void         push_back(const T& v)               { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }
1217b8e80941Smrg    inline void         pop_back()                          { IM_ASSERT(Size > 0); Size--; }
1218b8e80941Smrg    inline void         push_front(const T& v)              { if (Size == 0) push_back(v); else insert(Data, v); }
1219b8e80941Smrg    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; }
1220b8e80941Smrg    inline T*           erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data+Size && it_last > it && it_last <= Data+Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - count) * sizeof(T)); Size -= (int)count; return Data + off; }
1221b8e80941Smrg    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; }
1222b8e80941Smrg    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; }
1223b8e80941Smrg    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; }
1224b8e80941Smrg    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; }
1225b8e80941Smrg};
1226b8e80941Smrg
1227b8e80941Smrg//-----------------------------------------------------------------------------
1228b8e80941Smrg// ImGuiStyle
1229b8e80941Smrg// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
1230b8e80941Smrg// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,
1231b8e80941Smrg// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
1232b8e80941Smrg//-----------------------------------------------------------------------------
1233b8e80941Smrg
1234b8e80941Smrgstruct ImGuiStyle
1235b8e80941Smrg{
1236b8e80941Smrg    float       Alpha;                      // Global alpha applies to everything in ImGui.
1237b8e80941Smrg    ImVec2      WindowPadding;              // Padding within a window.
1238b8e80941Smrg    float       WindowRounding;             // Radius of window corners rounding. Set to 0.0f to have rectangular windows.
1239b8e80941Smrg    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).
1240b8e80941Smrg    ImVec2      WindowMinSize;              // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints().
1241b8e80941Smrg    ImVec2      WindowTitleAlign;           // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
1242b8e80941Smrg    float       ChildRounding;              // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
1243b8e80941Smrg    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).
1244b8e80941Smrg    float       PopupRounding;              // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
1245b8e80941Smrg    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).
1246b8e80941Smrg    ImVec2      FramePadding;               // Padding within a framed rectangle (used by most widgets).
1247b8e80941Smrg    float       FrameRounding;              // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
1248b8e80941Smrg    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).
1249b8e80941Smrg    ImVec2      ItemSpacing;                // Horizontal and vertical spacing between widgets/lines.
1250b8e80941Smrg    ImVec2      ItemInnerSpacing;           // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
1251b8e80941Smrg    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!
1252b8e80941Smrg    float       IndentSpacing;              // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
1253b8e80941Smrg    float       ColumnsMinSpacing;          // Minimum horizontal spacing between two columns.
1254b8e80941Smrg    float       ScrollbarSize;              // Width of the vertical scrollbar, Height of the horizontal scrollbar.
1255b8e80941Smrg    float       ScrollbarRounding;          // Radius of grab corners for scrollbar.
1256b8e80941Smrg    float       GrabMinSize;                // Minimum width/height of a grab box for slider/scrollbar.
1257b8e80941Smrg    float       GrabRounding;               // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
1258b8e80941Smrg    float       TabRounding;                // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
1259b8e80941Smrg    float       TabBorderSize;              // Thickness of border around tabs.
1260b8e80941Smrg    ImVec2      ButtonTextAlign;            // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
1261b8e80941Smrg    ImVec2      SelectableTextAlign;        // Alignment of selectable text when selectable is larger than text. Defaults to (0.0f, 0.0f) (top-left aligned).
1262b8e80941Smrg    ImVec2      DisplayWindowPadding;       // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows.
1263b8e80941Smrg    ImVec2      DisplaySafeAreaPadding;     // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly!
1264b8e80941Smrg    float       MouseCursorScale;           // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
1265b8e80941Smrg    bool        AntiAliasedLines;           // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU.
1266b8e80941Smrg    bool        AntiAliasedFill;            // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)
1267b8e80941Smrg    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.
1268b8e80941Smrg    ImVec4      Colors[ImGuiCol_COUNT];
1269b8e80941Smrg
1270b8e80941Smrg    IMGUI_API ImGuiStyle();
1271b8e80941Smrg    IMGUI_API void ScaleAllSizes(float scale_factor);
1272b8e80941Smrg};
1273b8e80941Smrg
1274b8e80941Smrg//-----------------------------------------------------------------------------
1275b8e80941Smrg// ImGuiIO
1276b8e80941Smrg// Communicate most settings and inputs/outputs to Dear ImGui using this structure.
1277b8e80941Smrg// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.
1278b8e80941Smrg//-----------------------------------------------------------------------------
1279b8e80941Smrg
1280b8e80941Smrgstruct ImGuiIO
1281b8e80941Smrg{
1282b8e80941Smrg    //------------------------------------------------------------------
1283b8e80941Smrg    // Configuration (fill once)                // Default value
1284b8e80941Smrg    //------------------------------------------------------------------
1285b8e80941Smrg
1286b8e80941Smrg    ImGuiConfigFlags   ConfigFlags;             // = 0              // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
1287b8e80941Smrg    ImGuiBackendFlags  BackendFlags;            // = 0              // See ImGuiBackendFlags_ enum. Set by back-end (imgui_impl_xxx files or custom back-end) to communicate features supported by the back-end.
1288b8e80941Smrg    ImVec2      DisplaySize;                    // <unset>          // Main display size, in pixels.
1289b8e80941Smrg    float       DeltaTime;                      // = 1.0f/60.0f     // Time elapsed since last frame, in seconds.
1290b8e80941Smrg    float       IniSavingRate;                  // = 5.0f           // Minimum time between saving positions/sizes to .ini file, in seconds.
1291b8e80941Smrg    const char* IniFilename;                    // = "imgui.ini"    // Path to .ini file. Set NULL to disable automatic .ini loading/saving, if e.g. you want to manually load/save from memory.
1292b8e80941Smrg    const char* LogFilename;                    // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
1293b8e80941Smrg    float       MouseDoubleClickTime;           // = 0.30f          // Time for a double-click, in seconds.
1294b8e80941Smrg    float       MouseDoubleClickMaxDist;        // = 6.0f           // Distance threshold to stay in to validate a double-click, in pixels.
1295b8e80941Smrg    float       MouseDragThreshold;             // = 6.0f           // Distance threshold before considering we are dragging.
1296b8e80941Smrg    int         KeyMap[ImGuiKey_COUNT];         // <unset>          // Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state.
1297b8e80941Smrg    float       KeyRepeatDelay;                 // = 0.250f         // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
1298b8e80941Smrg    float       KeyRepeatRate;                  // = 0.050f         // When holding a key/button, rate at which it repeats, in seconds.
1299b8e80941Smrg    void*       UserData;                       // = NULL           // Store your own data for retrieval by callbacks.
1300b8e80941Smrg
1301b8e80941Smrg    ImFontAtlas*Fonts;                          // <auto>           // Load, rasterize and pack one or more fonts into a single texture.
1302b8e80941Smrg    float       FontGlobalScale;                // = 1.0f           // Global scale all fonts
1303b8e80941Smrg    bool        FontAllowUserScaling;           // = false          // Allow user scaling text of individual window with CTRL+Wheel.
1304b8e80941Smrg    ImFont*     FontDefault;                    // = NULL           // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
1305b8e80941Smrg    ImVec2      DisplayFramebufferScale;        // = (1, 1)         // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale.
1306b8e80941Smrg
1307b8e80941Smrg    // Miscellaneous options
1308b8e80941Smrg    bool        MouseDrawCursor;                // = false          // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by back-end implementations.
1309b8e80941Smrg    bool        ConfigMacOSXBehaviors;          // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl (was called io.OptMacOSXBehaviors prior to 1.63)
1310b8e80941Smrg    bool        ConfigInputTextCursorBlink;     // = true           // Set to false to disable blinking cursor, for users who consider it distracting. (was called: io.OptCursorBlink prior to 1.63)
1311b8e80941Smrg    bool        ConfigWindowsResizeFromEdges;   // = true           // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be the a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
1312b8e80941Smrg    bool        ConfigWindowsMoveFromTitleBarOnly; // = false       // [BETA] Set to true to only allow moving windows when clicked+dragged from the title bar. Windows without a title bar are not affected.
1313b8e80941Smrg
1314b8e80941Smrg    //------------------------------------------------------------------
1315b8e80941Smrg    // Platform Functions
1316b8e80941Smrg    // (the imgui_impl_xxxx back-end files are setting those up for you)
1317b8e80941Smrg    //------------------------------------------------------------------
1318b8e80941Smrg
1319b8e80941Smrg    // Optional: Platform/Renderer back-end name (informational only! will be displayed in About Window) + User data for back-end/wrappers to store their own stuff.
1320b8e80941Smrg    const char* BackendPlatformName;            // = NULL
1321b8e80941Smrg    const char* BackendRendererName;            // = NULL
1322b8e80941Smrg    void*       BackendPlatformUserData;        // = NULL
1323b8e80941Smrg    void*       BackendRendererUserData;        // = NULL
1324b8e80941Smrg    void*       BackendLanguageUserData;        // = NULL
1325b8e80941Smrg
1326b8e80941Smrg    // Optional: Access OS clipboard
1327b8e80941Smrg    // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
1328b8e80941Smrg    const char* (*GetClipboardTextFn)(void* user_data);
1329b8e80941Smrg    void        (*SetClipboardTextFn)(void* user_data, const char* text);
1330b8e80941Smrg    void*       ClipboardUserData;
1331b8e80941Smrg
1332b8e80941Smrg    // 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)
1333b8e80941Smrg    // (default to use native imm32 api on Windows)
1334b8e80941Smrg    void        (*ImeSetInputScreenPosFn)(int x, int y);
1335b8e80941Smrg    void*       ImeWindowHandle;                // = NULL           // (Windows) Set this to your HWND to get automatic IME cursor positioning.
1336b8e80941Smrg
1337b8e80941Smrg#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1338b8e80941Smrg    // [OBSOLETE since 1.60+] Rendering function, will be automatically called in Render(). Please call your rendering function yourself now!
1339b8e80941Smrg    // You can obtain the ImDrawData* by calling ImGui::GetDrawData() after Render(). See example applications if you are unsure of how to implement this.
1340b8e80941Smrg    void        (*RenderDrawListsFn)(ImDrawData* data);
1341b8e80941Smrg#else
1342b8e80941Smrg    // This is only here to keep ImGuiIO the same size/layout, so that IMGUI_DISABLE_OBSOLETE_FUNCTIONS can exceptionally be used outside of imconfig.h.
1343b8e80941Smrg    void*       RenderDrawListsFnUnused;
1344b8e80941Smrg#endif
1345b8e80941Smrg
1346b8e80941Smrg    //------------------------------------------------------------------
1347b8e80941Smrg    // Input - Fill before calling NewFrame()
1348b8e80941Smrg    //------------------------------------------------------------------
1349b8e80941Smrg
1350b8e80941Smrg    ImVec2      MousePos;                       // Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.)
1351b8e80941Smrg    bool        MouseDown[5];                   // Mouse buttons: 0=left, 1=right, 2=middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
1352b8e80941Smrg    float       MouseWheel;                     // Mouse wheel Vertical: 1 unit scrolls about 5 lines text.
1353b8e80941Smrg    float       MouseWheelH;                    // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all back-ends.
1354b8e80941Smrg    bool        KeyCtrl;                        // Keyboard modifier pressed: Control
1355b8e80941Smrg    bool        KeyShift;                       // Keyboard modifier pressed: Shift
1356b8e80941Smrg    bool        KeyAlt;                         // Keyboard modifier pressed: Alt
1357b8e80941Smrg    bool        KeySuper;                       // Keyboard modifier pressed: Cmd/Super/Windows
1358b8e80941Smrg    bool        KeysDown[512];                  // Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys).
1359b8e80941Smrg    float       NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame().
1360b8e80941Smrg
1361b8e80941Smrg    // Functions
1362b8e80941Smrg    IMGUI_API void  AddInputCharacter(ImWchar c);               // Queue new character input
1363b8e80941Smrg    IMGUI_API void  AddInputCharactersUTF8(const char* str);    // Queue new characters input from an UTF-8 string
1364b8e80941Smrg    IMGUI_API void  ClearInputCharacters();                     // Clear the text input buffer manually
1365b8e80941Smrg
1366b8e80941Smrg    //------------------------------------------------------------------
1367b8e80941Smrg    // Output - Retrieve after calling NewFrame()
1368b8e80941Smrg    //------------------------------------------------------------------
1369b8e80941Smrg
1370b8e80941Smrg    bool        WantCaptureMouse;               // When io.WantCaptureMouse is true, imgui will use the mouse inputs, do not dispatch them to your main game/application (in both cases, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.).
1371b8e80941Smrg    bool        WantCaptureKeyboard;            // When io.WantCaptureKeyboard is true, imgui will use the keyboard inputs, do not dispatch them to your main game/application (in both cases, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).
1372b8e80941Smrg    bool        WantTextInput;                  // Mobile/console: when io.WantTextInput is true, you may display an on-screen keyboard. This is set by ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
1373b8e80941Smrg    bool        WantSetMousePos;                // MousePos has been altered, back-end should reposition mouse on next frame. Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
1374b8e80941Smrg    bool        WantSaveIniSettings;            // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. IMPORTANT: You need to clear io.WantSaveIniSettings yourself.
1375b8e80941Smrg    bool        NavActive;                      // Directional navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
1376b8e80941Smrg    bool        NavVisible;                     // Directional navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
1377b8e80941Smrg    float       Framerate;                      // Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames
1378b8e80941Smrg    int         MetricsRenderVertices;          // Vertices output during last call to Render()
1379b8e80941Smrg    int         MetricsRenderIndices;           // Indices output during last call to Render() = number of triangles * 3
1380b8e80941Smrg    int         MetricsRenderWindows;           // Number of visible windows
1381b8e80941Smrg    int         MetricsActiveWindows;           // Number of active windows
1382b8e80941Smrg    int         MetricsActiveAllocations;       // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts.
1383b8e80941Smrg    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.
1384b8e80941Smrg
1385b8e80941Smrg    //------------------------------------------------------------------
1386b8e80941Smrg    // [Internal] ImGui will maintain those fields. Forward compatibility not guaranteed!
1387b8e80941Smrg    //------------------------------------------------------------------
1388b8e80941Smrg
1389b8e80941Smrg    ImVec2      MousePosPrev;                   // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
1390b8e80941Smrg    ImVec2      MouseClickedPos[5];             // Position at time of clicking
1391b8e80941Smrg    double      MouseClickedTime[5];            // Time of last click (used to figure out double-click)
1392b8e80941Smrg    bool        MouseClicked[5];                // Mouse button went from !Down to Down
1393b8e80941Smrg    bool        MouseDoubleClicked[5];          // Has mouse button been double-clicked?
1394b8e80941Smrg    bool        MouseReleased[5];               // Mouse button went from Down to !Down
1395b8e80941Smrg    bool        MouseDownOwned[5];              // Track if button was clicked inside a window. We don't request mouse capture from the application if click started outside ImGui bounds.
1396b8e80941Smrg    float       MouseDownDuration[5];           // Duration the mouse button has been down (0.0f == just clicked)
1397b8e80941Smrg    float       MouseDownDurationPrev[5];       // Previous time the mouse button has been down
1398b8e80941Smrg    ImVec2      MouseDragMaxDistanceAbs[5];     // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
1399b8e80941Smrg    float       MouseDragMaxDistanceSqr[5];     // Squared maximum distance of how much mouse has traveled from the clicking point
1400b8e80941Smrg    float       KeysDownDuration[512];          // Duration the keyboard key has been down (0.0f == just pressed)
1401b8e80941Smrg    float       KeysDownDurationPrev[512];      // Previous duration the key has been down
1402b8e80941Smrg    float       NavInputsDownDuration[ImGuiNavInput_COUNT];
1403b8e80941Smrg    float       NavInputsDownDurationPrev[ImGuiNavInput_COUNT];
1404b8e80941Smrg    ImVector<ImWchar> InputQueueCharacters;     // Queue of _characters_ input (obtained by platform back-end). Fill using AddInputCharacter() helper.
1405b8e80941Smrg
1406b8e80941Smrg    IMGUI_API   ImGuiIO();
1407b8e80941Smrg};
1408b8e80941Smrg
1409b8e80941Smrg//-----------------------------------------------------------------------------
1410b8e80941Smrg// Misc data structures
1411b8e80941Smrg//-----------------------------------------------------------------------------
1412b8e80941Smrg
1413b8e80941Smrg// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
1414b8e80941Smrg// The callback function should return 0 by default.
1415b8e80941Smrg// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
1416b8e80941Smrg// - ImGuiInputTextFlags_CallbackCompletion:  Callback on pressing TAB
1417b8e80941Smrg// - ImGuiInputTextFlags_CallbackHistory:     Callback on pressing Up/Down arrows
1418b8e80941Smrg// - ImGuiInputTextFlags_CallbackAlways:      Callback on each iteration
1419b8e80941Smrg// - ImGuiInputTextFlags_CallbackCharFilter:  Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
1420b8e80941Smrg// - ImGuiInputTextFlags_CallbackResize:      Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
1421b8e80941Smrgstruct ImGuiInputTextCallbackData
1422b8e80941Smrg{
1423b8e80941Smrg    ImGuiInputTextFlags EventFlag;      // One ImGuiInputTextFlags_Callback*    // Read-only
1424b8e80941Smrg    ImGuiInputTextFlags Flags;          // What user passed to InputText()      // Read-only
1425b8e80941Smrg    void*               UserData;       // What user passed to InputText()      // Read-only
1426b8e80941Smrg
1427b8e80941Smrg    // Arguments for the different callback events
1428b8e80941Smrg    // - 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.
1429b8e80941Smrg    // - 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.
1430b8e80941Smrg    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;
1431b8e80941Smrg    ImGuiKey            EventKey;       // Key pressed (Up/Down/TAB)            // Read-only    // [Completion,History]
1432b8e80941Smrg    char*               Buf;            // Text buffer                          // Read-write   // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
1433b8e80941Smrg    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()
1434b8e80941Smrg    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
1435b8e80941Smrg    bool                BufDirty;       // Set if you modify Buf/BufTextLen!    // Write        // [Completion,History,Always]
1436b8e80941Smrg    int                 CursorPos;      //                                      // Read-write   // [Completion,History,Always]
1437b8e80941Smrg    int                 SelectionStart; //                                      // Read-write   // [Completion,History,Always] == to SelectionEnd when no selection)
1438b8e80941Smrg    int                 SelectionEnd;   //                                      // Read-write   // [Completion,History,Always]
1439b8e80941Smrg
1440b8e80941Smrg    // Helper functions for text manipulation.
1441b8e80941Smrg    // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection.
1442b8e80941Smrg    IMGUI_API ImGuiInputTextCallbackData();
1443b8e80941Smrg    IMGUI_API void      DeleteChars(int pos, int bytes_count);
1444b8e80941Smrg    IMGUI_API void      InsertChars(int pos, const char* text, const char* text_end = NULL);
1445b8e80941Smrg    bool                HasSelection() const { return SelectionStart != SelectionEnd; }
1446b8e80941Smrg};
1447b8e80941Smrg
1448b8e80941Smrg// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
1449b8e80941Smrg// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
1450b8e80941Smrgstruct ImGuiSizeCallbackData
1451b8e80941Smrg{
1452b8e80941Smrg    void*   UserData;       // Read-only.   What user passed to SetNextWindowSizeConstraints()
1453b8e80941Smrg    ImVec2  Pos;            // Read-only.   Window position, for reference.
1454b8e80941Smrg    ImVec2  CurrentSize;    // Read-only.   Current window size.
1455b8e80941Smrg    ImVec2  DesiredSize;    // Read-write.  Desired size, based on user's mouse position. Write to this field to restrain resizing.
1456b8e80941Smrg};
1457b8e80941Smrg
1458b8e80941Smrg// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()
1459b8e80941Smrgstruct ImGuiPayload
1460b8e80941Smrg{
1461b8e80941Smrg    // Members
1462b8e80941Smrg    void*           Data;               // Data (copied and owned by dear imgui)
1463b8e80941Smrg    int             DataSize;           // Data size
1464b8e80941Smrg
1465b8e80941Smrg    // [Internal]
1466b8e80941Smrg    ImGuiID         SourceId;           // Source item id
1467b8e80941Smrg    ImGuiID         SourceParentId;     // Source parent id (if available)
1468b8e80941Smrg    int             DataFrameCount;     // Data timestamp
1469b8e80941Smrg    char            DataType[32+1];     // Data type tag (short user-supplied string, 32 characters max)
1470b8e80941Smrg    bool            Preview;            // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)
1471b8e80941Smrg    bool            Delivery;           // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.
1472b8e80941Smrg
1473b8e80941Smrg    ImGuiPayload()  { Clear(); }
1474b8e80941Smrg    void Clear()    { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; }
1475b8e80941Smrg    bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; }
1476b8e80941Smrg    bool IsPreview() const                  { return Preview; }
1477b8e80941Smrg    bool IsDelivery() const                 { return Delivery; }
1478b8e80941Smrg};
1479b8e80941Smrg
1480b8e80941Smrg//-----------------------------------------------------------------------------
1481b8e80941Smrg// Obsolete functions (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
1482b8e80941Smrg// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead.
1483b8e80941Smrg//-----------------------------------------------------------------------------
1484b8e80941Smrg
1485b8e80941Smrg#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1486b8e80941Smrgnamespace ImGui
1487b8e80941Smrg{
1488b8e80941Smrg    // OBSOLETED in 1.66 (from Sep 2018)
1489b8e80941Smrg    static inline void  SetScrollHere(float center_ratio=0.5f){ SetScrollHereY(center_ratio); }
1490b8e80941Smrg    // OBSOLETED in 1.63 (between Aug 2018 and Sept 2018)
1491b8e80941Smrg    static inline bool  IsItemDeactivatedAfterChange()        { return IsItemDeactivatedAfterEdit(); }
1492b8e80941Smrg    // OBSOLETED in 1.61 (between Apr 2018 and Aug 2018)
1493b8e80941Smrg    IMGUI_API bool      InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags flags = 0); // Use the 'const char* format' version instead of 'decimal_precision'!
1494b8e80941Smrg    IMGUI_API bool      InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags flags = 0);
1495b8e80941Smrg    IMGUI_API bool      InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags flags = 0);
1496b8e80941Smrg    IMGUI_API bool      InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags flags = 0);
1497b8e80941Smrg    // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)
1498b8e80941Smrg    static inline bool  IsAnyWindowFocused()                  { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); }
1499b8e80941Smrg    static inline bool  IsAnyWindowHovered()                  { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }
1500b8e80941Smrg    static inline ImVec2 CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = 0.f) { IM_UNUSED(on_edge); IM_UNUSED(outward); IM_ASSERT(0); return pos; }
1501b8e80941Smrg    // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
1502b8e80941Smrg    static inline void  ShowTestWindow()                      { return ShowDemoWindow(); }
1503b8e80941Smrg    static inline bool  IsRootWindowFocused()                 { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); }
1504b8e80941Smrg    static inline bool  IsRootWindowOrAnyChildFocused()       { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); }
1505b8e80941Smrg    static inline void  SetNextWindowContentWidth(float w)    { SetNextWindowContentSize(ImVec2(w, 0.0f)); }
1506b8e80941Smrg    static inline float GetItemsLineHeightWithSpacing()       { return GetFrameHeightWithSpacing(); }
1507b8e80941Smrg    // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
1508b8e80941Smrg    IMGUI_API bool      Begin(const char* name, bool* p_open, const ImVec2& size_on_first_use, float bg_alpha_override = -1.0f, ImGuiWindowFlags flags = 0); // Use SetNextWindowSize(size, ImGuiCond_FirstUseEver) + SetNextWindowBgAlpha() instead.
1509b8e80941Smrg    static inline bool  IsRootWindowOrAnyChildHovered()       { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); }
1510b8e80941Smrg    static inline void  AlignFirstTextHeightToWidgets()       { AlignTextToFramePadding(); }
1511b8e80941Smrg    static inline void  SetNextWindowPosCenter(ImGuiCond c=0) { ImGuiIO& io = GetIO(); SetNextWindowPos(ImVec2(io.DisplaySize.x * 0.5f, io.DisplaySize.y * 0.5f), c, ImVec2(0.5f, 0.5f)); }
1512b8e80941Smrg    // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
1513b8e80941Smrg    static inline bool  IsItemHoveredRect()                   { return IsItemHovered(ImGuiHoveredFlags_RectOnly); }
1514b8e80941Smrg    static inline bool  IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // This was misleading and partly broken. You probably want to use the ImGui::GetIO().WantCaptureMouse flag instead.
1515b8e80941Smrg    static inline bool  IsMouseHoveringAnyWindow()            { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }
1516b8e80941Smrg    static inline bool  IsMouseHoveringWindow()               { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); }
1517b8e80941Smrg}
1518b8e80941Smrgtypedef ImGuiInputTextCallback      ImGuiTextEditCallback;    // OBSOLETE in 1.63 (from Aug 2018): made the names consistent
1519b8e80941Smrgtypedef ImGuiInputTextCallbackData  ImGuiTextEditCallbackData;
1520b8e80941Smrg#endif
1521b8e80941Smrg
1522b8e80941Smrg//-----------------------------------------------------------------------------
1523b8e80941Smrg// Helpers
1524b8e80941Smrg//-----------------------------------------------------------------------------
1525b8e80941Smrg
1526b8e80941Smrg// Helper: IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() macros to call MemAlloc + Placement New, Placement Delete + MemFree
1527b8e80941Smrg// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
1528b8e80941Smrg// Defining a custom placement new() with a dummy parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.
1529b8e80941Smrgstruct ImNewDummy {};
1530b8e80941Smrginline void* operator new(size_t, ImNewDummy, void* ptr) { return ptr; }
1531b8e80941Smrginline void  operator delete(void*, ImNewDummy, void*)   {} // This is only required so we can use the symetrical new()
1532b8e80941Smrg#define IM_PLACEMENT_NEW(_PTR)              new(ImNewDummy(), _PTR)
1533b8e80941Smrg#define IM_NEW(_TYPE)                       new(ImNewDummy(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
1534b8e80941Smrgtemplate<typename T> void IM_DELETE(T* p)   { if (p) { p->~T(); ImGui::MemFree(p); } }
1535b8e80941Smrg
1536b8e80941Smrg// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame.
1537b8e80941Smrg// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame");
1538b8e80941Smrgstruct ImGuiOnceUponAFrame
1539b8e80941Smrg{
1540b8e80941Smrg    ImGuiOnceUponAFrame() { RefFrame = -1; }
1541b8e80941Smrg    mutable int RefFrame;
1542b8e80941Smrg    operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
1543b8e80941Smrg};
1544b8e80941Smrg
1545b8e80941Smrg// Helper: Macro for ImGuiOnceUponAFrame. Attention: The macro expands into 2 statement so make sure you don't use it within e.g. an if() statement without curly braces.
1546b8e80941Smrg#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1547b8e80941Smrg#define IMGUI_ONCE_UPON_A_FRAME     static ImGuiOnceUponAFrame imgui_oaf; if (imgui_oaf)    // OBSOLETED in 1.51, will remove!
1548b8e80941Smrg#endif
1549b8e80941Smrg
1550b8e80941Smrg// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
1551b8e80941Smrgstruct ImGuiTextFilter
1552b8e80941Smrg{
1553b8e80941Smrg    IMGUI_API           ImGuiTextFilter(const char* default_filter = "");
1554b8e80941Smrg    IMGUI_API bool      Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f);  // Helper calling InputText+Build
1555b8e80941Smrg    IMGUI_API bool      PassFilter(const char* text, const char* text_end = NULL) const;
1556b8e80941Smrg    IMGUI_API void      Build();
1557b8e80941Smrg    void                Clear()          { InputBuf[0] = 0; Build(); }
1558b8e80941Smrg    bool                IsActive() const { return !Filters.empty(); }
1559b8e80941Smrg
1560b8e80941Smrg    // [Internal]
1561b8e80941Smrg    struct TextRange
1562b8e80941Smrg    {
1563b8e80941Smrg        const char* b;
1564b8e80941Smrg        const char* e;
1565b8e80941Smrg
1566b8e80941Smrg        TextRange() { b = e = NULL; }
1567b8e80941Smrg        TextRange(const char* _b, const char* _e) { b = _b; e = _e; }
1568b8e80941Smrg        const char*     begin() const   { return b; }
1569b8e80941Smrg        const char*     end () const    { return e; }
1570b8e80941Smrg        bool            empty() const   { return b == e; }
1571b8e80941Smrg        IMGUI_API void  split(char separator, ImVector<TextRange>* out) const;
1572b8e80941Smrg    };
1573b8e80941Smrg    char                InputBuf[256];
1574b8e80941Smrg    ImVector<TextRange> Filters;
1575b8e80941Smrg    int                 CountGrep;
1576b8e80941Smrg};
1577b8e80941Smrg
1578b8e80941Smrg// Helper: Growable text buffer for logging/accumulating text
1579b8e80941Smrg// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')
1580b8e80941Smrgstruct ImGuiTextBuffer
1581b8e80941Smrg{
1582b8e80941Smrg    ImVector<char>      Buf;
1583b8e80941Smrg    static char         EmptyString[1];
1584b8e80941Smrg
1585b8e80941Smrg    ImGuiTextBuffer()   { }
1586b8e80941Smrg    inline char         operator[](int i)       { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }
1587b8e80941Smrg    const char*         begin() const           { return Buf.Data ? &Buf.front() : EmptyString; }
1588b8e80941Smrg    const char*         end() const             { return Buf.Data ? &Buf.back() : EmptyString; }   // Buf is zero-terminated, so end() will point on the zero-terminator
1589b8e80941Smrg    int                 size() const            { return Buf.Size ? Buf.Size - 1 : 0; }
1590b8e80941Smrg    bool                empty()                 { return Buf.Size <= 1; }
1591b8e80941Smrg    void                clear()                 { Buf.clear(); }
1592b8e80941Smrg    void                reserve(int capacity)   { Buf.reserve(capacity); }
1593b8e80941Smrg    const char*         c_str() const           { return Buf.Data ? Buf.Data : EmptyString; }
1594b8e80941Smrg    IMGUI_API void      append(const char* str, const char* str_end = NULL);
1595b8e80941Smrg    IMGUI_API void      appendf(const char* fmt, ...) IM_FMTARGS(2);
1596b8e80941Smrg    IMGUI_API void      appendfv(const char* fmt, va_list args) IM_FMTLIST(2);
1597b8e80941Smrg};
1598b8e80941Smrg
1599b8e80941Smrg// Helper: Key->Value storage
1600b8e80941Smrg// Typically you don't have to worry about this since a storage is held within each Window.
1601b8e80941Smrg// We use it to e.g. store collapse state for a tree (Int 0/1)
1602b8e80941Smrg// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)
1603b8e80941Smrg// You can use it as custom user storage for temporary values. Declare your own storage if, for example:
1604b8e80941Smrg// - 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).
1605b8e80941Smrg// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)
1606b8e80941Smrg// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
1607b8e80941Smrgstruct ImGuiStorage
1608b8e80941Smrg{
1609b8e80941Smrg    struct Pair
1610b8e80941Smrg    {
1611b8e80941Smrg        ImGuiID key;
1612b8e80941Smrg        union { int val_i; float val_f; void* val_p; };
1613b8e80941Smrg        Pair(ImGuiID _key, int _val_i)   { key = _key; val_i = _val_i; }
1614b8e80941Smrg        Pair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; }
1615b8e80941Smrg        Pair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; }
1616b8e80941Smrg    };
1617b8e80941Smrg    ImVector<Pair>      Data;
1618b8e80941Smrg
1619b8e80941Smrg    // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
1620b8e80941Smrg    // - Set***() functions find pair, insertion on demand if missing.
1621b8e80941Smrg    // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
1622b8e80941Smrg    void                Clear() { Data.clear(); }
1623b8e80941Smrg    IMGUI_API int       GetInt(ImGuiID key, int default_val = 0) const;
1624b8e80941Smrg    IMGUI_API void      SetInt(ImGuiID key, int val);
1625b8e80941Smrg    IMGUI_API bool      GetBool(ImGuiID key, bool default_val = false) const;
1626b8e80941Smrg    IMGUI_API void      SetBool(ImGuiID key, bool val);
1627b8e80941Smrg    IMGUI_API float     GetFloat(ImGuiID key, float default_val = 0.0f) const;
1628b8e80941Smrg    IMGUI_API void      SetFloat(ImGuiID key, float val);
1629b8e80941Smrg    IMGUI_API void*     GetVoidPtr(ImGuiID key) const; // default_val is NULL
1630b8e80941Smrg    IMGUI_API void      SetVoidPtr(ImGuiID key, void* val);
1631b8e80941Smrg
1632b8e80941Smrg    // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
1633b8e80941Smrg    // - 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.
1634b8e80941Smrg    // - 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)
1635b8e80941Smrg    //      float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
1636b8e80941Smrg    IMGUI_API int*      GetIntRef(ImGuiID key, int default_val = 0);
1637b8e80941Smrg    IMGUI_API bool*     GetBoolRef(ImGuiID key, bool default_val = false);
1638b8e80941Smrg    IMGUI_API float*    GetFloatRef(ImGuiID key, float default_val = 0.0f);
1639b8e80941Smrg    IMGUI_API void**    GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
1640b8e80941Smrg
1641b8e80941Smrg    // Use on your own storage if you know only integer are being stored (open/close all tree nodes)
1642b8e80941Smrg    IMGUI_API void      SetAllInt(int val);
1643b8e80941Smrg
1644b8e80941Smrg    // For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
1645b8e80941Smrg    IMGUI_API void      BuildSortByKey();
1646b8e80941Smrg};
1647b8e80941Smrg
1648b8e80941Smrg// Helper: Manually clip large list of items.
1649b8e80941Smrg// If you are submitting lots of evenly spaced items and you have a random access to the list, you can perform coarse clipping based on visibility to save yourself from processing those items at all.
1650b8e80941Smrg// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
1651b8e80941Smrg// ImGui already clip items based on their bounds but it needs to measure text size to do so. Coarse clipping before submission makes this cost and your own data fetching/submission cost null.
1652b8e80941Smrg// Usage:
1653b8e80941Smrg//     ImGuiListClipper clipper(1000);  // we have 1000 elements, evenly spaced.
1654b8e80941Smrg//     while (clipper.Step())
1655b8e80941Smrg//         for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
1656b8e80941Smrg//             ImGui::Text("line number %d", i);
1657b8e80941Smrg// - Step 0: the clipper let you process the first element, regardless of it being visible or not, so we can measure the element height (step skipped if we passed a known height as second arg to constructor).
1658b8e80941Smrg// - Step 1: the clipper infer height from first element, calculate the actual range of elements to display, and position the cursor before the first element.
1659b8e80941Smrg// - (Step 2: dummy step only required if an explicit items_height was passed to constructor or Begin() and user call Step(). Does nothing and switch to Step 3.)
1660b8e80941Smrg// - Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), advance the cursor to the end of the list and then returns 'false' to end the loop.
1661b8e80941Smrgstruct ImGuiListClipper
1662b8e80941Smrg{
1663b8e80941Smrg    float   StartPosY;
1664b8e80941Smrg    float   ItemsHeight;
1665b8e80941Smrg    int     ItemsCount, StepNo, DisplayStart, DisplayEnd;
1666b8e80941Smrg
1667b8e80941Smrg    // items_count:  Use -1 to ignore (you can call Begin later). Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step).
1668b8e80941Smrg    // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
1669b8e80941Smrg    // If you don't specify an items_height, you NEED to call Step(). If you specify items_height you may call the old Begin()/End() api directly, but prefer calling Step().
1670b8e80941Smrg    ImGuiListClipper(int items_count = -1, float items_height = -1.0f)  { Begin(items_count, items_height); } // NB: Begin() initialize every fields (as we allow user to call Begin/End multiple times on a same instance if they want).
1671b8e80941Smrg    ~ImGuiListClipper()                                                 { IM_ASSERT(ItemsCount == -1); }      // Assert if user forgot to call End() or Step() until false.
1672b8e80941Smrg
1673b8e80941Smrg    IMGUI_API bool Step();                                              // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
1674b8e80941Smrg    IMGUI_API void Begin(int items_count, float items_height = -1.0f);  // Automatically called by constructor if you passed 'items_count' or by Step() in Step 1.
1675b8e80941Smrg    IMGUI_API void End();                                               // Automatically called on the last call of Step() that returns false.
1676b8e80941Smrg};
1677b8e80941Smrg
1678b8e80941Smrg// Helpers macros to generate 32-bits encoded colors
1679b8e80941Smrg#ifdef IMGUI_USE_BGRA_PACKED_COLOR
1680b8e80941Smrg#define IM_COL32_R_SHIFT    16
1681b8e80941Smrg#define IM_COL32_G_SHIFT    8
1682b8e80941Smrg#define IM_COL32_B_SHIFT    0
1683b8e80941Smrg#define IM_COL32_A_SHIFT    24
1684b8e80941Smrg#define IM_COL32_A_MASK     0xFF000000
1685b8e80941Smrg#else
1686b8e80941Smrg#define IM_COL32_R_SHIFT    0
1687b8e80941Smrg#define IM_COL32_G_SHIFT    8
1688b8e80941Smrg#define IM_COL32_B_SHIFT    16
1689b8e80941Smrg#define IM_COL32_A_SHIFT    24
1690b8e80941Smrg#define IM_COL32_A_MASK     0xFF000000
1691b8e80941Smrg#endif
1692b8e80941Smrg#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))
1693b8e80941Smrg#define IM_COL32_WHITE       IM_COL32(255,255,255,255)  // Opaque white = 0xFFFFFFFF
1694b8e80941Smrg#define IM_COL32_BLACK       IM_COL32(0,0,0,255)        // Opaque black
1695b8e80941Smrg#define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0)          // Transparent black = 0x00000000
1696b8e80941Smrg
1697b8e80941Smrg// Helper: ImColor() implicity converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
1698b8e80941Smrg// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
1699b8e80941Smrg// **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
1700b8e80941Smrg// **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.
1701b8e80941Smrgstruct ImColor
1702b8e80941Smrg{
1703b8e80941Smrg    ImVec4              Value;
1704b8e80941Smrg
1705b8e80941Smrg    ImColor()                                                       { Value.x = Value.y = Value.z = Value.w = 0.0f; }
1706b8e80941Smrg    ImColor(int r, int g, int b, int a = 255)                       { float sc = 1.0f/255.0f; Value.x = (float)r * sc; Value.y = (float)g * sc; Value.z = (float)b * sc; Value.w = (float)a * sc; }
1707b8e80941Smrg    ImColor(ImU32 rgba)                                             { float sc = 1.0f/255.0f; Value.x = (float)((rgba>>IM_COL32_R_SHIFT)&0xFF) * sc; Value.y = (float)((rgba>>IM_COL32_G_SHIFT)&0xFF) * sc; Value.z = (float)((rgba>>IM_COL32_B_SHIFT)&0xFF) * sc; Value.w = (float)((rgba>>IM_COL32_A_SHIFT)&0xFF) * sc; }
1708b8e80941Smrg    ImColor(float r, float g, float b, float a = 1.0f)              { Value.x = r; Value.y = g; Value.z = b; Value.w = a; }
1709b8e80941Smrg    ImColor(const ImVec4& col)                                      { Value = col; }
1710b8e80941Smrg    inline operator ImU32() const                                   { return ImGui::ColorConvertFloat4ToU32(Value); }
1711b8e80941Smrg    inline operator ImVec4() const                                  { return Value; }
1712b8e80941Smrg
1713b8e80941Smrg    // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.
1714b8e80941Smrg    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; }
1715b8e80941Smrg    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); }
1716b8e80941Smrg};
1717b8e80941Smrg
1718b8e80941Smrg//-----------------------------------------------------------------------------
1719b8e80941Smrg// Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListFlags, ImDrawList, ImDrawData)
1720b8e80941Smrg// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
1721b8e80941Smrg//-----------------------------------------------------------------------------
1722b8e80941Smrg
1723b8e80941Smrg// Draw callbacks for advanced uses.
1724b8e80941Smrg// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
1725b8e80941Smrg// you can poke into the draw list for that! Draw callback may be useful for example to: A) Change your GPU render state,
1726b8e80941Smrg// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
1727b8e80941Smrg// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
1728b8e80941Smrgtypedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
1729b8e80941Smrg
1730b8e80941Smrg// Typically, 1 command = 1 GPU draw call (unless command is a callback)
1731b8e80941Smrgstruct ImDrawCmd
1732b8e80941Smrg{
1733b8e80941Smrg    unsigned int    ElemCount;              // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
1734b8e80941Smrg    ImVec4          ClipRect;               // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
1735b8e80941Smrg    ImTextureID     TextureId;              // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
1736b8e80941Smrg    ImDrawCallback  UserCallback;           // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
1737b8e80941Smrg    void*           UserCallbackData;       // The draw callback code can access this.
1738b8e80941Smrg
1739b8e80941Smrg    ImDrawCmd() { ElemCount = 0; ClipRect.x = ClipRect.y = ClipRect.z = ClipRect.w = 0.0f; TextureId = (ImTextureID)NULL; UserCallback = NULL; UserCallbackData = NULL; }
1740b8e80941Smrg};
1741b8e80941Smrg
1742b8e80941Smrg// Vertex index (override with '#define ImDrawIdx unsigned int' in imconfig.h)
1743b8e80941Smrg#ifndef ImDrawIdx
1744b8e80941Smrgtypedef unsigned short ImDrawIdx;
1745b8e80941Smrg#endif
1746b8e80941Smrg
1747b8e80941Smrg// Vertex layout
1748b8e80941Smrg#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
1749b8e80941Smrgstruct ImDrawVert
1750b8e80941Smrg{
1751b8e80941Smrg    ImVec2  pos;
1752b8e80941Smrg    ImVec2  uv;
1753b8e80941Smrg    ImU32   col;
1754b8e80941Smrg};
1755b8e80941Smrg#else
1756b8e80941Smrg// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
1757b8e80941Smrg// 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.
1758b8e80941Smrg// The type has to be described within the macro (you can either declare the struct or use a typedef)
1759b8e80941Smrg// 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.
1760b8e80941SmrgIMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
1761b8e80941Smrg#endif
1762b8e80941Smrg
1763b8e80941Smrg// Draw channels are used by the Columns API to "split" the render list into different channels while building, so items of each column can be batched together.
1764b8e80941Smrg// You can also use them to simulate drawing layers and submit primitives in a different order than how they will be rendered.
1765b8e80941Smrgstruct ImDrawChannel
1766b8e80941Smrg{
1767b8e80941Smrg    ImVector<ImDrawCmd>     CmdBuffer;
1768b8e80941Smrg    ImVector<ImDrawIdx>     IdxBuffer;
1769b8e80941Smrg};
1770b8e80941Smrg
1771b8e80941Smrgenum ImDrawCornerFlags_
1772b8e80941Smrg{
1773b8e80941Smrg    ImDrawCornerFlags_TopLeft   = 1 << 0, // 0x1
1774b8e80941Smrg    ImDrawCornerFlags_TopRight  = 1 << 1, // 0x2
1775b8e80941Smrg    ImDrawCornerFlags_BotLeft   = 1 << 2, // 0x4
1776b8e80941Smrg    ImDrawCornerFlags_BotRight  = 1 << 3, // 0x8
1777b8e80941Smrg    ImDrawCornerFlags_Top       = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight,   // 0x3
1778b8e80941Smrg    ImDrawCornerFlags_Bot       = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight,   // 0xC
1779b8e80941Smrg    ImDrawCornerFlags_Left      = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft,    // 0x5
1780b8e80941Smrg    ImDrawCornerFlags_Right     = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight,  // 0xA
1781b8e80941Smrg    ImDrawCornerFlags_All       = 0xF     // In your function calls you may use ~0 (= all bits sets) instead of ImDrawCornerFlags_All, as a convenience
1782b8e80941Smrg};
1783b8e80941Smrg
1784b8e80941Smrgenum ImDrawListFlags_
1785b8e80941Smrg{
1786b8e80941Smrg    ImDrawListFlags_None             = 0,
1787b8e80941Smrg    ImDrawListFlags_AntiAliasedLines = 1 << 0,  // Lines are anti-aliased (*2 the number of triangles for 1.0f wide line, otherwise *3 the number of triangles)
1788b8e80941Smrg    ImDrawListFlags_AntiAliasedFill  = 1 << 1   // Filled shapes have anti-aliased edges (*2 the number of vertices)
1789b8e80941Smrg};
1790b8e80941Smrg
1791b8e80941Smrg// Draw command list
1792b8e80941Smrg// This is the low-level list of polygons that ImGui functions are filling. At the end of the frame, all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
1793b8e80941Smrg// Each ImGui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to access the current window draw list and draw custom primitives.
1794b8e80941Smrg// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
1795b8e80941Smrg// All positions are generally in pixel coordinates (top-left at (0,0), bottom-right at io.DisplaySize), but you are totally free to apply whatever transformation matrix to want to the data (if you apply such transformation you'll want to apply it to ClipRect as well)
1796b8e80941Smrg// 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.
1797b8e80941Smrgstruct ImDrawList
1798b8e80941Smrg{
1799b8e80941Smrg    // This is what you have to render
1800b8e80941Smrg    ImVector<ImDrawCmd>     CmdBuffer;          // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.
1801b8e80941Smrg    ImVector<ImDrawIdx>     IdxBuffer;          // Index buffer. Each command consume ImDrawCmd::ElemCount of those
1802b8e80941Smrg    ImVector<ImDrawVert>    VtxBuffer;          // Vertex buffer.
1803b8e80941Smrg    ImDrawListFlags         Flags;              // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
1804b8e80941Smrg
1805b8e80941Smrg    // [Internal, used while building lists]
1806b8e80941Smrg    const ImDrawListSharedData* _Data;          // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
1807b8e80941Smrg    const char*             _OwnerName;         // Pointer to owner window's name for debugging
1808b8e80941Smrg    unsigned int            _VtxCurrentIdx;     // [Internal] == VtxBuffer.Size
1809b8e80941Smrg    ImDrawVert*             _VtxWritePtr;       // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
1810b8e80941Smrg    ImDrawIdx*              _IdxWritePtr;       // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
1811b8e80941Smrg    ImVector<ImVec4>        _ClipRectStack;     // [Internal]
1812b8e80941Smrg    ImVector<ImTextureID>   _TextureIdStack;    // [Internal]
1813b8e80941Smrg    ImVector<ImVec2>        _Path;              // [Internal] current path building
1814b8e80941Smrg    int                     _ChannelsCurrent;   // [Internal] current channel number (0)
1815b8e80941Smrg    int                     _ChannelsCount;     // [Internal] number of active channels (1+)
1816b8e80941Smrg    ImVector<ImDrawChannel> _Channels;          // [Internal] draw channels for columns API (not resized down so _ChannelsCount may be smaller than _Channels.Size)
1817b8e80941Smrg
1818b8e80941Smrg    // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui)
1819b8e80941Smrg    ImDrawList(const ImDrawListSharedData* shared_data) { _Data = shared_data; _OwnerName = NULL; Clear(); }
1820b8e80941Smrg    ~ImDrawList() { ClearFreeMemory(); }
1821b8e80941Smrg    IMGUI_API void  PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect = false);  // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
1822b8e80941Smrg    IMGUI_API void  PushClipRectFullScreen();
1823b8e80941Smrg    IMGUI_API void  PopClipRect();
1824b8e80941Smrg    IMGUI_API void  PushTextureID(ImTextureID texture_id);
1825b8e80941Smrg    IMGUI_API void  PopTextureID();
1826b8e80941Smrg    inline ImVec2   GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }
1827b8e80941Smrg    inline ImVec2   GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
1828b8e80941Smrg
1829b8e80941Smrg    // Primitives
1830b8e80941Smrg    IMGUI_API void  AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f);
1831b8e80941Smrg    IMGUI_API void  AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All, float thickness = 1.0f);   // a: upper-left, b: lower-right, rounding_corners_flags: 4-bits corresponding to which corner to round
1832b8e80941Smrg    IMGUI_API void  AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All);                     // a: upper-left, b: lower-right
1833b8e80941Smrg    IMGUI_API void  AddRectFilledMultiColor(const ImVec2& a, const ImVec2& b, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);
1834b8e80941Smrg    IMGUI_API void  AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness = 1.0f);
1835b8e80941Smrg    IMGUI_API void  AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col);
1836b8e80941Smrg    IMGUI_API void  AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness = 1.0f);
1837b8e80941Smrg    IMGUI_API void  AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col);
1838b8e80941Smrg    IMGUI_API void  AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f);
1839b8e80941Smrg    IMGUI_API void  AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
1840b8e80941Smrg    IMGUI_API void  AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
1841b8e80941Smrg    IMGUI_API void  AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL);
1842b8e80941Smrg    IMGUI_API void  AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,1), ImU32 col = 0xFFFFFFFF);
1843b8e80941Smrg    IMGUI_API void  AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,0), const ImVec2& uv_c = ImVec2(1,1), const ImVec2& uv_d = ImVec2(0,1), ImU32 col = 0xFFFFFFFF);
1844b8e80941Smrg    IMGUI_API void  AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col, float rounding, int rounding_corners = ImDrawCornerFlags_All);
1845b8e80941Smrg    IMGUI_API void  AddPolyline(const ImVec2* points, const int num_points, ImU32 col, bool closed, float thickness);
1846b8e80941Smrg    IMGUI_API void  AddConvexPolyFilled(const ImVec2* points, const int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order.
1847b8e80941Smrg    IMGUI_API void  AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0);
1848b8e80941Smrg
1849b8e80941Smrg    // Stateful path API, add points then finish with PathFillConvex() or PathStroke()
1850b8e80941Smrg    inline    void  PathClear()                                                 { _Path.Size = 0; }
1851b8e80941Smrg    inline    void  PathLineTo(const ImVec2& pos)                               { _Path.push_back(pos); }
1852b8e80941Smrg    inline    void  PathLineToMergeDuplicate(const ImVec2& pos)                 { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size-1], &pos, 8) != 0) _Path.push_back(pos); }
1853b8e80941Smrg    inline    void  PathFillConvex(ImU32 col)                                   { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; }  // Note: Anti-aliased filling requires points to be in clockwise order.
1854b8e80941Smrg    inline    void  PathStroke(ImU32 col, bool closed, float thickness = 1.0f)  { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); _Path.Size = 0; }
1855b8e80941Smrg    IMGUI_API void  PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 10);
1856b8e80941Smrg    IMGUI_API void  PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12);                                            // Use precomputed angles for a 12 steps circle
1857b8e80941Smrg    IMGUI_API void  PathBezierCurveTo(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, int num_segments = 0);
1858b8e80941Smrg    IMGUI_API void  PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All);
1859b8e80941Smrg
1860b8e80941Smrg    // Channels
1861b8e80941Smrg    // - Use to simulate layers. By switching channels to can render out-of-order (e.g. submit foreground primitives before background primitives)
1862b8e80941Smrg    // - Use to minimize draw calls (e.g. if going back-and-forth between multiple non-overlapping clipping rectangles, prefer to append into separate channels then merge at the end)
1863b8e80941Smrg    IMGUI_API void  ChannelsSplit(int channels_count);
1864b8e80941Smrg    IMGUI_API void  ChannelsMerge();
1865b8e80941Smrg    IMGUI_API void  ChannelsSetCurrent(int channel_index);
1866b8e80941Smrg
1867b8e80941Smrg    // Advanced
1868b8e80941Smrg    IMGUI_API void  AddCallback(ImDrawCallback callback, void* callback_data);  // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles.
1869b8e80941Smrg    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
1870b8e80941Smrg    IMGUI_API ImDrawList* CloneOutput() const;                                  // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.
1871b8e80941Smrg
1872b8e80941Smrg    // Internal helpers
1873b8e80941Smrg    // NB: all primitives needs to be reserved via PrimReserve() beforehand!
1874b8e80941Smrg    IMGUI_API void  Clear();
1875b8e80941Smrg    IMGUI_API void  ClearFreeMemory();
1876b8e80941Smrg    IMGUI_API void  PrimReserve(int idx_count, int vtx_count);
1877b8e80941Smrg    IMGUI_API void  PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col);      // Axis aligned rectangle (composed of two triangles)
1878b8e80941Smrg    IMGUI_API void  PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
1879b8e80941Smrg    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);
1880b8e80941Smrg    inline    void  PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col){ _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
1881b8e80941Smrg    inline    void  PrimWriteIdx(ImDrawIdx idx)                                 { *_IdxWritePtr = idx; _IdxWritePtr++; }
1882b8e80941Smrg    inline    void  PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col)     { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); }
1883b8e80941Smrg    IMGUI_API void  UpdateClipRect();
1884b8e80941Smrg    IMGUI_API void  UpdateTextureID();
1885b8e80941Smrg};
1886b8e80941Smrg
1887b8e80941Smrg// All draw data to render an ImGui frame
1888b8e80941Smrg// (NB: the style and the naming convention here is a little inconsistent but we preserve them for backward compatibility purpose)
1889b8e80941Smrgstruct ImDrawData
1890b8e80941Smrg{
1891b8e80941Smrg    bool            Valid;                  // Only valid after Render() is called and before the next NewFrame() is called.
1892b8e80941Smrg    ImDrawList**    CmdLists;               // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here.
1893b8e80941Smrg    int             CmdListsCount;          // Number of ImDrawList* to render
1894b8e80941Smrg    int             TotalIdxCount;          // For convenience, sum of all ImDrawList's IdxBuffer.Size
1895b8e80941Smrg    int             TotalVtxCount;          // For convenience, sum of all ImDrawList's VtxBuffer.Size
1896b8e80941Smrg    ImVec2          DisplayPos;             // Upper-left position of the viewport to render (== upper-left of the orthogonal projection matrix to use)
1897b8e80941Smrg    ImVec2          DisplaySize;            // Size of the viewport to render (== io.DisplaySize for the main viewport) (DisplayPos + DisplaySize == lower-right of the orthogonal projection matrix to use)
1898b8e80941Smrg    ImVec2          FramebufferScale;       // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display.
1899b8e80941Smrg
1900b8e80941Smrg    // Functions
1901b8e80941Smrg    ImDrawData()    { Valid = false; Clear(); }
1902b8e80941Smrg    ~ImDrawData()   { Clear(); }
1903b8e80941Smrg    void Clear()    { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.f, 0.f); } // The ImDrawList are owned by ImGuiContext!
1904b8e80941Smrg    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!
1905b8e80941Smrg    IMGUI_API void  ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
1906b8e80941Smrg};
1907b8e80941Smrg
1908b8e80941Smrg//-----------------------------------------------------------------------------
1909b8e80941Smrg// Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)
1910b8e80941Smrg//-----------------------------------------------------------------------------
1911b8e80941Smrg
1912b8e80941Smrgstruct ImFontConfig
1913b8e80941Smrg{
1914b8e80941Smrg    void*           FontData;               //          // TTF/OTF data
1915b8e80941Smrg    int             FontDataSize;           //          // TTF/OTF data size
1916b8e80941Smrg    bool            FontDataOwnedByAtlas;   // true     // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
1917b8e80941Smrg    int             FontNo;                 // 0        // Index of font within TTF/OTF file
1918b8e80941Smrg    float           SizePixels;             //          // Size in pixels for rasterizer (more or less maps to the resulting font height).
1919b8e80941Smrg    int             OversampleH;            // 3        // Rasterize at higher quality for sub-pixel positioning. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.
1920b8e80941Smrg    int             OversampleV;            // 1        // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
1921b8e80941Smrg    bool            PixelSnapH;             // false    // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1.
1922b8e80941Smrg    ImVec2          GlyphExtraSpacing;      // 0, 0     // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
1923b8e80941Smrg    ImVec2          GlyphOffset;            // 0, 0     // Offset all glyphs from this font input.
1924b8e80941Smrg    const ImWchar*  GlyphRanges;            // NULL     // Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE.
1925b8e80941Smrg    float           GlyphMinAdvanceX;       // 0        // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font
1926b8e80941Smrg    float           GlyphMaxAdvanceX;       // FLT_MAX  // Maximum AdvanceX for glyphs
1927b8e80941Smrg    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.
1928b8e80941Smrg    unsigned int    RasterizerFlags;        // 0x00     // Settings for custom font rasterizer (e.g. ImGuiFreeType). Leave as zero if you aren't using one.
1929b8e80941Smrg    float           RasterizerMultiply;     // 1.0f     // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable.
1930b8e80941Smrg
1931b8e80941Smrg    // [Internal]
1932b8e80941Smrg    char            Name[40];               // Name (strictly to ease debugging)
1933b8e80941Smrg    ImFont*         DstFont;
1934b8e80941Smrg
1935b8e80941Smrg    IMGUI_API ImFontConfig();
1936b8e80941Smrg};
1937b8e80941Smrg
1938b8e80941Smrgstruct ImFontGlyph
1939b8e80941Smrg{
1940b8e80941Smrg    ImWchar         Codepoint;          // 0x0000..0xFFFF
1941b8e80941Smrg    float           AdvanceX;           // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in)
1942b8e80941Smrg    float           X0, Y0, X1, Y1;     // Glyph corners
1943b8e80941Smrg    float           U0, V0, U1, V1;     // Texture coordinates
1944b8e80941Smrg};
1945b8e80941Smrg
1946b8e80941Smrg// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges().
1947b8e80941Smrg// This is essentially a tightly packed of vector of 64k booleans = 8KB storage.
1948b8e80941Smrgstruct ImFontGlyphRangesBuilder
1949b8e80941Smrg{
1950b8e80941Smrg    ImVector<int> UsedChars;            // Store 1-bit per Unicode code point (0=unused, 1=used)
1951b8e80941Smrg
1952b8e80941Smrg    ImFontGlyphRangesBuilder()          { UsedChars.resize(0x10000 / sizeof(int)); memset(UsedChars.Data, 0, 0x10000 / sizeof(int)); }
1953b8e80941Smrg    bool            GetBit(int n) const { int off = (n >> 5); int mask = 1 << (n & 31); return (UsedChars[off] & mask) != 0; }  // Get bit n in the array
1954b8e80941Smrg    void            SetBit(int n)       { int off = (n >> 5); int mask = 1 << (n & 31); UsedChars[off] |= mask; }               // Set bit n in the array
1955b8e80941Smrg    void            AddChar(ImWchar c)  { SetBit(c); }                          // Add character
1956b8e80941Smrg    IMGUI_API void  AddText(const char* text, const char* text_end = NULL);     // Add string (each character of the UTF-8 string are added)
1957b8e80941Smrg    IMGUI_API void  AddRanges(const ImWchar* ranges);                           // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
1958b8e80941Smrg    IMGUI_API void  BuildRanges(ImVector<ImWchar>* out_ranges);                 // Output new ranges
1959b8e80941Smrg};
1960b8e80941Smrg
1961b8e80941Smrgenum ImFontAtlasFlags_
1962b8e80941Smrg{
1963b8e80941Smrg    ImFontAtlasFlags_None               = 0,
1964b8e80941Smrg    ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0,   // Don't round the height to next power of two
1965b8e80941Smrg    ImFontAtlasFlags_NoMouseCursors     = 1 << 1    // Don't build software mouse cursors into the atlas
1966b8e80941Smrg};
1967b8e80941Smrg
1968b8e80941Smrg// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
1969b8e80941Smrg//  - One or more fonts.
1970b8e80941Smrg//  - Custom graphics data needed to render the shapes needed by Dear ImGui.
1971b8e80941Smrg//  - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas).
1972b8e80941Smrg// It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api.
1973b8e80941Smrg//  - Optionally, call any of the AddFont*** functions. If you don't call any, the default font embedded in the code will be loaded for you.
1974b8e80941Smrg//  - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
1975b8e80941Smrg//  - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples)
1976b8e80941Smrg//  - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
1977b8e80941Smrg//    This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details.
1978b8e80941Smrg// Common pitfalls:
1979b8e80941Smrg// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the
1980b8e80941Smrg//   atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
1981b8e80941Smrg// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.
1982b8e80941Smrg//   You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
1983b8e80941Smrg// - Even though many functions are suffixed with "TTF", OTF data is supported just as well.
1984b8e80941Smrg// - This is an old API and it is currently awkward for those and and various other reasons! We will address them in the future!
1985b8e80941Smrgstruct ImFontAtlas
1986b8e80941Smrg{
1987b8e80941Smrg    IMGUI_API ImFontAtlas();
1988b8e80941Smrg    IMGUI_API ~ImFontAtlas();
1989b8e80941Smrg    IMGUI_API ImFont*           AddFont(const ImFontConfig* font_cfg);
1990b8e80941Smrg    IMGUI_API ImFont*           AddFontDefault(const ImFontConfig* font_cfg = NULL);
1991b8e80941Smrg    IMGUI_API ImFont*           AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
1992b8e80941Smrg    IMGUI_API ImFont*           AddFontFromMemoryTTF(void* font_data, int font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed.
1993b8e80941Smrg    IMGUI_API ImFont*           AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp.
1994b8e80941Smrg    IMGUI_API ImFont*           AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);              // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter.
1995b8e80941Smrg    IMGUI_API void              ClearInputData();           // Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts.
1996b8e80941Smrg    IMGUI_API void              ClearTexData();             // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory.
1997b8e80941Smrg    IMGUI_API void              ClearFonts();               // Clear output font data (glyphs storage, UV coordinates).
1998b8e80941Smrg    IMGUI_API void              Clear();                    // Clear all input and output.
1999b8e80941Smrg
2000b8e80941Smrg    // Build atlas, retrieve pixel data.
2001b8e80941Smrg    // 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().
2002b8e80941Smrg    // The pitch is always = Width * BytesPerPixels (1 or 4)
2003b8e80941Smrg    // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
2004b8e80941Smrg    // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste.
2005b8e80941Smrg    IMGUI_API bool              Build();                    // Build pixels data. This is called automatically for you by the GetTexData*** functions.
2006b8e80941Smrg    IMGUI_API void              GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL);  // 1 byte per-pixel
2007b8e80941Smrg    IMGUI_API void              GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL);  // 4 bytes-per-pixel
2008b8e80941Smrg    bool                        IsBuilt()                   { return Fonts.Size > 0 && (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); }
2009b8e80941Smrg    void                        SetTexID(ImTextureID id)    { TexID = id; }
2010b8e80941Smrg
2011b8e80941Smrg    //-------------------------------------------
2012b8e80941Smrg    // Glyph Ranges
2013b8e80941Smrg    //-------------------------------------------
2014b8e80941Smrg
2015b8e80941Smrg    // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
2016b8e80941Smrg    // NB: Make sure that your string are UTF-8 and NOT in your local code page. In C++11, you can create UTF-8 string literal using the u8"Hello world" syntax. See FAQ for details.
2017b8e80941Smrg    // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.
2018b8e80941Smrg    IMGUI_API const ImWchar*    GetGlyphRangesDefault();                // Basic Latin, Extended Latin
2019b8e80941Smrg    IMGUI_API const ImWchar*    GetGlyphRangesKorean();                 // Default + Korean characters
2020b8e80941Smrg    IMGUI_API const ImWchar*    GetGlyphRangesJapanese();               // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
2021b8e80941Smrg    IMGUI_API const ImWchar*    GetGlyphRangesChineseFull();            // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs
2022b8e80941Smrg    IMGUI_API const ImWchar*    GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
2023b8e80941Smrg    IMGUI_API const ImWchar*    GetGlyphRangesCyrillic();               // Default + about 400 Cyrillic characters
2024b8e80941Smrg    IMGUI_API const ImWchar*    GetGlyphRangesThai();                   // Default + Thai characters
2025b8e80941Smrg
2026b8e80941Smrg    //-------------------------------------------
2027b8e80941Smrg    // Custom Rectangles/Glyphs API
2028b8e80941Smrg    //-------------------------------------------
2029b8e80941Smrg
2030b8e80941Smrg    // You can request arbitrary rectangles to be packed into the atlas, for your own purposes. After calling Build(), you can query the rectangle position and render your pixels.
2031b8e80941Smrg    // You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), so you can render e.g. custom colorful icons and use them as regular glyphs.
2032b8e80941Smrg    struct CustomRect
2033b8e80941Smrg    {
2034b8e80941Smrg        unsigned int    ID;             // Input    // User ID. Use <0x10000 to map into a font glyph, >=0x10000 for other/internal/custom texture data.
2035b8e80941Smrg        unsigned short  Width, Height;  // Input    // Desired rectangle dimension
2036b8e80941Smrg        unsigned short  X, Y;           // Output   // Packed position in Atlas
2037b8e80941Smrg        float           GlyphAdvanceX;  // Input    // For custom font glyphs only (ID<0x10000): glyph xadvance
2038b8e80941Smrg        ImVec2          GlyphOffset;    // Input    // For custom font glyphs only (ID<0x10000): glyph display offset
2039b8e80941Smrg        ImFont*         Font;           // Input    // For custom font glyphs only (ID<0x10000): target font
2040b8e80941Smrg        CustomRect()            { ID = 0xFFFFFFFF; Width = Height = 0; X = Y = 0xFFFF; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0,0); Font = NULL; }
2041b8e80941Smrg        bool IsPacked() const   { return X != 0xFFFF; }
2042b8e80941Smrg    };
2043b8e80941Smrg
2044b8e80941Smrg    IMGUI_API int       AddCustomRectRegular(unsigned int id, int width, int height);                                                                   // Id needs to be >= 0x10000. Id >= 0x80000000 are reserved for ImGui and ImDrawList
2045b8e80941Smrg    IMGUI_API int       AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0,0));   // Id needs to be < 0x10000 to register a rectangle to map into a specific font.
2046b8e80941Smrg    const CustomRect*   GetCustomRectByIndex(int index) const { if (index < 0) return NULL; return &CustomRects[index]; }
2047b8e80941Smrg
2048b8e80941Smrg    // [Internal]
2049b8e80941Smrg    IMGUI_API void      CalcCustomRectUV(const CustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max);
2050b8e80941Smrg    IMGUI_API bool      GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]);
2051b8e80941Smrg
2052b8e80941Smrg    //-------------------------------------------
2053b8e80941Smrg    // Members
2054b8e80941Smrg    //-------------------------------------------
2055b8e80941Smrg
2056b8e80941Smrg    bool                        Locked;             // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
2057b8e80941Smrg    ImFontAtlasFlags            Flags;              // Build flags (see ImFontAtlasFlags_)
2058b8e80941Smrg    ImTextureID                 TexID;              // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure.
2059b8e80941Smrg    int                         TexDesiredWidth;    // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.
2060b8e80941Smrg    int                         TexGlyphPadding;    // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0.
2061b8e80941Smrg
2062b8e80941Smrg    // [Internal]
2063b8e80941Smrg    // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
2064b8e80941Smrg    unsigned char*              TexPixelsAlpha8;    // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
2065b8e80941Smrg    unsigned int*               TexPixelsRGBA32;    // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
2066b8e80941Smrg    int                         TexWidth;           // Texture width calculated during Build().
2067b8e80941Smrg    int                         TexHeight;          // Texture height calculated during Build().
2068b8e80941Smrg    ImVec2                      TexUvScale;         // = (1.0f/TexWidth, 1.0f/TexHeight)
2069b8e80941Smrg    ImVec2                      TexUvWhitePixel;    // Texture coordinates to a white pixel
2070b8e80941Smrg    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.
2071b8e80941Smrg    ImVector<CustomRect>        CustomRects;        // Rectangles for packing custom texture data into the atlas.
2072b8e80941Smrg    ImVector<ImFontConfig>      ConfigData;         // Internal data
2073b8e80941Smrg    int                         CustomRectIds[1];   // Identifiers of custom texture rectangle used by ImFontAtlas/ImDrawList
2074b8e80941Smrg
2075b8e80941Smrg#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2076b8e80941Smrg    typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETE 1.67+
2077b8e80941Smrg#endif
2078b8e80941Smrg};
2079b8e80941Smrg
2080b8e80941Smrg// Font runtime data and rendering
2081b8e80941Smrg// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
2082b8e80941Smrgstruct ImFont
2083b8e80941Smrg{
2084b8e80941Smrg    // Members: Hot ~20/24 bytes (for CalcTextSize)
2085b8e80941Smrg    ImVector<float>             IndexAdvanceX;      // 12-16 // out //            // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this this info, and are often bottleneck in large UI).
2086b8e80941Smrg    float                       FallbackAdvanceX;   // 4     // out // = FallbackGlyph->AdvanceX
2087b8e80941Smrg    float                       FontSize;           // 4     // in  //            // Height of characters/line, set during loading (don't change after loading)
2088b8e80941Smrg
2089b8e80941Smrg    // Members: Hot ~36/48 bytes (for CalcTextSize + render loop)
2090b8e80941Smrg    ImVector<ImWchar>           IndexLookup;        // 12-16 // out //            // Sparse. Index glyphs by Unicode code-point.
2091b8e80941Smrg    ImVector<ImFontGlyph>       Glyphs;             // 12-16 // out //            // All glyphs.
2092b8e80941Smrg    const ImFontGlyph*          FallbackGlyph;      // 4-8   // out // = FindGlyph(FontFallbackChar)
2093b8e80941Smrg    ImVec2                      DisplayOffset;      // 8     // in  // = (0,0)    // Offset font rendering by xx pixels
2094b8e80941Smrg
2095b8e80941Smrg    // Members: Cold ~32/40 bytes
2096b8e80941Smrg    ImFontAtlas*                ContainerAtlas;     // 4-8   // out //            // What we has been loaded into
2097b8e80941Smrg    const ImFontConfig*         ConfigData;         // 4-8   // in  //            // Pointer within ContainerAtlas->ConfigData
2098b8e80941Smrg    short                       ConfigDataCount;    // 2     // in  // ~ 1        // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
2099b8e80941Smrg    ImWchar                     FallbackChar;       // 2     // in  // = '?'      // Replacement glyph if one isn't found. Only set via SetFallbackChar()
2100b8e80941Smrg    float                       Scale;              // 4     // in  // = 1.f      // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
2101b8e80941Smrg    float                       Ascent, Descent;    // 4+4   // out //            // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
2102b8e80941Smrg    int                         MetricsTotalSurface;// 4     // out //            // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
2103b8e80941Smrg    bool                        DirtyLookupTables;  // 1     // out //
2104b8e80941Smrg
2105b8e80941Smrg    // Methods
2106b8e80941Smrg    IMGUI_API ImFont();
2107b8e80941Smrg    IMGUI_API ~ImFont();
2108b8e80941Smrg    IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const;
2109b8e80941Smrg    IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const;
2110b8e80941Smrg    float                       GetCharAdvance(ImWchar c) const     { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; }
2111b8e80941Smrg    bool                        IsLoaded() const                    { return ContainerAtlas != NULL; }
2112b8e80941Smrg    const char*                 GetDebugName() const                { return ConfigData ? ConfigData->Name : "<unknown>"; }
2113b8e80941Smrg
2114b8e80941Smrg    // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
2115b8e80941Smrg    // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
2116b8e80941Smrg    IMGUI_API ImVec2            CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8
2117b8e80941Smrg    IMGUI_API const char*       CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
2118b8e80941Smrg    IMGUI_API void              RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const;
2119b8e80941Smrg    IMGUI_API void              RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const;
2120b8e80941Smrg
2121b8e80941Smrg    // [Internal] Don't use!
2122b8e80941Smrg    IMGUI_API void              BuildLookupTable();
2123b8e80941Smrg    IMGUI_API void              ClearOutputData();
2124b8e80941Smrg    IMGUI_API void              GrowIndex(int new_size);
2125b8e80941Smrg    IMGUI_API void              AddGlyph(ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x);
2126b8e80941Smrg    IMGUI_API void              AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built.
2127b8e80941Smrg    IMGUI_API void              SetFallbackChar(ImWchar c);
2128b8e80941Smrg
2129b8e80941Smrg#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2130b8e80941Smrg    typedef ImFontGlyph Glyph; // OBSOLETE 1.52+
2131b8e80941Smrg#endif
2132b8e80941Smrg};
2133b8e80941Smrg
2134b8e80941Smrg#if defined(__clang__)
2135b8e80941Smrg#pragma clang diagnostic pop
2136b8e80941Smrg#elif defined(__GNUC__) && __GNUC__ >= 8
2137b8e80941Smrg#pragma GCC diagnostic pop
2138b8e80941Smrg#endif
2139b8e80941Smrg
2140b8e80941Smrg// Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h)
2141b8e80941Smrg#ifdef IMGUI_INCLUDE_IMGUI_USER_H
2142b8e80941Smrg#include "imgui_user.h"
2143b8e80941Smrg#endif
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