19f464c52Smaya// dear imgui, v1.68 WIP
29f464c52Smaya// (headers)
39f464c52Smaya
49f464c52Smaya// See imgui.cpp file for documentation.
59f464c52Smaya// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
69f464c52Smaya// Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase.
79f464c52Smaya// Get latest version at https://github.com/ocornut/imgui
89f464c52Smaya
99f464c52Smaya/*
109f464c52Smaya
119f464c52SmayaIndex of this file:
129f464c52Smaya// Header mess
139f464c52Smaya// Forward declarations and basic types
149f464c52Smaya// ImGui API (Dear ImGui end-user API)
159f464c52Smaya// Flags & Enumerations
169f464c52Smaya// ImVector<>
179f464c52Smaya// ImGuiStyle
189f464c52Smaya// ImGuiIO
199f464c52Smaya// Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
209f464c52Smaya// Obsolete functions
219f464c52Smaya// Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)
229f464c52Smaya// Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListFlags, ImDrawList, ImDrawData)
239f464c52Smaya// Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
249f464c52Smaya
259f464c52Smaya*/
269f464c52Smaya
279f464c52Smaya#pragma once
289f464c52Smaya
299f464c52Smaya// Configuration file (edit imconfig.h or define IMGUI_USER_CONFIG to your own filename)
309f464c52Smaya#ifdef IMGUI_USER_CONFIG
319f464c52Smaya#include IMGUI_USER_CONFIG
329f464c52Smaya#endif
339f464c52Smaya#if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H)
349f464c52Smaya#include "imconfig.h"
359f464c52Smaya#endif
369f464c52Smaya
379f464c52Smaya//-----------------------------------------------------------------------------
389f464c52Smaya// Header mess
399f464c52Smaya//-----------------------------------------------------------------------------
409f464c52Smaya
419f464c52Smaya#include <float.h>                  // FLT_MAX
429f464c52Smaya#include <stdarg.h>                 // va_list
439f464c52Smaya#include <stddef.h>                 // ptrdiff_t, NULL
449f464c52Smaya#include <string.h>                 // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
459f464c52Smaya
469f464c52Smaya// Version
479f464c52Smaya// (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)
489f464c52Smaya#define IMGUI_VERSION               "1.68 WIP"
499f464c52Smaya#define IMGUI_VERSION_NUM           16800
509f464c52Smaya#define IMGUI_CHECKVERSION()        ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert))
519f464c52Smaya
529f464c52Smaya// Define attributes of all API symbols declarations (e.g. for DLL under Windows)
539f464c52Smaya// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default bindings files (imgui_impl_xxx.h)
549f464c52Smaya#ifndef IMGUI_API
559f464c52Smaya#define IMGUI_API
569f464c52Smaya#endif
579f464c52Smaya#ifndef IMGUI_IMPL_API
589f464c52Smaya#define IMGUI_IMPL_API              IMGUI_API
599f464c52Smaya#endif
609f464c52Smaya
619f464c52Smaya// Helper Macros
629f464c52Smaya#ifndef IM_ASSERT
639f464c52Smaya#include <assert.h>
649f464c52Smaya#define IM_ASSERT(_EXPR)            assert(_EXPR)                               // You can override the default assert handler by editing imconfig.h
659f464c52Smaya#endif
669f464c52Smaya#if defined(__clang__) || defined(__GNUC__)
679f464c52Smaya#define IM_FMTARGS(FMT)             __attribute__((format(printf, FMT, FMT+1))) // Apply printf-style warnings to user functions.
689f464c52Smaya#define IM_FMTLIST(FMT)             __attribute__((format(printf, FMT, 0)))
699f464c52Smaya#else
709f464c52Smaya#define IM_FMTARGS(FMT)
719f464c52Smaya#define IM_FMTLIST(FMT)
729f464c52Smaya#endif
739f464c52Smaya#define IM_ARRAYSIZE(_ARR)          ((int)(sizeof(_ARR)/sizeof(*_ARR)))         // Size of a static C-style array. Don't use on pointers!
749f464c52Smaya#define IM_OFFSETOF(_TYPE,_MEMBER)  ((size_t)&(((_TYPE*)0)->_MEMBER))           // Offset of _MEMBER within _TYPE. Standardized as offsetof() in modern C++.
759f464c52Smaya#define IM_UNUSED(_VAR)             ((void)_VAR)                                // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
769f464c52Smaya
779f464c52Smaya// Warnings
789f464c52Smaya#if defined(__clang__)
799f464c52Smaya#pragma clang diagnostic push
809f464c52Smaya#pragma clang diagnostic ignored "-Wold-style-cast"
819f464c52Smaya#if __has_warning("-Wzero-as-null-pointer-constant")
829f464c52Smaya#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
839f464c52Smaya#endif
849f464c52Smaya#elif defined(__GNUC__) && __GNUC__ >= 8
859f464c52Smaya#pragma GCC diagnostic push
869f464c52Smaya#pragma GCC diagnostic ignored "-Wclass-memaccess"
879f464c52Smaya#endif
889f464c52Smaya
899f464c52Smaya//-----------------------------------------------------------------------------
909f464c52Smaya// Forward declarations and basic types
919f464c52Smaya//-----------------------------------------------------------------------------
929f464c52Smaya
939f464c52Smayastruct ImDrawChannel;               // Temporary storage for ImDrawList ot output draw commands out of order, used by ImDrawList::ChannelsSplit()
949f464c52Smayastruct ImDrawCmd;                   // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)
959f464c52Smayastruct ImDrawData;                  // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.
969f464c52Smayastruct ImDrawList;                  // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder)
979f464c52Smayastruct ImDrawListSharedData;        // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
989f464c52Smayastruct ImDrawVert;                  // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
999f464c52Smayastruct ImFont;                      // Runtime data for a single font within a parent ImFontAtlas
1009f464c52Smayastruct ImFontAtlas;                 // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
1019f464c52Smayastruct ImFontConfig;                // Configuration data when adding a font or merging fonts
1029f464c52Smayastruct ImFontGlyph;                 // A single font glyph (code point + coordinates within in ImFontAtlas + offset)
1039f464c52Smayastruct ImFontGlyphRangesBuilder;    // Helper to build glyph ranges from text/string data
1049f464c52Smayastruct ImColor;                     // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)
1059f464c52Smayastruct ImGuiContext;                // Dear ImGui context (opaque structure, unless including imgui_internal.h)
1069f464c52Smayastruct ImGuiIO;                     // Main configuration and I/O between your application and ImGui
1079f464c52Smayastruct ImGuiInputTextCallbackData;  // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
1089f464c52Smayastruct ImGuiListClipper;            // Helper to manually clip large list of items
1099f464c52Smayastruct ImGuiOnceUponAFrame;         // Helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro
1109f464c52Smayastruct ImGuiPayload;                // User data payload for drag and drop operations
1119f464c52Smayastruct ImGuiSizeCallbackData;       // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
1129f464c52Smayastruct ImGuiStorage;                // Helper for key->value storage
1139f464c52Smayastruct ImGuiStyle;                  // Runtime data for styling/colors
1149f464c52Smayastruct ImGuiTextBuffer;             // Helper to hold and append into a text buffer (~string builder)
1159f464c52Smayastruct ImGuiTextFilter;             // Helper to parse and apply text filters (e.g. "aaaaa[,bbbb][,ccccc]")
1169f464c52Smaya
1179f464c52Smaya// 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)
1189f464c52Smaya// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists.
1199f464c52Smaya#ifndef ImTextureID
1209f464c52Smayatypedef 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)
1219f464c52Smaya#endif
1229f464c52Smayatypedef unsigned int ImGuiID;       // Unique ID used by widgets (typically hashed from a stack of string)
1239f464c52Smayatypedef unsigned short ImWchar;     // A single U16 character for keyboard input/display. We encode them as multi bytes UTF-8 when used in strings.
1249f464c52Smayatypedef int ImGuiCol;               // -> enum ImGuiCol_             // Enum: A color identifier for styling
1259f464c52Smayatypedef int ImGuiCond;              // -> enum ImGuiCond_            // Enum: A condition for Set*()
1269f464c52Smayatypedef int ImGuiDataType;          // -> enum ImGuiDataType_        // Enum: A primary data type
1279f464c52Smayatypedef int ImGuiDir;               // -> enum ImGuiDir_             // Enum: A cardinal direction
1289f464c52Smayatypedef int ImGuiKey;               // -> enum ImGuiKey_             // Enum: A key identifier (ImGui-side enum)
1299f464c52Smayatypedef int ImGuiNavInput;          // -> enum ImGuiNavInput_        // Enum: An input identifier for navigation
1309f464c52Smayatypedef int ImGuiMouseCursor;       // -> enum ImGuiMouseCursor_     // Enum: A mouse cursor identifier
1319f464c52Smayatypedef int ImGuiStyleVar;          // -> enum ImGuiStyleVar_        // Enum: A variable identifier for styling
1329f464c52Smayatypedef int ImDrawCornerFlags;      // -> enum ImDrawCornerFlags_    // Flags: for ImDrawList::AddRect*() etc.
1339f464c52Smayatypedef int ImDrawListFlags;        // -> enum ImDrawListFlags_      // Flags: for ImDrawList
1349f464c52Smayatypedef int ImFontAtlasFlags;       // -> enum ImFontAtlasFlags_     // Flags: for ImFontAtlas
1359f464c52Smayatypedef int ImGuiBackendFlags;      // -> enum ImGuiBackendFlags_    // Flags: for io.BackendFlags
1369f464c52Smayatypedef int ImGuiColorEditFlags;    // -> enum ImGuiColorEditFlags_  // Flags: for ColorEdit*(), ColorPicker*()
1379f464c52Smayatypedef int ImGuiColumnsFlags;      // -> enum ImGuiColumnsFlags_    // Flags: for Columns(), BeginColumns()
1389f464c52Smayatypedef int ImGuiConfigFlags;       // -> enum ImGuiConfigFlags_     // Flags: for io.ConfigFlags
1399f464c52Smayatypedef int ImGuiComboFlags;        // -> enum ImGuiComboFlags_      // Flags: for BeginCombo()
1409f464c52Smayatypedef int ImGuiDragDropFlags;     // -> enum ImGuiDragDropFlags_   // Flags: for *DragDrop*()
1419f464c52Smayatypedef int ImGuiFocusedFlags;      // -> enum ImGuiFocusedFlags_    // Flags: for IsWindowFocused()
1429f464c52Smayatypedef int ImGuiHoveredFlags;      // -> enum ImGuiHoveredFlags_    // Flags: for IsItemHovered(), IsWindowHovered() etc.
1439f464c52Smayatypedef int ImGuiInputTextFlags;    // -> enum ImGuiInputTextFlags_  // Flags: for InputText*()
1449f464c52Smayatypedef int ImGuiSelectableFlags;   // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
1459f464c52Smayatypedef int ImGuiTabBarFlags;       // -> enum ImGuiTabBarFlags_     // Flags: for BeginTabBar()
1469f464c52Smayatypedef int ImGuiTabItemFlags;      // -> enum ImGuiTabItemFlags_    // Flags: for BeginTabItem()
1479f464c52Smayatypedef int ImGuiTreeNodeFlags;     // -> enum ImGuiTreeNodeFlags_   // Flags: for TreeNode*(),CollapsingHeader()
1489f464c52Smayatypedef int ImGuiWindowFlags;       // -> enum ImGuiWindowFlags_     // Flags: for Begin*()
1499f464c52Smayatypedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData *data);
1509f464c52Smayatypedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data);
1519f464c52Smaya
1529f464c52Smaya// Scalar data types
1539f464c52Smayatypedef signed int          ImS32;  // 32-bit signed integer == int
1549f464c52Smayatypedef unsigned int        ImU32;  // 32-bit unsigned integer (often used to store packed colors)
1559f464c52Smaya#if defined(_MSC_VER) && !defined(__clang__)
1569f464c52Smayatypedef signed   __int64    ImS64;  // 64-bit signed integer (pre and post C++11 with Visual Studio)
1579f464c52Smayatypedef unsigned __int64    ImU64;  // 64-bit unsigned integer (pre and post C++11 with Visual Studio)
1589f464c52Smaya#elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100)
1599f464c52Smaya#include <stdint.h>
1609f464c52Smayatypedef int64_t             ImS64;  // 64-bit signed integer (pre C++11)
1619f464c52Smayatypedef uint64_t            ImU64;  // 64-bit unsigned integer (pre C++11)
1629f464c52Smaya#else
1639f464c52Smayatypedef signed   long long  ImS64;  // 64-bit signed integer (post C++11)
1649f464c52Smayatypedef unsigned long long  ImU64;  // 64-bit unsigned integer (post C++11)
1659f464c52Smaya#endif
1669f464c52Smaya
1679f464c52Smaya// 2D vector (often used to store positions, sizes, etc.)
1689f464c52Smayastruct ImVec2
1699f464c52Smaya{
1709f464c52Smaya    float     x, y;
1719f464c52Smaya    ImVec2()  { x = y = 0.0f; }
1729f464c52Smaya    ImVec2(float _x, float _y) { x = _x; y = _y; }
1739f464c52Smaya    float  operator[] (size_t idx) const { IM_ASSERT(idx <= 1); return (&x)[idx]; }    // We very rarely use this [] operator, the assert overhead is fine.
1749f464c52Smaya    float& operator[] (size_t idx)       { IM_ASSERT(idx <= 1); return (&x)[idx]; }    // We very rarely use this [] operator, the assert overhead is fine.
1759f464c52Smaya#ifdef IM_VEC2_CLASS_EXTRA
1769f464c52Smaya    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.
1779f464c52Smaya#endif
1789f464c52Smaya};
1799f464c52Smaya
1809f464c52Smaya// 4D vector (often used to store floating-point colors)
1819f464c52Smayastruct ImVec4
1829f464c52Smaya{
1839f464c52Smaya    float     x, y, z, w;
1849f464c52Smaya    ImVec4()  { x = y = z = w = 0.0f; }
1859f464c52Smaya    ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; }
1869f464c52Smaya#ifdef IM_VEC4_CLASS_EXTRA
1879f464c52Smaya    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.
1889f464c52Smaya#endif
1899f464c52Smaya};
1909f464c52Smaya
1919f464c52Smaya//-----------------------------------------------------------------------------
1929f464c52Smaya// ImGui: Dear ImGui end-user API
1939f464c52Smaya// (Inside a namespace so you can add extra functions in your own separate file. Please don't modify imgui.cpp/.h!)
1949f464c52Smaya//-----------------------------------------------------------------------------
1959f464c52Smaya
1969f464c52Smayanamespace ImGui
1979f464c52Smaya{
1989f464c52Smaya    // Context creation and access
1999f464c52Smaya    // 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.
2009f464c52Smaya    // All those functions are not reliant on the current context.
2019f464c52Smaya    IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
2029f464c52Smaya    IMGUI_API void          DestroyContext(ImGuiContext* ctx = NULL);   // NULL = destroy current context
2039f464c52Smaya    IMGUI_API ImGuiContext* GetCurrentContext();
2049f464c52Smaya    IMGUI_API void          SetCurrentContext(ImGuiContext* ctx);
2059f464c52Smaya    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);
2069f464c52Smaya
2079f464c52Smaya    // Main
2089f464c52Smaya    IMGUI_API ImGuiIO&      GetIO();                                    // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
2099f464c52Smaya    IMGUI_API ImGuiStyle&   GetStyle();                                 // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame.
2109f464c52Smaya    IMGUI_API void          NewFrame();                                 // start a new ImGui frame, you can submit any command from this point until Render()/EndFrame().
2119f464c52Smaya    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!
2129f464c52Smaya    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.)
2139f464c52Smaya    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.)
2149f464c52Smaya
2159f464c52Smaya    // Demo, Debug, Information
2169f464c52Smaya    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!
2179f464c52Smaya    IMGUI_API void          ShowAboutWindow(bool* p_open = NULL);       // create about window. display Dear ImGui version, credits and build/system information.
2189f464c52Smaya    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.
2199f464c52Smaya    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)
2209f464c52Smaya    IMGUI_API bool          ShowStyleSelector(const char* label);       // add style selector block (not a window), essentially a combo listing the default styles.
2219f464c52Smaya    IMGUI_API void          ShowFontSelector(const char* label);        // add font selector block (not a window), essentially a combo listing the loaded fonts.
2229f464c52Smaya    IMGUI_API void          ShowUserGuide();                            // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls).
2239f464c52Smaya    IMGUI_API const char*   GetVersion();                               // get the compiled version string e.g. "1.23"
2249f464c52Smaya
2259f464c52Smaya    // Styles
2269f464c52Smaya    IMGUI_API void          StyleColorsDark(ImGuiStyle* dst = NULL);    // new, recommended style (default)
2279f464c52Smaya    IMGUI_API void          StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style
2289f464c52Smaya    IMGUI_API void          StyleColorsLight(ImGuiStyle* dst = NULL);   // best used with borders and a custom, thicker font
2299f464c52Smaya
2309f464c52Smaya    // Windows
2319f464c52Smaya    // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.
2329f464c52Smaya    // - You may append multiple times to the same window during the same frame.
2339f464c52Smaya    // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,
2349f464c52Smaya    //   which clicking will set the boolean to false when clicked.
2359f464c52Smaya    // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
2369f464c52Smaya    //   anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
2379f464c52Smaya    //   [this is due to legacy reason and is inconsistent with most other functions such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc.
2389f464c52Smaya    //    where the EndXXX call should only be called if the corresponding BeginXXX function returned true.]
2399f464c52Smaya    // - Note that the bottom of window stack always contains a window called "Debug".
2409f464c52Smaya    IMGUI_API bool          Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
2419f464c52Smaya    IMGUI_API void          End();
2429f464c52Smaya
2439f464c52Smaya    // Child Windows
2449f464c52Smaya    // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
2459f464c52Smaya    // - 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).
2469f464c52Smaya    // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window.
2479f464c52Smaya    //   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.]
2489f464c52Smaya    IMGUI_API bool          BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0);
2499f464c52Smaya    IMGUI_API bool          BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0);
2509f464c52Smaya    IMGUI_API void          EndChild();
2519f464c52Smaya
2529f464c52Smaya    // Windows Utilities
2539f464c52Smaya    // - "current window" = the window we are appending into while inside a Begin()/End() block. "next window" = next window we will Begin() into.
2549f464c52Smaya    IMGUI_API bool          IsWindowAppearing();
2559f464c52Smaya    IMGUI_API bool          IsWindowCollapsed();
2569f464c52Smaya    IMGUI_API bool          IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
2579f464c52Smaya    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!
2589f464c52Smaya    IMGUI_API ImDrawList*   GetWindowDrawList();                        // get draw list associated to the current window, to append your own drawing primitives
2599f464c52Smaya
2609f464c52Smaya    IMGUI_API ImVec2        GetWindowPos();                             // get current window position in screen space (useful if you want to do your own drawing via the DrawList API)
2619f464c52Smaya    IMGUI_API ImVec2        GetWindowSize();                            // get current window size
2629f464c52Smaya    IMGUI_API float         GetWindowWidth();                           // get current window width (shortcut for GetWindowSize().x)
2639f464c52Smaya    IMGUI_API float         GetWindowHeight();                          // get current window height (shortcut for GetWindowSize().y)
2649f464c52Smaya    IMGUI_API ImVec2        GetContentRegionMax();                      // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
2659f464c52Smaya    IMGUI_API ImVec2        GetContentRegionAvail();                    // == GetContentRegionMax() - GetCursorPos()
2669f464c52Smaya    IMGUI_API float         GetContentRegionAvailWidth();               //
2679f464c52Smaya    IMGUI_API ImVec2        GetWindowContentRegionMin();                // content boundaries min (roughly (0,0)-Scroll), in window coordinates
2689f464c52Smaya    IMGUI_API ImVec2        GetWindowContentRegionMax();                // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
2699f464c52Smaya    IMGUI_API float         GetWindowContentRegionWidth();              //
2709f464c52Smaya
2719f464c52Smaya    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.
2729f464c52Smaya    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()
2739f464c52Smaya    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.
2749f464c52Smaya    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()
2759f464c52Smaya    IMGUI_API void          SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0);                 // set next window collapsed state. call before Begin()
2769f464c52Smaya    IMGUI_API void          SetNextWindowFocus();                                                       // set next window to be focused / front-most. call before Begin()
2779f464c52Smaya    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.
2789f464c52Smaya    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.
2799f464c52Smaya    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.
2809f464c52Smaya    IMGUI_API void          SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0);                     // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
2819f464c52Smaya    IMGUI_API void          SetWindowFocus();                                                           // (not recommended) set current window to be focused / front-most. prefer using SetNextWindowFocus().
2829f464c52Smaya    IMGUI_API void          SetWindowFontScale(float scale);                                            // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows
2839f464c52Smaya    IMGUI_API void          SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0);      // set named window position.
2849f464c52Smaya    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.
2859f464c52Smaya    IMGUI_API void          SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0);   // set named window collapsed state
2869f464c52Smaya    IMGUI_API void          SetWindowFocus(const char* name);                                           // set named window to be focused / front-most. use NULL to remove focus.
2879f464c52Smaya
2889f464c52Smaya    // Windows Scrolling
2899f464c52Smaya    IMGUI_API float         GetScrollX();                                                   // get scrolling amount [0..GetScrollMaxX()]
2909f464c52Smaya    IMGUI_API float         GetScrollY();                                                   // get scrolling amount [0..GetScrollMaxY()]
2919f464c52Smaya    IMGUI_API float         GetScrollMaxX();                                                // get maximum scrolling amount ~~ ContentSize.X - WindowSize.X
2929f464c52Smaya    IMGUI_API float         GetScrollMaxY();                                                // get maximum scrolling amount ~~ ContentSize.Y - WindowSize.Y
2939f464c52Smaya    IMGUI_API void          SetScrollX(float scroll_x);                                     // set scrolling amount [0..GetScrollMaxX()]
2949f464c52Smaya    IMGUI_API void          SetScrollY(float scroll_y);                                     // set scrolling amount [0..GetScrollMaxY()]
2959f464c52Smaya    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.
2969f464c52Smaya    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.
2979f464c52Smaya
2989f464c52Smaya    // Parameters stacks (shared)
2999f464c52Smaya    IMGUI_API void          PushFont(ImFont* font);                                         // use NULL as a shortcut to push default font
3009f464c52Smaya    IMGUI_API void          PopFont();
3019f464c52Smaya    IMGUI_API void          PushStyleColor(ImGuiCol idx, ImU32 col);
3029f464c52Smaya    IMGUI_API void          PushStyleColor(ImGuiCol idx, const ImVec4& col);
3039f464c52Smaya    IMGUI_API void          PopStyleColor(int count = 1);
3049f464c52Smaya    IMGUI_API void          PushStyleVar(ImGuiStyleVar idx, float val);
3059f464c52Smaya    IMGUI_API void          PushStyleVar(ImGuiStyleVar idx, const ImVec2& val);
3069f464c52Smaya    IMGUI_API void          PopStyleVar(int count = 1);
3079f464c52Smaya    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.
3089f464c52Smaya    IMGUI_API ImFont*       GetFont();                                                      // get current font
3099f464c52Smaya    IMGUI_API float         GetFontSize();                                                  // get current font size (= height in pixels) of current font with current scale applied
3109f464c52Smaya    IMGUI_API ImVec2        GetFontTexUvWhitePixel();                                       // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
3119f464c52Smaya    IMGUI_API ImU32         GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f);              // retrieve given style color with style alpha applied and optional extra alpha multiplier
3129f464c52Smaya    IMGUI_API ImU32         GetColorU32(const ImVec4& col);                                 // retrieve given color with style alpha applied
3139f464c52Smaya    IMGUI_API ImU32         GetColorU32(ImU32 col);                                         // retrieve given color with style alpha applied
3149f464c52Smaya
3159f464c52Smaya    // Parameters stacks (current window)
3169f464c52Smaya    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)
3179f464c52Smaya    IMGUI_API void          PopItemWidth();
3189f464c52Smaya    IMGUI_API float         CalcItemWidth();                                                // width of item given pushed settings and current cursor position
3199f464c52Smaya    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
3209f464c52Smaya    IMGUI_API void          PopTextWrapPos();
3219f464c52Smaya    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
3229f464c52Smaya    IMGUI_API void          PopAllowKeyboardFocus();
3239f464c52Smaya    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.
3249f464c52Smaya    IMGUI_API void          PopButtonRepeat();
3259f464c52Smaya
3269f464c52Smaya    // Cursor / Layout
3279f464c52Smaya    // - By "cursor" we mean the current output position.
3289f464c52Smaya    // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
3299f464c52Smaya    IMGUI_API void          Separator();                                                    // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
3309f464c52Smaya    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.
3319f464c52Smaya    IMGUI_API void          NewLine();                                                      // undo a SameLine() or force a new line when in an horizontal-layout context.
3329f464c52Smaya    IMGUI_API void          Spacing();                                                      // add vertical spacing.
3339f464c52Smaya    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.
3349f464c52Smaya    IMGUI_API void          Indent(float indent_w = 0.0f);                                  // move content position toward the right, by style.IndentSpacing or indent_w if != 0
3359f464c52Smaya    IMGUI_API void          Unindent(float indent_w = 0.0f);                                // move content position back to the left, by style.IndentSpacing or indent_w if != 0
3369f464c52Smaya    IMGUI_API void          BeginGroup();                                                   // lock horizontal starting position
3379f464c52Smaya    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.)
3389f464c52Smaya    IMGUI_API ImVec2        GetCursorPos();                                                 // cursor position in window coordinates (relative to window position)
3399f464c52Smaya    IMGUI_API float         GetCursorPosX();                                                //   (some functions are using window-relative coordinates, such as: GetCursorPos, GetCursorStartPos, GetContentRegionMax, GetWindowContentRegion* etc.
3409f464c52Smaya    IMGUI_API float         GetCursorPosY();                                                //    other functions such as GetCursorScreenPos or everything in ImDrawList::
3419f464c52Smaya    IMGUI_API void          SetCursorPos(const ImVec2& local_pos);                          //    are using the main, absolute coordinate system.
3429f464c52Smaya    IMGUI_API void          SetCursorPosX(float local_x);                                   //    GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.)
3439f464c52Smaya    IMGUI_API void          SetCursorPosY(float local_y);                                   //
3449f464c52Smaya    IMGUI_API ImVec2        GetCursorStartPos();                                            // initial cursor position in window coordinates
3459f464c52Smaya    IMGUI_API ImVec2        GetCursorScreenPos();                                           // cursor position in absolute screen coordinates [0..io.DisplaySize] (useful to work with ImDrawList API)
3469f464c52Smaya    IMGUI_API void          SetCursorScreenPos(const ImVec2& pos);                          // cursor position in absolute screen coordinates [0..io.DisplaySize]
3479f464c52Smaya    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)
3489f464c52Smaya    IMGUI_API float         GetTextLineHeight();                                            // ~ FontSize
3499f464c52Smaya    IMGUI_API float         GetTextLineHeightWithSpacing();                                 // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
3509f464c52Smaya    IMGUI_API float         GetFrameHeight();                                               // ~ FontSize + style.FramePadding.y * 2
3519f464c52Smaya    IMGUI_API float         GetFrameHeightWithSpacing();                                    // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)
3529f464c52Smaya
3539f464c52Smaya    // ID stack/scopes
3549f464c52Smaya    // - Read the FAQ for more details about how ID are handled in dear imgui. If you are creating widgets in a loop you most
3559f464c52Smaya    //   likely want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
3569f464c52Smaya    // - The resulting ID are hashes of the entire stack.
3579f464c52Smaya    // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others.
3589f464c52Smaya    // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed and used as an ID,
3599f464c52Smaya    //   whereas "str_id" denote a string that is only used as an ID and not normally displayed.
3609f464c52Smaya    IMGUI_API void          PushID(const char* str_id);                                     // push string into the ID stack (will hash string).
3619f464c52Smaya    IMGUI_API void          PushID(const char* str_id_begin, const char* str_id_end);       // push string into the ID stack (will hash string).
3629f464c52Smaya    IMGUI_API void          PushID(const void* ptr_id);                                     // push pointer into the ID stack (will hash pointer).
3639f464c52Smaya    IMGUI_API void          PushID(int int_id);                                             // push integer into the ID stack (will hash integer).
3649f464c52Smaya    IMGUI_API void          PopID();                                                        // pop from the ID stack.
3659f464c52Smaya    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
3669f464c52Smaya    IMGUI_API ImGuiID       GetID(const char* str_id_begin, const char* str_id_end);
3679f464c52Smaya    IMGUI_API ImGuiID       GetID(const void* ptr_id);
3689f464c52Smaya
3699f464c52Smaya    // Widgets: Text
3709f464c52Smaya    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.
3719f464c52Smaya    IMGUI_API void          Text(const char* fmt, ...)                                      IM_FMTARGS(1); // simple formatted text
3729f464c52Smaya    IMGUI_API void          TextV(const char* fmt, va_list args)                            IM_FMTLIST(1);
3739f464c52Smaya    IMGUI_API void          TextColored(const ImVec4& col, const char* fmt, ...)            IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
3749f464c52Smaya    IMGUI_API void          TextColoredV(const ImVec4& col, const char* fmt, va_list args)  IM_FMTLIST(2);
3759f464c52Smaya    IMGUI_API void          TextDisabled(const char* fmt, ...)                              IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
3769f464c52Smaya    IMGUI_API void          TextDisabledV(const char* fmt, va_list args)                    IM_FMTLIST(1);
3779f464c52Smaya    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().
3789f464c52Smaya    IMGUI_API void          TextWrappedV(const char* fmt, va_list args)                     IM_FMTLIST(1);
3799f464c52Smaya    IMGUI_API void          LabelText(const char* label, const char* fmt, ...)              IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets
3809f464c52Smaya    IMGUI_API void          LabelTextV(const char* label, const char* fmt, va_list args)    IM_FMTLIST(2);
3819f464c52Smaya    IMGUI_API void          BulletText(const char* fmt, ...)                                IM_FMTARGS(1); // shortcut for Bullet()+Text()
3829f464c52Smaya    IMGUI_API void          BulletTextV(const char* fmt, va_list args)                      IM_FMTLIST(1);
3839f464c52Smaya
3849f464c52Smaya    // Widgets: Main
3859f464c52Smaya    // - Most widgets return true when the value has been changed or when pressed/selected
3869f464c52Smaya    IMGUI_API bool          Button(const char* label, const ImVec2& size = ImVec2(0,0));    // button
3879f464c52Smaya    IMGUI_API bool          SmallButton(const char* label);                                 // button with FramePadding=(0,0) to easily embed within text
3889f464c52Smaya    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.)
3899f464c52Smaya    IMGUI_API bool          ArrowButton(const char* str_id, ImGuiDir dir);                  // square button with an arrow shape
3909f464c52Smaya    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));
3919f464c52Smaya    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
3929f464c52Smaya    IMGUI_API bool          Checkbox(const char* label, bool* v);
3939f464c52Smaya    IMGUI_API bool          CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
3949f464c52Smaya    IMGUI_API bool          RadioButton(const char* label, bool active);                    // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }
3959f464c52Smaya    IMGUI_API bool          RadioButton(const char* label, int* v, int v_button);           // shortcut to handle the above pattern when value is an integer
3969f464c52Smaya    IMGUI_API void          ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-1,0), const char* overlay = NULL);
3979f464c52Smaya    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
3989f464c52Smaya
3999f464c52Smaya    // Widgets: Combo Box
4009f464c52Smaya    // - The new BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
4019f464c52Smaya    // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose.
4029f464c52Smaya    IMGUI_API bool          BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
4039f464c52Smaya    IMGUI_API void          EndCombo(); // only call EndCombo() if BeginCombo() returns true!
4049f464c52Smaya    IMGUI_API bool          Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);
4059f464c52Smaya    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"
4069f464c52Smaya    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);
4079f464c52Smaya
4089f464c52Smaya    // Widgets: Drags
4099f464c52Smaya    // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped and can go off-bounds.
4109f464c52Smaya    // - 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
4119f464c52Smaya    // - 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.
4129f464c52Smaya    // - 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).
4139f464c52Smaya    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
4149f464c52Smaya    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);
4159f464c52Smaya    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);
4169f464c52Smaya    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);
4179f464c52Smaya    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);
4189f464c52Smaya    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
4199f464c52Smaya    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");
4209f464c52Smaya    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");
4219f464c52Smaya    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");
4229f464c52Smaya    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);
4239f464c52Smaya    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);
4249f464c52Smaya    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);
4259f464c52Smaya
4269f464c52Smaya    // Widgets: Sliders
4279f464c52Smaya    // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped and can go off-bounds.
4289f464c52Smaya    // - 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.
4299f464c52Smaya    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
4309f464c52Smaya    IMGUI_API bool          SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
4319f464c52Smaya    IMGUI_API bool          SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
4329f464c52Smaya    IMGUI_API bool          SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
4339f464c52Smaya    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");
4349f464c52Smaya    IMGUI_API bool          SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d");
4359f464c52Smaya    IMGUI_API bool          SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d");
4369f464c52Smaya    IMGUI_API bool          SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d");
4379f464c52Smaya    IMGUI_API bool          SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d");
4389f464c52Smaya    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);
4399f464c52Smaya    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);
4409f464c52Smaya    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);
4419f464c52Smaya    IMGUI_API bool          VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d");
4429f464c52Smaya    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);
4439f464c52Smaya
4449f464c52Smaya    // Widgets: Input with Keyboard
4459f464c52Smaya    // - If you want to use InputText() with a dynamic string type such as std::string or your own, see misc/cpp/imgui_stdlib.h
4469f464c52Smaya    // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.
4479f464c52Smaya    IMGUI_API bool          InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
4489f464c52Smaya    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);
4499f464c52Smaya    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);
4509f464c52Smaya    IMGUI_API bool          InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
4519f464c52Smaya    IMGUI_API bool          InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
4529f464c52Smaya    IMGUI_API bool          InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
4539f464c52Smaya    IMGUI_API bool          InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0);
4549f464c52Smaya    IMGUI_API bool          InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0);
4559f464c52Smaya    IMGUI_API bool          InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0);
4569f464c52Smaya    IMGUI_API bool          InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0);
4579f464c52Smaya    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);
4589f464c52Smaya    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);
4599f464c52Smaya    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);
4609f464c52Smaya
4619f464c52Smaya    // 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.)
4629f464c52Smaya    // - 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
4639f464c52Smaya    IMGUI_API bool          ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
4649f464c52Smaya    IMGUI_API bool          ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
4659f464c52Smaya    IMGUI_API bool          ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
4669f464c52Smaya    IMGUI_API bool          ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
4679f464c52Smaya    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.
4689f464c52Smaya    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.
4699f464c52Smaya
4709f464c52Smaya    // Widgets: Trees
4719f464c52Smaya    // - 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.
4729f464c52Smaya    IMGUI_API bool          TreeNode(const char* label);
4739f464c52Smaya    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().
4749f464c52Smaya    IMGUI_API bool          TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2);   // "
4759f464c52Smaya    IMGUI_API bool          TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
4769f464c52Smaya    IMGUI_API bool          TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
4779f464c52Smaya    IMGUI_API bool          TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);
4789f464c52Smaya    IMGUI_API bool          TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
4799f464c52Smaya    IMGUI_API bool          TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
4809f464c52Smaya    IMGUI_API bool          TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
4819f464c52Smaya    IMGUI_API bool          TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
4829f464c52Smaya    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.
4839f464c52Smaya    IMGUI_API void          TreePush(const void* ptr_id = NULL);                                // "
4849f464c52Smaya    IMGUI_API void          TreePop();                                                          // ~ Unindent()+PopId()
4859f464c52Smaya    IMGUI_API void          TreeAdvanceToLabelPos();                                            // advance cursor x position by GetTreeNodeToLabelSpacing()
4869f464c52Smaya    IMGUI_API float         GetTreeNodeToLabelSpacing();                                        // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
4879f464c52Smaya    IMGUI_API void          SetNextTreeNodeOpen(bool is_open, ImGuiCond cond = 0);              // set next TreeNode/CollapsingHeader open state.
4889f464c52Smaya    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().
4899f464c52Smaya    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
4909f464c52Smaya
4919f464c52Smaya    // Widgets: Selectables
4929f464c52Smaya    // - A selectable highlights when hovered, and can display another color when selected.
4939f464c52Smaya    // - Neighbors selectable extend their highlight bounds in order to leave no gap between them.
4949f464c52Smaya    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
4959f464c52Smaya    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.
4969f464c52Smaya
4979f464c52Smaya    // Widgets: List Boxes
4989f464c52Smaya    // - FIXME: To be consistent with all the newer API, ListBoxHeader/ListBoxFooter should in reality be called BeginListBox/EndListBox. Will rename them.
4999f464c52Smaya    IMGUI_API bool          ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);
5009f464c52Smaya    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);
5019f464c52Smaya    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.
5029f464c52Smaya    IMGUI_API bool          ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // "
5039f464c52Smaya    IMGUI_API void          ListBoxFooter();                                                    // terminate the scrolling region. only call ListBoxFooter() if ListBoxHeader() returned true!
5049f464c52Smaya
5059f464c52Smaya    // Widgets: Data Plotting
5069f464c52Smaya    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));
5079f464c52Smaya    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));
5089f464c52Smaya    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));
5099f464c52Smaya    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));
5109f464c52Smaya
5119f464c52Smaya    // Widgets: Value() Helpers.
5129f464c52Smaya    // - 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)
5139f464c52Smaya    IMGUI_API void          Value(const char* prefix, bool b);
5149f464c52Smaya    IMGUI_API void          Value(const char* prefix, int v);
5159f464c52Smaya    IMGUI_API void          Value(const char* prefix, unsigned int v);
5169f464c52Smaya    IMGUI_API void          Value(const char* prefix, float v, const char* float_format = NULL);
5179f464c52Smaya
5189f464c52Smaya    // Widgets: Menus
5199f464c52Smaya    IMGUI_API bool          BeginMainMenuBar();                                                 // create and append to a full screen menu-bar.
5209f464c52Smaya    IMGUI_API void          EndMainMenuBar();                                                   // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
5219f464c52Smaya    IMGUI_API bool          BeginMenuBar();                                                     // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
5229f464c52Smaya    IMGUI_API void          EndMenuBar();                                                       // only call EndMenuBar() if BeginMenuBar() returns true!
5239f464c52Smaya    IMGUI_API bool          BeginMenu(const char* label, bool enabled = true);                  // create a sub-menu entry. only call EndMenu() if this returns true!
5249f464c52Smaya    IMGUI_API void          EndMenu();                                                          // only call EndMenu() if BeginMenu() returns true!
5259f464c52Smaya    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
5269f464c52Smaya    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
5279f464c52Smaya
5289f464c52Smaya    // Tooltips
5299f464c52Smaya    IMGUI_API void          BeginTooltip();                                                     // begin/append a tooltip window. to create full-featured tooltip (with any kind of items).
5309f464c52Smaya    IMGUI_API void          EndTooltip();
5319f464c52Smaya    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().
5329f464c52Smaya    IMGUI_API void          SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
5339f464c52Smaya
5349f464c52Smaya    // Popups, Modals
5359f464c52Smaya    // The properties of popups windows are:
5369f464c52Smaya    // - They block normal mouse hovering detection outside them. (*)
5379f464c52Smaya    // - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
5389f464c52Smaya    // - 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.
5399f464c52Smaya    //   User can manipulate the visibility state by calling OpenPopup().
5409f464c52Smaya    // (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even when normally blocked by a popup.
5419f464c52Smaya    // Those three properties are connected. The library needs to hold their visibility state because it can close popups at any time.
5429f464c52Smaya    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).
5439f464c52Smaya    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!
5449f464c52Smaya    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!
5459f464c52Smaya    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.
5469f464c52Smaya    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).
5479f464c52Smaya    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)
5489f464c52Smaya    IMGUI_API void          EndPopup();                                                                                             // only call EndPopup() if BeginPopupXXX() returns true!
5499f464c52Smaya    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.
5509f464c52Smaya    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.
5519f464c52Smaya    IMGUI_API void          CloseCurrentPopup();                                                // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup.
5529f464c52Smaya
5539f464c52Smaya    // Columns
5549f464c52Smaya    // - You can also use SameLine(pos_x) to mimic simplified columns.
5559f464c52Smaya    // - The columns API is work-in-progress and rather lacking (columns are arguably the worst part of dear imgui at the moment!)
5569f464c52Smaya    IMGUI_API void          Columns(int count = 1, const char* id = NULL, bool border = true);
5579f464c52Smaya    IMGUI_API void          NextColumn();                                                       // next column, defaults to current row or next row if the current row is finished
5589f464c52Smaya    IMGUI_API int           GetColumnIndex();                                                   // get current column index
5599f464c52Smaya    IMGUI_API float         GetColumnWidth(int column_index = -1);                              // get column width (in pixels). pass -1 to use current column
5609f464c52Smaya    IMGUI_API void          SetColumnWidth(int column_index, float width);                      // set column width (in pixels). pass -1 to use current column
5619f464c52Smaya    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
5629f464c52Smaya    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
5639f464c52Smaya    IMGUI_API int           GetColumnsCount();
5649f464c52Smaya
5659f464c52Smaya    // Tab Bars, Tabs
5669f464c52Smaya    // [BETA API] API may evolve!
5679f464c52Smaya    IMGUI_API bool          BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0);        // create and append into a TabBar
5689f464c52Smaya    IMGUI_API void          EndTabBar();                                                        // only call EndTabBar() if BeginTabBar() returns true!
5699f464c52Smaya    IMGUI_API bool          BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0);// create a Tab. Returns true if the Tab is selected.
5709f464c52Smaya    IMGUI_API void          EndTabItem();                                                       // only call EndTabItem() if BeginTabItem() returns true!
5719f464c52Smaya    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.
5729f464c52Smaya
5739f464c52Smaya    // Logging/Capture
5749f464c52Smaya    // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.
5759f464c52Smaya    IMGUI_API void          LogToTTY(int max_depth = -1);                                       // start logging to tty (stdout)
5769f464c52Smaya    IMGUI_API void          LogToFile(int max_depth = -1, const char* filename = NULL);         // start logging to file
5779f464c52Smaya    IMGUI_API void          LogToClipboard(int max_depth = -1);                                 // start logging to OS clipboard
5789f464c52Smaya    IMGUI_API void          LogFinish();                                                        // stop logging (close file, etc.)
5799f464c52Smaya    IMGUI_API void          LogButtons();                                                       // helper to display buttons for logging to tty/file/clipboard
5809f464c52Smaya    IMGUI_API void          LogText(const char* fmt, ...) IM_FMTARGS(1);                        // pass text data straight to log (without being displayed)
5819f464c52Smaya
5829f464c52Smaya    // Drag and Drop
5839f464c52Smaya    // [BETA API] API may evolve!
5849f464c52Smaya    IMGUI_API bool          BeginDragDropSource(ImGuiDragDropFlags flags = 0);                                      // call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource()
5859f464c52Smaya    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.
5869f464c52Smaya    IMGUI_API void          EndDragDropSource();                                                                    // only call EndDragDropSource() if BeginDragDropSource() returns true!
5879f464c52Smaya    IMGUI_API bool                  BeginDragDropTarget();                                                          // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
5889f464c52Smaya    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.
5899f464c52Smaya    IMGUI_API void                  EndDragDropTarget();                                                            // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
5909f464c52Smaya    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.
5919f464c52Smaya
5929f464c52Smaya    // Clipping
5939f464c52Smaya    IMGUI_API void          PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
5949f464c52Smaya    IMGUI_API void          PopClipRect();
5959f464c52Smaya
5969f464c52Smaya    // Focus, Activation
5979f464c52Smaya    // - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item"
5989f464c52Smaya    IMGUI_API void          SetItemDefaultFocus();                                              // make last item the default focused item of a window.
5999f464c52Smaya    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.
6009f464c52Smaya
6019f464c52Smaya    // Item/Widgets Utilities
6029f464c52Smaya    // - Most of the functions are referring to the last/previous item we submitted.
6039f464c52Smaya    // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions.
6049f464c52Smaya    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.
6059f464c52Smaya    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)
6069f464c52Smaya    IMGUI_API bool          IsItemFocused();                                                    // is the last item focused for keyboard/gamepad navigation?
6079f464c52Smaya    IMGUI_API bool          IsItemClicked(int mouse_button = 0);                                // is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(mouse_button) && IsItemHovered()
6089f464c52Smaya    IMGUI_API bool          IsItemVisible();                                                    // is the last item visible? (items may be out of sight because of clipping/scrolling)
6099f464c52Smaya    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.
6109f464c52Smaya    IMGUI_API bool          IsItemActivated();                                                  // was the last item just made active (item was previously inactive).
6119f464c52Smaya    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.
6129f464c52Smaya    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).
6139f464c52Smaya    IMGUI_API bool          IsAnyItemHovered();
6149f464c52Smaya    IMGUI_API bool          IsAnyItemActive();
6159f464c52Smaya    IMGUI_API bool          IsAnyItemFocused();
6169f464c52Smaya    IMGUI_API ImVec2        GetItemRectMin();                                                   // get upper-left bounding rectangle of the last item (screen space)
6179f464c52Smaya    IMGUI_API ImVec2        GetItemRectMax();                                                   // get lower-right bounding rectangle of the last item (screen space)
6189f464c52Smaya    IMGUI_API ImVec2        GetItemRectSize();                                                  // get size of last item
6199f464c52Smaya    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.
6209f464c52Smaya
6219f464c52Smaya    // Miscellaneous Utilities
6229f464c52Smaya    IMGUI_API bool          IsRectVisible(const ImVec2& size);                                  // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
6239f464c52Smaya    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.
6249f464c52Smaya    IMGUI_API double        GetTime();                                                          // get global imgui time. incremented by io.DeltaTime every frame.
6259f464c52Smaya    IMGUI_API int           GetFrameCount();                                                    // get global imgui frame count. incremented by 1 every frame.
6269f464c52Smaya    IMGUI_API ImDrawList*   GetOverlayDrawList();                                               // this draw list will be the last rendered one, useful to quickly draw overlays shapes/text
6279f464c52Smaya    IMGUI_API ImDrawListSharedData* GetDrawListSharedData();                                    // you may use this when creating your own ImDrawList instances
6289f464c52Smaya    IMGUI_API const char*   GetStyleColorName(ImGuiCol idx);
6299f464c52Smaya    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)
6309f464c52Smaya    IMGUI_API ImGuiStorage* GetStateStorage();
6319f464c52Smaya    IMGUI_API ImVec2        CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
6329f464c52Smaya    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.
6339f464c52Smaya    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
6349f464c52Smaya    IMGUI_API void          EndChildFrame();                                                    // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window)
6359f464c52Smaya
6369f464c52Smaya    // Color Utilities
6379f464c52Smaya    IMGUI_API ImVec4        ColorConvertU32ToFloat4(ImU32 in);
6389f464c52Smaya    IMGUI_API ImU32         ColorConvertFloat4ToU32(const ImVec4& in);
6399f464c52Smaya    IMGUI_API void          ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
6409f464c52Smaya    IMGUI_API void          ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
6419f464c52Smaya
6429f464c52Smaya    // Inputs Utilities
6439f464c52Smaya    IMGUI_API int           GetKeyIndex(ImGuiKey imgui_key);                                    // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
6449f464c52Smaya    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[]!
6459f464c52Smaya    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
6469f464c52Smaya    IMGUI_API bool          IsKeyReleased(int user_key_index);                                  // was key released (went from Down to !Down)..
6479f464c52Smaya    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
6489f464c52Smaya    IMGUI_API bool          IsMouseDown(int button);                                            // is mouse button held (0=left, 1=right, 2=middle)
6499f464c52Smaya    IMGUI_API bool          IsAnyMouseDown();                                                   // is any mouse button held
6509f464c52Smaya    IMGUI_API bool          IsMouseClicked(int button, bool repeat = false);                    // did mouse button clicked (went from !Down to Down) (0=left, 1=right, 2=middle)
6519f464c52Smaya    IMGUI_API bool          IsMouseDoubleClicked(int button);                                   // did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime.
6529f464c52Smaya    IMGUI_API bool          IsMouseReleased(int button);                                        // did mouse button released (went from Down to !Down)
6539f464c52Smaya    IMGUI_API bool          IsMouseDragging(int button = 0, float lock_threshold = -1.0f);      // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
6549f464c52Smaya    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.
6559f464c52Smaya    IMGUI_API bool          IsMousePosValid(const ImVec2* mouse_pos = NULL);                    //
6569f464c52Smaya    IMGUI_API ImVec2        GetMousePos();                                                      // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
6579f464c52Smaya    IMGUI_API ImVec2        GetMousePosOnOpeningCurrentPopup();                                 // retrieve backup of mouse position at the time of opening popup we have BeginPopup() into
6589f464c52Smaya    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
6599f464c52Smaya    IMGUI_API void          ResetMouseDragDelta(int button = 0);                                //
6609f464c52Smaya    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
6619f464c52Smaya    IMGUI_API void          SetMouseCursor(ImGuiMouseCursor type);                              // set desired cursor type
6629f464c52Smaya    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.
6639f464c52Smaya    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.
6649f464c52Smaya
6659f464c52Smaya    // Clipboard Utilities (also see the LogToClipboard() function to capture or output text data to the clipboard)
6669f464c52Smaya    IMGUI_API const char*   GetClipboardText();
6679f464c52Smaya    IMGUI_API void          SetClipboardText(const char* text);
6689f464c52Smaya
6699f464c52Smaya    // Settings/.Ini Utilities
6709f464c52Smaya    // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
6719f464c52Smaya    // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
6729f464c52Smaya    IMGUI_API void          LoadIniSettingsFromDisk(const char* ini_filename);                  // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
6739f464c52Smaya    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.
6749f464c52Smaya    IMGUI_API void          SaveIniSettingsToDisk(const char* ini_filename);
6759f464c52Smaya    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.
6769f464c52Smaya
6779f464c52Smaya    // Memory Utilities
6789f464c52Smaya    // - All those functions are not reliant on the current context.
6799f464c52Smaya    // - If you reload the contents of imgui.cpp at runtime, you may need to call SetCurrentContext() + SetAllocatorFunctions() again.
6809f464c52Smaya    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);
6819f464c52Smaya    IMGUI_API void*         MemAlloc(size_t size);
6829f464c52Smaya    IMGUI_API void          MemFree(void* ptr);
6839f464c52Smaya
6849f464c52Smaya} // namespace ImGui
6859f464c52Smaya
6869f464c52Smaya//-----------------------------------------------------------------------------
6879f464c52Smaya// Flags & Enumerations
6889f464c52Smaya//-----------------------------------------------------------------------------
6899f464c52Smaya
6909f464c52Smaya// Flags for ImGui::Begin()
6919f464c52Smayaenum ImGuiWindowFlags_
6929f464c52Smaya{
6939f464c52Smaya    ImGuiWindowFlags_None                   = 0,
6949f464c52Smaya    ImGuiWindowFlags_NoTitleBar             = 1 << 0,   // Disable title-bar
6959f464c52Smaya    ImGuiWindowFlags_NoResize               = 1 << 1,   // Disable user resizing with the lower-right grip
6969f464c52Smaya    ImGuiWindowFlags_NoMove                 = 1 << 2,   // Disable user moving the window
6979f464c52Smaya    ImGuiWindowFlags_NoScrollbar            = 1 << 3,   // Disable scrollbars (window can still scroll with mouse or programatically)
6989f464c52Smaya    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.
6999f464c52Smaya    ImGuiWindowFlags_NoCollapse             = 1 << 5,   // Disable user collapsing window by double-clicking on it
7009f464c52Smaya    ImGuiWindowFlags_AlwaysAutoResize       = 1 << 6,   // Resize every window to its content every frame
7019f464c52Smaya    ImGuiWindowFlags_NoBackground           = 1 << 7,   // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
7029f464c52Smaya    ImGuiWindowFlags_NoSavedSettings        = 1 << 8,   // Never load/save settings in .ini file
7039f464c52Smaya    ImGuiWindowFlags_NoMouseInputs          = 1 << 9,   // Disable catching mouse, hovering test with pass through.
7049f464c52Smaya    ImGuiWindowFlags_MenuBar                = 1 << 10,  // Has a menu-bar
7059f464c52Smaya    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.
7069f464c52Smaya    ImGuiWindowFlags_NoFocusOnAppearing     = 1 << 12,  // Disable taking focus when transitioning from hidden to visible state
7079f464c52Smaya    ImGuiWindowFlags_NoBringToFrontOnFocus  = 1 << 13,  // Disable bringing window to front when taking focus (e.g. clicking on it or programatically giving it focus)
7089f464c52Smaya    ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14,  // Always show vertical scrollbar (even if ContentSize.y < Size.y)
7099f464c52Smaya    ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15,  // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
7109f464c52Smaya    ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16,  // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
7119f464c52Smaya    ImGuiWindowFlags_NoNavInputs            = 1 << 18,  // No gamepad/keyboard navigation within the window
7129f464c52Smaya    ImGuiWindowFlags_NoNavFocus             = 1 << 19,  // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
7139f464c52Smaya    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.
7149f464c52Smaya    ImGuiWindowFlags_NoNav                  = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
7159f464c52Smaya    ImGuiWindowFlags_NoDecoration           = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,
7169f464c52Smaya    ImGuiWindowFlags_NoInputs               = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
7179f464c52Smaya
7189f464c52Smaya    // [Internal]
7199f464c52Smaya    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!)
7209f464c52Smaya    ImGuiWindowFlags_ChildWindow            = 1 << 24,  // Don't use! For internal use by BeginChild()
7219f464c52Smaya    ImGuiWindowFlags_Tooltip                = 1 << 25,  // Don't use! For internal use by BeginTooltip()
7229f464c52Smaya    ImGuiWindowFlags_Popup                  = 1 << 26,  // Don't use! For internal use by BeginPopup()
7239f464c52Smaya    ImGuiWindowFlags_Modal                  = 1 << 27,  // Don't use! For internal use by BeginPopupModal()
7249f464c52Smaya    ImGuiWindowFlags_ChildMenu              = 1 << 28   // Don't use! For internal use by BeginMenu()
7259f464c52Smaya
7269f464c52Smaya    // [Obsolete]
7279f464c52Smaya    //ImGuiWindowFlags_ShowBorders          = 1 << 7,   // --> Set style.FrameBorderSize=1.0f / style.WindowBorderSize=1.0f to enable borders around windows and items
7289f464c52Smaya    //ImGuiWindowFlags_ResizeFromAnySide    = 1 << 17,  // --> Set io.ConfigWindowsResizeFromEdges and make sure mouse cursors are supported by back-end (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors)
7299f464c52Smaya};
7309f464c52Smaya
7319f464c52Smaya// Flags for ImGui::InputText()
7329f464c52Smayaenum ImGuiInputTextFlags_
7339f464c52Smaya{
7349f464c52Smaya    ImGuiInputTextFlags_None                = 0,
7359f464c52Smaya    ImGuiInputTextFlags_CharsDecimal        = 1 << 0,   // Allow 0123456789.+-*/
7369f464c52Smaya    ImGuiInputTextFlags_CharsHexadecimal    = 1 << 1,   // Allow 0123456789ABCDEFabcdef
7379f464c52Smaya    ImGuiInputTextFlags_CharsUppercase      = 1 << 2,   // Turn a..z into A..Z
7389f464c52Smaya    ImGuiInputTextFlags_CharsNoBlank        = 1 << 3,   // Filter out spaces, tabs
7399f464c52Smaya    ImGuiInputTextFlags_AutoSelectAll       = 1 << 4,   // Select entire text when first taking mouse focus
7409f464c52Smaya    ImGuiInputTextFlags_EnterReturnsTrue    = 1 << 5,   // Return 'true' when Enter is pressed (as opposed to when the value was modified)
7419f464c52Smaya    ImGuiInputTextFlags_CallbackCompletion  = 1 << 6,   // Callback on pressing TAB (for completion handling)
7429f464c52Smaya    ImGuiInputTextFlags_CallbackHistory     = 1 << 7,   // Callback on pressing Up/Down arrows (for history handling)
7439f464c52Smaya    ImGuiInputTextFlags_CallbackAlways      = 1 << 8,   // Callback on each iteration. User code may query cursor position, modify text buffer.
7449f464c52Smaya    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.
7459f464c52Smaya    ImGuiInputTextFlags_AllowTabInput       = 1 << 10,  // Pressing TAB input a '\t' character into the text field
7469f464c52Smaya    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).
7479f464c52Smaya    ImGuiInputTextFlags_NoHorizontalScroll  = 1 << 12,  // Disable following the cursor horizontally
7489f464c52Smaya    ImGuiInputTextFlags_AlwaysInsertMode    = 1 << 13,  // Insert mode
7499f464c52Smaya    ImGuiInputTextFlags_ReadOnly            = 1 << 14,  // Read-only mode
7509f464c52Smaya    ImGuiInputTextFlags_Password            = 1 << 15,  // Password mode, display all characters as '*'
7519f464c52Smaya    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().
7529f464c52Smaya    ImGuiInputTextFlags_CharsScientific     = 1 << 17,  // Allow 0123456789.+-*/eE (Scientific notation input)
7539f464c52Smaya    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)
7549f464c52Smaya    // [Internal]
7559f464c52Smaya    ImGuiInputTextFlags_Multiline           = 1 << 20   // For internal use by InputTextMultiline()
7569f464c52Smaya};
7579f464c52Smaya
7589f464c52Smaya// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
7599f464c52Smayaenum ImGuiTreeNodeFlags_
7609f464c52Smaya{
7619f464c52Smaya    ImGuiTreeNodeFlags_None                 = 0,
7629f464c52Smaya    ImGuiTreeNodeFlags_Selected             = 1 << 0,   // Draw as selected
7639f464c52Smaya    ImGuiTreeNodeFlags_Framed               = 1 << 1,   // Full colored frame (e.g. for CollapsingHeader)
7649f464c52Smaya    ImGuiTreeNodeFlags_AllowItemOverlap     = 1 << 2,   // Hit testing to allow subsequent widgets to overlap this one
7659f464c52Smaya    ImGuiTreeNodeFlags_NoTreePushOnOpen     = 1 << 3,   // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
7669f464c52Smaya    ImGuiTreeNodeFlags_NoAutoOpenOnLog      = 1 << 4,   // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
7679f464c52Smaya    ImGuiTreeNodeFlags_DefaultOpen          = 1 << 5,   // Default node to be open
7689f464c52Smaya    ImGuiTreeNodeFlags_OpenOnDoubleClick    = 1 << 6,   // Need double-click to open node
7699f464c52Smaya    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.
7709f464c52Smaya    ImGuiTreeNodeFlags_Leaf                 = 1 << 8,   // No collapsing, no arrow (use as a convenience for leaf nodes).
7719f464c52Smaya    ImGuiTreeNodeFlags_Bullet               = 1 << 9,   // Display a bullet instead of arrow
7729f464c52Smaya    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().
7739f464c52Smaya    //ImGuITreeNodeFlags_SpanAllAvailWidth  = 1 << 11,  // FIXME: TODO: Extend hit box horizontally even if not framed
7749f464c52Smaya    //ImGuiTreeNodeFlags_NoScrollOnOpen     = 1 << 12,  // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
7759f464c52Smaya    ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13,  // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
7769f464c52Smaya    ImGuiTreeNodeFlags_CollapsingHeader     = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog
7779f464c52Smaya
7789f464c52Smaya    // Obsolete names (will be removed)
7799f464c52Smaya#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
7809f464c52Smaya    , ImGuiTreeNodeFlags_AllowOverlapMode = ImGuiTreeNodeFlags_AllowItemOverlap
7819f464c52Smaya#endif
7829f464c52Smaya};
7839f464c52Smaya
7849f464c52Smaya// Flags for ImGui::Selectable()
7859f464c52Smayaenum ImGuiSelectableFlags_
7869f464c52Smaya{
7879f464c52Smaya    ImGuiSelectableFlags_None               = 0,
7889f464c52Smaya    ImGuiSelectableFlags_DontClosePopups    = 1 << 0,   // Clicking this don't close parent popup window
7899f464c52Smaya    ImGuiSelectableFlags_SpanAllColumns     = 1 << 1,   // Selectable frame can span all columns (text will still fit in current column)
7909f464c52Smaya    ImGuiSelectableFlags_AllowDoubleClick   = 1 << 2,   // Generate press events on double clicks too
7919f464c52Smaya    ImGuiSelectableFlags_Disabled           = 1 << 3    // Cannot be selected, display greyed out text
7929f464c52Smaya};
7939f464c52Smaya
7949f464c52Smaya// Flags for ImGui::BeginCombo()
7959f464c52Smayaenum ImGuiComboFlags_
7969f464c52Smaya{
7979f464c52Smaya    ImGuiComboFlags_None                    = 0,
7989f464c52Smaya    ImGuiComboFlags_PopupAlignLeft          = 1 << 0,   // Align the popup toward the left by default
7999f464c52Smaya    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()
8009f464c52Smaya    ImGuiComboFlags_HeightRegular           = 1 << 2,   // Max ~8 items visible (default)
8019f464c52Smaya    ImGuiComboFlags_HeightLarge             = 1 << 3,   // Max ~20 items visible
8029f464c52Smaya    ImGuiComboFlags_HeightLargest           = 1 << 4,   // As many fitting items as possible
8039f464c52Smaya    ImGuiComboFlags_NoArrowButton           = 1 << 5,   // Display on the preview box without the square arrow button
8049f464c52Smaya    ImGuiComboFlags_NoPreview               = 1 << 6,   // Display only a square arrow button
8059f464c52Smaya    ImGuiComboFlags_HeightMask_             = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest
8069f464c52Smaya};
8079f464c52Smaya
8089f464c52Smaya// Flags for ImGui::BeginTabBar()
8099f464c52Smayaenum ImGuiTabBarFlags_
8109f464c52Smaya{
8119f464c52Smaya    ImGuiTabBarFlags_None                           = 0,
8129f464c52Smaya    ImGuiTabBarFlags_Reorderable                    = 1 << 0,   // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list
8139f464c52Smaya    ImGuiTabBarFlags_AutoSelectNewTabs              = 1 << 1,   // Automatically select new tabs when they appear
8149f464c52Smaya    ImGuiTabBarFlags_TabListPopupButton             = 1 << 2,
8159f464c52Smaya    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.
8169f464c52Smaya    ImGuiTabBarFlags_NoTabListScrollingButtons      = 1 << 4,
8179f464c52Smaya    ImGuiTabBarFlags_NoTooltip                      = 1 << 5,   // Disable tooltips when hovering a tab
8189f464c52Smaya    ImGuiTabBarFlags_FittingPolicyResizeDown        = 1 << 6,   // Resize tabs when they don't fit
8199f464c52Smaya    ImGuiTabBarFlags_FittingPolicyScroll            = 1 << 7,   // Add scroll buttons when tabs don't fit
8209f464c52Smaya    ImGuiTabBarFlags_FittingPolicyMask_             = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll,
8219f464c52Smaya    ImGuiTabBarFlags_FittingPolicyDefault_          = ImGuiTabBarFlags_FittingPolicyResizeDown
8229f464c52Smaya};
8239f464c52Smaya
8249f464c52Smaya// Flags for ImGui::BeginTabItem()
8259f464c52Smayaenum ImGuiTabItemFlags_
8269f464c52Smaya{
8279f464c52Smaya    ImGuiTabItemFlags_None                          = 0,
8289f464c52Smaya    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.
8299f464c52Smaya    ImGuiTabItemFlags_SetSelected                   = 1 << 1,   // Trigger flag to programatically make the tab selected when calling BeginTabItem()
8309f464c52Smaya    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.
8319f464c52Smaya    ImGuiTabItemFlags_NoPushId                      = 1 << 3    // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem()
8329f464c52Smaya};
8339f464c52Smaya
8349f464c52Smaya// Flags for ImGui::IsWindowFocused()
8359f464c52Smayaenum ImGuiFocusedFlags_
8369f464c52Smaya{
8379f464c52Smaya    ImGuiFocusedFlags_None                          = 0,
8389f464c52Smaya    ImGuiFocusedFlags_ChildWindows                  = 1 << 0,   // IsWindowFocused(): Return true if any children of the window is focused
8399f464c52Smaya    ImGuiFocusedFlags_RootWindow                    = 1 << 1,   // IsWindowFocused(): Test from root window (top most parent of the current hierarchy)
8409f464c52Smaya    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.
8419f464c52Smaya    ImGuiFocusedFlags_RootAndChildWindows           = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows
8429f464c52Smaya};
8439f464c52Smaya
8449f464c52Smaya// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
8459f464c52Smaya// 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!
8469f464c52Smaya// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.
8479f464c52Smayaenum ImGuiHoveredFlags_
8489f464c52Smaya{
8499f464c52Smaya    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.
8509f464c52Smaya    ImGuiHoveredFlags_ChildWindows                  = 1 << 0,   // IsWindowHovered() only: Return true if any children of the window is hovered
8519f464c52Smaya    ImGuiHoveredFlags_RootWindow                    = 1 << 1,   // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
8529f464c52Smaya    ImGuiHoveredFlags_AnyWindow                     = 1 << 2,   // IsWindowHovered() only: Return true if any window is hovered
8539f464c52Smaya    ImGuiHoveredFlags_AllowWhenBlockedByPopup       = 1 << 3,   // Return true even if a popup window is normally blocking access to this item/window
8549f464c52Smaya    //ImGuiHoveredFlags_AllowWhenBlockedByModal     = 1 << 4,   // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
8559f464c52Smaya    ImGuiHoveredFlags_AllowWhenBlockedByActiveItem  = 1 << 5,   // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
8569f464c52Smaya    ImGuiHoveredFlags_AllowWhenOverlapped           = 1 << 6,   // Return true even if the position is overlapped by another window
8579f464c52Smaya    ImGuiHoveredFlags_AllowWhenDisabled             = 1 << 7,   // Return true even if the item is disabled
8589f464c52Smaya    ImGuiHoveredFlags_RectOnly                      = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
8599f464c52Smaya    ImGuiHoveredFlags_RootAndChildWindows           = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows
8609f464c52Smaya};
8619f464c52Smaya
8629f464c52Smaya// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
8639f464c52Smayaenum ImGuiDragDropFlags_
8649f464c52Smaya{
8659f464c52Smaya    ImGuiDragDropFlags_None                         = 0,
8669f464c52Smaya    // BeginDragDropSource() flags
8679f464c52Smaya    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.
8689f464c52Smaya    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.
8699f464c52Smaya    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.
8709f464c52Smaya    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.
8719f464c52Smaya    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.
8729f464c52Smaya    ImGuiDragDropFlags_SourceAutoExpirePayload      = 1 << 5,   // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)
8739f464c52Smaya    // AcceptDragDropPayload() flags
8749f464c52Smaya    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.
8759f464c52Smaya    ImGuiDragDropFlags_AcceptNoDrawDefaultRect      = 1 << 11,  // Do not draw the default highlight rectangle when hovering over target.
8769f464c52Smaya    ImGuiDragDropFlags_AcceptNoPreviewTooltip       = 1 << 12,  // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.
8779f464c52Smaya    ImGuiDragDropFlags_AcceptPeekOnly               = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect  // For peeking ahead and inspecting the payload before delivery.
8789f464c52Smaya};
8799f464c52Smaya
8809f464c52Smaya// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.
8819f464c52Smaya#define IMGUI_PAYLOAD_TYPE_COLOR_3F     "_COL3F"    // float[3]: Standard type for colors, without alpha. User code may use this type.
8829f464c52Smaya#define IMGUI_PAYLOAD_TYPE_COLOR_4F     "_COL4F"    // float[4]: Standard type for colors. User code may use this type.
8839f464c52Smaya
8849f464c52Smaya// A primary data type
8859f464c52Smayaenum ImGuiDataType_
8869f464c52Smaya{
8879f464c52Smaya    ImGuiDataType_S32,      // int
8889f464c52Smaya    ImGuiDataType_U32,      // unsigned int
8899f464c52Smaya    ImGuiDataType_S64,      // long long, __int64
8909f464c52Smaya    ImGuiDataType_U64,      // unsigned long long, unsigned __int64
8919f464c52Smaya    ImGuiDataType_Float,    // float
8929f464c52Smaya    ImGuiDataType_Double,   // double
8939f464c52Smaya    ImGuiDataType_COUNT
8949f464c52Smaya};
8959f464c52Smaya
8969f464c52Smaya// A cardinal direction
8979f464c52Smayaenum ImGuiDir_
8989f464c52Smaya{
8999f464c52Smaya    ImGuiDir_None    = -1,
9009f464c52Smaya    ImGuiDir_Left    = 0,
9019f464c52Smaya    ImGuiDir_Right   = 1,
9029f464c52Smaya    ImGuiDir_Up      = 2,
9039f464c52Smaya    ImGuiDir_Down    = 3,
9049f464c52Smaya    ImGuiDir_COUNT
9059f464c52Smaya};
9069f464c52Smaya
9079f464c52Smaya// User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array
9089f464c52Smayaenum ImGuiKey_
9099f464c52Smaya{
9109f464c52Smaya    ImGuiKey_Tab,
9119f464c52Smaya    ImGuiKey_LeftArrow,
9129f464c52Smaya    ImGuiKey_RightArrow,
9139f464c52Smaya    ImGuiKey_UpArrow,
9149f464c52Smaya    ImGuiKey_DownArrow,
9159f464c52Smaya    ImGuiKey_PageUp,
9169f464c52Smaya    ImGuiKey_PageDown,
9179f464c52Smaya    ImGuiKey_Home,
9189f464c52Smaya    ImGuiKey_End,
9199f464c52Smaya    ImGuiKey_Insert,
9209f464c52Smaya    ImGuiKey_Delete,
9219f464c52Smaya    ImGuiKey_Backspace,
9229f464c52Smaya    ImGuiKey_Space,
9239f464c52Smaya    ImGuiKey_Enter,
9249f464c52Smaya    ImGuiKey_Escape,
9259f464c52Smaya    ImGuiKey_A,         // for text edit CTRL+A: select all
9269f464c52Smaya    ImGuiKey_C,         // for text edit CTRL+C: copy
9279f464c52Smaya    ImGuiKey_V,         // for text edit CTRL+V: paste
9289f464c52Smaya    ImGuiKey_X,         // for text edit CTRL+X: cut
9299f464c52Smaya    ImGuiKey_Y,         // for text edit CTRL+Y: redo
9309f464c52Smaya    ImGuiKey_Z,         // for text edit CTRL+Z: undo
9319f464c52Smaya    ImGuiKey_COUNT
9329f464c52Smaya};
9339f464c52Smaya
9349f464c52Smaya// Gamepad/Keyboard directional navigation
9359f464c52Smaya// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
9369f464c52Smaya// 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().
9379f464c52Smaya// Read instructions in imgui.cpp for more details. Download PNG/PSD at http://goo.gl/9LgVZW.
9389f464c52Smayaenum ImGuiNavInput_
9399f464c52Smaya{
9409f464c52Smaya    // Gamepad Mapping
9419f464c52Smaya    ImGuiNavInput_Activate,      // activate / open / toggle / tweak value       // e.g. Cross  (PS4), A (Xbox), A (Switch), Space (Keyboard)
9429f464c52Smaya    ImGuiNavInput_Cancel,        // cancel / close / exit                        // e.g. Circle (PS4), B (Xbox), B (Switch), Escape (Keyboard)
9439f464c52Smaya    ImGuiNavInput_Input,         // text input / on-screen keyboard              // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard)
9449f464c52Smaya    ImGuiNavInput_Menu,          // tap: toggle menu / hold: focus, move, resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard)
9459f464c52Smaya    ImGuiNavInput_DpadLeft,      // move / tweak / resize window (w/ PadMenu)    // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard)
9469f464c52Smaya    ImGuiNavInput_DpadRight,     //
9479f464c52Smaya    ImGuiNavInput_DpadUp,        //
9489f464c52Smaya    ImGuiNavInput_DpadDown,      //
9499f464c52Smaya    ImGuiNavInput_LStickLeft,    // scroll / move window (w/ PadMenu)            // e.g. Left Analog Stick Left/Right/Up/Down
9509f464c52Smaya    ImGuiNavInput_LStickRight,   //
9519f464c52Smaya    ImGuiNavInput_LStickUp,      //
9529f464c52Smaya    ImGuiNavInput_LStickDown,    //
9539f464c52Smaya    ImGuiNavInput_FocusPrev,     // next window (w/ PadMenu)                     // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
9549f464c52Smaya    ImGuiNavInput_FocusNext,     // prev window (w/ PadMenu)                     // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
9559f464c52Smaya    ImGuiNavInput_TweakSlow,     // slower tweaks                                // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
9569f464c52Smaya    ImGuiNavInput_TweakFast,     // faster tweaks                                // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
9579f464c52Smaya
9589f464c52Smaya    // [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them.
9599f464c52Smaya    // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[].
9609f464c52Smaya    ImGuiNavInput_KeyMenu_,      // toggle menu                                  // = io.KeyAlt
9619f464c52Smaya    ImGuiNavInput_KeyLeft_,      // move left                                    // = Arrow keys
9629f464c52Smaya    ImGuiNavInput_KeyRight_,     // move right
9639f464c52Smaya    ImGuiNavInput_KeyUp_,        // move up
9649f464c52Smaya    ImGuiNavInput_KeyDown_,      // move down
9659f464c52Smaya    ImGuiNavInput_COUNT,
9669f464c52Smaya    ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyMenu_
9679f464c52Smaya};
9689f464c52Smaya
9699f464c52Smaya// Configuration flags stored in io.ConfigFlags. Set by user/application.
9709f464c52Smayaenum ImGuiConfigFlags_
9719f464c52Smaya{
9729f464c52Smaya    ImGuiConfigFlags_None                   = 0,
9739f464c52Smaya    ImGuiConfigFlags_NavEnableKeyboard      = 1 << 0,   // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeysDown[].
9749f464c52Smaya    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.
9759f464c52Smaya    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.
9769f464c52Smaya    ImGuiConfigFlags_NavNoCaptureKeyboard   = 1 << 3,   // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set.
9779f464c52Smaya    ImGuiConfigFlags_NoMouse                = 1 << 4,   // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the back-end.
9789f464c52Smaya    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.
9799f464c52Smaya
9809f464c52Smaya    // 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)
9819f464c52Smaya    ImGuiConfigFlags_IsSRGB                 = 1 << 20,  // Application is SRGB-aware.
9829f464c52Smaya    ImGuiConfigFlags_IsTouchScreen          = 1 << 21   // Application is using a touch screen instead of a mouse.
9839f464c52Smaya};
9849f464c52Smaya
9859f464c52Smaya// Back-end capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom back-end.
9869f464c52Smayaenum ImGuiBackendFlags_
9879f464c52Smaya{
9889f464c52Smaya    ImGuiBackendFlags_None                  = 0,
9899f464c52Smaya    ImGuiBackendFlags_HasGamepad            = 1 << 0,   // Back-end supports gamepad and currently has one connected.
9909f464c52Smaya    ImGuiBackendFlags_HasMouseCursors       = 1 << 1,   // Back-end supports honoring GetMouseCursor() value to change the OS cursor shape.
9919f464c52Smaya    ImGuiBackendFlags_HasSetMousePos        = 1 << 2    // Back-end supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
9929f464c52Smaya};
9939f464c52Smaya
9949f464c52Smaya// Enumeration for PushStyleColor() / PopStyleColor()
9959f464c52Smayaenum ImGuiCol_
9969f464c52Smaya{
9979f464c52Smaya    ImGuiCol_Text,
9989f464c52Smaya    ImGuiCol_TextDisabled,
9999f464c52Smaya    ImGuiCol_WindowBg,              // Background of normal windows
10009f464c52Smaya    ImGuiCol_ChildBg,               // Background of child windows
10019f464c52Smaya    ImGuiCol_PopupBg,               // Background of popups, menus, tooltips windows
10029f464c52Smaya    ImGuiCol_Border,
10039f464c52Smaya    ImGuiCol_BorderShadow,
10049f464c52Smaya    ImGuiCol_FrameBg,               // Background of checkbox, radio button, plot, slider, text input
10059f464c52Smaya    ImGuiCol_FrameBgHovered,
10069f464c52Smaya    ImGuiCol_FrameBgActive,
10079f464c52Smaya    ImGuiCol_TitleBg,
10089f464c52Smaya    ImGuiCol_TitleBgActive,
10099f464c52Smaya    ImGuiCol_TitleBgCollapsed,
10109f464c52Smaya    ImGuiCol_MenuBarBg,
10119f464c52Smaya    ImGuiCol_ScrollbarBg,
10129f464c52Smaya    ImGuiCol_ScrollbarGrab,
10139f464c52Smaya    ImGuiCol_ScrollbarGrabHovered,
10149f464c52Smaya    ImGuiCol_ScrollbarGrabActive,
10159f464c52Smaya    ImGuiCol_CheckMark,
10169f464c52Smaya    ImGuiCol_SliderGrab,
10179f464c52Smaya    ImGuiCol_SliderGrabActive,
10189f464c52Smaya    ImGuiCol_Button,
10199f464c52Smaya    ImGuiCol_ButtonHovered,
10209f464c52Smaya    ImGuiCol_ButtonActive,
10219f464c52Smaya    ImGuiCol_Header,
10229f464c52Smaya    ImGuiCol_HeaderHovered,
10239f464c52Smaya    ImGuiCol_HeaderActive,
10249f464c52Smaya    ImGuiCol_Separator,
10259f464c52Smaya    ImGuiCol_SeparatorHovered,
10269f464c52Smaya    ImGuiCol_SeparatorActive,
10279f464c52Smaya    ImGuiCol_ResizeGrip,
10289f464c52Smaya    ImGuiCol_ResizeGripHovered,
10299f464c52Smaya    ImGuiCol_ResizeGripActive,
10309f464c52Smaya    ImGuiCol_Tab,
10319f464c52Smaya    ImGuiCol_TabHovered,
10329f464c52Smaya    ImGuiCol_TabActive,
10339f464c52Smaya    ImGuiCol_TabUnfocused,
10349f464c52Smaya    ImGuiCol_TabUnfocusedActive,
10359f464c52Smaya    ImGuiCol_PlotLines,
10369f464c52Smaya    ImGuiCol_PlotLinesHovered,
10379f464c52Smaya    ImGuiCol_PlotHistogram,
10389f464c52Smaya    ImGuiCol_PlotHistogramHovered,
10399f464c52Smaya    ImGuiCol_TextSelectedBg,
10409f464c52Smaya    ImGuiCol_DragDropTarget,
10419f464c52Smaya    ImGuiCol_NavHighlight,          // Gamepad/keyboard: current highlighted item
10429f464c52Smaya    ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB
10439f464c52Smaya    ImGuiCol_NavWindowingDimBg,     // Darken/colorize entire screen behind the CTRL+TAB window list, when active
10449f464c52Smaya    ImGuiCol_ModalWindowDimBg,      // Darken/colorize entire screen behind a modal window, when one is active
10459f464c52Smaya    ImGuiCol_COUNT
10469f464c52Smaya
10479f464c52Smaya    // Obsolete names (will be removed)
10489f464c52Smaya#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
10499f464c52Smaya    , ImGuiCol_ModalWindowDarkening = ImGuiCol_ModalWindowDimBg                      // [renamed in 1.63]
10509f464c52Smaya    , ImGuiCol_ChildWindowBg = ImGuiCol_ChildBg                                      // [renamed in 1.53]
10519f464c52Smaya    , ImGuiCol_Column = ImGuiCol_Separator, ImGuiCol_ColumnHovered = ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive = ImGuiCol_SeparatorActive  // [renamed in 1.51]
10529f464c52Smaya    //ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered, // [unused since 1.60+] the close button now uses regular button colors.
10539f464c52Smaya    //ImGuiCol_ComboBg,                                                              // [unused since 1.53+] ComboBg has been merged with PopupBg, so a redirect isn't accurate.
10549f464c52Smaya#endif
10559f464c52Smaya};
10569f464c52Smaya
10579f464c52Smaya// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
10589f464c52Smaya// 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.
10599f464c52Smaya// 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.
10609f464c52Smayaenum ImGuiStyleVar_
10619f464c52Smaya{
10629f464c52Smaya    // Enum name ......................// Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
10639f464c52Smaya    ImGuiStyleVar_Alpha,               // float     Alpha
10649f464c52Smaya    ImGuiStyleVar_WindowPadding,       // ImVec2    WindowPadding
10659f464c52Smaya    ImGuiStyleVar_WindowRounding,      // float     WindowRounding
10669f464c52Smaya    ImGuiStyleVar_WindowBorderSize,    // float     WindowBorderSize
10679f464c52Smaya    ImGuiStyleVar_WindowMinSize,       // ImVec2    WindowMinSize
10689f464c52Smaya    ImGuiStyleVar_WindowTitleAlign,    // ImVec2    WindowTitleAlign
10699f464c52Smaya    ImGuiStyleVar_ChildRounding,       // float     ChildRounding
10709f464c52Smaya    ImGuiStyleVar_ChildBorderSize,     // float     ChildBorderSize
10719f464c52Smaya    ImGuiStyleVar_PopupRounding,       // float     PopupRounding
10729f464c52Smaya    ImGuiStyleVar_PopupBorderSize,     // float     PopupBorderSize
10739f464c52Smaya    ImGuiStyleVar_FramePadding,        // ImVec2    FramePadding
10749f464c52Smaya    ImGuiStyleVar_FrameRounding,       // float     FrameRounding
10759f464c52Smaya    ImGuiStyleVar_FrameBorderSize,     // float     FrameBorderSize
10769f464c52Smaya    ImGuiStyleVar_ItemSpacing,         // ImVec2    ItemSpacing
10779f464c52Smaya    ImGuiStyleVar_ItemInnerSpacing,    // ImVec2    ItemInnerSpacing
10789f464c52Smaya    ImGuiStyleVar_IndentSpacing,       // float     IndentSpacing
10799f464c52Smaya    ImGuiStyleVar_ScrollbarSize,       // float     ScrollbarSize
10809f464c52Smaya    ImGuiStyleVar_ScrollbarRounding,   // float     ScrollbarRounding
10819f464c52Smaya    ImGuiStyleVar_GrabMinSize,         // float     GrabMinSize
10829f464c52Smaya    ImGuiStyleVar_GrabRounding,        // float     GrabRounding
10839f464c52Smaya    ImGuiStyleVar_TabRounding,         // float     TabRounding
10849f464c52Smaya    ImGuiStyleVar_ButtonTextAlign,     // ImVec2    ButtonTextAlign
10859f464c52Smaya    ImGuiStyleVar_SelectableTextAlign, // ImVec2    SelectableTextAlign
10869f464c52Smaya    ImGuiStyleVar_COUNT
10879f464c52Smaya
10889f464c52Smaya    // Obsolete names (will be removed)
10899f464c52Smaya#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
10909f464c52Smaya    , ImGuiStyleVar_Count_ = ImGuiStyleVar_COUNT, ImGuiStyleVar_ChildWindowRounding = ImGuiStyleVar_ChildRounding
10919f464c52Smaya#endif
10929f464c52Smaya};
10939f464c52Smaya
10949f464c52Smaya// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
10959f464c52Smayaenum ImGuiColorEditFlags_
10969f464c52Smaya{
10979f464c52Smaya    ImGuiColorEditFlags_None            = 0,
10989f464c52Smaya    ImGuiColorEditFlags_NoAlpha         = 1 << 1,   //              // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (read 3 components from the input pointer).
10999f464c52Smaya    ImGuiColorEditFlags_NoPicker        = 1 << 2,   //              // ColorEdit: disable picker when clicking on colored square.
11009f464c52Smaya    ImGuiColorEditFlags_NoOptions       = 1 << 3,   //              // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
11019f464c52Smaya    ImGuiColorEditFlags_NoSmallPreview  = 1 << 4,   //              // ColorEdit, ColorPicker: disable colored square preview next to the inputs. (e.g. to show only the inputs)
11029f464c52Smaya    ImGuiColorEditFlags_NoInputs        = 1 << 5,   //              // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview colored square).
11039f464c52Smaya    ImGuiColorEditFlags_NoTooltip       = 1 << 6,   //              // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
11049f464c52Smaya    ImGuiColorEditFlags_NoLabel         = 1 << 7,   //              // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
11059f464c52Smaya    ImGuiColorEditFlags_NoSidePreview   = 1 << 8,   //              // ColorPicker: disable bigger color preview on right side of the picker, use small colored square preview instead.
11069f464c52Smaya    ImGuiColorEditFlags_NoDragDrop      = 1 << 9,   //              // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
11079f464c52Smaya
11089f464c52Smaya    // 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.
11099f464c52Smaya    ImGuiColorEditFlags_AlphaBar        = 1 << 16,  //              // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
11109f464c52Smaya    ImGuiColorEditFlags_AlphaPreview    = 1 << 17,  //              // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.
11119f464c52Smaya    ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18,  //              // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque.
11129f464c52Smaya    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).
11139f464c52Smaya    ImGuiColorEditFlags_RGB             = 1 << 20,  // [Inputs]     // ColorEdit: choose one among RGB/HSV/HEX. ColorPicker: choose any combination using RGB/HSV/HEX.
11149f464c52Smaya    ImGuiColorEditFlags_HSV             = 1 << 21,  // [Inputs]     // "
11159f464c52Smaya    ImGuiColorEditFlags_HEX             = 1 << 22,  // [Inputs]     // "
11169f464c52Smaya    ImGuiColorEditFlags_Uint8           = 1 << 23,  // [DataType]   // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.
11179f464c52Smaya    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.
11189f464c52Smaya    ImGuiColorEditFlags_PickerHueBar    = 1 << 25,  // [PickerMode] // ColorPicker: bar for Hue, rectangle for Sat/Value.
11199f464c52Smaya    ImGuiColorEditFlags_PickerHueWheel  = 1 << 26,  // [PickerMode] // ColorPicker: wheel for Hue, triangle for Sat/Value.
11209f464c52Smaya
11219f464c52Smaya    // [Internal] Masks
11229f464c52Smaya    ImGuiColorEditFlags__InputsMask     = ImGuiColorEditFlags_RGB|ImGuiColorEditFlags_HSV|ImGuiColorEditFlags_HEX,
11239f464c52Smaya    ImGuiColorEditFlags__DataTypeMask   = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_Float,
11249f464c52Smaya    ImGuiColorEditFlags__PickerMask     = ImGuiColorEditFlags_PickerHueWheel|ImGuiColorEditFlags_PickerHueBar,
11259f464c52Smaya    ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_RGB|ImGuiColorEditFlags_PickerHueBar    // Change application default using SetColorEditOptions()
11269f464c52Smaya};
11279f464c52Smaya
11289f464c52Smaya// Enumeration for GetMouseCursor()
11299f464c52Smaya// User code may request binding to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here
11309f464c52Smayaenum ImGuiMouseCursor_
11319f464c52Smaya{
11329f464c52Smaya    ImGuiMouseCursor_None = -1,
11339f464c52Smaya    ImGuiMouseCursor_Arrow = 0,
11349f464c52Smaya    ImGuiMouseCursor_TextInput,         // When hovering over InputText, etc.
11359f464c52Smaya    ImGuiMouseCursor_ResizeAll,         // (Unused by imgui functions)
11369f464c52Smaya    ImGuiMouseCursor_ResizeNS,          // When hovering over an horizontal border
11379f464c52Smaya    ImGuiMouseCursor_ResizeEW,          // When hovering over a vertical border or a column
11389f464c52Smaya    ImGuiMouseCursor_ResizeNESW,        // When hovering over the bottom-left corner of a window
11399f464c52Smaya    ImGuiMouseCursor_ResizeNWSE,        // When hovering over the bottom-right corner of a window
11409f464c52Smaya    ImGuiMouseCursor_Hand,              // (Unused by imgui functions. Use for e.g. hyperlinks)
11419f464c52Smaya    ImGuiMouseCursor_COUNT
11429f464c52Smaya
11439f464c52Smaya    // Obsolete names (will be removed)
11449f464c52Smaya#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
11459f464c52Smaya    , ImGuiMouseCursor_Count_ = ImGuiMouseCursor_COUNT
11469f464c52Smaya#endif
11479f464c52Smaya};
11489f464c52Smaya
11499f464c52Smaya// Enumateration for ImGui::SetWindow***(), SetNextWindow***(), SetNextTreeNode***() functions
11509f464c52Smaya// Represent a condition.
11519f464c52Smaya// 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.
11529f464c52Smayaenum ImGuiCond_
11539f464c52Smaya{
11549f464c52Smaya    ImGuiCond_Always        = 1 << 0,   // Set the variable
11559f464c52Smaya    ImGuiCond_Once          = 1 << 1,   // Set the variable once per runtime session (only the first call with succeed)
11569f464c52Smaya    ImGuiCond_FirstUseEver  = 1 << 2,   // Set the variable if the object/window has no persistently saved data (no entry in .ini file)
11579f464c52Smaya    ImGuiCond_Appearing     = 1 << 3    // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
11589f464c52Smaya
11599f464c52Smaya    // Obsolete names (will be removed)
11609f464c52Smaya#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
11619f464c52Smaya    , ImGuiSetCond_Always = ImGuiCond_Always, ImGuiSetCond_Once = ImGuiCond_Once, ImGuiSetCond_FirstUseEver = ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing = ImGuiCond_Appearing
11629f464c52Smaya#endif
11639f464c52Smaya};
11649f464c52Smaya
11659f464c52Smaya//-----------------------------------------------------------------------------
11669f464c52Smaya// Helper: ImVector<>
11679f464c52Smaya// 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).
11689f464c52Smaya// 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.
11699f464c52Smaya// 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.
11709f464c52Smaya// Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,
11719f464c52Smaya// 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.
11729f464c52Smaya//-----------------------------------------------------------------------------
11739f464c52Smaya
11749f464c52Smayatemplate<typename T>
11759f464c52Smayastruct ImVector
11769f464c52Smaya{
11779f464c52Smaya    int                 Size;
11789f464c52Smaya    int                 Capacity;
11799f464c52Smaya    T*                  Data;
11809f464c52Smaya
11819f464c52Smaya    // Provide standard typedefs but we don't use them ourselves.
11829f464c52Smaya    typedef T                   value_type;
11839f464c52Smaya    typedef value_type*         iterator;
11849f464c52Smaya    typedef const value_type*   const_iterator;
11859f464c52Smaya
11869f464c52Smaya    // Constructors, destructor
11879f464c52Smaya    inline ImVector()                                       { Size = Capacity = 0; Data = NULL; }
11889f464c52Smaya    inline ImVector(const ImVector<T>& src)                 { Size = Capacity = 0; Data = NULL; operator=(src); }
11899f464c52Smaya    inline ImVector<T>& operator=(const ImVector<T>& src)   { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; }
11909f464c52Smaya    inline ~ImVector()                                      { if (Data) ImGui::MemFree(Data); }
11919f464c52Smaya
11929f464c52Smaya    inline bool         empty() const                       { return Size == 0; }
11939f464c52Smaya    inline int          size() const                        { return Size; }
11949f464c52Smaya    inline int          size_in_bytes() const               { return Size * (int)sizeof(T); }
11959f464c52Smaya    inline int          capacity() const                    { return Capacity; }
11969f464c52Smaya    inline T&           operator[](int i)                   { IM_ASSERT(i < Size); return Data[i]; }
11979f464c52Smaya    inline const T&     operator[](int i) const             { IM_ASSERT(i < Size); return Data[i]; }
11989f464c52Smaya
11999f464c52Smaya    inline void         clear()                             { if (Data) { Size = Capacity = 0; ImGui::MemFree(Data); Data = NULL; } }
12009f464c52Smaya    inline T*           begin()                             { return Data; }
12019f464c52Smaya    inline const T*     begin() const                       { return Data; }
12029f464c52Smaya    inline T*           end()                               { return Data + Size; }
12039f464c52Smaya    inline const T*     end() const                         { return Data + Size; }
12049f464c52Smaya    inline T&           front()                             { IM_ASSERT(Size > 0); return Data[0]; }
12059f464c52Smaya    inline const T&     front() const                       { IM_ASSERT(Size > 0); return Data[0]; }
12069f464c52Smaya    inline T&           back()                              { IM_ASSERT(Size > 0); return Data[Size - 1]; }
12079f464c52Smaya    inline const T&     back() const                        { IM_ASSERT(Size > 0); return Data[Size - 1]; }
12089f464c52Smaya    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; }
12099f464c52Smaya
12109f464c52Smaya    inline int          _grow_capacity(int sz) const        { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > sz ? new_capacity : sz; }
12119f464c52Smaya    inline void         resize(int new_size)                { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
12129f464c52Smaya    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; }
12139f464c52Smaya    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; }
12149f464c52Smaya
12159f464c52Smaya    // 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.
12169f464c52Smaya    inline void         push_back(const T& v)               { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }
12179f464c52Smaya    inline void         pop_back()                          { IM_ASSERT(Size > 0); Size--; }
12189f464c52Smaya    inline void         push_front(const T& v)              { if (Size == 0) push_back(v); else insert(Data, v); }
12199f464c52Smaya    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; }
12209f464c52Smaya    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; }
12219f464c52Smaya    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; }
12229f464c52Smaya    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; }
12239f464c52Smaya    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; }
12249f464c52Smaya    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; }
12259f464c52Smaya};
12269f464c52Smaya
12279f464c52Smaya//-----------------------------------------------------------------------------
12289f464c52Smaya// ImGuiStyle
12299f464c52Smaya// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
12309f464c52Smaya// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,
12319f464c52Smaya// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
12329f464c52Smaya//-----------------------------------------------------------------------------
12339f464c52Smaya
12349f464c52Smayastruct ImGuiStyle
12359f464c52Smaya{
12369f464c52Smaya    float       Alpha;                      // Global alpha applies to everything in ImGui.
12379f464c52Smaya    ImVec2      WindowPadding;              // Padding within a window.
12389f464c52Smaya    float       WindowRounding;             // Radius of window corners rounding. Set to 0.0f to have rectangular windows.
12399f464c52Smaya    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).
12409f464c52Smaya    ImVec2      WindowMinSize;              // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints().
12419f464c52Smaya    ImVec2      WindowTitleAlign;           // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
12429f464c52Smaya    float       ChildRounding;              // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
12439f464c52Smaya    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).
12449f464c52Smaya    float       PopupRounding;              // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
12459f464c52Smaya    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).
12469f464c52Smaya    ImVec2      FramePadding;               // Padding within a framed rectangle (used by most widgets).
12479f464c52Smaya    float       FrameRounding;              // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
12489f464c52Smaya    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).
12499f464c52Smaya    ImVec2      ItemSpacing;                // Horizontal and vertical spacing between widgets/lines.
12509f464c52Smaya    ImVec2      ItemInnerSpacing;           // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
12519f464c52Smaya    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!
12529f464c52Smaya    float       IndentSpacing;              // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
12539f464c52Smaya    float       ColumnsMinSpacing;          // Minimum horizontal spacing between two columns.
12549f464c52Smaya    float       ScrollbarSize;              // Width of the vertical scrollbar, Height of the horizontal scrollbar.
12559f464c52Smaya    float       ScrollbarRounding;          // Radius of grab corners for scrollbar.
12569f464c52Smaya    float       GrabMinSize;                // Minimum width/height of a grab box for slider/scrollbar.
12579f464c52Smaya    float       GrabRounding;               // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
12589f464c52Smaya    float       TabRounding;                // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
12599f464c52Smaya    float       TabBorderSize;              // Thickness of border around tabs.
12609f464c52Smaya    ImVec2      ButtonTextAlign;            // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
12619f464c52Smaya    ImVec2      SelectableTextAlign;        // Alignment of selectable text when selectable is larger than text. Defaults to (0.0f, 0.0f) (top-left aligned).
12629f464c52Smaya    ImVec2      DisplayWindowPadding;       // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows.
12639f464c52Smaya    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!
12649f464c52Smaya    float       MouseCursorScale;           // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
12659f464c52Smaya    bool        AntiAliasedLines;           // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU.
12669f464c52Smaya    bool        AntiAliasedFill;            // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)
12679f464c52Smaya    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.
12689f464c52Smaya    ImVec4      Colors[ImGuiCol_COUNT];
12699f464c52Smaya
12709f464c52Smaya    IMGUI_API ImGuiStyle();
12719f464c52Smaya    IMGUI_API void ScaleAllSizes(float scale_factor);
12729f464c52Smaya};
12739f464c52Smaya
12749f464c52Smaya//-----------------------------------------------------------------------------
12759f464c52Smaya// ImGuiIO
12769f464c52Smaya// Communicate most settings and inputs/outputs to Dear ImGui using this structure.
12779f464c52Smaya// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.
12789f464c52Smaya//-----------------------------------------------------------------------------
12799f464c52Smaya
12809f464c52Smayastruct ImGuiIO
12819f464c52Smaya{
12829f464c52Smaya    //------------------------------------------------------------------
12839f464c52Smaya    // Configuration (fill once)                // Default value
12849f464c52Smaya    //------------------------------------------------------------------
12859f464c52Smaya
12869f464c52Smaya    ImGuiConfigFlags   ConfigFlags;             // = 0              // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
12879f464c52Smaya    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.
12889f464c52Smaya    ImVec2      DisplaySize;                    // <unset>          // Main display size, in pixels.
12899f464c52Smaya    float       DeltaTime;                      // = 1.0f/60.0f     // Time elapsed since last frame, in seconds.
12909f464c52Smaya    float       IniSavingRate;                  // = 5.0f           // Minimum time between saving positions/sizes to .ini file, in seconds.
12919f464c52Smaya    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.
12929f464c52Smaya    const char* LogFilename;                    // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
12939f464c52Smaya    float       MouseDoubleClickTime;           // = 0.30f          // Time for a double-click, in seconds.
12949f464c52Smaya    float       MouseDoubleClickMaxDist;        // = 6.0f           // Distance threshold to stay in to validate a double-click, in pixels.
12959f464c52Smaya    float       MouseDragThreshold;             // = 6.0f           // Distance threshold before considering we are dragging.
12969f464c52Smaya    int         KeyMap[ImGuiKey_COUNT];         // <unset>          // Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state.
12979f464c52Smaya    float       KeyRepeatDelay;                 // = 0.250f         // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
12989f464c52Smaya    float       KeyRepeatRate;                  // = 0.050f         // When holding a key/button, rate at which it repeats, in seconds.
12999f464c52Smaya    void*       UserData;                       // = NULL           // Store your own data for retrieval by callbacks.
13009f464c52Smaya
13019f464c52Smaya    ImFontAtlas*Fonts;                          // <auto>           // Load, rasterize and pack one or more fonts into a single texture.
13029f464c52Smaya    float       FontGlobalScale;                // = 1.0f           // Global scale all fonts
13039f464c52Smaya    bool        FontAllowUserScaling;           // = false          // Allow user scaling text of individual window with CTRL+Wheel.
13049f464c52Smaya    ImFont*     FontDefault;                    // = NULL           // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
13059f464c52Smaya    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.
13069f464c52Smaya
13079f464c52Smaya    // Miscellaneous options
13089f464c52Smaya    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.
13099f464c52Smaya    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)
13109f464c52Smaya    bool        ConfigInputTextCursorBlink;     // = true           // Set to false to disable blinking cursor, for users who consider it distracting. (was called: io.OptCursorBlink prior to 1.63)
13119f464c52Smaya    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)
13129f464c52Smaya    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.
13139f464c52Smaya
13149f464c52Smaya    //------------------------------------------------------------------
13159f464c52Smaya    // Platform Functions
13169f464c52Smaya    // (the imgui_impl_xxxx back-end files are setting those up for you)
13179f464c52Smaya    //------------------------------------------------------------------
13189f464c52Smaya
13199f464c52Smaya    // 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.
13209f464c52Smaya    const char* BackendPlatformName;            // = NULL
13219f464c52Smaya    const char* BackendRendererName;            // = NULL
13229f464c52Smaya    void*       BackendPlatformUserData;        // = NULL
13239f464c52Smaya    void*       BackendRendererUserData;        // = NULL
13249f464c52Smaya    void*       BackendLanguageUserData;        // = NULL
13259f464c52Smaya
13269f464c52Smaya    // Optional: Access OS clipboard
13279f464c52Smaya    // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
13289f464c52Smaya    const char* (*GetClipboardTextFn)(void* user_data);
13299f464c52Smaya    void        (*SetClipboardTextFn)(void* user_data, const char* text);
13309f464c52Smaya    void*       ClipboardUserData;
13319f464c52Smaya
13329f464c52Smaya    // 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)
13339f464c52Smaya    // (default to use native imm32 api on Windows)
13349f464c52Smaya    void        (*ImeSetInputScreenPosFn)(int x, int y);
13359f464c52Smaya    void*       ImeWindowHandle;                // = NULL           // (Windows) Set this to your HWND to get automatic IME cursor positioning.
13369f464c52Smaya
13379f464c52Smaya#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
13389f464c52Smaya    // [OBSOLETE since 1.60+] Rendering function, will be automatically called in Render(). Please call your rendering function yourself now!
13399f464c52Smaya    // You can obtain the ImDrawData* by calling ImGui::GetDrawData() after Render(). See example applications if you are unsure of how to implement this.
13409f464c52Smaya    void        (*RenderDrawListsFn)(ImDrawData* data);
13419f464c52Smaya#else
13429f464c52Smaya    // 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.
13439f464c52Smaya    void*       RenderDrawListsFnUnused;
13449f464c52Smaya#endif
13459f464c52Smaya
13469f464c52Smaya    //------------------------------------------------------------------
13479f464c52Smaya    // Input - Fill before calling NewFrame()
13489f464c52Smaya    //------------------------------------------------------------------
13499f464c52Smaya
13509f464c52Smaya    ImVec2      MousePos;                       // Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.)
13519f464c52Smaya    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.
13529f464c52Smaya    float       MouseWheel;                     // Mouse wheel Vertical: 1 unit scrolls about 5 lines text.
13539f464c52Smaya    float       MouseWheelH;                    // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all back-ends.
13549f464c52Smaya    bool        KeyCtrl;                        // Keyboard modifier pressed: Control
13559f464c52Smaya    bool        KeyShift;                       // Keyboard modifier pressed: Shift
13569f464c52Smaya    bool        KeyAlt;                         // Keyboard modifier pressed: Alt
13579f464c52Smaya    bool        KeySuper;                       // Keyboard modifier pressed: Cmd/Super/Windows
13589f464c52Smaya    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).
13599f464c52Smaya    float       NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame().
13609f464c52Smaya
13619f464c52Smaya    // Functions
13629f464c52Smaya    IMGUI_API void  AddInputCharacter(ImWchar c);               // Queue new character input
13639f464c52Smaya    IMGUI_API void  AddInputCharactersUTF8(const char* str);    // Queue new characters input from an UTF-8 string
13649f464c52Smaya    IMGUI_API void  ClearInputCharacters();                     // Clear the text input buffer manually
13659f464c52Smaya
13669f464c52Smaya    //------------------------------------------------------------------
13679f464c52Smaya    // Output - Retrieve after calling NewFrame()
13689f464c52Smaya    //------------------------------------------------------------------
13699f464c52Smaya
13709f464c52Smaya    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.).
13719f464c52Smaya    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.).
13729f464c52Smaya    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).
13739f464c52Smaya    bool        WantSetMousePos;                // MousePos has been altered, back-end should reposition mouse on next frame. Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
13749f464c52Smaya    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.
13759f464c52Smaya    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.
13769f464c52Smaya    bool        NavVisible;                     // Directional navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
13779f464c52Smaya    float       Framerate;                      // Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames
13789f464c52Smaya    int         MetricsRenderVertices;          // Vertices output during last call to Render()
13799f464c52Smaya    int         MetricsRenderIndices;           // Indices output during last call to Render() = number of triangles * 3
13809f464c52Smaya    int         MetricsRenderWindows;           // Number of visible windows
13819f464c52Smaya    int         MetricsActiveWindows;           // Number of active windows
13829f464c52Smaya    int         MetricsActiveAllocations;       // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts.
13839f464c52Smaya    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.
13849f464c52Smaya
13859f464c52Smaya    //------------------------------------------------------------------
13869f464c52Smaya    // [Internal] ImGui will maintain those fields. Forward compatibility not guaranteed!
13879f464c52Smaya    //------------------------------------------------------------------
13889f464c52Smaya
13899f464c52Smaya    ImVec2      MousePosPrev;                   // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
13909f464c52Smaya    ImVec2      MouseClickedPos[5];             // Position at time of clicking
13919f464c52Smaya    double      MouseClickedTime[5];            // Time of last click (used to figure out double-click)
13929f464c52Smaya    bool        MouseClicked[5];                // Mouse button went from !Down to Down
13939f464c52Smaya    bool        MouseDoubleClicked[5];          // Has mouse button been double-clicked?
13949f464c52Smaya    bool        MouseReleased[5];               // Mouse button went from Down to !Down
13959f464c52Smaya    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.
13969f464c52Smaya    float       MouseDownDuration[5];           // Duration the mouse button has been down (0.0f == just clicked)
13979f464c52Smaya    float       MouseDownDurationPrev[5];       // Previous time the mouse button has been down
13989f464c52Smaya    ImVec2      MouseDragMaxDistanceAbs[5];     // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
13999f464c52Smaya    float       MouseDragMaxDistanceSqr[5];     // Squared maximum distance of how much mouse has traveled from the clicking point
14009f464c52Smaya    float       KeysDownDuration[512];          // Duration the keyboard key has been down (0.0f == just pressed)
14019f464c52Smaya    float       KeysDownDurationPrev[512];      // Previous duration the key has been down
14029f464c52Smaya    float       NavInputsDownDuration[ImGuiNavInput_COUNT];
14039f464c52Smaya    float       NavInputsDownDurationPrev[ImGuiNavInput_COUNT];
14049f464c52Smaya    ImVector<ImWchar> InputQueueCharacters;     // Queue of _characters_ input (obtained by platform back-end). Fill using AddInputCharacter() helper.
14059f464c52Smaya
14069f464c52Smaya    IMGUI_API   ImGuiIO();
14079f464c52Smaya};
14089f464c52Smaya
14099f464c52Smaya//-----------------------------------------------------------------------------
14109f464c52Smaya// Misc data structures
14119f464c52Smaya//-----------------------------------------------------------------------------
14129f464c52Smaya
14139f464c52Smaya// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
14149f464c52Smaya// The callback function should return 0 by default.
14159f464c52Smaya// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
14169f464c52Smaya// - ImGuiInputTextFlags_CallbackCompletion:  Callback on pressing TAB
14179f464c52Smaya// - ImGuiInputTextFlags_CallbackHistory:     Callback on pressing Up/Down arrows
14189f464c52Smaya// - ImGuiInputTextFlags_CallbackAlways:      Callback on each iteration
14199f464c52Smaya// - ImGuiInputTextFlags_CallbackCharFilter:  Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
14209f464c52Smaya// - ImGuiInputTextFlags_CallbackResize:      Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
14219f464c52Smayastruct ImGuiInputTextCallbackData
14229f464c52Smaya{
14239f464c52Smaya    ImGuiInputTextFlags EventFlag;      // One ImGuiInputTextFlags_Callback*    // Read-only
14249f464c52Smaya    ImGuiInputTextFlags Flags;          // What user passed to InputText()      // Read-only
14259f464c52Smaya    void*               UserData;       // What user passed to InputText()      // Read-only
14269f464c52Smaya
14279f464c52Smaya    // Arguments for the different callback events
14289f464c52Smaya    // - 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.
14299f464c52Smaya    // - 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.
14309f464c52Smaya    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;
14319f464c52Smaya    ImGuiKey            EventKey;       // Key pressed (Up/Down/TAB)            // Read-only    // [Completion,History]
14329f464c52Smaya    char*               Buf;            // Text buffer                          // Read-write   // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
14339f464c52Smaya    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()
14349f464c52Smaya    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
14359f464c52Smaya    bool                BufDirty;       // Set if you modify Buf/BufTextLen!    // Write        // [Completion,History,Always]
14369f464c52Smaya    int                 CursorPos;      //                                      // Read-write   // [Completion,History,Always]
14379f464c52Smaya    int                 SelectionStart; //                                      // Read-write   // [Completion,History,Always] == to SelectionEnd when no selection)
14389f464c52Smaya    int                 SelectionEnd;   //                                      // Read-write   // [Completion,History,Always]
14399f464c52Smaya
14409f464c52Smaya    // Helper functions for text manipulation.
14419f464c52Smaya    // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection.
14429f464c52Smaya    IMGUI_API ImGuiInputTextCallbackData();
14439f464c52Smaya    IMGUI_API void      DeleteChars(int pos, int bytes_count);
14449f464c52Smaya    IMGUI_API void      InsertChars(int pos, const char* text, const char* text_end = NULL);
14459f464c52Smaya    bool                HasSelection() const { return SelectionStart != SelectionEnd; }
14469f464c52Smaya};
14479f464c52Smaya
14489f464c52Smaya// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
14499f464c52Smaya// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
14509f464c52Smayastruct ImGuiSizeCallbackData
14519f464c52Smaya{
14529f464c52Smaya    void*   UserData;       // Read-only.   What user passed to SetNextWindowSizeConstraints()
14539f464c52Smaya    ImVec2  Pos;            // Read-only.   Window position, for reference.
14549f464c52Smaya    ImVec2  CurrentSize;    // Read-only.   Current window size.
14559f464c52Smaya    ImVec2  DesiredSize;    // Read-write.  Desired size, based on user's mouse position. Write to this field to restrain resizing.
14569f464c52Smaya};
14579f464c52Smaya
14589f464c52Smaya// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()
14599f464c52Smayastruct ImGuiPayload
14609f464c52Smaya{
14619f464c52Smaya    // Members
14629f464c52Smaya    void*           Data;               // Data (copied and owned by dear imgui)
14639f464c52Smaya    int             DataSize;           // Data size
14649f464c52Smaya
14659f464c52Smaya    // [Internal]
14669f464c52Smaya    ImGuiID         SourceId;           // Source item id
14679f464c52Smaya    ImGuiID         SourceParentId;     // Source parent id (if available)
14689f464c52Smaya    int             DataFrameCount;     // Data timestamp
14699f464c52Smaya    char            DataType[32+1];     // Data type tag (short user-supplied string, 32 characters max)
14709f464c52Smaya    bool            Preview;            // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)
14719f464c52Smaya    bool            Delivery;           // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.
14729f464c52Smaya
14739f464c52Smaya    ImGuiPayload()  { Clear(); }
14749f464c52Smaya    void Clear()    { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; }
14759f464c52Smaya    bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; }
14769f464c52Smaya    bool IsPreview() const                  { return Preview; }
14779f464c52Smaya    bool IsDelivery() const                 { return Delivery; }
14789f464c52Smaya};
14799f464c52Smaya
14809f464c52Smaya//-----------------------------------------------------------------------------
14819f464c52Smaya// Obsolete functions (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
14829f464c52Smaya// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead.
14839f464c52Smaya//-----------------------------------------------------------------------------
14849f464c52Smaya
14859f464c52Smaya#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
14869f464c52Smayanamespace ImGui
14879f464c52Smaya{
14889f464c52Smaya    // OBSOLETED in 1.66 (from Sep 2018)
14899f464c52Smaya    static inline void  SetScrollHere(float center_ratio=0.5f){ SetScrollHereY(center_ratio); }
14909f464c52Smaya    // OBSOLETED in 1.63 (between Aug 2018 and Sept 2018)
14919f464c52Smaya    static inline bool  IsItemDeactivatedAfterChange()        { return IsItemDeactivatedAfterEdit(); }
14929f464c52Smaya    // OBSOLETED in 1.61 (between Apr 2018 and Aug 2018)
14939f464c52Smaya    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'!
14949f464c52Smaya    IMGUI_API bool      InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags flags = 0);
14959f464c52Smaya    IMGUI_API bool      InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags flags = 0);
14969f464c52Smaya    IMGUI_API bool      InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags flags = 0);
14979f464c52Smaya    // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)
14989f464c52Smaya    static inline bool  IsAnyWindowFocused()                  { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); }
14999f464c52Smaya    static inline bool  IsAnyWindowHovered()                  { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }
15009f464c52Smaya    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; }
15019f464c52Smaya    // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
15029f464c52Smaya    static inline void  ShowTestWindow()                      { return ShowDemoWindow(); }
15039f464c52Smaya    static inline bool  IsRootWindowFocused()                 { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); }
15049f464c52Smaya    static inline bool  IsRootWindowOrAnyChildFocused()       { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); }
15059f464c52Smaya    static inline void  SetNextWindowContentWidth(float w)    { SetNextWindowContentSize(ImVec2(w, 0.0f)); }
15069f464c52Smaya    static inline float GetItemsLineHeightWithSpacing()       { return GetFrameHeightWithSpacing(); }
15079f464c52Smaya    // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
15089f464c52Smaya    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.
15099f464c52Smaya    static inline bool  IsRootWindowOrAnyChildHovered()       { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); }
15109f464c52Smaya    static inline void  AlignFirstTextHeightToWidgets()       { AlignTextToFramePadding(); }
15119f464c52Smaya    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)); }
15129f464c52Smaya    // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
15139f464c52Smaya    static inline bool  IsItemHoveredRect()                   { return IsItemHovered(ImGuiHoveredFlags_RectOnly); }
15149f464c52Smaya    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.
15159f464c52Smaya    static inline bool  IsMouseHoveringAnyWindow()            { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }
15169f464c52Smaya    static inline bool  IsMouseHoveringWindow()               { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); }
15179f464c52Smaya}
15189f464c52Smayatypedef ImGuiInputTextCallback      ImGuiTextEditCallback;    // OBSOLETE in 1.63 (from Aug 2018): made the names consistent
15199f464c52Smayatypedef ImGuiInputTextCallbackData  ImGuiTextEditCallbackData;
15209f464c52Smaya#endif
15219f464c52Smaya
15229f464c52Smaya//-----------------------------------------------------------------------------
15239f464c52Smaya// Helpers
15249f464c52Smaya//-----------------------------------------------------------------------------
15259f464c52Smaya
15269f464c52Smaya// Helper: IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() macros to call MemAlloc + Placement New, Placement Delete + MemFree
15279f464c52Smaya// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
15289f464c52Smaya// 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.
15299f464c52Smayastruct ImNewDummy {};
15309f464c52Smayainline void* operator new(size_t, ImNewDummy, void* ptr) { return ptr; }
15319f464c52Smayainline void  operator delete(void*, ImNewDummy, void*)   {} // This is only required so we can use the symetrical new()
15329f464c52Smaya#define IM_PLACEMENT_NEW(_PTR)              new(ImNewDummy(), _PTR)
15339f464c52Smaya#define IM_NEW(_TYPE)                       new(ImNewDummy(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
15349f464c52Smayatemplate<typename T> void IM_DELETE(T* p)   { if (p) { p->~T(); ImGui::MemFree(p); } }
15359f464c52Smaya
15369f464c52Smaya// 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.
15379f464c52Smaya// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame");
15389f464c52Smayastruct ImGuiOnceUponAFrame
15399f464c52Smaya{
15409f464c52Smaya    ImGuiOnceUponAFrame() { RefFrame = -1; }
15419f464c52Smaya    mutable int RefFrame;
15429f464c52Smaya    operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
15439f464c52Smaya};
15449f464c52Smaya
15459f464c52Smaya// 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.
15469f464c52Smaya#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
15479f464c52Smaya#define IMGUI_ONCE_UPON_A_FRAME     static ImGuiOnceUponAFrame imgui_oaf; if (imgui_oaf)    // OBSOLETED in 1.51, will remove!
15489f464c52Smaya#endif
15499f464c52Smaya
15509f464c52Smaya// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
15519f464c52Smayastruct ImGuiTextFilter
15529f464c52Smaya{
15539f464c52Smaya    IMGUI_API           ImGuiTextFilter(const char* default_filter = "");
15549f464c52Smaya    IMGUI_API bool      Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f);  // Helper calling InputText+Build
15559f464c52Smaya    IMGUI_API bool      PassFilter(const char* text, const char* text_end = NULL) const;
15569f464c52Smaya    IMGUI_API void      Build();
15579f464c52Smaya    void                Clear()          { InputBuf[0] = 0; Build(); }
15589f464c52Smaya    bool                IsActive() const { return !Filters.empty(); }
15599f464c52Smaya
15609f464c52Smaya    // [Internal]
15619f464c52Smaya    struct TextRange
15629f464c52Smaya    {
15639f464c52Smaya        const char* b;
15649f464c52Smaya        const char* e;
15659f464c52Smaya
15669f464c52Smaya        TextRange() { b = e = NULL; }
15679f464c52Smaya        TextRange(const char* _b, const char* _e) { b = _b; e = _e; }
15689f464c52Smaya        const char*     begin() const   { return b; }
15699f464c52Smaya        const char*     end () const    { return e; }
15709f464c52Smaya        bool            empty() const   { return b == e; }
15719f464c52Smaya        IMGUI_API void  split(char separator, ImVector<TextRange>* out) const;
15729f464c52Smaya    };
15739f464c52Smaya    char                InputBuf[256];
15749f464c52Smaya    ImVector<TextRange> Filters;
15759f464c52Smaya    int                 CountGrep;
15769f464c52Smaya};
15779f464c52Smaya
15789f464c52Smaya// Helper: Growable text buffer for logging/accumulating text
15799f464c52Smaya// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')
15809f464c52Smayastruct ImGuiTextBuffer
15819f464c52Smaya{
15829f464c52Smaya    ImVector<char>      Buf;
15839f464c52Smaya    static char         EmptyString[1];
15849f464c52Smaya
15859f464c52Smaya    ImGuiTextBuffer()   { }
15869f464c52Smaya    inline char         operator[](int i)       { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }
15879f464c52Smaya    const char*         begin() const           { return Buf.Data ? &Buf.front() : EmptyString; }
15889f464c52Smaya    const char*         end() const             { return Buf.Data ? &Buf.back() : EmptyString; }   // Buf is zero-terminated, so end() will point on the zero-terminator
15899f464c52Smaya    int                 size() const            { return Buf.Size ? Buf.Size - 1 : 0; }
15909f464c52Smaya    bool                empty()                 { return Buf.Size <= 1; }
15919f464c52Smaya    void                clear()                 { Buf.clear(); }
15929f464c52Smaya    void                reserve(int capacity)   { Buf.reserve(capacity); }
15939f464c52Smaya    const char*         c_str() const           { return Buf.Data ? Buf.Data : EmptyString; }
15949f464c52Smaya    IMGUI_API void      append(const char* str, const char* str_end = NULL);
15959f464c52Smaya    IMGUI_API void      appendf(const char* fmt, ...) IM_FMTARGS(2);
15969f464c52Smaya    IMGUI_API void      appendfv(const char* fmt, va_list args) IM_FMTLIST(2);
15979f464c52Smaya};
15989f464c52Smaya
15999f464c52Smaya// Helper: Key->Value storage
16009f464c52Smaya// Typically you don't have to worry about this since a storage is held within each Window.
16019f464c52Smaya// We use it to e.g. store collapse state for a tree (Int 0/1)
16029f464c52Smaya// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)
16039f464c52Smaya// You can use it as custom user storage for temporary values. Declare your own storage if, for example:
16049f464c52Smaya// - 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).
16059f464c52Smaya// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)
16069f464c52Smaya// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
16079f464c52Smayastruct ImGuiStorage
16089f464c52Smaya{
16099f464c52Smaya    struct Pair
16109f464c52Smaya    {
16119f464c52Smaya        ImGuiID key;
16129f464c52Smaya        union { int val_i; float val_f; void* val_p; };
16139f464c52Smaya        Pair(ImGuiID _key, int _val_i)   { key = _key; val_i = _val_i; }
16149f464c52Smaya        Pair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; }
16159f464c52Smaya        Pair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; }
16169f464c52Smaya    };
16179f464c52Smaya    ImVector<Pair>      Data;
16189f464c52Smaya
16199f464c52Smaya    // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
16209f464c52Smaya    // - Set***() functions find pair, insertion on demand if missing.
16219f464c52Smaya    // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
16229f464c52Smaya    void                Clear() { Data.clear(); }
16239f464c52Smaya    IMGUI_API int       GetInt(ImGuiID key, int default_val = 0) const;
16249f464c52Smaya    IMGUI_API void      SetInt(ImGuiID key, int val);
16259f464c52Smaya    IMGUI_API bool      GetBool(ImGuiID key, bool default_val = false) const;
16269f464c52Smaya    IMGUI_API void      SetBool(ImGuiID key, bool val);
16279f464c52Smaya    IMGUI_API float     GetFloat(ImGuiID key, float default_val = 0.0f) const;
16289f464c52Smaya    IMGUI_API void      SetFloat(ImGuiID key, float val);
16299f464c52Smaya    IMGUI_API void*     GetVoidPtr(ImGuiID key) const; // default_val is NULL
16309f464c52Smaya    IMGUI_API void      SetVoidPtr(ImGuiID key, void* val);
16319f464c52Smaya
16329f464c52Smaya    // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
16339f464c52Smaya    // - 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.
16349f464c52Smaya    // - 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)
16359f464c52Smaya    //      float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
16369f464c52Smaya    IMGUI_API int*      GetIntRef(ImGuiID key, int default_val = 0);
16379f464c52Smaya    IMGUI_API bool*     GetBoolRef(ImGuiID key, bool default_val = false);
16389f464c52Smaya    IMGUI_API float*    GetFloatRef(ImGuiID key, float default_val = 0.0f);
16399f464c52Smaya    IMGUI_API void**    GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
16409f464c52Smaya
16419f464c52Smaya    // Use on your own storage if you know only integer are being stored (open/close all tree nodes)
16429f464c52Smaya    IMGUI_API void      SetAllInt(int val);
16439f464c52Smaya
16449f464c52Smaya    // For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
16459f464c52Smaya    IMGUI_API void      BuildSortByKey();
16469f464c52Smaya};
16479f464c52Smaya
16489f464c52Smaya// Helper: Manually clip large list of items.
16499f464c52Smaya// 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.
16509f464c52Smaya// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
16519f464c52Smaya// 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.
16529f464c52Smaya// Usage:
16539f464c52Smaya//     ImGuiListClipper clipper(1000);  // we have 1000 elements, evenly spaced.
16549f464c52Smaya//     while (clipper.Step())
16559f464c52Smaya//         for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
16569f464c52Smaya//             ImGui::Text("line number %d", i);
16579f464c52Smaya// - 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).
16589f464c52Smaya// - 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.
16599f464c52Smaya// - (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.)
16609f464c52Smaya// - 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.
16619f464c52Smayastruct ImGuiListClipper
16629f464c52Smaya{
16639f464c52Smaya    float   StartPosY;
16649f464c52Smaya    float   ItemsHeight;
16659f464c52Smaya    int     ItemsCount, StepNo, DisplayStart, DisplayEnd;
16669f464c52Smaya
16679f464c52Smaya    // 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).
16689f464c52Smaya    // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
16699f464c52Smaya    // 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().
16709f464c52Smaya    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).
16719f464c52Smaya    ~ImGuiListClipper()                                                 { IM_ASSERT(ItemsCount == -1); }      // Assert if user forgot to call End() or Step() until false.
16729f464c52Smaya
16739f464c52Smaya    IMGUI_API bool Step();                                              // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
16749f464c52Smaya    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.
16759f464c52Smaya    IMGUI_API void End();                                               // Automatically called on the last call of Step() that returns false.
16769f464c52Smaya};
16779f464c52Smaya
16789f464c52Smaya// Helpers macros to generate 32-bits encoded colors
16799f464c52Smaya#ifdef IMGUI_USE_BGRA_PACKED_COLOR
16809f464c52Smaya#define IM_COL32_R_SHIFT    16
16819f464c52Smaya#define IM_COL32_G_SHIFT    8
16829f464c52Smaya#define IM_COL32_B_SHIFT    0
16839f464c52Smaya#define IM_COL32_A_SHIFT    24
16849f464c52Smaya#define IM_COL32_A_MASK     0xFF000000
16859f464c52Smaya#else
16869f464c52Smaya#define IM_COL32_R_SHIFT    0
16879f464c52Smaya#define IM_COL32_G_SHIFT    8
16889f464c52Smaya#define IM_COL32_B_SHIFT    16
16899f464c52Smaya#define IM_COL32_A_SHIFT    24
16909f464c52Smaya#define IM_COL32_A_MASK     0xFF000000
16919f464c52Smaya#endif
16929f464c52Smaya#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))
16939f464c52Smaya#define IM_COL32_WHITE       IM_COL32(255,255,255,255)  // Opaque white = 0xFFFFFFFF
16949f464c52Smaya#define IM_COL32_BLACK       IM_COL32(0,0,0,255)        // Opaque black
16959f464c52Smaya#define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0)          // Transparent black = 0x00000000
16969f464c52Smaya
16979f464c52Smaya// Helper: ImColor() implicity converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
16989f464c52Smaya// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
16999f464c52Smaya// **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
17009f464c52Smaya// **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.
17019f464c52Smayastruct ImColor
17029f464c52Smaya{
17039f464c52Smaya    ImVec4              Value;
17049f464c52Smaya
17059f464c52Smaya    ImColor()                                                       { Value.x = Value.y = Value.z = Value.w = 0.0f; }
17069f464c52Smaya    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; }
17079f464c52Smaya    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; }
17089f464c52Smaya    ImColor(float r, float g, float b, float a = 1.0f)              { Value.x = r; Value.y = g; Value.z = b; Value.w = a; }
17099f464c52Smaya    ImColor(const ImVec4& col)                                      { Value = col; }
17109f464c52Smaya    inline operator ImU32() const                                   { return ImGui::ColorConvertFloat4ToU32(Value); }
17119f464c52Smaya    inline operator ImVec4() const                                  { return Value; }
17129f464c52Smaya
17139f464c52Smaya    // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.
17149f464c52Smaya    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; }
17159f464c52Smaya    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); }
17169f464c52Smaya};
17179f464c52Smaya
17189f464c52Smaya//-----------------------------------------------------------------------------
17199f464c52Smaya// Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListFlags, ImDrawList, ImDrawData)
17209f464c52Smaya// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
17219f464c52Smaya//-----------------------------------------------------------------------------
17229f464c52Smaya
17239f464c52Smaya// Draw callbacks for advanced uses.
17249f464c52Smaya// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
17259f464c52Smaya// you can poke into the draw list for that! Draw callback may be useful for example to: A) Change your GPU render state,
17269f464c52Smaya// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
17279f464c52Smaya// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
17289f464c52Smayatypedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
17299f464c52Smaya
17309f464c52Smaya// Typically, 1 command = 1 GPU draw call (unless command is a callback)
17319f464c52Smayastruct ImDrawCmd
17329f464c52Smaya{
17339f464c52Smaya    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[].
17349f464c52Smaya    ImVec4          ClipRect;               // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
17359f464c52Smaya    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.
17369f464c52Smaya    ImDrawCallback  UserCallback;           // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
17379f464c52Smaya    void*           UserCallbackData;       // The draw callback code can access this.
17389f464c52Smaya
17399f464c52Smaya    ImDrawCmd() { ElemCount = 0; ClipRect.x = ClipRect.y = ClipRect.z = ClipRect.w = 0.0f; TextureId = (ImTextureID)NULL; UserCallback = NULL; UserCallbackData = NULL; }
17409f464c52Smaya};
17419f464c52Smaya
17429f464c52Smaya// Vertex index (override with '#define ImDrawIdx unsigned int' in imconfig.h)
17439f464c52Smaya#ifndef ImDrawIdx
17449f464c52Smayatypedef unsigned short ImDrawIdx;
17459f464c52Smaya#endif
17469f464c52Smaya
17479f464c52Smaya// Vertex layout
17489f464c52Smaya#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
17499f464c52Smayastruct ImDrawVert
17509f464c52Smaya{
17519f464c52Smaya    ImVec2  pos;
17529f464c52Smaya    ImVec2  uv;
17539f464c52Smaya    ImU32   col;
17549f464c52Smaya};
17559f464c52Smaya#else
17569f464c52Smaya// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
17579f464c52Smaya// 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.
17589f464c52Smaya// The type has to be described within the macro (you can either declare the struct or use a typedef)
17599f464c52Smaya// 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.
17609f464c52SmayaIMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
17619f464c52Smaya#endif
17629f464c52Smaya
17639f464c52Smaya// 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.
17649f464c52Smaya// You can also use them to simulate drawing layers and submit primitives in a different order than how they will be rendered.
17659f464c52Smayastruct ImDrawChannel
17669f464c52Smaya{
17679f464c52Smaya    ImVector<ImDrawCmd>     CmdBuffer;
17689f464c52Smaya    ImVector<ImDrawIdx>     IdxBuffer;
17699f464c52Smaya};
17709f464c52Smaya
17719f464c52Smayaenum ImDrawCornerFlags_
17729f464c52Smaya{
17739f464c52Smaya    ImDrawCornerFlags_TopLeft   = 1 << 0, // 0x1
17749f464c52Smaya    ImDrawCornerFlags_TopRight  = 1 << 1, // 0x2
17759f464c52Smaya    ImDrawCornerFlags_BotLeft   = 1 << 2, // 0x4
17769f464c52Smaya    ImDrawCornerFlags_BotRight  = 1 << 3, // 0x8
17779f464c52Smaya    ImDrawCornerFlags_Top       = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight,   // 0x3
17789f464c52Smaya    ImDrawCornerFlags_Bot       = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight,   // 0xC
17799f464c52Smaya    ImDrawCornerFlags_Left      = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft,    // 0x5
17809f464c52Smaya    ImDrawCornerFlags_Right     = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight,  // 0xA
17819f464c52Smaya    ImDrawCornerFlags_All       = 0xF     // In your function calls you may use ~0 (= all bits sets) instead of ImDrawCornerFlags_All, as a convenience
17829f464c52Smaya};
17839f464c52Smaya
17849f464c52Smayaenum ImDrawListFlags_
17859f464c52Smaya{
17869f464c52Smaya    ImDrawListFlags_None             = 0,
17879f464c52Smaya    ImDrawListFlags_AntiAliasedLines = 1 << 0,  // Lines are anti-aliased (*2 the number of triangles for 1.0f wide line, otherwise *3 the number of triangles)
17889f464c52Smaya    ImDrawListFlags_AntiAliasedFill  = 1 << 1   // Filled shapes have anti-aliased edges (*2 the number of vertices)
17899f464c52Smaya};
17909f464c52Smaya
17919f464c52Smaya// Draw command list
17929f464c52Smaya// 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.
17939f464c52Smaya// Each ImGui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to access the current window draw list and draw custom primitives.
17949f464c52Smaya// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
17959f464c52Smaya// 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)
17969f464c52Smaya// 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.
17979f464c52Smayastruct ImDrawList
17989f464c52Smaya{
17999f464c52Smaya    // This is what you have to render
18009f464c52Smaya    ImVector<ImDrawCmd>     CmdBuffer;          // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.
18019f464c52Smaya    ImVector<ImDrawIdx>     IdxBuffer;          // Index buffer. Each command consume ImDrawCmd::ElemCount of those
18029f464c52Smaya    ImVector<ImDrawVert>    VtxBuffer;          // Vertex buffer.
18039f464c52Smaya    ImDrawListFlags         Flags;              // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
18049f464c52Smaya
18059f464c52Smaya    // [Internal, used while building lists]
18069f464c52Smaya    const ImDrawListSharedData* _Data;          // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
18079f464c52Smaya    const char*             _OwnerName;         // Pointer to owner window's name for debugging
18089f464c52Smaya    unsigned int            _VtxCurrentIdx;     // [Internal] == VtxBuffer.Size
18099f464c52Smaya    ImDrawVert*             _VtxWritePtr;       // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
18109f464c52Smaya    ImDrawIdx*              _IdxWritePtr;       // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
18119f464c52Smaya    ImVector<ImVec4>        _ClipRectStack;     // [Internal]
18129f464c52Smaya    ImVector<ImTextureID>   _TextureIdStack;    // [Internal]
18139f464c52Smaya    ImVector<ImVec2>        _Path;              // [Internal] current path building
18149f464c52Smaya    int                     _ChannelsCurrent;   // [Internal] current channel number (0)
18159f464c52Smaya    int                     _ChannelsCount;     // [Internal] number of active channels (1+)
18169f464c52Smaya    ImVector<ImDrawChannel> _Channels;          // [Internal] draw channels for columns API (not resized down so _ChannelsCount may be smaller than _Channels.Size)
18179f464c52Smaya
18189f464c52Smaya    // 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)
18199f464c52Smaya    ImDrawList(const ImDrawListSharedData* shared_data) { _Data = shared_data; _OwnerName = NULL; Clear(); }
18209f464c52Smaya    ~ImDrawList() { ClearFreeMemory(); }
18219f464c52Smaya    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)
18229f464c52Smaya    IMGUI_API void  PushClipRectFullScreen();
18239f464c52Smaya    IMGUI_API void  PopClipRect();
18249f464c52Smaya    IMGUI_API void  PushTextureID(ImTextureID texture_id);
18259f464c52Smaya    IMGUI_API void  PopTextureID();
18269f464c52Smaya    inline ImVec2   GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }
18279f464c52Smaya    inline ImVec2   GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
18289f464c52Smaya
18299f464c52Smaya    // Primitives
18309f464c52Smaya    IMGUI_API void  AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f);
18319f464c52Smaya    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
18329f464c52Smaya    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
18339f464c52Smaya    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);
18349f464c52Smaya    IMGUI_API void  AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness = 1.0f);
18359f464c52Smaya    IMGUI_API void  AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col);
18369f464c52Smaya    IMGUI_API void  AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness = 1.0f);
18379f464c52Smaya    IMGUI_API void  AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col);
18389f464c52Smaya    IMGUI_API void  AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f);
18399f464c52Smaya    IMGUI_API void  AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
18409f464c52Smaya    IMGUI_API void  AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
18419f464c52Smaya    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);
18429f464c52Smaya    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);
18439f464c52Smaya    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);
18449f464c52Smaya    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);
18459f464c52Smaya    IMGUI_API void  AddPolyline(const ImVec2* points, const int num_points, ImU32 col, bool closed, float thickness);
18469f464c52Smaya    IMGUI_API void  AddConvexPolyFilled(const ImVec2* points, const int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order.
18479f464c52Smaya    IMGUI_API void  AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0);
18489f464c52Smaya
18499f464c52Smaya    // Stateful path API, add points then finish with PathFillConvex() or PathStroke()
18509f464c52Smaya    inline    void  PathClear()                                                 { _Path.Size = 0; }
18519f464c52Smaya    inline    void  PathLineTo(const ImVec2& pos)                               { _Path.push_back(pos); }
18529f464c52Smaya    inline    void  PathLineToMergeDuplicate(const ImVec2& pos)                 { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size-1], &pos, 8) != 0) _Path.push_back(pos); }
18539f464c52Smaya    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.
18549f464c52Smaya    inline    void  PathStroke(ImU32 col, bool closed, float thickness = 1.0f)  { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); _Path.Size = 0; }
18559f464c52Smaya    IMGUI_API void  PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 10);
18569f464c52Smaya    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
18579f464c52Smaya    IMGUI_API void  PathBezierCurveTo(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, int num_segments = 0);
18589f464c52Smaya    IMGUI_API void  PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All);
18599f464c52Smaya
18609f464c52Smaya    // Channels
18619f464c52Smaya    // - Use to simulate layers. By switching channels to can render out-of-order (e.g. submit foreground primitives before background primitives)
18629f464c52Smaya    // - 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)
18639f464c52Smaya    IMGUI_API void  ChannelsSplit(int channels_count);
18649f464c52Smaya    IMGUI_API void  ChannelsMerge();
18659f464c52Smaya    IMGUI_API void  ChannelsSetCurrent(int channel_index);
18669f464c52Smaya
18679f464c52Smaya    // Advanced
18689f464c52Smaya    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.
18699f464c52Smaya    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
18709f464c52Smaya    IMGUI_API ImDrawList* CloneOutput() const;                                  // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.
18719f464c52Smaya
18729f464c52Smaya    // Internal helpers
18739f464c52Smaya    // NB: all primitives needs to be reserved via PrimReserve() beforehand!
18749f464c52Smaya    IMGUI_API void  Clear();
18759f464c52Smaya    IMGUI_API void  ClearFreeMemory();
18769f464c52Smaya    IMGUI_API void  PrimReserve(int idx_count, int vtx_count);
18779f464c52Smaya    IMGUI_API void  PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col);      // Axis aligned rectangle (composed of two triangles)
18789f464c52Smaya    IMGUI_API void  PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
18799f464c52Smaya    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);
18809f464c52Smaya    inline    void  PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col){ _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
18819f464c52Smaya    inline    void  PrimWriteIdx(ImDrawIdx idx)                                 { *_IdxWritePtr = idx; _IdxWritePtr++; }
18829f464c52Smaya    inline    void  PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col)     { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); }
18839f464c52Smaya    IMGUI_API void  UpdateClipRect();
18849f464c52Smaya    IMGUI_API void  UpdateTextureID();
18859f464c52Smaya};
18869f464c52Smaya
18879f464c52Smaya// All draw data to render an ImGui frame
18889f464c52Smaya// (NB: the style and the naming convention here is a little inconsistent but we preserve them for backward compatibility purpose)
18899f464c52Smayastruct ImDrawData
18909f464c52Smaya{
18919f464c52Smaya    bool            Valid;                  // Only valid after Render() is called and before the next NewFrame() is called.
18929f464c52Smaya    ImDrawList**    CmdLists;               // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here.
18939f464c52Smaya    int             CmdListsCount;          // Number of ImDrawList* to render
18949f464c52Smaya    int             TotalIdxCount;          // For convenience, sum of all ImDrawList's IdxBuffer.Size
18959f464c52Smaya    int             TotalVtxCount;          // For convenience, sum of all ImDrawList's VtxBuffer.Size
18969f464c52Smaya    ImVec2          DisplayPos;             // Upper-left position of the viewport to render (== upper-left of the orthogonal projection matrix to use)
18979f464c52Smaya    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)
18989f464c52Smaya    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.
18999f464c52Smaya
19009f464c52Smaya    // Functions
19019f464c52Smaya    ImDrawData()    { Valid = false; Clear(); }
19029f464c52Smaya    ~ImDrawData()   { Clear(); }
19039f464c52Smaya    void Clear()    { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.f, 0.f); } // The ImDrawList are owned by ImGuiContext!
19049f464c52Smaya    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!
19059f464c52Smaya    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.
19069f464c52Smaya};
19079f464c52Smaya
19089f464c52Smaya//-----------------------------------------------------------------------------
19099f464c52Smaya// Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)
19109f464c52Smaya//-----------------------------------------------------------------------------
19119f464c52Smaya
19129f464c52Smayastruct ImFontConfig
19139f464c52Smaya{
19149f464c52Smaya    void*           FontData;               //          // TTF/OTF data
19159f464c52Smaya    int             FontDataSize;           //          // TTF/OTF data size
19169f464c52Smaya    bool            FontDataOwnedByAtlas;   // true     // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
19179f464c52Smaya    int             FontNo;                 // 0        // Index of font within TTF/OTF file
19189f464c52Smaya    float           SizePixels;             //          // Size in pixels for rasterizer (more or less maps to the resulting font height).
19199f464c52Smaya    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.
19209f464c52Smaya    int             OversampleV;            // 1        // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
19219f464c52Smaya    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.
19229f464c52Smaya    ImVec2          GlyphExtraSpacing;      // 0, 0     // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
19239f464c52Smaya    ImVec2          GlyphOffset;            // 0, 0     // Offset all glyphs from this font input.
19249f464c52Smaya    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.
19259f464c52Smaya    float           GlyphMinAdvanceX;       // 0        // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font
19269f464c52Smaya    float           GlyphMaxAdvanceX;       // FLT_MAX  // Maximum AdvanceX for glyphs
19279f464c52Smaya    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.
19289f464c52Smaya    unsigned int    RasterizerFlags;        // 0x00     // Settings for custom font rasterizer (e.g. ImGuiFreeType). Leave as zero if you aren't using one.
19299f464c52Smaya    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.
19309f464c52Smaya
19319f464c52Smaya    // [Internal]
19329f464c52Smaya    char            Name[40];               // Name (strictly to ease debugging)
19339f464c52Smaya    ImFont*         DstFont;
19349f464c52Smaya
19359f464c52Smaya    IMGUI_API ImFontConfig();
19369f464c52Smaya};
19379f464c52Smaya
19389f464c52Smayastruct ImFontGlyph
19399f464c52Smaya{
19409f464c52Smaya    ImWchar         Codepoint;          // 0x0000..0xFFFF
19419f464c52Smaya    float           AdvanceX;           // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in)
19429f464c52Smaya    float           X0, Y0, X1, Y1;     // Glyph corners
19439f464c52Smaya    float           U0, V0, U1, V1;     // Texture coordinates
19449f464c52Smaya};
19459f464c52Smaya
19469f464c52Smaya// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges().
19479f464c52Smaya// This is essentially a tightly packed of vector of 64k booleans = 8KB storage.
19489f464c52Smayastruct ImFontGlyphRangesBuilder
19499f464c52Smaya{
19509f464c52Smaya    ImVector<int> UsedChars;            // Store 1-bit per Unicode code point (0=unused, 1=used)
19519f464c52Smaya
19529f464c52Smaya    ImFontGlyphRangesBuilder()          { UsedChars.resize(0x10000 / sizeof(int)); memset(UsedChars.Data, 0, 0x10000 / sizeof(int)); }
19539f464c52Smaya    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
19549f464c52Smaya    void            SetBit(int n)       { int off = (n >> 5); int mask = 1 << (n & 31); UsedChars[off] |= mask; }               // Set bit n in the array
19559f464c52Smaya    void            AddChar(ImWchar c)  { SetBit(c); }                          // Add character
19569f464c52Smaya    IMGUI_API void  AddText(const char* text, const char* text_end = NULL);     // Add string (each character of the UTF-8 string are added)
19579f464c52Smaya    IMGUI_API void  AddRanges(const ImWchar* ranges);                           // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
19589f464c52Smaya    IMGUI_API void  BuildRanges(ImVector<ImWchar>* out_ranges);                 // Output new ranges
19599f464c52Smaya};
19609f464c52Smaya
19619f464c52Smayaenum ImFontAtlasFlags_
19629f464c52Smaya{
19639f464c52Smaya    ImFontAtlasFlags_None               = 0,
19649f464c52Smaya    ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0,   // Don't round the height to next power of two
19659f464c52Smaya    ImFontAtlasFlags_NoMouseCursors     = 1 << 1    // Don't build software mouse cursors into the atlas
19669f464c52Smaya};
19679f464c52Smaya
19689f464c52Smaya// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
19699f464c52Smaya//  - One or more fonts.
19709f464c52Smaya//  - Custom graphics data needed to render the shapes needed by Dear ImGui.
19719f464c52Smaya//  - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas).
19729f464c52Smaya// It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api.
19739f464c52Smaya//  - 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.
19749f464c52Smaya//  - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
19759f464c52Smaya//  - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples)
19769f464c52Smaya//  - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
19779f464c52Smaya//    This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details.
19789f464c52Smaya// Common pitfalls:
19799f464c52Smaya// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the
19809f464c52Smaya//   atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
19819f464c52Smaya// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.
19829f464c52Smaya//   You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
19839f464c52Smaya// - Even though many functions are suffixed with "TTF", OTF data is supported just as well.
19849f464c52Smaya// - This is an old API and it is currently awkward for those and and various other reasons! We will address them in the future!
19859f464c52Smayastruct ImFontAtlas
19869f464c52Smaya{
19879f464c52Smaya    IMGUI_API ImFontAtlas();
19889f464c52Smaya    IMGUI_API ~ImFontAtlas();
19899f464c52Smaya    IMGUI_API ImFont*           AddFont(const ImFontConfig* font_cfg);
19909f464c52Smaya    IMGUI_API ImFont*           AddFontDefault(const ImFontConfig* font_cfg = NULL);
19919f464c52Smaya    IMGUI_API ImFont*           AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
19929f464c52Smaya    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.
19939f464c52Smaya    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.
19949f464c52Smaya    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.
19959f464c52Smaya    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.
19969f464c52Smaya    IMGUI_API void              ClearTexData();             // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory.
19979f464c52Smaya    IMGUI_API void              ClearFonts();               // Clear output font data (glyphs storage, UV coordinates).
19989f464c52Smaya    IMGUI_API void              Clear();                    // Clear all input and output.
19999f464c52Smaya
20009f464c52Smaya    // Build atlas, retrieve pixel data.
20019f464c52Smaya    // 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().
20029f464c52Smaya    // The pitch is always = Width * BytesPerPixels (1 or 4)
20039f464c52Smaya    // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
20049f464c52Smaya    // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste.
20059f464c52Smaya    IMGUI_API bool              Build();                    // Build pixels data. This is called automatically for you by the GetTexData*** functions.
20069f464c52Smaya    IMGUI_API void              GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL);  // 1 byte per-pixel
20079f464c52Smaya    IMGUI_API void              GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL);  // 4 bytes-per-pixel
20089f464c52Smaya    bool                        IsBuilt()                   { return Fonts.Size > 0 && (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); }
20099f464c52Smaya    void                        SetTexID(ImTextureID id)    { TexID = id; }
20109f464c52Smaya
20119f464c52Smaya    //-------------------------------------------
20129f464c52Smaya    // Glyph Ranges
20139f464c52Smaya    //-------------------------------------------
20149f464c52Smaya
20159f464c52Smaya    // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
20169f464c52Smaya    // 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.
20179f464c52Smaya    // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.
20189f464c52Smaya    IMGUI_API const ImWchar*    GetGlyphRangesDefault();                // Basic Latin, Extended Latin
20199f464c52Smaya    IMGUI_API const ImWchar*    GetGlyphRangesKorean();                 // Default + Korean characters
20209f464c52Smaya    IMGUI_API const ImWchar*    GetGlyphRangesJapanese();               // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
20219f464c52Smaya    IMGUI_API const ImWchar*    GetGlyphRangesChineseFull();            // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs
20229f464c52Smaya    IMGUI_API const ImWchar*    GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
20239f464c52Smaya    IMGUI_API const ImWchar*    GetGlyphRangesCyrillic();               // Default + about 400 Cyrillic characters
20249f464c52Smaya    IMGUI_API const ImWchar*    GetGlyphRangesThai();                   // Default + Thai characters
20259f464c52Smaya
20269f464c52Smaya    //-------------------------------------------
20279f464c52Smaya    // Custom Rectangles/Glyphs API
20289f464c52Smaya    //-------------------------------------------
20299f464c52Smaya
20309f464c52Smaya    // 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.
20319f464c52Smaya    // 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.
20329f464c52Smaya    struct CustomRect
20339f464c52Smaya    {
20349f464c52Smaya        unsigned int    ID;             // Input    // User ID. Use <0x10000 to map into a font glyph, >=0x10000 for other/internal/custom texture data.
20359f464c52Smaya        unsigned short  Width, Height;  // Input    // Desired rectangle dimension
20369f464c52Smaya        unsigned short  X, Y;           // Output   // Packed position in Atlas
20379f464c52Smaya        float           GlyphAdvanceX;  // Input    // For custom font glyphs only (ID<0x10000): glyph xadvance
20389f464c52Smaya        ImVec2          GlyphOffset;    // Input    // For custom font glyphs only (ID<0x10000): glyph display offset
20399f464c52Smaya        ImFont*         Font;           // Input    // For custom font glyphs only (ID<0x10000): target font
20409f464c52Smaya        CustomRect()            { ID = 0xFFFFFFFF; Width = Height = 0; X = Y = 0xFFFF; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0,0); Font = NULL; }
20419f464c52Smaya        bool IsPacked() const   { return X != 0xFFFF; }
20429f464c52Smaya    };
20439f464c52Smaya
20449f464c52Smaya    IMGUI_API int       AddCustomRectRegular(unsigned int id, int width, int height);                                                                   // Id needs to be >= 0x10000. Id >= 0x80000000 are reserved for ImGui and ImDrawList
20459f464c52Smaya    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.
20469f464c52Smaya    const CustomRect*   GetCustomRectByIndex(int index) const { if (index < 0) return NULL; return &CustomRects[index]; }
20479f464c52Smaya
20489f464c52Smaya    // [Internal]
20499f464c52Smaya    IMGUI_API void      CalcCustomRectUV(const CustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max);
20509f464c52Smaya    IMGUI_API bool      GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]);
20519f464c52Smaya
20529f464c52Smaya    //-------------------------------------------
20539f464c52Smaya    // Members
20549f464c52Smaya    //-------------------------------------------
20559f464c52Smaya
20569f464c52Smaya    bool                        Locked;             // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
20579f464c52Smaya    ImFontAtlasFlags            Flags;              // Build flags (see ImFontAtlasFlags_)
20589f464c52Smaya    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.
20599f464c52Smaya    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.
20609f464c52Smaya    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.
20619f464c52Smaya
20629f464c52Smaya    // [Internal]
20639f464c52Smaya    // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
20649f464c52Smaya    unsigned char*              TexPixelsAlpha8;    // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
20659f464c52Smaya    unsigned int*               TexPixelsRGBA32;    // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
20669f464c52Smaya    int                         TexWidth;           // Texture width calculated during Build().
20679f464c52Smaya    int                         TexHeight;          // Texture height calculated during Build().
20689f464c52Smaya    ImVec2                      TexUvScale;         // = (1.0f/TexWidth, 1.0f/TexHeight)
20699f464c52Smaya    ImVec2                      TexUvWhitePixel;    // Texture coordinates to a white pixel
20709f464c52Smaya    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.
20719f464c52Smaya    ImVector<CustomRect>        CustomRects;        // Rectangles for packing custom texture data into the atlas.
20729f464c52Smaya    ImVector<ImFontConfig>      ConfigData;         // Internal data
20739f464c52Smaya    int                         CustomRectIds[1];   // Identifiers of custom texture rectangle used by ImFontAtlas/ImDrawList
20749f464c52Smaya
20759f464c52Smaya#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
20769f464c52Smaya    typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETE 1.67+
20779f464c52Smaya#endif
20789f464c52Smaya};
20799f464c52Smaya
20809f464c52Smaya// Font runtime data and rendering
20819f464c52Smaya// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
20829f464c52Smayastruct ImFont
20839f464c52Smaya{
20849f464c52Smaya    // Members: Hot ~20/24 bytes (for CalcTextSize)
20859f464c52Smaya    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).
20869f464c52Smaya    float                       FallbackAdvanceX;   // 4     // out // = FallbackGlyph->AdvanceX
20879f464c52Smaya    float                       FontSize;           // 4     // in  //            // Height of characters/line, set during loading (don't change after loading)
20889f464c52Smaya
20899f464c52Smaya    // Members: Hot ~36/48 bytes (for CalcTextSize + render loop)
20909f464c52Smaya    ImVector<ImWchar>           IndexLookup;        // 12-16 // out //            // Sparse. Index glyphs by Unicode code-point.
20919f464c52Smaya    ImVector<ImFontGlyph>       Glyphs;             // 12-16 // out //            // All glyphs.
20929f464c52Smaya    const ImFontGlyph*          FallbackGlyph;      // 4-8   // out // = FindGlyph(FontFallbackChar)
20939f464c52Smaya    ImVec2                      DisplayOffset;      // 8     // in  // = (0,0)    // Offset font rendering by xx pixels
20949f464c52Smaya
20959f464c52Smaya    // Members: Cold ~32/40 bytes
20969f464c52Smaya    ImFontAtlas*                ContainerAtlas;     // 4-8   // out //            // What we has been loaded into
20979f464c52Smaya    const ImFontConfig*         ConfigData;         // 4-8   // in  //            // Pointer within ContainerAtlas->ConfigData
20989f464c52Smaya    short                       ConfigDataCount;    // 2     // in  // ~ 1        // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
20999f464c52Smaya    ImWchar                     FallbackChar;       // 2     // in  // = '?'      // Replacement glyph if one isn't found. Only set via SetFallbackChar()
21009f464c52Smaya    float                       Scale;              // 4     // in  // = 1.f      // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
21019f464c52Smaya    float                       Ascent, Descent;    // 4+4   // out //            // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
21029f464c52Smaya    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)
21039f464c52Smaya    bool                        DirtyLookupTables;  // 1     // out //
21049f464c52Smaya
21059f464c52Smaya    // Methods
21069f464c52Smaya    IMGUI_API ImFont();
21079f464c52Smaya    IMGUI_API ~ImFont();
21089f464c52Smaya    IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const;
21099f464c52Smaya    IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const;
21109f464c52Smaya    float                       GetCharAdvance(ImWchar c) const     { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; }
21119f464c52Smaya    bool                        IsLoaded() const                    { return ContainerAtlas != NULL; }
21129f464c52Smaya    const char*                 GetDebugName() const                { return ConfigData ? ConfigData->Name : "<unknown>"; }
21139f464c52Smaya
21149f464c52Smaya    // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
21159f464c52Smaya    // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
21169f464c52Smaya    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
21179f464c52Smaya    IMGUI_API const char*       CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
21189f464c52Smaya    IMGUI_API void              RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const;
21199f464c52Smaya    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;
21209f464c52Smaya
21219f464c52Smaya    // [Internal] Don't use!
21229f464c52Smaya    IMGUI_API void              BuildLookupTable();
21239f464c52Smaya    IMGUI_API void              ClearOutputData();
21249f464c52Smaya    IMGUI_API void              GrowIndex(int new_size);
21259f464c52Smaya    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);
21269f464c52Smaya    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.
21279f464c52Smaya    IMGUI_API void              SetFallbackChar(ImWchar c);
21289f464c52Smaya
21299f464c52Smaya#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
21309f464c52Smaya    typedef ImFontGlyph Glyph; // OBSOLETE 1.52+
21319f464c52Smaya#endif
21329f464c52Smaya};
21339f464c52Smaya
21349f464c52Smaya#if defined(__clang__)
21359f464c52Smaya#pragma clang diagnostic pop
21369f464c52Smaya#elif defined(__GNUC__) && __GNUC__ >= 8
21379f464c52Smaya#pragma GCC diagnostic pop
21389f464c52Smaya#endif
21399f464c52Smaya
21409f464c52Smaya// Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h)
21419f464c52Smaya#ifdef IMGUI_INCLUDE_IMGUI_USER_H
21429f464c52Smaya#include "imgui_user.h"
21439f464c52Smaya#endif
2144