imgui

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imgui.h (274234B)


      1 // dear imgui, v1.83
      2 // (headers)
      3 
      4 // Help:
      5 // - Read FAQ at http://dearimgui.org/faq
      6 // - Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
      7 // - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
      8 // Read imgui.cpp for details, links and comments.
      9 
     10 // Resources:
     11 // - FAQ                   http://dearimgui.org/faq
     12 // - Homepage & latest     https://github.com/ocornut/imgui
     13 // - Releases & changelog  https://github.com/ocornut/imgui/releases
     14 // - Gallery               https://github.com/ocornut/imgui/issues/3793 (please post your screenshots/video there!)
     15 // - Wiki                  https://github.com/ocornut/imgui/wiki (lots of good stuff there)
     16 // - Glossary              https://github.com/ocornut/imgui/wiki/Glossary
     17 // - Issues & support      https://github.com/ocornut/imgui/issues
     18 // - Discussions           https://github.com/ocornut/imgui/discussions
     19 
     20 /*
     21 
     22 Index of this file:
     23 // [SECTION] Header mess
     24 // [SECTION] Forward declarations and basic types
     25 // [SECTION] Dear ImGui end-user API functions
     26 // [SECTION] Flags & Enumerations
     27 // [SECTION] Helpers: Memory allocations macros, ImVector<>
     28 // [SECTION] ImGuiStyle
     29 // [SECTION] ImGuiIO
     30 // [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
     31 // [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)
     32 // [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData)
     33 // [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
     34 // [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport)
     35 // [SECTION] Obsolete functions and types
     36 
     37 */
     38 
     39 #pragma once
     40 
     41 // Configuration file with compile-time options (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system')
     42 #ifdef IMGUI_USER_CONFIG
     43 #include IMGUI_USER_CONFIG
     44 #endif
     45 #if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H)
     46 #include "imconfig.h"
     47 #endif
     48 
     49 #ifndef IMGUI_DISABLE
     50 
     51 //-----------------------------------------------------------------------------
     52 // [SECTION] Header mess
     53 //-----------------------------------------------------------------------------
     54 
     55 // Includes
     56 #include <float.h>                  // FLT_MIN, FLT_MAX
     57 #include <stdarg.h>                 // va_list, va_start, va_end
     58 #include <stddef.h>                 // ptrdiff_t, NULL
     59 #include <string.h>                 // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
     60 
     61 // Version
     62 // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
     63 #define IMGUI_VERSION               "1.83"
     64 #define IMGUI_VERSION_NUM           18301
     65 #define IMGUI_CHECKVERSION()        ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
     66 #define IMGUI_HAS_TABLE
     67 
     68 // Define attributes of all API symbols declarations (e.g. for DLL under Windows)
     69 // IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h)
     70 // Using dear imgui via a shared library is not recommended, because we don't guarantee backward nor forward ABI compatibility (also function call overhead, as dear imgui is a call-heavy API)
     71 #ifndef IMGUI_API
     72 #define IMGUI_API
     73 #endif
     74 #ifndef IMGUI_IMPL_API
     75 #define IMGUI_IMPL_API              IMGUI_API
     76 #endif
     77 
     78 // Helper Macros
     79 #ifndef IM_ASSERT
     80 #include <assert.h>
     81 #define IM_ASSERT(_EXPR)            assert(_EXPR)                               // You can override the default assert handler by editing imconfig.h
     82 #endif
     83 #define IM_ARRAYSIZE(_ARR)          ((int)(sizeof(_ARR) / sizeof(*(_ARR))))     // Size of a static C-style array. Don't use on pointers!
     84 #define IM_UNUSED(_VAR)             ((void)(_VAR))                              // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
     85 #if (__cplusplus >= 201100) || (defined(_MSVC_LANG) && _MSVC_LANG >= 201100)
     86 #define IM_OFFSETOF(_TYPE,_MEMBER)  offsetof(_TYPE, _MEMBER)                    // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11
     87 #else
     88 #define IM_OFFSETOF(_TYPE,_MEMBER)  ((size_t)&(((_TYPE*)0)->_MEMBER))           // Offset of _MEMBER within _TYPE. Old style macro.
     89 #endif
     90 
     91 // Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions.
     92 #if !defined(IMGUI_USE_STB_SPRINTF) && defined(__clang__)
     93 #define IM_FMTARGS(FMT)             __attribute__((format(printf, FMT, FMT+1)))
     94 #define IM_FMTLIST(FMT)             __attribute__((format(printf, FMT, 0)))
     95 #elif !defined(IMGUI_USE_STB_SPRINTF) && defined(__GNUC__) && defined(__MINGW32__)
     96 #define IM_FMTARGS(FMT)             __attribute__((format(gnu_printf, FMT, FMT+1)))
     97 #define IM_FMTLIST(FMT)             __attribute__((format(gnu_printf, FMT, 0)))
     98 #else
     99 #define IM_FMTARGS(FMT)
    100 #define IM_FMTLIST(FMT)
    101 #endif
    102 
    103 // Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level functions)
    104 #if defined(_MSC_VER) && !defined(__clang__) && !defined(IMGUI_DEBUG_PARANOID)
    105 #define IM_MSVC_RUNTIME_CHECKS_OFF      __pragma(runtime_checks("",off))     __pragma(check_stack(off)) __pragma(strict_gs_check(push,off))
    106 #define IM_MSVC_RUNTIME_CHECKS_RESTORE  __pragma(runtime_checks("",restore)) __pragma(check_stack())    __pragma(strict_gs_check(pop))
    107 #else
    108 #define IM_MSVC_RUNTIME_CHECKS_OFF
    109 #define IM_MSVC_RUNTIME_CHECKS_RESTORE
    110 #endif
    111 
    112 // Warnings
    113 #ifdef _MSC_VER
    114 #pragma warning (push)
    115 #pragma warning (disable: 26495)    // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
    116 #endif
    117 #if defined(__clang__)
    118 #pragma clang diagnostic push
    119 #pragma clang diagnostic ignored "-Wold-style-cast"
    120 #if __has_warning("-Wzero-as-null-pointer-constant")
    121 #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
    122 #endif
    123 #elif defined(__GNUC__)
    124 #pragma GCC diagnostic push
    125 #pragma GCC diagnostic ignored "-Wpragmas"          // warning: unknown option after '#pragma GCC diagnostic' kind
    126 #pragma GCC diagnostic ignored "-Wclass-memaccess"  // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
    127 #endif
    128 
    129 //-----------------------------------------------------------------------------
    130 // [SECTION] Forward declarations and basic types
    131 //-----------------------------------------------------------------------------
    132 
    133 // Forward declarations
    134 struct ImDrawChannel;               // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit()
    135 struct ImDrawCmd;                   // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)
    136 struct ImDrawData;                  // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.
    137 struct ImDrawList;                  // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder)
    138 struct ImDrawListSharedData;        // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
    139 struct ImDrawListSplitter;          // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back.
    140 struct ImDrawVert;                  // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
    141 struct ImFont;                      // Runtime data for a single font within a parent ImFontAtlas
    142 struct ImFontAtlas;                 // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
    143 struct ImFontBuilderIO;             // Opaque interface to a font builder (stb_truetype or FreeType).
    144 struct ImFontConfig;                // Configuration data when adding a font or merging fonts
    145 struct ImFontGlyph;                 // A single font glyph (code point + coordinates within in ImFontAtlas + offset)
    146 struct ImFontGlyphRangesBuilder;    // Helper to build glyph ranges from text/string data
    147 struct ImColor;                     // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)
    148 struct ImGuiContext;                // Dear ImGui context (opaque structure, unless including imgui_internal.h)
    149 struct ImGuiIO;                     // Main configuration and I/O between your application and ImGui
    150 struct ImGuiInputTextCallbackData;  // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
    151 struct ImGuiListClipper;            // Helper to manually clip large list of items
    152 struct ImGuiOnceUponAFrame;         // Helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro
    153 struct ImGuiPayload;                // User data payload for drag and drop operations
    154 struct ImGuiSizeCallbackData;       // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
    155 struct ImGuiStorage;                // Helper for key->value storage
    156 struct ImGuiStyle;                  // Runtime data for styling/colors
    157 struct ImGuiTableSortSpecs;         // Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
    158 struct ImGuiTableColumnSortSpecs;   // Sorting specification for one column of a table
    159 struct ImGuiTextBuffer;             // Helper to hold and append into a text buffer (~string builder)
    160 struct ImGuiTextFilter;             // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]")
    161 struct ImGuiViewport;               // A Platform Window (always only one in 'master' branch), in the future may represent Platform Monitor
    162 
    163 // Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file)
    164 // - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
    165 //   In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
    166 //   With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
    167 typedef int ImGuiCol;               // -> enum ImGuiCol_             // Enum: A color identifier for styling
    168 typedef int ImGuiCond;              // -> enum ImGuiCond_            // Enum: A condition for many Set*() functions
    169 typedef int ImGuiDataType;          // -> enum ImGuiDataType_        // Enum: A primary data type
    170 typedef int ImGuiDir;               // -> enum ImGuiDir_             // Enum: A cardinal direction
    171 typedef int ImGuiKey;               // -> enum ImGuiKey_             // Enum: A key identifier (ImGui-side enum)
    172 typedef int ImGuiNavInput;          // -> enum ImGuiNavInput_        // Enum: An input identifier for navigation
    173 typedef int ImGuiMouseButton;       // -> enum ImGuiMouseButton_     // Enum: A mouse button identifier (0=left, 1=right, 2=middle)
    174 typedef int ImGuiMouseCursor;       // -> enum ImGuiMouseCursor_     // Enum: A mouse cursor identifier
    175 typedef int ImGuiSortDirection;     // -> enum ImGuiSortDirection_   // Enum: A sorting direction (ascending or descending)
    176 typedef int ImGuiStyleVar;          // -> enum ImGuiStyleVar_        // Enum: A variable identifier for styling
    177 typedef int ImGuiTableBgTarget;     // -> enum ImGuiTableBgTarget_   // Enum: A color target for TableSetBgColor()
    178 typedef int ImDrawFlags;            // -> enum ImDrawFlags_          // Flags: for ImDrawList functions
    179 typedef int ImDrawListFlags;        // -> enum ImDrawListFlags_      // Flags: for ImDrawList instance
    180 typedef int ImFontAtlasFlags;       // -> enum ImFontAtlasFlags_     // Flags: for ImFontAtlas build
    181 typedef int ImGuiBackendFlags;      // -> enum ImGuiBackendFlags_    // Flags: for io.BackendFlags
    182 typedef int ImGuiButtonFlags;       // -> enum ImGuiButtonFlags_     // Flags: for InvisibleButton()
    183 typedef int ImGuiColorEditFlags;    // -> enum ImGuiColorEditFlags_  // Flags: for ColorEdit4(), ColorPicker4() etc.
    184 typedef int ImGuiConfigFlags;       // -> enum ImGuiConfigFlags_     // Flags: for io.ConfigFlags
    185 typedef int ImGuiComboFlags;        // -> enum ImGuiComboFlags_      // Flags: for BeginCombo()
    186 typedef int ImGuiDragDropFlags;     // -> enum ImGuiDragDropFlags_   // Flags: for BeginDragDropSource(), AcceptDragDropPayload()
    187 typedef int ImGuiFocusedFlags;      // -> enum ImGuiFocusedFlags_    // Flags: for IsWindowFocused()
    188 typedef int ImGuiHoveredFlags;      // -> enum ImGuiHoveredFlags_    // Flags: for IsItemHovered(), IsWindowHovered() etc.
    189 typedef int ImGuiInputTextFlags;    // -> enum ImGuiInputTextFlags_  // Flags: for InputText(), InputTextMultiline()
    190 typedef int ImGuiKeyModFlags;       // -> enum ImGuiKeyModFlags_     // Flags: for io.KeyMods (Ctrl/Shift/Alt/Super)
    191 typedef int ImGuiPopupFlags;        // -> enum ImGuiPopupFlags_      // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen()
    192 typedef int ImGuiSelectableFlags;   // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
    193 typedef int ImGuiSliderFlags;       // -> enum ImGuiSliderFlags_     // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
    194 typedef int ImGuiTabBarFlags;       // -> enum ImGuiTabBarFlags_     // Flags: for BeginTabBar()
    195 typedef int ImGuiTabItemFlags;      // -> enum ImGuiTabItemFlags_    // Flags: for BeginTabItem()
    196 typedef int ImGuiTableFlags;        // -> enum ImGuiTableFlags_      // Flags: For BeginTable()
    197 typedef int ImGuiTableColumnFlags;  // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn()
    198 typedef int ImGuiTableRowFlags;     // -> enum ImGuiTableRowFlags_   // Flags: For TableNextRow()
    199 typedef int ImGuiTreeNodeFlags;     // -> enum ImGuiTreeNodeFlags_   // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader()
    200 typedef int ImGuiViewportFlags;     // -> enum ImGuiViewportFlags_   // Flags: for ImGuiViewport
    201 typedef int ImGuiWindowFlags;       // -> enum ImGuiWindowFlags_     // Flags: for Begin(), BeginChild()
    202 
    203 // Other types
    204 #ifndef ImTextureID                 // ImTextureID [configurable type: override in imconfig.h with '#define ImTextureID xxx']
    205 typedef void* ImTextureID;          // User data for rendering backend to identify a texture. This is whatever to you want it to be! read the FAQ about ImTextureID for details.
    206 #endif
    207 typedef unsigned int ImGuiID;       // A unique ID used by widgets, typically hashed from a stack of string.
    208 typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data);    // Callback function for ImGui::InputText()
    209 typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data);             // Callback function for ImGui::SetNextWindowSizeConstraints()
    210 typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data);             // Function signature for ImGui::SetAllocatorFunctions()
    211 typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data);               // Function signature for ImGui::SetAllocatorFunctions()
    212 
    213 // Character types
    214 // (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display)
    215 typedef unsigned short ImWchar16;   // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings.
    216 typedef unsigned int ImWchar32;     // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings.
    217 #ifdef IMGUI_USE_WCHAR32            // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16]
    218 typedef ImWchar32 ImWchar;
    219 #else
    220 typedef ImWchar16 ImWchar;
    221 #endif
    222 
    223 // Basic scalar data types
    224 typedef signed char         ImS8;   // 8-bit signed integer
    225 typedef unsigned char       ImU8;   // 8-bit unsigned integer
    226 typedef signed short        ImS16;  // 16-bit signed integer
    227 typedef unsigned short      ImU16;  // 16-bit unsigned integer
    228 typedef signed int          ImS32;  // 32-bit signed integer == int
    229 typedef unsigned int        ImU32;  // 32-bit unsigned integer (often used to store packed colors)
    230 #if defined(_MSC_VER) && !defined(__clang__)
    231 typedef signed   __int64    ImS64;  // 64-bit signed integer (pre and post C++11 with Visual Studio)
    232 typedef unsigned __int64    ImU64;  // 64-bit unsigned integer (pre and post C++11 with Visual Studio)
    233 #elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100)
    234 #include <stdint.h>
    235 typedef int64_t             ImS64;  // 64-bit signed integer (pre C++11)
    236 typedef uint64_t            ImU64;  // 64-bit unsigned integer (pre C++11)
    237 #else
    238 typedef signed   long long  ImS64;  // 64-bit signed integer (post C++11)
    239 typedef unsigned long long  ImU64;  // 64-bit unsigned integer (post C++11)
    240 #endif
    241 
    242 // 2D vector (often used to store positions or sizes)
    243 IM_MSVC_RUNTIME_CHECKS_OFF
    244 struct ImVec2
    245 {
    246     float                                   x, y;
    247     ImVec2()                                { x = y = 0.0f; }
    248     ImVec2(float _x, float _y)              { x = _x; y = _y; }
    249     float  operator[] (size_t idx) const    { IM_ASSERT(idx <= 1); return (&x)[idx]; }    // We very rarely use this [] operator, the assert overhead is fine.
    250     float& operator[] (size_t idx)          { IM_ASSERT(idx <= 1); return (&x)[idx]; }    // We very rarely use this [] operator, the assert overhead is fine.
    251 #ifdef IM_VEC2_CLASS_EXTRA
    252     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.
    253 #endif
    254 };
    255 
    256 // 4D vector (often used to store floating-point colors)
    257 struct ImVec4
    258 {
    259     float                                           x, y, z, w;
    260     ImVec4()                                        { x = y = z = w = 0.0f; }
    261     ImVec4(float _x, float _y, float _z, float _w)  { x = _x; y = _y; z = _z; w = _w; }
    262 #ifdef IM_VEC4_CLASS_EXTRA
    263     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.
    264 #endif
    265 };
    266 IM_MSVC_RUNTIME_CHECKS_RESTORE
    267 
    268 //-----------------------------------------------------------------------------
    269 // [SECTION] Dear ImGui end-user API functions
    270 // (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!)
    271 //-----------------------------------------------------------------------------
    272 
    273 namespace ImGui
    274 {
    275     // Context creation and access
    276     // - Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between contexts.
    277     // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
    278     //   for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details.
    279     IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
    280     IMGUI_API void          DestroyContext(ImGuiContext* ctx = NULL);   // NULL = destroy current context
    281     IMGUI_API ImGuiContext* GetCurrentContext();
    282     IMGUI_API void          SetCurrentContext(ImGuiContext* ctx);
    283 
    284     // Main
    285     IMGUI_API ImGuiIO&      GetIO();                                    // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
    286     IMGUI_API ImGuiStyle&   GetStyle();                                 // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame!
    287     IMGUI_API void          NewFrame();                                 // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame().
    288     IMGUI_API void          EndFrame();                                 // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all!
    289     IMGUI_API void          Render();                                   // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData().
    290     IMGUI_API ImDrawData*   GetDrawData();                              // valid after Render() and until the next call to NewFrame(). this is what you have to render.
    291 
    292     // Demo, Debug, Information
    293     IMGUI_API void          ShowDemoWindow(bool* p_open = NULL);        // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
    294     IMGUI_API void          ShowMetricsWindow(bool* p_open = NULL);     // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc.
    295     IMGUI_API void          ShowAboutWindow(bool* p_open = NULL);       // create About window. display Dear ImGui version, credits and build/system information.
    296     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)
    297     IMGUI_API bool          ShowStyleSelector(const char* label);       // add style selector block (not a window), essentially a combo listing the default styles.
    298     IMGUI_API void          ShowFontSelector(const char* label);        // add font selector block (not a window), essentially a combo listing the loaded fonts.
    299     IMGUI_API void          ShowUserGuide();                            // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls).
    300     IMGUI_API const char*   GetVersion();                               // get the compiled version string e.g. "1.80 WIP" (essentially the value for IMGUI_VERSION from the compiled version of imgui.cpp)
    301 
    302     // Styles
    303     IMGUI_API void          StyleColorsDark(ImGuiStyle* dst = NULL);    // new, recommended style (default)
    304     IMGUI_API void          StyleColorsLight(ImGuiStyle* dst = NULL);   // best used with borders and a custom, thicker font
    305     IMGUI_API void          StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style
    306 
    307     // Windows
    308     // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.
    309     // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,
    310     //   which clicking will set the boolean to false when clicked.
    311     // - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times.
    312     //   Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin().
    313     // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
    314     //   anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
    315     //   [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu,
    316     //    BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function
    317     //    returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
    318     // - Note that the bottom of window stack always contains a window called "Debug".
    319     IMGUI_API bool          Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
    320     IMGUI_API void          End();
    321 
    322     // Child Windows
    323     // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
    324     // - 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).
    325     // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window.
    326     //   Always call a matching EndChild() for each BeginChild() call, regardless of its return value.
    327     //   [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu,
    328     //    BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function
    329     //    returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
    330     IMGUI_API bool          BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0);
    331     IMGUI_API bool          BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0);
    332     IMGUI_API void          EndChild();
    333 
    334     // Windows Utilities
    335     // - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into.
    336     IMGUI_API bool          IsWindowAppearing();
    337     IMGUI_API bool          IsWindowCollapsed();
    338     IMGUI_API bool          IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
    339     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!
    340     IMGUI_API ImDrawList*   GetWindowDrawList();                        // get draw list associated to the current window, to append your own drawing primitives
    341     IMGUI_API ImVec2        GetWindowPos();                             // get current window position in screen space (useful if you want to do your own drawing via the DrawList API)
    342     IMGUI_API ImVec2        GetWindowSize();                            // get current window size
    343     IMGUI_API float         GetWindowWidth();                           // get current window width (shortcut for GetWindowSize().x)
    344     IMGUI_API float         GetWindowHeight();                          // get current window height (shortcut for GetWindowSize().y)
    345 
    346     // Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
    347     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.
    348     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()
    349     IMGUI_API void          SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Sizes will be rounded down. Use callback to apply non-trivial programmatic constraints.
    350     IMGUI_API void          SetNextWindowContentSize(const ImVec2& size);                               // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin()
    351     IMGUI_API void          SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0);                 // set next window collapsed state. call before Begin()
    352     IMGUI_API void          SetNextWindowFocus();                                                       // set next window to be focused / top-most. call before Begin()
    353     IMGUI_API void          SetNextWindowBgAlpha(float alpha);                                          // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground.
    354     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.
    355     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.
    356     IMGUI_API void          SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0);                     // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
    357     IMGUI_API void          SetWindowFocus();                                                           // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().
    358     IMGUI_API void          SetWindowFontScale(float scale);                                            // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes().
    359     IMGUI_API void          SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0);      // set named window position.
    360     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.
    361     IMGUI_API void          SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0);   // set named window collapsed state
    362     IMGUI_API void          SetWindowFocus(const char* name);                                           // set named window to be focused / top-most. use NULL to remove focus.
    363 
    364     // Content region
    365     // - Retrieve available space from a given point. GetContentRegionAvail() is frequently useful.
    366     // - Those functions are bound to be redesigned (they are confusing, incomplete and the Min/Max return values are in local window coordinates which increases confusion)
    367     IMGUI_API ImVec2        GetContentRegionAvail();                                        // == GetContentRegionMax() - GetCursorPos()
    368     IMGUI_API ImVec2        GetContentRegionMax();                                          // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
    369     IMGUI_API ImVec2        GetWindowContentRegionMin();                                    // content boundaries min (roughly (0,0)-Scroll), in window coordinates
    370     IMGUI_API ImVec2        GetWindowContentRegionMax();                                    // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
    371     IMGUI_API float         GetWindowContentRegionWidth();                                  //
    372 
    373     // Windows Scrolling
    374     IMGUI_API float         GetScrollX();                                                   // get scrolling amount [0 .. GetScrollMaxX()]
    375     IMGUI_API float         GetScrollY();                                                   // get scrolling amount [0 .. GetScrollMaxY()]
    376     IMGUI_API void          SetScrollX(float scroll_x);                                     // set scrolling amount [0 .. GetScrollMaxX()]
    377     IMGUI_API void          SetScrollY(float scroll_y);                                     // set scrolling amount [0 .. GetScrollMaxY()]
    378     IMGUI_API float         GetScrollMaxX();                                                // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x
    379     IMGUI_API float         GetScrollMaxY();                                                // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y
    380     IMGUI_API void          SetScrollHereX(float center_x_ratio = 0.5f);                    // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
    381     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.
    382     IMGUI_API void          SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f);  // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
    383     IMGUI_API void          SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f);  // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
    384 
    385     // Parameters stacks (shared)
    386     IMGUI_API void          PushFont(ImFont* font);                                         // use NULL as a shortcut to push default font
    387     IMGUI_API void          PopFont();
    388     IMGUI_API void          PushStyleColor(ImGuiCol idx, ImU32 col);                        // modify a style color. always use this if you modify the style after NewFrame().
    389     IMGUI_API void          PushStyleColor(ImGuiCol idx, const ImVec4& col);
    390     IMGUI_API void          PopStyleColor(int count = 1);
    391     IMGUI_API void          PushStyleVar(ImGuiStyleVar idx, float val);                     // modify a style float variable. always use this if you modify the style after NewFrame().
    392     IMGUI_API void          PushStyleVar(ImGuiStyleVar idx, const ImVec2& val);             // modify a style ImVec2 variable. always use this if you modify the style after NewFrame().
    393     IMGUI_API void          PopStyleVar(int count = 1);
    394     IMGUI_API void          PushAllowKeyboardFocus(bool allow_keyboard_focus);              // == tab stop enable. Allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
    395     IMGUI_API void          PopAllowKeyboardFocus();
    396     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.
    397     IMGUI_API void          PopButtonRepeat();
    398 
    399     // Parameters stacks (current window)
    400     IMGUI_API void          PushItemWidth(float item_width);                                // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side).
    401     IMGUI_API void          PopItemWidth();
    402     IMGUI_API void          SetNextItemWidth(float item_width);                             // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side)
    403     IMGUI_API float         CalcItemWidth();                                                // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions.
    404     IMGUI_API void          PushTextWrapPos(float wrap_local_pos_x = 0.0f);                 // push word-wrapping position for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
    405     IMGUI_API void          PopTextWrapPos();
    406 
    407     // Style read access
    408     IMGUI_API ImFont*       GetFont();                                                      // get current font
    409     IMGUI_API float         GetFontSize();                                                  // get current font size (= height in pixels) of current font with current scale applied
    410     IMGUI_API ImVec2        GetFontTexUvWhitePixel();                                       // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
    411     IMGUI_API ImU32         GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f);              // retrieve given style color with style alpha applied and optional extra alpha multiplier, packed as a 32-bit value suitable for ImDrawList
    412     IMGUI_API ImU32         GetColorU32(const ImVec4& col);                                 // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
    413     IMGUI_API ImU32         GetColorU32(ImU32 col);                                         // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
    414     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.
    415 
    416     // Cursor / Layout
    417     // - By "cursor" we mean the current output position.
    418     // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
    419     // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget.
    420     // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API:
    421     //    Window-local coordinates:   SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos()
    422     //    Absolute coordinate:        GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions.
    423     IMGUI_API void          Separator();                                                    // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
    424     IMGUI_API void          SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f);  // call between widgets or groups to layout them horizontally. X position given in window coordinates.
    425     IMGUI_API void          NewLine();                                                      // undo a SameLine() or force a new line when in an horizontal-layout context.
    426     IMGUI_API void          Spacing();                                                      // add vertical spacing.
    427     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.
    428     IMGUI_API void          Indent(float indent_w = 0.0f);                                  // move content position toward the right, by indent_w, or style.IndentSpacing if indent_w <= 0
    429     IMGUI_API void          Unindent(float indent_w = 0.0f);                                // move content position back to the left, by indent_w, or style.IndentSpacing if indent_w <= 0
    430     IMGUI_API void          BeginGroup();                                                   // lock horizontal starting position
    431     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.)
    432     IMGUI_API ImVec2        GetCursorPos();                                                 // cursor position in window coordinates (relative to window position)
    433     IMGUI_API float         GetCursorPosX();                                                //   (some functions are using window-relative coordinates, such as: GetCursorPos, GetCursorStartPos, GetContentRegionMax, GetWindowContentRegion* etc.
    434     IMGUI_API float         GetCursorPosY();                                                //    other functions such as GetCursorScreenPos or everything in ImDrawList::
    435     IMGUI_API void          SetCursorPos(const ImVec2& local_pos);                          //    are using the main, absolute coordinate system.
    436     IMGUI_API void          SetCursorPosX(float local_x);                                   //    GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.)
    437     IMGUI_API void          SetCursorPosY(float local_y);                                   //
    438     IMGUI_API ImVec2        GetCursorStartPos();                                            // initial cursor position in window coordinates
    439     IMGUI_API ImVec2        GetCursorScreenPos();                                           // cursor position in absolute coordinates (useful to work with ImDrawList API). generally top-left == GetMainViewport()->Pos == (0,0) in single viewport mode, and bottom-right == GetMainViewport()->Pos+Size == io.DisplaySize in single-viewport mode.
    440     IMGUI_API void          SetCursorScreenPos(const ImVec2& pos);                          // cursor position in absolute coordinates
    441     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)
    442     IMGUI_API float         GetTextLineHeight();                                            // ~ FontSize
    443     IMGUI_API float         GetTextLineHeightWithSpacing();                                 // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
    444     IMGUI_API float         GetFrameHeight();                                               // ~ FontSize + style.FramePadding.y * 2
    445     IMGUI_API float         GetFrameHeightWithSpacing();                                    // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)
    446 
    447     // ID stack/scopes
    448     // - Read the FAQ for more details about how ID are handled in dear imgui. If you are creating widgets in a loop you most
    449     //   likely want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
    450     // - The resulting ID are hashes of the entire stack.
    451     // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others.
    452     // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed and used as an ID,
    453     //   whereas "str_id" denote a string that is only used as an ID and not normally displayed.
    454     IMGUI_API void          PushID(const char* str_id);                                     // push string into the ID stack (will hash string).
    455     IMGUI_API void          PushID(const char* str_id_begin, const char* str_id_end);       // push string into the ID stack (will hash string).
    456     IMGUI_API void          PushID(const void* ptr_id);                                     // push pointer into the ID stack (will hash pointer).
    457     IMGUI_API void          PushID(int int_id);                                             // push integer into the ID stack (will hash integer).
    458     IMGUI_API void          PopID();                                                        // pop from the ID stack.
    459     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
    460     IMGUI_API ImGuiID       GetID(const char* str_id_begin, const char* str_id_end);
    461     IMGUI_API ImGuiID       GetID(const void* ptr_id);
    462 
    463     // Widgets: Text
    464     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.
    465     IMGUI_API void          Text(const char* fmt, ...)                                      IM_FMTARGS(1); // formatted text
    466     IMGUI_API void          TextV(const char* fmt, va_list args)                            IM_FMTLIST(1);
    467     IMGUI_API void          TextColored(const ImVec4& col, const char* fmt, ...)            IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
    468     IMGUI_API void          TextColoredV(const ImVec4& col, const char* fmt, va_list args)  IM_FMTLIST(2);
    469     IMGUI_API void          TextDisabled(const char* fmt, ...)                              IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
    470     IMGUI_API void          TextDisabledV(const char* fmt, va_list args)                    IM_FMTLIST(1);
    471     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().
    472     IMGUI_API void          TextWrappedV(const char* fmt, va_list args)                     IM_FMTLIST(1);
    473     IMGUI_API void          LabelText(const char* label, const char* fmt, ...)              IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets
    474     IMGUI_API void          LabelTextV(const char* label, const char* fmt, va_list args)    IM_FMTLIST(2);
    475     IMGUI_API void          BulletText(const char* fmt, ...)                                IM_FMTARGS(1); // shortcut for Bullet()+Text()
    476     IMGUI_API void          BulletTextV(const char* fmt, va_list args)                      IM_FMTLIST(1);
    477 
    478     // Widgets: Main
    479     // - Most widgets return true when the value has been changed or when pressed/selected
    480     // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state.
    481     IMGUI_API bool          Button(const char* label, const ImVec2& size = ImVec2(0, 0));   // button
    482     IMGUI_API bool          SmallButton(const char* label);                                 // button with FramePadding=(0,0) to easily embed within text
    483     IMGUI_API bool          InvisibleButton(const char* str_id, const ImVec2& size, ImGuiButtonFlags flags = 0); // flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
    484     IMGUI_API bool          ArrowButton(const char* str_id, ImGuiDir dir);                  // square button with an arrow shape
    485     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));
    486     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
    487     IMGUI_API bool          Checkbox(const char* label, bool* v);
    488     IMGUI_API bool          CheckboxFlags(const char* label, int* flags, int flags_value);
    489     IMGUI_API bool          CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
    490     IMGUI_API bool          RadioButton(const char* label, bool active);                    // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }
    491     IMGUI_API bool          RadioButton(const char* label, int* v, int v_button);           // shortcut to handle the above pattern when value is an integer
    492     IMGUI_API void          ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL);
    493     IMGUI_API void          Bullet();                                                       // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
    494 
    495     // Widgets: Combo Box
    496     // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
    497     // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created.
    498     IMGUI_API bool          BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
    499     IMGUI_API void          EndCombo(); // only call EndCombo() if BeginCombo() returns true!
    500     IMGUI_API bool          Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);
    501     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"
    502     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);
    503 
    504     // Widgets: Drag Sliders
    505     // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped and can go off-bounds.
    506     // - 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
    507     // - 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.
    508     // - Format string may also be set to NULL or use the default format ("%f" or "%d").
    509     // - 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).
    510     // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits.
    511     // - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum.
    512     // - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.
    513     // - Legacy: Pre-1.78 there are DragXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
    514     //   If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
    515     IMGUI_API bool          DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);     // If v_min >= v_max we have no bound
    516     IMGUI_API bool          DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
    517     IMGUI_API bool          DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
    518     IMGUI_API bool          DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
    519     IMGUI_API bool          DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, ImGuiSliderFlags flags = 0);
    520     IMGUI_API bool          DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);  // If v_min >= v_max we have no bound
    521     IMGUI_API bool          DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
    522     IMGUI_API bool          DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
    523     IMGUI_API bool          DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
    524     IMGUI_API bool          DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL, ImGuiSliderFlags flags = 0);
    525     IMGUI_API bool          DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0);
    526     IMGUI_API bool          DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0);
    527 
    528     // Widgets: Regular Sliders
    529     // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped and can go off-bounds.
    530     // - 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.
    531     // - Format string may also be set to NULL or use the default format ("%f" or "%d").
    532     // - Legacy: Pre-1.78 there are SliderXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
    533     //   If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
    534     IMGUI_API bool          SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);     // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display.
    535     IMGUI_API bool          SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
    536     IMGUI_API bool          SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
    537     IMGUI_API bool          SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
    538     IMGUI_API bool          SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f, const char* format = "%.0f deg", ImGuiSliderFlags flags = 0);
    539     IMGUI_API bool          SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
    540     IMGUI_API bool          SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
    541     IMGUI_API bool          SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
    542     IMGUI_API bool          SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
    543     IMGUI_API bool          SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
    544     IMGUI_API bool          SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
    545     IMGUI_API bool          VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
    546     IMGUI_API bool          VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
    547     IMGUI_API bool          VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
    548 
    549     // Widgets: Input with Keyboard
    550     // - If you want to use InputText() with std::string or any custom dynamic string type, see misc/cpp/imgui_stdlib.h and comments in imgui_demo.cpp.
    551     // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.
    552     IMGUI_API bool          InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
    553     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);
    554     IMGUI_API bool          InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
    555     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);
    556     IMGUI_API bool          InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
    557     IMGUI_API bool          InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
    558     IMGUI_API bool          InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
    559     IMGUI_API bool          InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0);
    560     IMGUI_API bool          InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0);
    561     IMGUI_API bool          InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0);
    562     IMGUI_API bool          InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0);
    563     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);
    564     IMGUI_API bool          InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
    565     IMGUI_API bool          InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
    566 
    567     // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little color square that can be left-clicked to open a picker, and right-clicked to open an option menu.)
    568     // - 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.
    569     // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
    570     IMGUI_API bool          ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
    571     IMGUI_API bool          ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
    572     IMGUI_API bool          ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
    573     IMGUI_API bool          ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
    574     IMGUI_API bool          ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed.
    575     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.
    576 
    577     // Widgets: Trees
    578     // - 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.
    579     IMGUI_API bool          TreeNode(const char* label);
    580     IMGUI_API bool          TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2);   // helper variation to easily decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
    581     IMGUI_API bool          TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2);   // "
    582     IMGUI_API bool          TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
    583     IMGUI_API bool          TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
    584     IMGUI_API bool          TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);
    585     IMGUI_API bool          TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
    586     IMGUI_API bool          TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
    587     IMGUI_API bool          TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
    588     IMGUI_API bool          TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
    589     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.
    590     IMGUI_API void          TreePush(const void* ptr_id = NULL);                                // "
    591     IMGUI_API void          TreePop();                                                          // ~ Unindent()+PopId()
    592     IMGUI_API float         GetTreeNodeToLabelSpacing();                                        // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
    593     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().
    594     IMGUI_API bool          CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags = 0); // when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header.
    595     IMGUI_API void          SetNextItemOpen(bool is_open, ImGuiCond cond = 0);                  // set next TreeNode/CollapsingHeader open state.
    596 
    597     // Widgets: Selectables
    598     // - A selectable highlights when hovered, and can display another color when selected.
    599     // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous.
    600     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
    601     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.
    602 
    603     // Widgets: List Boxes
    604     // - This is essentially a thin wrapper to using BeginChild/EndChild with some stylistic changes.
    605     // - The BeginListBox()/EndListBox() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() or any items.
    606     // - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analoguous to how Combos are created.
    607     // - Choose frame width:   size.x > 0.0f: custom  /  size.x < 0.0f or -FLT_MIN: right-align   /  size.x = 0.0f (default): use current ItemWidth
    608     // - Choose frame height:  size.y > 0.0f: custom  /  size.y < 0.0f or -FLT_MIN: bottom-align  /  size.y = 0.0f (default): arbitrary default height which can fit ~7 items
    609     IMGUI_API bool          BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region
    610     IMGUI_API void          EndListBox();                                                       // only call EndListBox() if BeginListBox() returned true!
    611     IMGUI_API bool          ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);
    612     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);
    613 
    614     // Widgets: Data Plotting
    615     // - Consider using ImPlot (https://github.com/epezent/implot)
    616     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));
    617     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));
    618     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));
    619     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));
    620 
    621     // Widgets: Value() Helpers.
    622     // - 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)
    623     IMGUI_API void          Value(const char* prefix, bool b);
    624     IMGUI_API void          Value(const char* prefix, int v);
    625     IMGUI_API void          Value(const char* prefix, unsigned int v);
    626     IMGUI_API void          Value(const char* prefix, float v, const char* float_format = NULL);
    627 
    628     // Widgets: Menus
    629     // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar.
    630     // - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it.
    631     // - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it.
    632     // - Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment.
    633     IMGUI_API bool          BeginMenuBar();                                                     // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
    634     IMGUI_API void          EndMenuBar();                                                       // only call EndMenuBar() if BeginMenuBar() returns true!
    635     IMGUI_API bool          BeginMainMenuBar();                                                 // create and append to a full screen menu-bar.
    636     IMGUI_API void          EndMainMenuBar();                                                   // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
    637     IMGUI_API bool          BeginMenu(const char* label, bool enabled = true);                  // create a sub-menu entry. only call EndMenu() if this returns true!
    638     IMGUI_API void          EndMenu();                                                          // only call EndMenu() if BeginMenu() returns true!
    639     IMGUI_API bool          MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true);  // return true when activated.
    640     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
    641 
    642     // Tooltips
    643     // - Tooltip are windows following the mouse. They do not take focus away.
    644     IMGUI_API void          BeginTooltip();                                                     // begin/append a tooltip window. to create full-featured tooltip (with any kind of items).
    645     IMGUI_API void          EndTooltip();
    646     IMGUI_API void          SetTooltip(const char* fmt, ...) IM_FMTARGS(1);                     // set a text-only tooltip, typically use with ImGui::IsItemHovered(). override any previous call to SetTooltip().
    647     IMGUI_API void          SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
    648 
    649     // Popups, Modals
    650     //  - They block normal mouse hovering detection (and therefore most mouse interactions) behind them.
    651     //  - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
    652     //  - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls.
    653     //  - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time.
    654     //  - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered().
    655     //  - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to be at the same level of the stack.
    656     //    This is sometimes leading to confusing mistakes. May rework this in the future.
    657     // Popups: begin/end functions
    658     //  - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards. ImGuiWindowFlags are forwarded to the window.
    659     //  - BeginPopupModal(): block every interactions behind the window, cannot be closed by user, add a dimming background, has a title bar.
    660     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.
    661     IMGUI_API bool          BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it.
    662     IMGUI_API void          EndPopup();                                                                         // only call EndPopup() if BeginPopupXXX() returns true!
    663     // Popups: open/close functions
    664     //  - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options.
    665     //  - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
    666     //  - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually.
    667     //  - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options).
    668     //  - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup().
    669     //  - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened.
    670     IMGUI_API void          OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0);                     // call to mark popup as open (don't call every frame!).
    671     IMGUI_API void          OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0);                             // id overload to facilitate calling from nested stacks
    672     IMGUI_API void          OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);   // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors)
    673     IMGUI_API void          CloseCurrentPopup();                                                                // manually close the popup we have begin-ed into.
    674     // Popups: open+begin combined functions helpers
    675     //  - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking.
    676     //  - They are convenient to easily create context menus, hence the name.
    677     //  - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future.
    678     //  - IMPORTANT: we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight.
    679     IMGUI_API bool          BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);  // open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!
    680     IMGUI_API bool          BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window.
    681     IMGUI_API bool          BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);  // open+begin popup when clicked in void (where there are no windows).
    682     // Popups: query functions
    683     //  - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack.
    684     //  - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack.
    685     //  - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open.
    686     IMGUI_API bool          IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0);                         // return true if the popup is open.
    687 
    688     // Tables
    689     // [BETA API] API may evolve slightly! If you use this, please update to the next version when it comes out!
    690     // - Full-featured replacement for old Columns API.
    691     // - See Demo->Tables for demo code.
    692     // - See top of imgui_tables.cpp for general commentary.
    693     // - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags.
    694     // The typical call flow is:
    695     // - 1. Call BeginTable().
    696     // - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults.
    697     // - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows.
    698     // - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data.
    699     // - 5. Populate contents:
    700     //    - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column.
    701     //    - If you are using tables as a sort of grid, where every columns is holding the same type of contents,
    702     //      you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex().
    703     //      TableNextColumn() will automatically wrap-around into the next row if needed.
    704     //    - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column!
    705     //    - Summary of possible call flow:
    706     //        --------------------------------------------------------------------------------------------------------
    707     //        TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1")  // OK
    708     //        TableNextRow() -> TableNextColumn()      -> Text("Hello 0") -> TableNextColumn()      -> Text("Hello 1")  // OK
    709     //                          TableNextColumn()      -> Text("Hello 0") -> TableNextColumn()      -> Text("Hello 1")  // OK: TableNextColumn() automatically gets to next row!
    710     //        TableNextRow()                           -> Text("Hello 0")                                               // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear!
    711     //        --------------------------------------------------------------------------------------------------------
    712     // - 5. Call EndTable()
    713     IMGUI_API bool          BeginTable(const char* str_id, int column, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f);
    714     IMGUI_API void          EndTable();                                 // only call EndTable() if BeginTable() returns true!
    715     IMGUI_API void          TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row.
    716     IMGUI_API bool          TableNextColumn();                          // append into the next column (or first column of next row if currently in last column). Return true when column is visible.
    717     IMGUI_API bool          TableSetColumnIndex(int column_n);          // append into the specified column. Return true when column is visible.
    718     // Tables: Headers & Columns declaration
    719     // - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc.
    720     // - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column.
    721     //   Headers are required to perform: reordering, sorting, and opening the context menu.
    722     //   The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody.
    723     // - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in
    724     //   some advanced use cases (e.g. adding custom widgets in header row).
    725     // - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled.
    726     IMGUI_API void          TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0);
    727     IMGUI_API void          TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled.
    728     IMGUI_API void          TableHeadersRow();                          // submit all headers cells based on data provided to TableSetupColumn() + submit context menu
    729     IMGUI_API void          TableHeader(const char* label);             // submit one header cell manually (rarely used)
    730     // Tables: Sorting
    731     // - Call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting.
    732     // - When 'SpecsDirty == true' you should sort your data. It will be true when sorting specs have changed
    733     //   since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, else you may
    734     //   wastefully sort your data every frame!
    735     // - Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable().
    736     IMGUI_API ImGuiTableSortSpecs*  TableGetSortSpecs();                        // get latest sort specs for the table (NULL if not sorting).
    737     // Tables: Miscellaneous functions
    738     // - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index.
    739     IMGUI_API int                   TableGetColumnCount();                      // return number of columns (value passed to BeginTable)
    740     IMGUI_API int                   TableGetColumnIndex();                      // return current column index.
    741     IMGUI_API int                   TableGetRowIndex();                         // return current row index.
    742     IMGUI_API const char*           TableGetColumnName(int column_n = -1);      // return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column.
    743     IMGUI_API ImGuiTableColumnFlags TableGetColumnFlags(int column_n = -1);     // return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column.
    744     IMGUI_API void                  TableSetColumnEnabled(int column_n, bool v);// change enabled/disabled state of a column, set to false to hide the column. Note that end-user can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody)
    745     IMGUI_API void                  TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n = -1);  // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details.
    746 
    747     // Legacy Columns API (2020: prefer using Tables!)
    748     // - You can also use SameLine(pos_x) to mimic simplified columns.
    749     IMGUI_API void          Columns(int count = 1, const char* id = NULL, bool border = true);
    750     IMGUI_API void          NextColumn();                                                       // next column, defaults to current row or next row if the current row is finished
    751     IMGUI_API int           GetColumnIndex();                                                   // get current column index
    752     IMGUI_API float         GetColumnWidth(int column_index = -1);                              // get column width (in pixels). pass -1 to use current column
    753     IMGUI_API void          SetColumnWidth(int column_index, float width);                      // set column width (in pixels). pass -1 to use current column
    754     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
    755     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
    756     IMGUI_API int           GetColumnsCount();
    757 
    758     // Tab Bars, Tabs
    759     IMGUI_API bool          BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0);        // create and append into a TabBar
    760     IMGUI_API void          EndTabBar();                                                        // only call EndTabBar() if BeginTabBar() returns true!
    761     IMGUI_API bool          BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected.
    762     IMGUI_API void          EndTabItem();                                                       // only call EndTabItem() if BeginTabItem() returns true!
    763     IMGUI_API bool          TabItemButton(const char* label, ImGuiTabItemFlags flags = 0);      // create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar.
    764     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.
    765 
    766     // Logging/Capture
    767     // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.
    768     IMGUI_API void          LogToTTY(int auto_open_depth = -1);                                 // start logging to tty (stdout)
    769     IMGUI_API void          LogToFile(int auto_open_depth = -1, const char* filename = NULL);   // start logging to file
    770     IMGUI_API void          LogToClipboard(int auto_open_depth = -1);                           // start logging to OS clipboard
    771     IMGUI_API void          LogFinish();                                                        // stop logging (close file, etc.)
    772     IMGUI_API void          LogButtons();                                                       // helper to display buttons for logging to tty/file/clipboard
    773     IMGUI_API void          LogText(const char* fmt, ...) IM_FMTARGS(1);                        // pass text data straight to log (without being displayed)
    774     IMGUI_API void          LogTextV(const char* fmt, va_list args) IM_FMTLIST(1);
    775 
    776     // Drag and Drop
    777     // - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource().
    778     // - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget().
    779     // - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip, see #1725)
    780     // - An item can be both drag source and drop target.
    781     IMGUI_API bool          BeginDragDropSource(ImGuiDragDropFlags flags = 0);                                      // call after submitting an item which may be dragged. when this return true, you can call SetDragDropPayload() + EndDragDropSource()
    782     IMGUI_API bool          SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0);  // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui.
    783     IMGUI_API void          EndDragDropSource();                                                                    // only call EndDragDropSource() if BeginDragDropSource() returns true!
    784     IMGUI_API bool                  BeginDragDropTarget();                                                          // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
    785     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.
    786     IMGUI_API void                  EndDragDropTarget();                                                            // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
    787     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.
    788 
    789     // Clipping
    790     // - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only.
    791     IMGUI_API void          PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
    792     IMGUI_API void          PopClipRect();
    793 
    794     // Focus, Activation
    795     // - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item"
    796     IMGUI_API void          SetItemDefaultFocus();                                              // make last item the default focused item of a window.
    797     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.
    798 
    799     // Item/Widgets Utilities and Query Functions
    800     // - Most of the functions are referring to the previous Item that has been submitted.
    801     // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions.
    802     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.
    803     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)
    804     IMGUI_API bool          IsItemFocused();                                                    // is the last item focused for keyboard/gamepad navigation?
    805     IMGUI_API bool          IsItemClicked(ImGuiMouseButton mouse_button = 0);                   // is the last item hovered and mouse clicked on? (**)  == IsMouseClicked(mouse_button) && IsItemHovered()Important. (**) this it NOT equivalent to the behavior of e.g. Button(). Read comments in function definition.
    806     IMGUI_API bool          IsItemVisible();                                                    // is the last item visible? (items may be out of sight because of clipping/scrolling)
    807     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.
    808     IMGUI_API bool          IsItemActivated();                                                  // was the last item just made active (item was previously inactive).
    809     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.
    810     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).
    811     IMGUI_API bool          IsItemToggledOpen();                                                // was the last item open state toggled? set by TreeNode().
    812     IMGUI_API bool          IsAnyItemHovered();                                                 // is any item hovered?
    813     IMGUI_API bool          IsAnyItemActive();                                                  // is any item active?
    814     IMGUI_API bool          IsAnyItemFocused();                                                 // is any item focused?
    815     IMGUI_API ImVec2        GetItemRectMin();                                                   // get upper-left bounding rectangle of the last item (screen space)
    816     IMGUI_API ImVec2        GetItemRectMax();                                                   // get lower-right bounding rectangle of the last item (screen space)
    817     IMGUI_API ImVec2        GetItemRectSize();                                                  // get size of last item
    818     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.
    819 
    820     // Viewports
    821     // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
    822     // - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
    823     // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
    824     IMGUI_API ImGuiViewport* GetMainViewport();                                                 // return primary/default viewport. This can never be NULL.
    825 
    826     // Miscellaneous Utilities
    827     IMGUI_API bool          IsRectVisible(const ImVec2& size);                                  // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
    828     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.
    829     IMGUI_API double        GetTime();                                                          // get global imgui time. incremented by io.DeltaTime every frame.
    830     IMGUI_API int           GetFrameCount();                                                    // get global imgui frame count. incremented by 1 every frame.
    831     IMGUI_API ImDrawList*   GetBackgroundDrawList();                                            // this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.
    832     IMGUI_API ImDrawList*   GetForegroundDrawList();                                            // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
    833     IMGUI_API ImDrawListSharedData* GetDrawListSharedData();                                    // you may use this when creating your own ImDrawList instances.
    834     IMGUI_API const char*   GetStyleColorName(ImGuiCol idx);                                    // get a string corresponding to the enum value (for display, saving, etc.).
    835     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)
    836     IMGUI_API ImGuiStorage* GetStateStorage();
    837     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.
    838     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
    839     IMGUI_API void          EndChildFrame();                                                    // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window)
    840 
    841     // Text Utilities
    842     IMGUI_API ImVec2        CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
    843 
    844     // Color Utilities
    845     IMGUI_API ImVec4        ColorConvertU32ToFloat4(ImU32 in);
    846     IMGUI_API ImU32         ColorConvertFloat4ToU32(const ImVec4& in);
    847     IMGUI_API void          ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
    848     IMGUI_API void          ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
    849 
    850     // Inputs Utilities: Keyboard
    851     // - For 'int user_key_index' you can use your own indices/enums according to how your backend/engine stored them in io.KeysDown[].
    852     // - We don't know the meaning of those value. You can use GetKeyIndex() to map a ImGuiKey_ value into the user index.
    853     IMGUI_API int           GetKeyIndex(ImGuiKey imgui_key);                                    // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
    854     IMGUI_API bool          IsKeyDown(int user_key_index);                                      // is key being held. == io.KeysDown[user_key_index].
    855     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
    856     IMGUI_API bool          IsKeyReleased(int user_key_index);                                  // was key released (went from Down to !Down)?
    857     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
    858     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.
    859 
    860     // Inputs Utilities: Mouse
    861     // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.
    862     // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
    863     // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold')
    864     IMGUI_API bool          IsMouseDown(ImGuiMouseButton button);                               // is mouse button held?
    865     IMGUI_API bool          IsMouseClicked(ImGuiMouseButton button, bool repeat = false);       // did mouse button clicked? (went from !Down to Down)
    866     IMGUI_API bool          IsMouseReleased(ImGuiMouseButton button);                           // did mouse button released? (went from Down to !Down)
    867     IMGUI_API bool          IsMouseDoubleClicked(ImGuiMouseButton button);                      // did mouse button double-clicked? (note that a double-click will also report IsMouseClicked() == true)
    868     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.
    869     IMGUI_API bool          IsMousePosValid(const ImVec2* mouse_pos = NULL);                    // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available
    870     IMGUI_API bool          IsAnyMouseDown();                                                   // is any mouse button held?
    871     IMGUI_API ImVec2        GetMousePos();                                                      // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
    872     IMGUI_API ImVec2        GetMousePosOnOpeningCurrentPopup();                                 // retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves)
    873     IMGUI_API bool          IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f);         // is mouse dragging? (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold)
    874     IMGUI_API ImVec2        GetMouseDragDelta(ImGuiMouseButton button = 0, float lock_threshold = -1.0f);   // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold)
    875     IMGUI_API void          ResetMouseDragDelta(ImGuiMouseButton button = 0);                   //
    876     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
    877     IMGUI_API void          SetMouseCursor(ImGuiMouseCursor cursor_type);                       // set desired cursor type
    878     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.
    879 
    880     // Clipboard Utilities
    881     // - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard.
    882     IMGUI_API const char*   GetClipboardText();
    883     IMGUI_API void          SetClipboardText(const char* text);
    884 
    885     // Settings/.Ini Utilities
    886     // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
    887     // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
    888     IMGUI_API void          LoadIniSettingsFromDisk(const char* ini_filename);                  // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
    889     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.
    890     IMGUI_API void          SaveIniSettingsToDisk(const char* ini_filename);                    // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext).
    891     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.
    892 
    893     // Debug Utilities
    894     // - This is used by the IMGUI_CHECKVERSION() macro.
    895     IMGUI_API bool          DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro.
    896 
    897     // Memory Allocators
    898     // - Those functions are not reliant on the current context.
    899     // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
    900     //   for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
    901     IMGUI_API void          SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL);
    902     IMGUI_API void          GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data);
    903     IMGUI_API void*         MemAlloc(size_t size);
    904     IMGUI_API void          MemFree(void* ptr);
    905 
    906 } // namespace ImGui
    907 
    908 //-----------------------------------------------------------------------------
    909 // [SECTION] Flags & Enumerations
    910 //-----------------------------------------------------------------------------
    911 
    912 // Flags for ImGui::Begin()
    913 enum ImGuiWindowFlags_
    914 {
    915     ImGuiWindowFlags_None                   = 0,
    916     ImGuiWindowFlags_NoTitleBar             = 1 << 0,   // Disable title-bar
    917     ImGuiWindowFlags_NoResize               = 1 << 1,   // Disable user resizing with the lower-right grip
    918     ImGuiWindowFlags_NoMove                 = 1 << 2,   // Disable user moving the window
    919     ImGuiWindowFlags_NoScrollbar            = 1 << 3,   // Disable scrollbars (window can still scroll with mouse or programmatically)
    920     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.
    921     ImGuiWindowFlags_NoCollapse             = 1 << 5,   // Disable user collapsing window by double-clicking on it
    922     ImGuiWindowFlags_AlwaysAutoResize       = 1 << 6,   // Resize every window to its content every frame
    923     ImGuiWindowFlags_NoBackground           = 1 << 7,   // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
    924     ImGuiWindowFlags_NoSavedSettings        = 1 << 8,   // Never load/save settings in .ini file
    925     ImGuiWindowFlags_NoMouseInputs          = 1 << 9,   // Disable catching mouse, hovering test with pass through.
    926     ImGuiWindowFlags_MenuBar                = 1 << 10,  // Has a menu-bar
    927     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.
    928     ImGuiWindowFlags_NoFocusOnAppearing     = 1 << 12,  // Disable taking focus when transitioning from hidden to visible state
    929     ImGuiWindowFlags_NoBringToFrontOnFocus  = 1 << 13,  // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus)
    930     ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14,  // Always show vertical scrollbar (even if ContentSize.y < Size.y)
    931     ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15,  // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
    932     ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16,  // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
    933     ImGuiWindowFlags_NoNavInputs            = 1 << 18,  // No gamepad/keyboard navigation within the window
    934     ImGuiWindowFlags_NoNavFocus             = 1 << 19,  // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
    935     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.
    936     ImGuiWindowFlags_NoNav                  = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
    937     ImGuiWindowFlags_NoDecoration           = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,
    938     ImGuiWindowFlags_NoInputs               = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
    939 
    940     // [Internal]
    941     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!)
    942     ImGuiWindowFlags_ChildWindow            = 1 << 24,  // Don't use! For internal use by BeginChild()
    943     ImGuiWindowFlags_Tooltip                = 1 << 25,  // Don't use! For internal use by BeginTooltip()
    944     ImGuiWindowFlags_Popup                  = 1 << 26,  // Don't use! For internal use by BeginPopup()
    945     ImGuiWindowFlags_Modal                  = 1 << 27,  // Don't use! For internal use by BeginPopupModal()
    946     ImGuiWindowFlags_ChildMenu              = 1 << 28   // Don't use! For internal use by BeginMenu()
    947 
    948     // [Obsolete]
    949     //ImGuiWindowFlags_ResizeFromAnySide    = 1 << 17,  // --> Set io.ConfigWindowsResizeFromEdges=true and make sure mouse cursors are supported by backend (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors)
    950 };
    951 
    952 // Flags for ImGui::InputText()
    953 enum ImGuiInputTextFlags_
    954 {
    955     ImGuiInputTextFlags_None                = 0,
    956     ImGuiInputTextFlags_CharsDecimal        = 1 << 0,   // Allow 0123456789.+-*/
    957     ImGuiInputTextFlags_CharsHexadecimal    = 1 << 1,   // Allow 0123456789ABCDEFabcdef
    958     ImGuiInputTextFlags_CharsUppercase      = 1 << 2,   // Turn a..z into A..Z
    959     ImGuiInputTextFlags_CharsNoBlank        = 1 << 3,   // Filter out spaces, tabs
    960     ImGuiInputTextFlags_AutoSelectAll       = 1 << 4,   // Select entire text when first taking mouse focus
    961     ImGuiInputTextFlags_EnterReturnsTrue    = 1 << 5,   // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider looking at the IsItemDeactivatedAfterEdit() function.
    962     ImGuiInputTextFlags_CallbackCompletion  = 1 << 6,   // Callback on pressing TAB (for completion handling)
    963     ImGuiInputTextFlags_CallbackHistory     = 1 << 7,   // Callback on pressing Up/Down arrows (for history handling)
    964     ImGuiInputTextFlags_CallbackAlways      = 1 << 8,   // Callback on each iteration. User code may query cursor position, modify text buffer.
    965     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.
    966     ImGuiInputTextFlags_AllowTabInput       = 1 << 10,  // Pressing TAB input a '\t' character into the text field
    967     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).
    968     ImGuiInputTextFlags_NoHorizontalScroll  = 1 << 12,  // Disable following the cursor horizontally
    969     ImGuiInputTextFlags_AlwaysOverwrite     = 1 << 13,  // Overwrite mode
    970     ImGuiInputTextFlags_ReadOnly            = 1 << 14,  // Read-only mode
    971     ImGuiInputTextFlags_Password            = 1 << 15,  // Password mode, display all characters as '*'
    972     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().
    973     ImGuiInputTextFlags_CharsScientific     = 1 << 17,  // Allow 0123456789.+-*/eE (Scientific notation input)
    974     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)
    975     ImGuiInputTextFlags_CallbackEdit        = 1 << 19   // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
    976 
    977     // Obsolete names (will be removed soon)
    978 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
    979     , ImGuiInputTextFlags_AlwaysInsertMode    = ImGuiInputTextFlags_AlwaysOverwrite   // [renamed in 1.82] name was not matching behavior
    980 #endif
    981 };
    982 
    983 // Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
    984 enum ImGuiTreeNodeFlags_
    985 {
    986     ImGuiTreeNodeFlags_None                 = 0,
    987     ImGuiTreeNodeFlags_Selected             = 1 << 0,   // Draw as selected
    988     ImGuiTreeNodeFlags_Framed               = 1 << 1,   // Draw frame with background (e.g. for CollapsingHeader)
    989     ImGuiTreeNodeFlags_AllowItemOverlap     = 1 << 2,   // Hit testing to allow subsequent widgets to overlap this one
    990     ImGuiTreeNodeFlags_NoTreePushOnOpen     = 1 << 3,   // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
    991     ImGuiTreeNodeFlags_NoAutoOpenOnLog      = 1 << 4,   // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
    992     ImGuiTreeNodeFlags_DefaultOpen          = 1 << 5,   // Default node to be open
    993     ImGuiTreeNodeFlags_OpenOnDoubleClick    = 1 << 6,   // Need double-click to open node
    994     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.
    995     ImGuiTreeNodeFlags_Leaf                 = 1 << 8,   // No collapsing, no arrow (use as a convenience for leaf nodes).
    996     ImGuiTreeNodeFlags_Bullet               = 1 << 9,   // Display a bullet instead of arrow
    997     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().
    998     ImGuiTreeNodeFlags_SpanAvailWidth       = 1 << 11,  // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line. In the future we may refactor the hit system to be front-to-back, allowing natural overlaps and then this can become the default.
    999     ImGuiTreeNodeFlags_SpanFullWidth        = 1 << 12,  // Extend hit box to the left-most and right-most edges (bypass the indented area).
   1000     ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13,  // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
   1001     //ImGuiTreeNodeFlags_NoScrollOnOpen     = 1 << 14,  // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
   1002     ImGuiTreeNodeFlags_CollapsingHeader     = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog
   1003 };
   1004 
   1005 // Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions.
   1006 // - To be backward compatible with older API which took an 'int mouse_button = 1' argument, we need to treat
   1007 //   small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags.
   1008 //   It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags.
   1009 // - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0.
   1010 //   IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter
   1011 //   and want to another another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag.
   1012 // - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later).
   1013 enum ImGuiPopupFlags_
   1014 {
   1015     ImGuiPopupFlags_None                    = 0,
   1016     ImGuiPopupFlags_MouseButtonLeft         = 0,        // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left)
   1017     ImGuiPopupFlags_MouseButtonRight        = 1,        // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right)
   1018     ImGuiPopupFlags_MouseButtonMiddle       = 2,        // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle)
   1019     ImGuiPopupFlags_MouseButtonMask_        = 0x1F,
   1020     ImGuiPopupFlags_MouseButtonDefault_     = 1,
   1021     ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 5,   // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack
   1022     ImGuiPopupFlags_NoOpenOverItems         = 1 << 6,   // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space
   1023     ImGuiPopupFlags_AnyPopupId              = 1 << 7,   // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup.
   1024     ImGuiPopupFlags_AnyPopupLevel           = 1 << 8,   // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level)
   1025     ImGuiPopupFlags_AnyPopup                = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel
   1026 };
   1027 
   1028 // Flags for ImGui::Selectable()
   1029 enum ImGuiSelectableFlags_
   1030 {
   1031     ImGuiSelectableFlags_None               = 0,
   1032     ImGuiSelectableFlags_DontClosePopups    = 1 << 0,   // Clicking this don't close parent popup window
   1033     ImGuiSelectableFlags_SpanAllColumns     = 1 << 1,   // Selectable frame can span all columns (text will still fit in current column)
   1034     ImGuiSelectableFlags_AllowDoubleClick   = 1 << 2,   // Generate press events on double clicks too
   1035     ImGuiSelectableFlags_Disabled           = 1 << 3,   // Cannot be selected, display grayed out text
   1036     ImGuiSelectableFlags_AllowItemOverlap   = 1 << 4    // (WIP) Hit testing to allow subsequent widgets to overlap this one
   1037 };
   1038 
   1039 // Flags for ImGui::BeginCombo()
   1040 enum ImGuiComboFlags_
   1041 {
   1042     ImGuiComboFlags_None                    = 0,
   1043     ImGuiComboFlags_PopupAlignLeft          = 1 << 0,   // Align the popup toward the left by default
   1044     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()
   1045     ImGuiComboFlags_HeightRegular           = 1 << 2,   // Max ~8 items visible (default)
   1046     ImGuiComboFlags_HeightLarge             = 1 << 3,   // Max ~20 items visible
   1047     ImGuiComboFlags_HeightLargest           = 1 << 4,   // As many fitting items as possible
   1048     ImGuiComboFlags_NoArrowButton           = 1 << 5,   // Display on the preview box without the square arrow button
   1049     ImGuiComboFlags_NoPreview               = 1 << 6,   // Display only a square arrow button
   1050     ImGuiComboFlags_HeightMask_             = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest
   1051 };
   1052 
   1053 // Flags for ImGui::BeginTabBar()
   1054 enum ImGuiTabBarFlags_
   1055 {
   1056     ImGuiTabBarFlags_None                           = 0,
   1057     ImGuiTabBarFlags_Reorderable                    = 1 << 0,   // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list
   1058     ImGuiTabBarFlags_AutoSelectNewTabs              = 1 << 1,   // Automatically select new tabs when they appear
   1059     ImGuiTabBarFlags_TabListPopupButton             = 1 << 2,   // Disable buttons to open the tab list popup
   1060     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.
   1061     ImGuiTabBarFlags_NoTabListScrollingButtons      = 1 << 4,   // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll)
   1062     ImGuiTabBarFlags_NoTooltip                      = 1 << 5,   // Disable tooltips when hovering a tab
   1063     ImGuiTabBarFlags_FittingPolicyResizeDown        = 1 << 6,   // Resize tabs when they don't fit
   1064     ImGuiTabBarFlags_FittingPolicyScroll            = 1 << 7,   // Add scroll buttons when tabs don't fit
   1065     ImGuiTabBarFlags_FittingPolicyMask_             = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll,
   1066     ImGuiTabBarFlags_FittingPolicyDefault_          = ImGuiTabBarFlags_FittingPolicyResizeDown
   1067 };
   1068 
   1069 // Flags for ImGui::BeginTabItem()
   1070 enum ImGuiTabItemFlags_
   1071 {
   1072     ImGuiTabItemFlags_None                          = 0,
   1073     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.
   1074     ImGuiTabItemFlags_SetSelected                   = 1 << 1,   // Trigger flag to programmatically make the tab selected when calling BeginTabItem()
   1075     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.
   1076     ImGuiTabItemFlags_NoPushId                      = 1 << 3,   // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem()
   1077     ImGuiTabItemFlags_NoTooltip                     = 1 << 4,   // Disable tooltip for the given tab
   1078     ImGuiTabItemFlags_NoReorder                     = 1 << 5,   // Disable reordering this tab or having another tab cross over this tab
   1079     ImGuiTabItemFlags_Leading                       = 1 << 6,   // Enforce the tab position to the left of the tab bar (after the tab list popup button)
   1080     ImGuiTabItemFlags_Trailing                      = 1 << 7    // Enforce the tab position to the right of the tab bar (before the scrolling buttons)
   1081 };
   1082 
   1083 // Flags for ImGui::BeginTable()
   1084 // [BETA API] API may evolve slightly! If you use this, please update to the next version when it comes out!
   1085 // - Important! Sizing policies have complex and subtle side effects, more so than you would expect.
   1086 //   Read comments/demos carefully + experiment with live demos to get acquainted with them.
   1087 // - The DEFAULT sizing policies are:
   1088 //    - Default to ImGuiTableFlags_SizingFixedFit    if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize.
   1089 //    - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off.
   1090 // - When ScrollX is off:
   1091 //    - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight.
   1092 //    - Columns sizing policy allowed: Stretch (default), Fixed/Auto.
   1093 //    - Fixed Columns will generally obtain their requested width (unless the table cannot fit them all).
   1094 //    - Stretch Columns will share the remaining width.
   1095 //    - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors.
   1096 //      The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns.
   1097 //      (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing).
   1098 // - When ScrollX is on:
   1099 //    - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed
   1100 //    - Columns sizing policy allowed: Fixed/Auto mostly.
   1101 //    - Fixed Columns can be enlarged as needed. Table will show an horizontal scrollbar if needed.
   1102 //    - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop.
   1103 //    - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable().
   1104 //      If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed Fixed/Stretch columns become meaningful again.
   1105 // - Read on documentation at the top of imgui_tables.cpp for details.
   1106 enum ImGuiTableFlags_
   1107 {
   1108     // Features
   1109     ImGuiTableFlags_None                       = 0,
   1110     ImGuiTableFlags_Resizable                  = 1 << 0,   // Enable resizing columns.
   1111     ImGuiTableFlags_Reorderable                = 1 << 1,   // Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers)
   1112     ImGuiTableFlags_Hideable                   = 1 << 2,   // Enable hiding/disabling columns in context menu.
   1113     ImGuiTableFlags_Sortable                   = 1 << 3,   // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate.
   1114     ImGuiTableFlags_NoSavedSettings            = 1 << 4,   // Disable persisting columns order, width and sort settings in the .ini file.
   1115     ImGuiTableFlags_ContextMenuInBody          = 1 << 5,   // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow().
   1116     // Decorations
   1117     ImGuiTableFlags_RowBg                      = 1 << 6,   // Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent of calling TableSetBgColor with ImGuiTableBgFlags_RowBg0 on each row manually)
   1118     ImGuiTableFlags_BordersInnerH              = 1 << 7,   // Draw horizontal borders between rows.
   1119     ImGuiTableFlags_BordersOuterH              = 1 << 8,   // Draw horizontal borders at the top and bottom.
   1120     ImGuiTableFlags_BordersInnerV              = 1 << 9,   // Draw vertical borders between columns.
   1121     ImGuiTableFlags_BordersOuterV              = 1 << 10,  // Draw vertical borders on the left and right sides.
   1122     ImGuiTableFlags_BordersH                   = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders.
   1123     ImGuiTableFlags_BordersV                   = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders.
   1124     ImGuiTableFlags_BordersInner               = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders.
   1125     ImGuiTableFlags_BordersOuter               = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders.
   1126     ImGuiTableFlags_Borders                    = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter,   // Draw all borders.
   1127     ImGuiTableFlags_NoBordersInBody            = 1 << 11,  // [ALPHA] Disable vertical borders in columns Body (borders will always appears in Headers). -> May move to style
   1128     ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12,  // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appears in Headers). -> May move to style
   1129     // Sizing Policy (read above for defaults)
   1130     ImGuiTableFlags_SizingFixedFit             = 1 << 13,  // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width.
   1131     ImGuiTableFlags_SizingFixedSame            = 2 << 13,  // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible.
   1132     ImGuiTableFlags_SizingStretchProp          = 3 << 13,  // Columns default to _WidthStretch with default weights proportional to each columns contents widths.
   1133     ImGuiTableFlags_SizingStretchSame          = 4 << 13,  // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn().
   1134     // Sizing Extra Options
   1135     ImGuiTableFlags_NoHostExtendX              = 1 << 16,  // Make outer width auto-fit to columns, overriding outer_size.x value. Only available when ScrollX/ScrollY are disabled and Stretch columns are not used.
   1136     ImGuiTableFlags_NoHostExtendY              = 1 << 17,  // Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible.
   1137     ImGuiTableFlags_NoKeepColumnsVisible       = 1 << 18,  // Disable keeping column always minimally visible when ScrollX is off and table gets too small. Not recommended if columns are resizable.
   1138     ImGuiTableFlags_PreciseWidths              = 1 << 19,  // Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth.
   1139     // Clipping
   1140     ImGuiTableFlags_NoClip                     = 1 << 20,  // Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze().
   1141     // Padding
   1142     ImGuiTableFlags_PadOuterX                  = 1 << 21,  // Default if BordersOuterV is on. Enable outer-most padding. Generally desirable if you have headers.
   1143     ImGuiTableFlags_NoPadOuterX                = 1 << 22,  // Default if BordersOuterV is off. Disable outer-most padding.
   1144     ImGuiTableFlags_NoPadInnerX                = 1 << 23,  // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off).
   1145     // Scrolling
   1146     ImGuiTableFlags_ScrollX                    = 1 << 24,  // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this create a child window, ScrollY is currently generally recommended when using ScrollX.
   1147     ImGuiTableFlags_ScrollY                    = 1 << 25,  // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size.
   1148     // Sorting
   1149     ImGuiTableFlags_SortMulti                  = 1 << 26,  // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).
   1150     ImGuiTableFlags_SortTristate               = 1 << 27,  // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).
   1151 
   1152     // [Internal] Combinations and masks
   1153     ImGuiTableFlags_SizingMask_                = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame
   1154 
   1155     // Obsolete names (will be removed soon)
   1156 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
   1157     //, ImGuiTableFlags_ColumnsWidthFixed = ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_ColumnsWidthStretch = ImGuiTableFlags_SizingStretchSame   // WIP Tables 2020/12
   1158     //, ImGuiTableFlags_SizingPolicyFixed = ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_SizingPolicyStretch = ImGuiTableFlags_SizingStretchSame   // WIP Tables 2021/01
   1159 #endif
   1160 };
   1161 
   1162 // Flags for ImGui::TableSetupColumn()
   1163 enum ImGuiTableColumnFlags_
   1164 {
   1165     // Input configuration flags
   1166     ImGuiTableColumnFlags_None                  = 0,
   1167     ImGuiTableColumnFlags_DefaultHide           = 1 << 0,   // Default as a hidden/disabled column.
   1168     ImGuiTableColumnFlags_DefaultSort           = 1 << 1,   // Default as a sorting column.
   1169     ImGuiTableColumnFlags_WidthStretch          = 1 << 2,   // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp).
   1170     ImGuiTableColumnFlags_WidthFixed            = 1 << 3,   // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable).
   1171     ImGuiTableColumnFlags_NoResize              = 1 << 4,   // Disable manual resizing.
   1172     ImGuiTableColumnFlags_NoReorder             = 1 << 5,   // Disable manual reordering this column, this will also prevent other columns from crossing over this column.
   1173     ImGuiTableColumnFlags_NoHide                = 1 << 6,   // Disable ability to hide/disable this column.
   1174     ImGuiTableColumnFlags_NoClip                = 1 << 7,   // Disable clipping for this column (all NoClip columns will render in a same draw command).
   1175     ImGuiTableColumnFlags_NoSort                = 1 << 8,   // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table).
   1176     ImGuiTableColumnFlags_NoSortAscending       = 1 << 9,   // Disable ability to sort in the ascending direction.
   1177     ImGuiTableColumnFlags_NoSortDescending      = 1 << 10,  // Disable ability to sort in the descending direction.
   1178     ImGuiTableColumnFlags_NoHeaderWidth         = 1 << 11,  // Disable header text width contribution to automatic column width.
   1179     ImGuiTableColumnFlags_PreferSortAscending   = 1 << 12,  // Make the initial sort direction Ascending when first sorting on this column (default).
   1180     ImGuiTableColumnFlags_PreferSortDescending  = 1 << 13,  // Make the initial sort direction Descending when first sorting on this column.
   1181     ImGuiTableColumnFlags_IndentEnable          = 1 << 14,  // Use current Indent value when entering cell (default for column 0).
   1182     ImGuiTableColumnFlags_IndentDisable         = 1 << 15,  // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored.
   1183 
   1184     // Output status flags, read-only via TableGetColumnFlags()
   1185     ImGuiTableColumnFlags_IsEnabled             = 1 << 20,  // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags.
   1186     ImGuiTableColumnFlags_IsVisible             = 1 << 21,  // Status: is visible == is enabled AND not clipped by scrolling.
   1187     ImGuiTableColumnFlags_IsSorted              = 1 << 22,  // Status: is currently part of the sort specs
   1188     ImGuiTableColumnFlags_IsHovered             = 1 << 23,  // Status: is hovered by mouse
   1189 
   1190     // [Internal] Combinations and masks
   1191     ImGuiTableColumnFlags_WidthMask_            = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed,
   1192     ImGuiTableColumnFlags_IndentMask_           = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable,
   1193     ImGuiTableColumnFlags_StatusMask_           = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered,
   1194     ImGuiTableColumnFlags_NoDirectResize_       = 1 << 30   // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge)
   1195 
   1196     // Obsolete names (will be removed soon)
   1197 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
   1198     //ImGuiTableColumnFlags_WidthAuto           = ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_NoResize, // Column will not stretch and keep resizing based on submitted contents.
   1199 #endif
   1200 };
   1201 
   1202 // Flags for ImGui::TableNextRow()
   1203 enum ImGuiTableRowFlags_
   1204 {
   1205     ImGuiTableRowFlags_None                         = 0,
   1206     ImGuiTableRowFlags_Headers                      = 1 << 0    // Identify header row (set default background color + width of its contents accounted different for auto column width)
   1207 };
   1208 
   1209 // Enum for ImGui::TableSetBgColor()
   1210 // Background colors are rendering in 3 layers:
   1211 //  - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set.
   1212 //  - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set.
   1213 //  - Layer 2: draw with CellBg color if set.
   1214 // The purpose of the two row/columns layers is to let you decide if a background color changes should override or blend with the existing color.
   1215 // When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows.
   1216 // If you set the color of RowBg0 target, your color will override the existing RowBg0 color.
   1217 // If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color.
   1218 enum ImGuiTableBgTarget_
   1219 {
   1220     ImGuiTableBgTarget_None                         = 0,
   1221     ImGuiTableBgTarget_RowBg0                       = 1,        // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used)
   1222     ImGuiTableBgTarget_RowBg1                       = 2,        // Set row background color 1 (generally used for selection marking)
   1223     ImGuiTableBgTarget_CellBg                       = 3         // Set cell background color (top-most color)
   1224 };
   1225 
   1226 // Flags for ImGui::IsWindowFocused()
   1227 enum ImGuiFocusedFlags_
   1228 {
   1229     ImGuiFocusedFlags_None                          = 0,
   1230     ImGuiFocusedFlags_ChildWindows                  = 1 << 0,   // IsWindowFocused(): Return true if any children of the window is focused
   1231     ImGuiFocusedFlags_RootWindow                    = 1 << 1,   // IsWindowFocused(): Test from root window (top most parent of the current hierarchy)
   1232     ImGuiFocusedFlags_AnyWindow                     = 1 << 2,   // IsWindowFocused(): Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ!
   1233     ImGuiFocusedFlags_RootAndChildWindows           = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows
   1234 };
   1235 
   1236 // Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
   1237 // Note: if you are trying to check whether your mouse should be dispatched to Dear ImGui or to your app, you should use 'io.WantCaptureMouse' instead! Please read the FAQ!
   1238 // Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.
   1239 enum ImGuiHoveredFlags_
   1240 {
   1241     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.
   1242     ImGuiHoveredFlags_ChildWindows                  = 1 << 0,   // IsWindowHovered() only: Return true if any children of the window is hovered
   1243     ImGuiHoveredFlags_RootWindow                    = 1 << 1,   // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
   1244     ImGuiHoveredFlags_AnyWindow                     = 1 << 2,   // IsWindowHovered() only: Return true if any window is hovered
   1245     ImGuiHoveredFlags_AllowWhenBlockedByPopup       = 1 << 3,   // Return true even if a popup window is normally blocking access to this item/window
   1246     //ImGuiHoveredFlags_AllowWhenBlockedByModal     = 1 << 4,   // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
   1247     ImGuiHoveredFlags_AllowWhenBlockedByActiveItem  = 1 << 5,   // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
   1248     ImGuiHoveredFlags_AllowWhenOverlapped           = 1 << 6,   // Return true even if the position is obstructed or overlapped by another window
   1249     ImGuiHoveredFlags_AllowWhenDisabled             = 1 << 7,   // Return true even if the item is disabled
   1250     ImGuiHoveredFlags_RectOnly                      = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
   1251     ImGuiHoveredFlags_RootAndChildWindows           = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows
   1252 };
   1253 
   1254 // Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
   1255 enum ImGuiDragDropFlags_
   1256 {
   1257     ImGuiDragDropFlags_None                         = 0,
   1258     // BeginDragDropSource() flags
   1259     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.
   1260     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.
   1261     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.
   1262     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.
   1263     ImGuiDragDropFlags_SourceExtern                 = 1 << 4,   // External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously.
   1264     ImGuiDragDropFlags_SourceAutoExpirePayload      = 1 << 5,   // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)
   1265     // AcceptDragDropPayload() flags
   1266     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.
   1267     ImGuiDragDropFlags_AcceptNoDrawDefaultRect      = 1 << 11,  // Do not draw the default highlight rectangle when hovering over target.
   1268     ImGuiDragDropFlags_AcceptNoPreviewTooltip       = 1 << 12,  // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.
   1269     ImGuiDragDropFlags_AcceptPeekOnly               = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect  // For peeking ahead and inspecting the payload before delivery.
   1270 };
   1271 
   1272 // Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.
   1273 #define IMGUI_PAYLOAD_TYPE_COLOR_3F     "_COL3F"    // float[3]: Standard type for colors, without alpha. User code may use this type.
   1274 #define IMGUI_PAYLOAD_TYPE_COLOR_4F     "_COL4F"    // float[4]: Standard type for colors. User code may use this type.
   1275 
   1276 // A primary data type
   1277 enum ImGuiDataType_
   1278 {
   1279     ImGuiDataType_S8,       // signed char / char (with sensible compilers)
   1280     ImGuiDataType_U8,       // unsigned char
   1281     ImGuiDataType_S16,      // short
   1282     ImGuiDataType_U16,      // unsigned short
   1283     ImGuiDataType_S32,      // int
   1284     ImGuiDataType_U32,      // unsigned int
   1285     ImGuiDataType_S64,      // long long / __int64
   1286     ImGuiDataType_U64,      // unsigned long long / unsigned __int64
   1287     ImGuiDataType_Float,    // float
   1288     ImGuiDataType_Double,   // double
   1289     ImGuiDataType_COUNT
   1290 };
   1291 
   1292 // A cardinal direction
   1293 enum ImGuiDir_
   1294 {
   1295     ImGuiDir_None    = -1,
   1296     ImGuiDir_Left    = 0,
   1297     ImGuiDir_Right   = 1,
   1298     ImGuiDir_Up      = 2,
   1299     ImGuiDir_Down    = 3,
   1300     ImGuiDir_COUNT
   1301 };
   1302 
   1303 // A sorting direction
   1304 enum ImGuiSortDirection_
   1305 {
   1306     ImGuiSortDirection_None         = 0,
   1307     ImGuiSortDirection_Ascending    = 1,    // Ascending = 0->9, A->Z etc.
   1308     ImGuiSortDirection_Descending   = 2     // Descending = 9->0, Z->A etc.
   1309 };
   1310 
   1311 // User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array
   1312 enum ImGuiKey_
   1313 {
   1314     ImGuiKey_Tab,
   1315     ImGuiKey_LeftArrow,
   1316     ImGuiKey_RightArrow,
   1317     ImGuiKey_UpArrow,
   1318     ImGuiKey_DownArrow,
   1319     ImGuiKey_PageUp,
   1320     ImGuiKey_PageDown,
   1321     ImGuiKey_Home,
   1322     ImGuiKey_End,
   1323     ImGuiKey_Insert,
   1324     ImGuiKey_Delete,
   1325     ImGuiKey_Backspace,
   1326     ImGuiKey_Space,
   1327     ImGuiKey_Enter,
   1328     ImGuiKey_Escape,
   1329     ImGuiKey_KeyPadEnter,
   1330     ImGuiKey_A,                 // for text edit CTRL+A: select all
   1331     ImGuiKey_C,                 // for text edit CTRL+C: copy
   1332     ImGuiKey_V,                 // for text edit CTRL+V: paste
   1333     ImGuiKey_X,                 // for text edit CTRL+X: cut
   1334     ImGuiKey_Y,                 // for text edit CTRL+Y: redo
   1335     ImGuiKey_Z,                 // for text edit CTRL+Z: undo
   1336     ImGuiKey_COUNT
   1337 };
   1338 
   1339 // To test io.KeyMods (which is a combination of individual fields io.KeyCtrl, io.KeyShift, io.KeyAlt set by user/backend)
   1340 enum ImGuiKeyModFlags_
   1341 {
   1342     ImGuiKeyModFlags_None       = 0,
   1343     ImGuiKeyModFlags_Ctrl       = 1 << 0,
   1344     ImGuiKeyModFlags_Shift      = 1 << 1,
   1345     ImGuiKeyModFlags_Alt        = 1 << 2,
   1346     ImGuiKeyModFlags_Super      = 1 << 3
   1347 };
   1348 
   1349 // Gamepad/Keyboard navigation
   1350 // Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
   1351 // Gamepad:  Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Backend: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
   1352 // Read instructions in imgui.cpp for more details. Download PNG/PSD at http://dearimgui.org/controls_sheets.
   1353 enum ImGuiNavInput_
   1354 {
   1355     // Gamepad Mapping
   1356     ImGuiNavInput_Activate,      // activate / open / toggle / tweak value       // e.g. Cross  (PS4), A (Xbox), A (Switch), Space (Keyboard)
   1357     ImGuiNavInput_Cancel,        // cancel / close / exit                        // e.g. Circle (PS4), B (Xbox), B (Switch), Escape (Keyboard)
   1358     ImGuiNavInput_Input,         // text input / on-screen keyboard              // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard)
   1359     ImGuiNavInput_Menu,          // tap: toggle menu / hold: focus, move, resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard)
   1360     ImGuiNavInput_DpadLeft,      // move / tweak / resize window (w/ PadMenu)    // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard)
   1361     ImGuiNavInput_DpadRight,     //
   1362     ImGuiNavInput_DpadUp,        //
   1363     ImGuiNavInput_DpadDown,      //
   1364     ImGuiNavInput_LStickLeft,    // scroll / move window (w/ PadMenu)            // e.g. Left Analog Stick Left/Right/Up/Down
   1365     ImGuiNavInput_LStickRight,   //
   1366     ImGuiNavInput_LStickUp,      //
   1367     ImGuiNavInput_LStickDown,    //
   1368     ImGuiNavInput_FocusPrev,     // next window (w/ PadMenu)                     // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
   1369     ImGuiNavInput_FocusNext,     // prev window (w/ PadMenu)                     // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
   1370     ImGuiNavInput_TweakSlow,     // slower tweaks                                // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
   1371     ImGuiNavInput_TweakFast,     // faster tweaks                                // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
   1372 
   1373     // [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them.
   1374     // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[].
   1375     ImGuiNavInput_KeyMenu_,      // toggle menu                                  // = io.KeyAlt
   1376     ImGuiNavInput_KeyLeft_,      // move left                                    // = Arrow keys
   1377     ImGuiNavInput_KeyRight_,     // move right
   1378     ImGuiNavInput_KeyUp_,        // move up
   1379     ImGuiNavInput_KeyDown_,      // move down
   1380     ImGuiNavInput_COUNT,
   1381     ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyMenu_
   1382 };
   1383 
   1384 // Configuration flags stored in io.ConfigFlags. Set by user/application.
   1385 enum ImGuiConfigFlags_
   1386 {
   1387     ImGuiConfigFlags_None                   = 0,
   1388     ImGuiConfigFlags_NavEnableKeyboard      = 1 << 0,   // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeysDown[].
   1389     ImGuiConfigFlags_NavEnableGamepad       = 1 << 1,   // Master gamepad navigation enable flag. This is mostly to instruct your imgui backend to fill io.NavInputs[]. Backend also needs to set ImGuiBackendFlags_HasGamepad.
   1390     ImGuiConfigFlags_NavEnableSetMousePos   = 1 << 2,   // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your backend, otherwise ImGui will react as if the mouse is jumping around back and forth.
   1391     ImGuiConfigFlags_NavNoCaptureKeyboard   = 1 << 3,   // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set.
   1392     ImGuiConfigFlags_NoMouse                = 1 << 4,   // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the backend.
   1393     ImGuiConfigFlags_NoMouseCursorChange    = 1 << 5,   // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead.
   1394 
   1395     // User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core Dear ImGui)
   1396     ImGuiConfigFlags_IsSRGB                 = 1 << 20,  // Application is SRGB-aware.
   1397     ImGuiConfigFlags_IsTouchScreen          = 1 << 21   // Application is using a touch screen instead of a mouse.
   1398 };
   1399 
   1400 // Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend.
   1401 enum ImGuiBackendFlags_
   1402 {
   1403     ImGuiBackendFlags_None                  = 0,
   1404     ImGuiBackendFlags_HasGamepad            = 1 << 0,   // Backend Platform supports gamepad and currently has one connected.
   1405     ImGuiBackendFlags_HasMouseCursors       = 1 << 1,   // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
   1406     ImGuiBackendFlags_HasSetMousePos        = 1 << 2,   // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
   1407     ImGuiBackendFlags_RendererHasVtxOffset  = 1 << 3    // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
   1408 };
   1409 
   1410 // Enumeration for PushStyleColor() / PopStyleColor()
   1411 enum ImGuiCol_
   1412 {
   1413     ImGuiCol_Text,
   1414     ImGuiCol_TextDisabled,
   1415     ImGuiCol_WindowBg,              // Background of normal windows
   1416     ImGuiCol_ChildBg,               // Background of child windows
   1417     ImGuiCol_PopupBg,               // Background of popups, menus, tooltips windows
   1418     ImGuiCol_Border,
   1419     ImGuiCol_BorderShadow,
   1420     ImGuiCol_FrameBg,               // Background of checkbox, radio button, plot, slider, text input
   1421     ImGuiCol_FrameBgHovered,
   1422     ImGuiCol_FrameBgActive,
   1423     ImGuiCol_TitleBg,
   1424     ImGuiCol_TitleBgActive,
   1425     ImGuiCol_TitleBgCollapsed,
   1426     ImGuiCol_MenuBarBg,
   1427     ImGuiCol_ScrollbarBg,
   1428     ImGuiCol_ScrollbarGrab,
   1429     ImGuiCol_ScrollbarGrabHovered,
   1430     ImGuiCol_ScrollbarGrabActive,
   1431     ImGuiCol_CheckMark,
   1432     ImGuiCol_SliderGrab,
   1433     ImGuiCol_SliderGrabActive,
   1434     ImGuiCol_Button,
   1435     ImGuiCol_ButtonHovered,
   1436     ImGuiCol_ButtonActive,
   1437     ImGuiCol_Header,                // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem
   1438     ImGuiCol_HeaderHovered,
   1439     ImGuiCol_HeaderActive,
   1440     ImGuiCol_Separator,
   1441     ImGuiCol_SeparatorHovered,
   1442     ImGuiCol_SeparatorActive,
   1443     ImGuiCol_ResizeGrip,
   1444     ImGuiCol_ResizeGripHovered,
   1445     ImGuiCol_ResizeGripActive,
   1446     ImGuiCol_Tab,
   1447     ImGuiCol_TabHovered,
   1448     ImGuiCol_TabActive,
   1449     ImGuiCol_TabUnfocused,
   1450     ImGuiCol_TabUnfocusedActive,
   1451     ImGuiCol_PlotLines,
   1452     ImGuiCol_PlotLinesHovered,
   1453     ImGuiCol_PlotHistogram,
   1454     ImGuiCol_PlotHistogramHovered,
   1455     ImGuiCol_TableHeaderBg,         // Table header background
   1456     ImGuiCol_TableBorderStrong,     // Table outer and header borders (prefer using Alpha=1.0 here)
   1457     ImGuiCol_TableBorderLight,      // Table inner borders (prefer using Alpha=1.0 here)
   1458     ImGuiCol_TableRowBg,            // Table row background (even rows)
   1459     ImGuiCol_TableRowBgAlt,         // Table row background (odd rows)
   1460     ImGuiCol_TextSelectedBg,
   1461     ImGuiCol_DragDropTarget,
   1462     ImGuiCol_NavHighlight,          // Gamepad/keyboard: current highlighted item
   1463     ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB
   1464     ImGuiCol_NavWindowingDimBg,     // Darken/colorize entire screen behind the CTRL+TAB window list, when active
   1465     ImGuiCol_ModalWindowDimBg,      // Darken/colorize entire screen behind a modal window, when one is active
   1466     ImGuiCol_COUNT
   1467 };
   1468 
   1469 // Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
   1470 // - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code.
   1471 //   During initialization or between frames, feel free to just poke into ImGuiStyle directly.
   1472 // - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description.
   1473 //   In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
   1474 //   With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
   1475 // - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type.
   1476 enum ImGuiStyleVar_
   1477 {
   1478     // Enum name --------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
   1479     ImGuiStyleVar_Alpha,               // float     Alpha
   1480     ImGuiStyleVar_WindowPadding,       // ImVec2    WindowPadding
   1481     ImGuiStyleVar_WindowRounding,      // float     WindowRounding
   1482     ImGuiStyleVar_WindowBorderSize,    // float     WindowBorderSize
   1483     ImGuiStyleVar_WindowMinSize,       // ImVec2    WindowMinSize
   1484     ImGuiStyleVar_WindowTitleAlign,    // ImVec2    WindowTitleAlign
   1485     ImGuiStyleVar_ChildRounding,       // float     ChildRounding
   1486     ImGuiStyleVar_ChildBorderSize,     // float     ChildBorderSize
   1487     ImGuiStyleVar_PopupRounding,       // float     PopupRounding
   1488     ImGuiStyleVar_PopupBorderSize,     // float     PopupBorderSize
   1489     ImGuiStyleVar_FramePadding,        // ImVec2    FramePadding
   1490     ImGuiStyleVar_FrameRounding,       // float     FrameRounding
   1491     ImGuiStyleVar_FrameBorderSize,     // float     FrameBorderSize
   1492     ImGuiStyleVar_ItemSpacing,         // ImVec2    ItemSpacing
   1493     ImGuiStyleVar_ItemInnerSpacing,    // ImVec2    ItemInnerSpacing
   1494     ImGuiStyleVar_IndentSpacing,       // float     IndentSpacing
   1495     ImGuiStyleVar_CellPadding,         // ImVec2    CellPadding
   1496     ImGuiStyleVar_ScrollbarSize,       // float     ScrollbarSize
   1497     ImGuiStyleVar_ScrollbarRounding,   // float     ScrollbarRounding
   1498     ImGuiStyleVar_GrabMinSize,         // float     GrabMinSize
   1499     ImGuiStyleVar_GrabRounding,        // float     GrabRounding
   1500     ImGuiStyleVar_TabRounding,         // float     TabRounding
   1501     ImGuiStyleVar_ButtonTextAlign,     // ImVec2    ButtonTextAlign
   1502     ImGuiStyleVar_SelectableTextAlign, // ImVec2    SelectableTextAlign
   1503     ImGuiStyleVar_COUNT
   1504 };
   1505 
   1506 // Flags for InvisibleButton() [extended in imgui_internal.h]
   1507 enum ImGuiButtonFlags_
   1508 {
   1509     ImGuiButtonFlags_None                   = 0,
   1510     ImGuiButtonFlags_MouseButtonLeft        = 1 << 0,   // React on left mouse button (default)
   1511     ImGuiButtonFlags_MouseButtonRight       = 1 << 1,   // React on right mouse button
   1512     ImGuiButtonFlags_MouseButtonMiddle      = 1 << 2,   // React on center mouse button
   1513 
   1514     // [Internal]
   1515     ImGuiButtonFlags_MouseButtonMask_       = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle,
   1516     ImGuiButtonFlags_MouseButtonDefault_    = ImGuiButtonFlags_MouseButtonLeft
   1517 };
   1518 
   1519 // Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
   1520 enum ImGuiColorEditFlags_
   1521 {
   1522     ImGuiColorEditFlags_None            = 0,
   1523     ImGuiColorEditFlags_NoAlpha         = 1 << 1,   //              // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer).
   1524     ImGuiColorEditFlags_NoPicker        = 1 << 2,   //              // ColorEdit: disable picker when clicking on color square.
   1525     ImGuiColorEditFlags_NoOptions       = 1 << 3,   //              // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
   1526     ImGuiColorEditFlags_NoSmallPreview  = 1 << 4,   //              // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs)
   1527     ImGuiColorEditFlags_NoInputs        = 1 << 5,   //              // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square).
   1528     ImGuiColorEditFlags_NoTooltip       = 1 << 6,   //              // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
   1529     ImGuiColorEditFlags_NoLabel         = 1 << 7,   //              // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
   1530     ImGuiColorEditFlags_NoSidePreview   = 1 << 8,   //              // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead.
   1531     ImGuiColorEditFlags_NoDragDrop      = 1 << 9,   //              // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
   1532     ImGuiColorEditFlags_NoBorder        = 1 << 10,  //              // ColorButton: disable border (which is enforced by default)
   1533 
   1534     // User Options (right-click on widget to change some of them).
   1535     ImGuiColorEditFlags_AlphaBar        = 1 << 16,  //              // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
   1536     ImGuiColorEditFlags_AlphaPreview    = 1 << 17,  //              // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.
   1537     ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18,  //              // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque.
   1538     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).
   1539     ImGuiColorEditFlags_DisplayRGB      = 1 << 20,  // [Display]    // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex.
   1540     ImGuiColorEditFlags_DisplayHSV      = 1 << 21,  // [Display]    // "
   1541     ImGuiColorEditFlags_DisplayHex      = 1 << 22,  // [Display]    // "
   1542     ImGuiColorEditFlags_Uint8           = 1 << 23,  // [DataType]   // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.
   1543     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.
   1544     ImGuiColorEditFlags_PickerHueBar    = 1 << 25,  // [Picker]     // ColorPicker: bar for Hue, rectangle for Sat/Value.
   1545     ImGuiColorEditFlags_PickerHueWheel  = 1 << 26,  // [Picker]     // ColorPicker: wheel for Hue, triangle for Sat/Value.
   1546     ImGuiColorEditFlags_InputRGB        = 1 << 27,  // [Input]      // ColorEdit, ColorPicker: input and output data in RGB format.
   1547     ImGuiColorEditFlags_InputHSV        = 1 << 28,  // [Input]      // ColorEdit, ColorPicker: input and output data in HSV format.
   1548 
   1549     // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to
   1550     // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup.
   1551     ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar,
   1552 
   1553     // [Internal] Masks
   1554     ImGuiColorEditFlags__DisplayMask    = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex,
   1555     ImGuiColorEditFlags__DataTypeMask   = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float,
   1556     ImGuiColorEditFlags__PickerMask     = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar,
   1557     ImGuiColorEditFlags__InputMask      = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV
   1558 
   1559     // Obsolete names (will be removed)
   1560 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
   1561     , ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex  // [renamed in 1.69]
   1562 #endif
   1563 };
   1564 
   1565 // Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
   1566 // We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.
   1567 enum ImGuiSliderFlags_
   1568 {
   1569     ImGuiSliderFlags_None                   = 0,
   1570     ImGuiSliderFlags_AlwaysClamp            = 1 << 4,       // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds.
   1571     ImGuiSliderFlags_Logarithmic            = 1 << 5,       // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits.
   1572     ImGuiSliderFlags_NoRoundToFormat        = 1 << 6,       // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits)
   1573     ImGuiSliderFlags_NoInput                = 1 << 7,       // Disable CTRL+Click or Enter key allowing to input text directly into the widget
   1574     ImGuiSliderFlags_InvalidMask_           = 0x7000000F    // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed.
   1575 
   1576     // Obsolete names (will be removed)
   1577 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
   1578     , ImGuiSliderFlags_ClampOnInput = ImGuiSliderFlags_AlwaysClamp // [renamed in 1.79]
   1579 #endif
   1580 };
   1581 
   1582 // Identify a mouse button.
   1583 // Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience.
   1584 enum ImGuiMouseButton_
   1585 {
   1586     ImGuiMouseButton_Left = 0,
   1587     ImGuiMouseButton_Right = 1,
   1588     ImGuiMouseButton_Middle = 2,
   1589     ImGuiMouseButton_COUNT = 5
   1590 };
   1591 
   1592 // Enumeration for GetMouseCursor()
   1593 // User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here
   1594 enum ImGuiMouseCursor_
   1595 {
   1596     ImGuiMouseCursor_None = -1,
   1597     ImGuiMouseCursor_Arrow = 0,
   1598     ImGuiMouseCursor_TextInput,         // When hovering over InputText, etc.
   1599     ImGuiMouseCursor_ResizeAll,         // (Unused by Dear ImGui functions)
   1600     ImGuiMouseCursor_ResizeNS,          // When hovering over an horizontal border
   1601     ImGuiMouseCursor_ResizeEW,          // When hovering over a vertical border or a column
   1602     ImGuiMouseCursor_ResizeNESW,        // When hovering over the bottom-left corner of a window
   1603     ImGuiMouseCursor_ResizeNWSE,        // When hovering over the bottom-right corner of a window
   1604     ImGuiMouseCursor_Hand,              // (Unused by Dear ImGui functions. Use for e.g. hyperlinks)
   1605     ImGuiMouseCursor_NotAllowed,        // When hovering something with disallowed interaction. Usually a crossed circle.
   1606     ImGuiMouseCursor_COUNT
   1607 };
   1608 
   1609 // Enumeration for ImGui::SetWindow***(), SetNextWindow***(), SetNextItem***() functions
   1610 // Represent a condition.
   1611 // 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.
   1612 enum ImGuiCond_
   1613 {
   1614     ImGuiCond_None          = 0,        // No condition (always set the variable), same as _Always
   1615     ImGuiCond_Always        = 1 << 0,   // No condition (always set the variable)
   1616     ImGuiCond_Once          = 1 << 1,   // Set the variable once per runtime session (only the first call will succeed)
   1617     ImGuiCond_FirstUseEver  = 1 << 2,   // Set the variable if the object/window has no persistently saved data (no entry in .ini file)
   1618     ImGuiCond_Appearing     = 1 << 3    // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
   1619 };
   1620 
   1621 //-----------------------------------------------------------------------------
   1622 // [SECTION] Helpers: Memory allocations macros, ImVector<>
   1623 //-----------------------------------------------------------------------------
   1624 
   1625 //-----------------------------------------------------------------------------
   1626 // IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE()
   1627 // We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
   1628 // Defining a custom placement new() with a custom parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.
   1629 //-----------------------------------------------------------------------------
   1630 
   1631 struct ImNewWrapper {};
   1632 inline void* operator new(size_t, ImNewWrapper, void* ptr) { return ptr; }
   1633 inline void  operator delete(void*, ImNewWrapper, void*)   {} // This is only required so we can use the symmetrical new()
   1634 #define IM_ALLOC(_SIZE)                     ImGui::MemAlloc(_SIZE)
   1635 #define IM_FREE(_PTR)                       ImGui::MemFree(_PTR)
   1636 #define IM_PLACEMENT_NEW(_PTR)              new(ImNewWrapper(), _PTR)
   1637 #define IM_NEW(_TYPE)                       new(ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
   1638 template<typename T> void IM_DELETE(T* p)   { if (p) { p->~T(); ImGui::MemFree(p); } }
   1639 
   1640 //-----------------------------------------------------------------------------
   1641 // ImVector<>
   1642 // 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).
   1643 //-----------------------------------------------------------------------------
   1644 // - You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our public structures are relying on it.
   1645 // - We use std-like naming convention here, which is a little unusual for this codebase.
   1646 // - 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.
   1647 // - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,
   1648 //   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.
   1649 //-----------------------------------------------------------------------------
   1650 
   1651 IM_MSVC_RUNTIME_CHECKS_OFF
   1652 template<typename T>
   1653 struct ImVector
   1654 {
   1655     int                 Size;
   1656     int                 Capacity;
   1657     T*                  Data;
   1658 
   1659     // Provide standard typedefs but we don't use them ourselves.
   1660     typedef T                   value_type;
   1661     typedef value_type*         iterator;
   1662     typedef const value_type*   const_iterator;
   1663 
   1664     // Constructors, destructor
   1665     inline ImVector()                                       { Size = Capacity = 0; Data = NULL; }
   1666     inline ImVector(const ImVector<T>& src)                 { Size = Capacity = 0; Data = NULL; operator=(src); }
   1667     inline ImVector<T>& operator=(const ImVector<T>& src)   { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; }
   1668     inline ~ImVector()                                      { if (Data) IM_FREE(Data); }
   1669 
   1670     inline bool         empty() const                       { return Size == 0; }
   1671     inline int          size() const                        { return Size; }
   1672     inline int          size_in_bytes() const               { return Size * (int)sizeof(T); }
   1673     inline int          max_size() const                    { return 0x7FFFFFFF / (int)sizeof(T); }
   1674     inline int          capacity() const                    { return Capacity; }
   1675     inline T&           operator[](int i)                   { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
   1676     inline const T&     operator[](int i) const             { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
   1677 
   1678     inline void         clear()                             { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } }
   1679     inline T*           begin()                             { return Data; }
   1680     inline const T*     begin() const                       { return Data; }
   1681     inline T*           end()                               { return Data + Size; }
   1682     inline const T*     end() const                         { return Data + Size; }
   1683     inline T&           front()                             { IM_ASSERT(Size > 0); return Data[0]; }
   1684     inline const T&     front() const                       { IM_ASSERT(Size > 0); return Data[0]; }
   1685     inline T&           back()                              { IM_ASSERT(Size > 0); return Data[Size - 1]; }
   1686     inline const T&     back() const                        { IM_ASSERT(Size > 0); return Data[Size - 1]; }
   1687     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; }
   1688 
   1689     inline int          _grow_capacity(int sz) const        { int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8; return new_capacity > sz ? new_capacity : sz; }
   1690     inline void         resize(int new_size)                { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
   1691     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; }
   1692     inline void         shrink(int new_size)                { IM_ASSERT(new_size <= Size); Size = new_size; } // Resize a vector to a smaller size, guaranteed not to cause a reallocation
   1693     inline void         reserve(int new_capacity)           { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; }
   1694 
   1695     // 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.
   1696     inline void         push_back(const T& v)               { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }
   1697     inline void         pop_back()                          { IM_ASSERT(Size > 0); Size--; }
   1698     inline void         push_front(const T& v)              { if (Size == 0) push_back(v); else insert(Data, v); }
   1699     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; }
   1700     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; }
   1701     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; }
   1702     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; }
   1703     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; }
   1704     inline T*           find(const T& v)                    { T* data = Data;  const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; }
   1705     inline const T*     find(const T& v) const              { const T* data = Data;  const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; }
   1706     inline bool         find_erase(const T& v)              { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; }
   1707     inline bool         find_erase_unsorted(const T& v)     { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; }
   1708     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; }
   1709 };
   1710 IM_MSVC_RUNTIME_CHECKS_RESTORE
   1711 
   1712 //-----------------------------------------------------------------------------
   1713 // [SECTION] ImGuiStyle
   1714 //-----------------------------------------------------------------------------
   1715 // You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
   1716 // During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,
   1717 // and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
   1718 //-----------------------------------------------------------------------------
   1719 
   1720 struct ImGuiStyle
   1721 {
   1722     float       Alpha;                      // Global alpha applies to everything in Dear ImGui.
   1723     ImVec2      WindowPadding;              // Padding within a window.
   1724     float       WindowRounding;             // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
   1725     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).
   1726     ImVec2      WindowMinSize;              // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints().
   1727     ImVec2      WindowTitleAlign;           // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
   1728     ImGuiDir    WindowMenuButtonPosition;   // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left.
   1729     float       ChildRounding;              // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
   1730     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).
   1731     float       PopupRounding;              // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
   1732     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).
   1733     ImVec2      FramePadding;               // Padding within a framed rectangle (used by most widgets).
   1734     float       FrameRounding;              // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
   1735     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).
   1736     ImVec2      ItemSpacing;                // Horizontal and vertical spacing between widgets/lines.
   1737     ImVec2      ItemInnerSpacing;           // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
   1738     ImVec2      CellPadding;                // Padding within a table cell
   1739     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!
   1740     float       IndentSpacing;              // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
   1741     float       ColumnsMinSpacing;          // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
   1742     float       ScrollbarSize;              // Width of the vertical scrollbar, Height of the horizontal scrollbar.
   1743     float       ScrollbarRounding;          // Radius of grab corners for scrollbar.
   1744     float       GrabMinSize;                // Minimum width/height of a grab box for slider/scrollbar.
   1745     float       GrabRounding;               // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
   1746     float       LogSliderDeadzone;          // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
   1747     float       TabRounding;                // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
   1748     float       TabBorderSize;              // Thickness of border around tabs.
   1749     float       TabMinWidthForCloseButton;  // Minimum width for close button to appears on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
   1750     ImGuiDir    ColorButtonPosition;        // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
   1751     ImVec2      ButtonTextAlign;            // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
   1752     ImVec2      SelectableTextAlign;        // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
   1753     ImVec2      DisplayWindowPadding;       // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.
   1754     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!
   1755     float       MouseCursorScale;           // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
   1756     bool        AntiAliasedLines;           // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
   1757     bool        AntiAliasedLinesUseTex;     // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering. Latched at the beginning of the frame (copied to ImDrawList).
   1758     bool        AntiAliasedFill;            // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
   1759     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.
   1760     float       CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
   1761     ImVec4      Colors[ImGuiCol_COUNT];
   1762 
   1763     IMGUI_API ImGuiStyle();
   1764     IMGUI_API void ScaleAllSizes(float scale_factor);
   1765 };
   1766 
   1767 //-----------------------------------------------------------------------------
   1768 // [SECTION] ImGuiIO
   1769 //-----------------------------------------------------------------------------
   1770 // Communicate most settings and inputs/outputs to Dear ImGui using this structure.
   1771 // Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.
   1772 //-----------------------------------------------------------------------------
   1773 
   1774 struct ImGuiIO
   1775 {
   1776     //------------------------------------------------------------------
   1777     // Configuration (fill once)                // Default value
   1778     //------------------------------------------------------------------
   1779 
   1780     ImGuiConfigFlags   ConfigFlags;             // = 0              // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
   1781     ImGuiBackendFlags  BackendFlags;            // = 0              // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend.
   1782     ImVec2      DisplaySize;                    // <unset>          // Main display size, in pixels (generally == GetMainViewport()->Size)
   1783     float       DeltaTime;                      // = 1.0f/60.0f     // Time elapsed since last frame, in seconds.
   1784     float       IniSavingRate;                  // = 5.0f           // Minimum time between saving positions/sizes to .ini file, in seconds.
   1785     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.
   1786     const char* LogFilename;                    // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
   1787     float       MouseDoubleClickTime;           // = 0.30f          // Time for a double-click, in seconds.
   1788     float       MouseDoubleClickMaxDist;        // = 6.0f           // Distance threshold to stay in to validate a double-click, in pixels.
   1789     float       MouseDragThreshold;             // = 6.0f           // Distance threshold before considering we are dragging.
   1790     int         KeyMap[ImGuiKey_COUNT];         // <unset>          // Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state.
   1791     float       KeyRepeatDelay;                 // = 0.250f         // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
   1792     float       KeyRepeatRate;                  // = 0.050f         // When holding a key/button, rate at which it repeats, in seconds.
   1793     void*       UserData;                       // = NULL           // Store your own data for retrieval by callbacks.
   1794 
   1795     ImFontAtlas*Fonts;                          // <auto>           // Font atlas: load, rasterize and pack one or more fonts into a single texture.
   1796     float       FontGlobalScale;                // = 1.0f           // Global scale all fonts
   1797     bool        FontAllowUserScaling;           // = false          // Allow user scaling text of individual window with CTRL+Wheel.
   1798     ImFont*     FontDefault;                    // = NULL           // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
   1799     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.
   1800 
   1801     // Miscellaneous options
   1802     bool        MouseDrawCursor;                // = false          // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations.
   1803     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.
   1804     bool        ConfigInputTextCursorBlink;     // = true           // Enable blinking cursor (optional as some users consider it to be distracting).
   1805     bool        ConfigDragClickToInputText;     // = false          // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard.
   1806     bool        ConfigWindowsResizeFromEdges;   // = true           // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
   1807     bool        ConfigWindowsMoveFromTitleBarOnly; // = false       // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar.
   1808     float       ConfigMemoryCompactTimer;       // = 60.0f          // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable.
   1809 
   1810     //------------------------------------------------------------------
   1811     // Platform Functions
   1812     // (the imgui_impl_xxxx backend files are setting those up for you)
   1813     //------------------------------------------------------------------
   1814 
   1815     // Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff.
   1816     const char* BackendPlatformName;            // = NULL
   1817     const char* BackendRendererName;            // = NULL
   1818     void*       BackendPlatformUserData;        // = NULL           // User data for platform backend
   1819     void*       BackendRendererUserData;        // = NULL           // User data for renderer backend
   1820     void*       BackendLanguageUserData;        // = NULL           // User data for non C++ programming language backend
   1821 
   1822     // Optional: Access OS clipboard
   1823     // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
   1824     const char* (*GetClipboardTextFn)(void* user_data);
   1825     void        (*SetClipboardTextFn)(void* user_data, const char* text);
   1826     void*       ClipboardUserData;
   1827 
   1828     // 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)
   1829     // (default to use native imm32 api on Windows)
   1830     void        (*ImeSetInputScreenPosFn)(int x, int y);
   1831     void*       ImeWindowHandle;                // = NULL           // (Windows) Set this to your HWND to get automatic IME cursor positioning.
   1832 
   1833     //------------------------------------------------------------------
   1834     // Input - Fill before calling NewFrame()
   1835     //------------------------------------------------------------------
   1836 
   1837     ImVec2      MousePos;                       // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.)
   1838     bool        MouseDown[5];                   // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
   1839     float       MouseWheel;                     // Mouse wheel Vertical: 1 unit scrolls about 5 lines text.
   1840     float       MouseWheelH;                    // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all backends.
   1841     bool        KeyCtrl;                        // Keyboard modifier pressed: Control
   1842     bool        KeyShift;                       // Keyboard modifier pressed: Shift
   1843     bool        KeyAlt;                         // Keyboard modifier pressed: Alt
   1844     bool        KeySuper;                       // Keyboard modifier pressed: Cmd/Super/Windows
   1845     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).
   1846     float       NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame().
   1847 
   1848     // Functions
   1849     IMGUI_API void  AddInputCharacter(unsigned int c);          // Queue new character input
   1850     IMGUI_API void  AddInputCharacterUTF16(ImWchar16 c);        // Queue new character input from an UTF-16 character, it can be a surrogate
   1851     IMGUI_API void  AddInputCharactersUTF8(const char* str);    // Queue new characters input from an UTF-8 string
   1852     IMGUI_API void  ClearInputCharacters();                     // Clear the text input buffer manually
   1853 
   1854     //------------------------------------------------------------------
   1855     // Output - Updated by NewFrame() or EndFrame()/Render()
   1856     // (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is
   1857     //  generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!)
   1858     //------------------------------------------------------------------
   1859 
   1860     bool        WantCaptureMouse;               // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.).
   1861     bool        WantCaptureKeyboard;            // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).
   1862     bool        WantTextInput;                  // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
   1863     bool        WantSetMousePos;                // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
   1864     bool        WantSaveIniSettings;            // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving!
   1865     bool        NavActive;                      // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
   1866     bool        NavVisible;                     // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
   1867     float       Framerate;                      // Rough estimate of application framerate, in frame per second. Solely for convenience. Rolling average estimation based on io.DeltaTime over 120 frames.
   1868     int         MetricsRenderVertices;          // Vertices output during last call to Render()
   1869     int         MetricsRenderIndices;           // Indices output during last call to Render() = number of triangles * 3
   1870     int         MetricsRenderWindows;           // Number of visible windows
   1871     int         MetricsActiveWindows;           // Number of active windows
   1872     int         MetricsActiveAllocations;       // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts.
   1873     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.
   1874 
   1875     //------------------------------------------------------------------
   1876     // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed!
   1877     //------------------------------------------------------------------
   1878 
   1879     ImGuiKeyModFlags KeyMods;                   // Key mods flags (same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags), updated by NewFrame()
   1880     ImVec2      MousePosPrev;                   // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
   1881     ImVec2      MouseClickedPos[5];             // Position at time of clicking
   1882     double      MouseClickedTime[5];            // Time of last click (used to figure out double-click)
   1883     bool        MouseClicked[5];                // Mouse button went from !Down to Down
   1884     bool        MouseDoubleClicked[5];          // Has mouse button been double-clicked?
   1885     bool        MouseReleased[5];               // Mouse button went from Down to !Down
   1886     bool        MouseDownOwned[5];              // Track if button was clicked inside a dear imgui window. We don't request mouse capture from the application if click started outside ImGui bounds.
   1887     bool        MouseDownWasDoubleClick[5];     // Track if button down was a double-click
   1888     float       MouseDownDuration[5];           // Duration the mouse button has been down (0.0f == just clicked)
   1889     float       MouseDownDurationPrev[5];       // Previous time the mouse button has been down
   1890     ImVec2      MouseDragMaxDistanceAbs[5];     // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
   1891     float       MouseDragMaxDistanceSqr[5];     // Squared maximum distance of how much mouse has traveled from the clicking point
   1892     float       KeysDownDuration[512];          // Duration the keyboard key has been down (0.0f == just pressed)
   1893     float       KeysDownDurationPrev[512];      // Previous duration the key has been down
   1894     float       NavInputsDownDuration[ImGuiNavInput_COUNT];
   1895     float       NavInputsDownDurationPrev[ImGuiNavInput_COUNT];
   1896     float       PenPressure;                    // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui.
   1897     ImWchar16   InputQueueSurrogate;            // For AddInputCharacterUTF16
   1898     ImVector<ImWchar> InputQueueCharacters;     // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.
   1899 
   1900     IMGUI_API   ImGuiIO();
   1901 };
   1902 
   1903 //-----------------------------------------------------------------------------
   1904 // [SECTION] Misc data structures
   1905 //-----------------------------------------------------------------------------
   1906 
   1907 // Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
   1908 // The callback function should return 0 by default.
   1909 // Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
   1910 // - ImGuiInputTextFlags_CallbackEdit:        Callback on buffer edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
   1911 // - ImGuiInputTextFlags_CallbackAlways:      Callback on each iteration
   1912 // - ImGuiInputTextFlags_CallbackCompletion:  Callback on pressing TAB
   1913 // - ImGuiInputTextFlags_CallbackHistory:     Callback on pressing Up/Down arrows
   1914 // - ImGuiInputTextFlags_CallbackCharFilter:  Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
   1915 // - ImGuiInputTextFlags_CallbackResize:      Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
   1916 struct ImGuiInputTextCallbackData
   1917 {
   1918     ImGuiInputTextFlags EventFlag;      // One ImGuiInputTextFlags_Callback*    // Read-only
   1919     ImGuiInputTextFlags Flags;          // What user passed to InputText()      // Read-only
   1920     void*               UserData;       // What user passed to InputText()      // Read-only
   1921 
   1922     // Arguments for the different callback events
   1923     // - 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.
   1924     // - 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.
   1925     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;
   1926     ImGuiKey            EventKey;       // Key pressed (Up/Down/TAB)            // Read-only    // [Completion,History]
   1927     char*               Buf;            // Text buffer                          // Read-write   // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
   1928     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()
   1929     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
   1930     bool                BufDirty;       // Set if you modify Buf/BufTextLen!    // Write        // [Completion,History,Always]
   1931     int                 CursorPos;      //                                      // Read-write   // [Completion,History,Always]
   1932     int                 SelectionStart; //                                      // Read-write   // [Completion,History,Always] == to SelectionEnd when no selection)
   1933     int                 SelectionEnd;   //                                      // Read-write   // [Completion,History,Always]
   1934 
   1935     // Helper functions for text manipulation.
   1936     // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection.
   1937     IMGUI_API ImGuiInputTextCallbackData();
   1938     IMGUI_API void      DeleteChars(int pos, int bytes_count);
   1939     IMGUI_API void      InsertChars(int pos, const char* text, const char* text_end = NULL);
   1940     void                SelectAll()             { SelectionStart = 0; SelectionEnd = BufTextLen; }
   1941     void                ClearSelection()        { SelectionStart = SelectionEnd = BufTextLen; }
   1942     bool                HasSelection() const    { return SelectionStart != SelectionEnd; }
   1943 };
   1944 
   1945 // Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
   1946 // NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
   1947 struct ImGuiSizeCallbackData
   1948 {
   1949     void*   UserData;       // Read-only.   What user passed to SetNextWindowSizeConstraints()
   1950     ImVec2  Pos;            // Read-only.   Window position, for reference.
   1951     ImVec2  CurrentSize;    // Read-only.   Current window size.
   1952     ImVec2  DesiredSize;    // Read-write.  Desired size, based on user's mouse position. Write to this field to restrain resizing.
   1953 };
   1954 
   1955 // Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()
   1956 struct ImGuiPayload
   1957 {
   1958     // Members
   1959     void*           Data;               // Data (copied and owned by dear imgui)
   1960     int             DataSize;           // Data size
   1961 
   1962     // [Internal]
   1963     ImGuiID         SourceId;           // Source item id
   1964     ImGuiID         SourceParentId;     // Source parent id (if available)
   1965     int             DataFrameCount;     // Data timestamp
   1966     char            DataType[32 + 1];   // Data type tag (short user-supplied string, 32 characters max)
   1967     bool            Preview;            // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)
   1968     bool            Delivery;           // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.
   1969 
   1970     ImGuiPayload()  { Clear(); }
   1971     void Clear()    { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; }
   1972     bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; }
   1973     bool IsPreview() const                  { return Preview; }
   1974     bool IsDelivery() const                 { return Delivery; }
   1975 };
   1976 
   1977 // Sorting specification for one column of a table (sizeof == 12 bytes)
   1978 struct ImGuiTableColumnSortSpecs
   1979 {
   1980     ImGuiID                     ColumnUserID;       // User id of the column (if specified by a TableSetupColumn() call)
   1981     ImS16                       ColumnIndex;        // Index of the column
   1982     ImS16                       SortOrder;          // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here)
   1983     ImGuiSortDirection          SortDirection : 8;  // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending (you can use this or SortSign, whichever is more convenient for your sort function)
   1984 
   1985     ImGuiTableColumnSortSpecs() { memset(this, 0, sizeof(*this)); }
   1986 };
   1987 
   1988 // Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
   1989 // Obtained by calling TableGetSortSpecs().
   1990 // When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time.
   1991 // Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame!
   1992 struct ImGuiTableSortSpecs
   1993 {
   1994     const ImGuiTableColumnSortSpecs* Specs;     // Pointer to sort spec array.
   1995     int                         SpecsCount;     // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled.
   1996     bool                        SpecsDirty;     // Set to true when specs have changed since last time! Use this to sort again, then clear the flag.
   1997 
   1998     ImGuiTableSortSpecs()       { memset(this, 0, sizeof(*this)); }
   1999 };
   2000 
   2001 //-----------------------------------------------------------------------------
   2002 // [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)
   2003 //-----------------------------------------------------------------------------
   2004 
   2005 // Helper: Unicode defines
   2006 #define IM_UNICODE_CODEPOINT_INVALID 0xFFFD     // Invalid Unicode code point (standard value).
   2007 #ifdef IMGUI_USE_WCHAR32
   2008 #define IM_UNICODE_CODEPOINT_MAX     0x10FFFF   // Maximum Unicode code point supported by this build.
   2009 #else
   2010 #define IM_UNICODE_CODEPOINT_MAX     0xFFFF     // Maximum Unicode code point supported by this build.
   2011 #endif
   2012 
   2013 // 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.
   2014 // Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame");
   2015 struct ImGuiOnceUponAFrame
   2016 {
   2017     ImGuiOnceUponAFrame() { RefFrame = -1; }
   2018     mutable int RefFrame;
   2019     operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
   2020 };
   2021 
   2022 // Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
   2023 struct ImGuiTextFilter
   2024 {
   2025     IMGUI_API           ImGuiTextFilter(const char* default_filter = "");
   2026     IMGUI_API bool      Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f);  // Helper calling InputText+Build
   2027     IMGUI_API bool      PassFilter(const char* text, const char* text_end = NULL) const;
   2028     IMGUI_API void      Build();
   2029     void                Clear()          { InputBuf[0] = 0; Build(); }
   2030     bool                IsActive() const { return !Filters.empty(); }
   2031 
   2032     // [Internal]
   2033     struct ImGuiTextRange
   2034     {
   2035         const char*     b;
   2036         const char*     e;
   2037 
   2038         ImGuiTextRange()                                { b = e = NULL; }
   2039         ImGuiTextRange(const char* _b, const char* _e)  { b = _b; e = _e; }
   2040         bool            empty() const                   { return b == e; }
   2041         IMGUI_API void  split(char separator, ImVector<ImGuiTextRange>* out) const;
   2042     };
   2043     char                    InputBuf[256];
   2044     ImVector<ImGuiTextRange>Filters;
   2045     int                     CountGrep;
   2046 };
   2047 
   2048 // Helper: Growable text buffer for logging/accumulating text
   2049 // (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')
   2050 struct ImGuiTextBuffer
   2051 {
   2052     ImVector<char>      Buf;
   2053     IMGUI_API static char EmptyString[1];
   2054 
   2055     ImGuiTextBuffer()   { }
   2056     inline char         operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }
   2057     const char*         begin() const           { return Buf.Data ? &Buf.front() : EmptyString; }
   2058     const char*         end() const             { return Buf.Data ? &Buf.back() : EmptyString; }   // Buf is zero-terminated, so end() will point on the zero-terminator
   2059     int                 size() const            { return Buf.Size ? Buf.Size - 1 : 0; }
   2060     bool                empty() const           { return Buf.Size <= 1; }
   2061     void                clear()                 { Buf.clear(); }
   2062     void                reserve(int capacity)   { Buf.reserve(capacity); }
   2063     const char*         c_str() const           { return Buf.Data ? Buf.Data : EmptyString; }
   2064     IMGUI_API void      append(const char* str, const char* str_end = NULL);
   2065     IMGUI_API void      appendf(const char* fmt, ...) IM_FMTARGS(2);
   2066     IMGUI_API void      appendfv(const char* fmt, va_list args) IM_FMTLIST(2);
   2067 };
   2068 
   2069 // Helper: Key->Value storage
   2070 // Typically you don't have to worry about this since a storage is held within each Window.
   2071 // We use it to e.g. store collapse state for a tree (Int 0/1)
   2072 // This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)
   2073 // You can use it as custom user storage for temporary values. Declare your own storage if, for example:
   2074 // - 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).
   2075 // - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)
   2076 // Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
   2077 struct ImGuiStorage
   2078 {
   2079     // [Internal]
   2080     struct ImGuiStoragePair
   2081     {
   2082         ImGuiID key;
   2083         union { int val_i; float val_f; void* val_p; };
   2084         ImGuiStoragePair(ImGuiID _key, int _val_i)      { key = _key; val_i = _val_i; }
   2085         ImGuiStoragePair(ImGuiID _key, float _val_f)    { key = _key; val_f = _val_f; }
   2086         ImGuiStoragePair(ImGuiID _key, void* _val_p)    { key = _key; val_p = _val_p; }
   2087     };
   2088 
   2089     ImVector<ImGuiStoragePair>      Data;
   2090 
   2091     // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
   2092     // - Set***() functions find pair, insertion on demand if missing.
   2093     // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
   2094     void                Clear() { Data.clear(); }
   2095     IMGUI_API int       GetInt(ImGuiID key, int default_val = 0) const;
   2096     IMGUI_API void      SetInt(ImGuiID key, int val);
   2097     IMGUI_API bool      GetBool(ImGuiID key, bool default_val = false) const;
   2098     IMGUI_API void      SetBool(ImGuiID key, bool val);
   2099     IMGUI_API float     GetFloat(ImGuiID key, float default_val = 0.0f) const;
   2100     IMGUI_API void      SetFloat(ImGuiID key, float val);
   2101     IMGUI_API void*     GetVoidPtr(ImGuiID key) const; // default_val is NULL
   2102     IMGUI_API void      SetVoidPtr(ImGuiID key, void* val);
   2103 
   2104     // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
   2105     // - 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.
   2106     // - 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)
   2107     //      float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
   2108     IMGUI_API int*      GetIntRef(ImGuiID key, int default_val = 0);
   2109     IMGUI_API bool*     GetBoolRef(ImGuiID key, bool default_val = false);
   2110     IMGUI_API float*    GetFloatRef(ImGuiID key, float default_val = 0.0f);
   2111     IMGUI_API void**    GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
   2112 
   2113     // Use on your own storage if you know only integer are being stored (open/close all tree nodes)
   2114     IMGUI_API void      SetAllInt(int val);
   2115 
   2116     // For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
   2117     IMGUI_API void      BuildSortByKey();
   2118 };
   2119 
   2120 // Helper: Manually clip large list of items.
   2121 // If you are submitting lots of evenly spaced items and you have a random access to the list, you can perform coarse
   2122 // clipping based on visibility to save yourself from processing those items at all.
   2123 // The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
   2124 // (Dear ImGui already clip items based on their bounds but it needs to measure text size to do so, whereas manual coarse clipping before submission makes this cost and your own data fetching/submission cost almost null)
   2125 // Usage:
   2126 //   ImGuiListClipper clipper;
   2127 //   clipper.Begin(1000);         // We have 1000 elements, evenly spaced.
   2128 //   while (clipper.Step())
   2129 //       for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
   2130 //           ImGui::Text("line number %d", i);
   2131 // Generally what happens is:
   2132 // - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not.
   2133 // - User code submit one element.
   2134 // - Clipper can measure the height of the first element
   2135 // - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element.
   2136 // - User code submit visible elements.
   2137 struct ImGuiListClipper
   2138 {
   2139     int     DisplayStart;
   2140     int     DisplayEnd;
   2141 
   2142     // [Internal]
   2143     int     ItemsCount;
   2144     int     StepNo;
   2145     int     ItemsFrozen;
   2146     float   ItemsHeight;
   2147     float   StartPosY;
   2148 
   2149     IMGUI_API ImGuiListClipper();
   2150     IMGUI_API ~ImGuiListClipper();
   2151 
   2152     // items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step)
   2153     // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
   2154     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.
   2155     IMGUI_API void End();                                               // Automatically called on the last call of Step() that returns false.
   2156     IMGUI_API bool Step();                                              // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
   2157 
   2158 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
   2159     inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset(this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79]
   2160 #endif
   2161 };
   2162 
   2163 // Helpers macros to generate 32-bit encoded colors
   2164 #ifdef IMGUI_USE_BGRA_PACKED_COLOR
   2165 #define IM_COL32_R_SHIFT    16
   2166 #define IM_COL32_G_SHIFT    8
   2167 #define IM_COL32_B_SHIFT    0
   2168 #define IM_COL32_A_SHIFT    24
   2169 #define IM_COL32_A_MASK     0xFF000000
   2170 #else
   2171 #define IM_COL32_R_SHIFT    0
   2172 #define IM_COL32_G_SHIFT    8
   2173 #define IM_COL32_B_SHIFT    16
   2174 #define IM_COL32_A_SHIFT    24
   2175 #define IM_COL32_A_MASK     0xFF000000
   2176 #endif
   2177 #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))
   2178 #define IM_COL32_WHITE       IM_COL32(255,255,255,255)  // Opaque white = 0xFFFFFFFF
   2179 #define IM_COL32_BLACK       IM_COL32(0,0,0,255)        // Opaque black
   2180 #define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0)          // Transparent black = 0x00000000
   2181 
   2182 // Helper: ImColor() implicitly converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
   2183 // Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
   2184 // **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
   2185 // **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.
   2186 struct ImColor
   2187 {
   2188     ImVec4              Value;
   2189 
   2190     ImColor()                                                       { Value.x = Value.y = Value.z = Value.w = 0.0f; }
   2191     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; }
   2192     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; }
   2193     ImColor(float r, float g, float b, float a = 1.0f)              { Value.x = r; Value.y = g; Value.z = b; Value.w = a; }
   2194     ImColor(const ImVec4& col)                                      { Value = col; }
   2195     inline operator ImU32() const                                   { return ImGui::ColorConvertFloat4ToU32(Value); }
   2196     inline operator ImVec4() const                                  { return Value; }
   2197 
   2198     // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.
   2199     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; }
   2200     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); }
   2201 };
   2202 
   2203 //-----------------------------------------------------------------------------
   2204 // [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)
   2205 // Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
   2206 //-----------------------------------------------------------------------------
   2207 
   2208 // The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking.
   2209 #ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX
   2210 #define IM_DRAWLIST_TEX_LINES_WIDTH_MAX     (63)
   2211 #endif
   2212 
   2213 // ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h]
   2214 // NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
   2215 // you can poke into the draw list for that! Draw callback may be useful for example to:
   2216 //  A) Change your GPU render state,
   2217 //  B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
   2218 // The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
   2219 // If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering backend accordingly.
   2220 #ifndef ImDrawCallback
   2221 typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
   2222 #endif
   2223 
   2224 // Special Draw callback value to request renderer backend to reset the graphics/render state.
   2225 // The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address.
   2226 // This is useful for example if you submitted callbacks which you know have altered the render state and you want it to be restored.
   2227 // It is not done by default because they are many perfectly useful way of altering render state for imgui contents (e.g. changing shader/blending settings before an Image call).
   2228 #define ImDrawCallback_ResetRenderState     (ImDrawCallback)(-1)
   2229 
   2230 // Typically, 1 command = 1 GPU draw call (unless command is a callback)
   2231 // - VtxOffset/IdxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,
   2232 //   those fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
   2233 //   Pre-1.71 backends will typically ignore the VtxOffset/IdxOffset fields.
   2234 // - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for).
   2235 struct ImDrawCmd
   2236 {
   2237     ImVec4          ClipRect;           // 4*4  // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
   2238     ImTextureID     TextureId;          // 4-8  // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
   2239     unsigned int    VtxOffset;          // 4    // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices.
   2240     unsigned int    IdxOffset;          // 4    // Start offset in index buffer. Always equal to sum of ElemCount drawn so far.
   2241     unsigned int    ElemCount;          // 4    // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
   2242     ImDrawCallback  UserCallback;       // 4-8  // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
   2243     void*           UserCallbackData;   // 4-8  // The draw callback code can access this.
   2244 
   2245     ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed
   2246 
   2247     // Since 1.83: returns ImTextureID associated with this draw call. Warning: DO NOT assume this is always same as 'TextureId' (we will change this function for an upcoming feature)
   2248     inline ImTextureID GetTexID() const { return TextureId; }
   2249 };
   2250 
   2251 // Vertex index, default to 16-bit
   2252 // To allow large meshes with 16-bit indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer backend (recommended).
   2253 // To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in imconfig.h.
   2254 #ifndef ImDrawIdx
   2255 typedef unsigned short ImDrawIdx;
   2256 #endif
   2257 
   2258 // Vertex layout
   2259 #ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
   2260 struct ImDrawVert
   2261 {
   2262     ImVec2  pos;
   2263     ImVec2  uv;
   2264     ImU32   col;
   2265 };
   2266 #else
   2267 // You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
   2268 // 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.
   2269 // The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared a the time you'd want to set your type up.
   2270 // 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.
   2271 IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
   2272 #endif
   2273 
   2274 // [Internal] For use by ImDrawList
   2275 struct ImDrawCmdHeader
   2276 {
   2277     ImVec4          ClipRect;
   2278     ImTextureID     TextureId;
   2279     unsigned int    VtxOffset;
   2280 };
   2281 
   2282 // [Internal] For use by ImDrawListSplitter
   2283 struct ImDrawChannel
   2284 {
   2285     ImVector<ImDrawCmd>         _CmdBuffer;
   2286     ImVector<ImDrawIdx>         _IdxBuffer;
   2287 };
   2288 
   2289 
   2290 // Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order.
   2291 // This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call.
   2292 struct ImDrawListSplitter
   2293 {
   2294     int                         _Current;    // Current channel number (0)
   2295     int                         _Count;      // Number of active channels (1+)
   2296     ImVector<ImDrawChannel>     _Channels;   // Draw channels (not resized down so _Count might be < Channels.Size)
   2297 
   2298     inline ImDrawListSplitter()  { memset(this, 0, sizeof(*this)); }
   2299     inline ~ImDrawListSplitter() { ClearFreeMemory(); }
   2300     inline void                 Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame
   2301     IMGUI_API void              ClearFreeMemory();
   2302     IMGUI_API void              Split(ImDrawList* draw_list, int count);
   2303     IMGUI_API void              Merge(ImDrawList* draw_list);
   2304     IMGUI_API void              SetCurrentChannel(ImDrawList* draw_list, int channel_idx);
   2305 };
   2306 
   2307 // Flags for ImDrawList functions
   2308 // (Legacy: bit 0 must always correspond to ImDrawFlags_Closed to be backward compatible with old API using a bool. Bits 1..3 must be unused)
   2309 enum ImDrawFlags_
   2310 {
   2311     ImDrawFlags_None                        = 0,
   2312     ImDrawFlags_Closed                      = 1 << 0, // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason)
   2313     ImDrawFlags_RoundCornersTopLeft         = 1 << 4, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners). Was 0x01.
   2314     ImDrawFlags_RoundCornersTopRight        = 1 << 5, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners). Was 0x02.
   2315     ImDrawFlags_RoundCornersBottomLeft      = 1 << 6, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners). Was 0x04.
   2316     ImDrawFlags_RoundCornersBottomRight     = 1 << 7, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f, we default to all corners). Wax 0x08.
   2317     ImDrawFlags_RoundCornersNone            = 1 << 8, // AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag!
   2318     ImDrawFlags_RoundCornersTop             = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight,
   2319     ImDrawFlags_RoundCornersBottom          = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
   2320     ImDrawFlags_RoundCornersLeft            = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft,
   2321     ImDrawFlags_RoundCornersRight           = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight,
   2322     ImDrawFlags_RoundCornersAll             = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
   2323     ImDrawFlags_RoundCornersDefault_        = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified.
   2324     ImDrawFlags_RoundCornersMask_           = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone
   2325 };
   2326 
   2327 // Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly.
   2328 // It is however possible to temporarily alter flags between calls to ImDrawList:: functions.
   2329 enum ImDrawListFlags_
   2330 {
   2331     ImDrawListFlags_None                    = 0,
   2332     ImDrawListFlags_AntiAliasedLines        = 1 << 0,  // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough to be drawn using textures, otherwise *3 the number of triangles)
   2333     ImDrawListFlags_AntiAliasedLinesUseTex  = 1 << 1,  // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering.
   2334     ImDrawListFlags_AntiAliasedFill         = 1 << 2,  // Enable anti-aliased edge around filled shapes (rounded rectangles, circles).
   2335     ImDrawListFlags_AllowVtxOffset          = 1 << 3   // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.
   2336 };
   2337 
   2338 // Draw command list
   2339 // This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame,
   2340 // all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
   2341 // Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to
   2342 // access the current window draw list and draw custom primitives.
   2343 // You can interleave normal ImGui:: calls and adding primitives to the current draw list.
   2344 // In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize).
   2345 // You are totally free to apply whatever transformation matrix to want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!)
   2346 // 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.
   2347 struct ImDrawList
   2348 {
   2349     // This is what you have to render
   2350     ImVector<ImDrawCmd>     CmdBuffer;          // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.
   2351     ImVector<ImDrawIdx>     IdxBuffer;          // Index buffer. Each command consume ImDrawCmd::ElemCount of those
   2352     ImVector<ImDrawVert>    VtxBuffer;          // Vertex buffer.
   2353     ImDrawListFlags         Flags;              // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
   2354 
   2355     // [Internal, used while building lists]
   2356     unsigned int            _VtxCurrentIdx;     // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.
   2357     const ImDrawListSharedData* _Data;          // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
   2358     const char*             _OwnerName;         // Pointer to owner window's name for debugging
   2359     ImDrawVert*             _VtxWritePtr;       // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
   2360     ImDrawIdx*              _IdxWritePtr;       // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
   2361     ImVector<ImVec4>        _ClipRectStack;     // [Internal]
   2362     ImVector<ImTextureID>   _TextureIdStack;    // [Internal]
   2363     ImVector<ImVec2>        _Path;              // [Internal] current path building
   2364     ImDrawCmdHeader         _CmdHeader;         // [Internal] template of active commands. Fields should match those of CmdBuffer.back().
   2365     ImDrawListSplitter      _Splitter;          // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!)
   2366     float                   _FringeScale;       // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content
   2367 
   2368     // 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)
   2369     ImDrawList(const ImDrawListSharedData* shared_data) { memset(this, 0, sizeof(*this)); _Data = shared_data; }
   2370 
   2371     ~ImDrawList() { _ClearFreeMemory(); }
   2372     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)
   2373     IMGUI_API void  PushClipRectFullScreen();
   2374     IMGUI_API void  PopClipRect();
   2375     IMGUI_API void  PushTextureID(ImTextureID texture_id);
   2376     IMGUI_API void  PopTextureID();
   2377     inline ImVec2   GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }
   2378     inline ImVec2   GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
   2379 
   2380     // Primitives
   2381     // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
   2382     // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred).
   2383     //   In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12.
   2384     //   In future versions we will use textures to provide cheaper and higher-quality circles.
   2385     //   Use AddNgon() and AddNgonFilled() functions if you need to guaranteed a specific number of sides.
   2386     IMGUI_API void  AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f);
   2387     IMGUI_API void  AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0, float thickness = 1.0f);   // a: upper-left, b: lower-right (== upper-left + size)
   2388     IMGUI_API void  AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0);                     // a: upper-left, b: lower-right (== upper-left + size)
   2389     IMGUI_API void  AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);
   2390     IMGUI_API void  AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f);
   2391     IMGUI_API void  AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col);
   2392     IMGUI_API void  AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f);
   2393     IMGUI_API void  AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col);
   2394     IMGUI_API void  AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 0, float thickness = 1.0f);
   2395     IMGUI_API void  AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0);
   2396     IMGUI_API void  AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f);
   2397     IMGUI_API void  AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments);
   2398     IMGUI_API void  AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
   2399     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);
   2400     IMGUI_API void  AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness);
   2401     IMGUI_API void  AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order.
   2402     IMGUI_API void  AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Cubic Bezier (4 control points)
   2403     IMGUI_API void  AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0);               // Quadratic Bezier (3 control points)
   2404 
   2405     // Image primitives
   2406     // - Read FAQ to understand what ImTextureID is.
   2407     // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle.
   2408     // - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture.
   2409     IMGUI_API void  AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE);
   2410     IMGUI_API void  AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE);
   2411     IMGUI_API void  AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0);
   2412 
   2413     // Stateful path API, add points then finish with PathFillConvex() or PathStroke()
   2414     inline    void  PathClear()                                                 { _Path.Size = 0; }
   2415     inline    void  PathLineTo(const ImVec2& pos)                               { _Path.push_back(pos); }
   2416     inline    void  PathLineToMergeDuplicate(const ImVec2& pos)                 { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); }
   2417     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.
   2418     inline    void  PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; }
   2419     IMGUI_API void  PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0);
   2420     IMGUI_API void  PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12);                // Use precomputed angles for a 12 steps circle
   2421     IMGUI_API void  PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points)
   2422     IMGUI_API void  PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0);               // Quadratic Bezier (3 control points)
   2423     IMGUI_API void  PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0);
   2424 
   2425     // Advanced
   2426     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.
   2427     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
   2428     IMGUI_API ImDrawList* CloneOutput() const;                                  // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.
   2429 
   2430     // Advanced: Channels
   2431     // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives)
   2432     // - Use to minimize draw calls (e.g. if going back-and-forth between multiple clipping rectangles, prefer to append into separate channels then merge at the end)
   2433     // - FIXME-OBSOLETE: This API shouldn't have been in ImDrawList in the first place!
   2434     //   Prefer using your own persistent instance of ImDrawListSplitter as you can stack them.
   2435     //   Using the ImDrawList::ChannelsXXXX you cannot stack a split over another.
   2436     inline void     ChannelsSplit(int count)    { _Splitter.Split(this, count); }
   2437     inline void     ChannelsMerge()             { _Splitter.Merge(this); }
   2438     inline void     ChannelsSetCurrent(int n)   { _Splitter.SetCurrentChannel(this, n); }
   2439 
   2440     // Advanced: Primitives allocations
   2441     // - We render triangles (three vertices)
   2442     // - All primitives needs to be reserved via PrimReserve() beforehand.
   2443     IMGUI_API void  PrimReserve(int idx_count, int vtx_count);
   2444     IMGUI_API void  PrimUnreserve(int idx_count, int vtx_count);
   2445     IMGUI_API void  PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col);      // Axis aligned rectangle (composed of two triangles)
   2446     IMGUI_API void  PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
   2447     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);
   2448     inline    void  PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col)    { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
   2449     inline    void  PrimWriteIdx(ImDrawIdx idx)                                     { *_IdxWritePtr = idx; _IdxWritePtr++; }
   2450     inline    void  PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col)         { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index
   2451 
   2452 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
   2453     inline    void  AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); }
   2454     inline    void  PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); }
   2455 #endif
   2456 
   2457     // [Internal helpers]
   2458     IMGUI_API void  _ResetForNewFrame();
   2459     IMGUI_API void  _ClearFreeMemory();
   2460     IMGUI_API void  _PopUnusedDrawCmd();
   2461     IMGUI_API void  _OnChangedClipRect();
   2462     IMGUI_API void  _OnChangedTextureID();
   2463     IMGUI_API void  _OnChangedVtxOffset();
   2464     IMGUI_API int   _CalcCircleAutoSegmentCount(float radius) const;
   2465     IMGUI_API void  _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step);
   2466     IMGUI_API void  _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments);
   2467 };
   2468 
   2469 // All draw data to render a Dear ImGui frame
   2470 // (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose,
   2471 // as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList)
   2472 struct ImDrawData
   2473 {
   2474     bool            Valid;                  // Only valid after Render() is called and before the next NewFrame() is called.
   2475     int             CmdListsCount;          // Number of ImDrawList* to render
   2476     int             TotalIdxCount;          // For convenience, sum of all ImDrawList's IdxBuffer.Size
   2477     int             TotalVtxCount;          // For convenience, sum of all ImDrawList's VtxBuffer.Size
   2478     ImDrawList**    CmdLists;               // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here.
   2479     ImVec2          DisplayPos;             // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications)
   2480     ImVec2          DisplaySize;            // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications)
   2481     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.
   2482 
   2483     // Functions
   2484     ImDrawData()    { Clear(); }
   2485     void Clear()    { memset(this, 0, sizeof(*this)); }     // The ImDrawList are owned by ImGuiContext!
   2486     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!
   2487     IMGUI_API void  ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
   2488 };
   2489 
   2490 //-----------------------------------------------------------------------------
   2491 // [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)
   2492 //-----------------------------------------------------------------------------
   2493 
   2494 struct ImFontConfig
   2495 {
   2496     void*           FontData;               //          // TTF/OTF data
   2497     int             FontDataSize;           //          // TTF/OTF data size
   2498     bool            FontDataOwnedByAtlas;   // true     // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
   2499     int             FontNo;                 // 0        // Index of font within TTF/OTF file
   2500     float           SizePixels;             //          // Size in pixels for rasterizer (more or less maps to the resulting font height).
   2501     int             OversampleH;            // 3        // Rasterize at higher quality for sub-pixel positioning. Note the difference between 2 and 3 is minimal so you can reduce this to 2 to save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.
   2502     int             OversampleV;            // 1        // Rasterize at higher quality for sub-pixel positioning. This is not really useful as we don't use sub-pixel positions on the Y axis.
   2503     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.
   2504     ImVec2          GlyphExtraSpacing;      // 0, 0     // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
   2505     ImVec2          GlyphOffset;            // 0, 0     // Offset all glyphs from this font input.
   2506     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.
   2507     float           GlyphMinAdvanceX;       // 0        // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font
   2508     float           GlyphMaxAdvanceX;       // FLT_MAX  // Maximum AdvanceX for glyphs
   2509     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.
   2510     unsigned int    FontBuilderFlags;       // 0        // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure.
   2511     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.
   2512     ImWchar         EllipsisChar;           // -1       // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.
   2513 
   2514     // [Internal]
   2515     char            Name[40];               // Name (strictly to ease debugging)
   2516     ImFont*         DstFont;
   2517 
   2518     IMGUI_API ImFontConfig();
   2519 };
   2520 
   2521 // Hold rendering data for one glyph.
   2522 // (Note: some language parsers may fail to convert the 31+1 bitfield members, in this case maybe drop store a single u32 or we can rework this)
   2523 struct ImFontGlyph
   2524 {
   2525     unsigned int    Colored : 1;        // Flag to indicate glyph is colored and should generally ignore tinting (make it usable with no shift on little-endian as this is used in loops)
   2526     unsigned int    Visible : 1;        // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering.
   2527     unsigned int    Codepoint : 30;     // 0x0000..0x10FFFF
   2528     float           AdvanceX;           // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in)
   2529     float           X0, Y0, X1, Y1;     // Glyph corners
   2530     float           U0, V0, U1, V1;     // Texture coordinates
   2531 };
   2532 
   2533 // Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges().
   2534 // This is essentially a tightly packed of vector of 64k booleans = 8KB storage.
   2535 struct ImFontGlyphRangesBuilder
   2536 {
   2537     ImVector<ImU32> UsedChars;            // Store 1-bit per Unicode code point (0=unused, 1=used)
   2538 
   2539     ImFontGlyphRangesBuilder()              { Clear(); }
   2540     inline void     Clear()                 { int size_in_bytes = (IM_UNICODE_CODEPOINT_MAX + 1) / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); }
   2541     inline bool     GetBit(size_t n) const  { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; }  // Get bit n in the array
   2542     inline void     SetBit(size_t n)        { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; }               // Set bit n in the array
   2543     inline void     AddChar(ImWchar c)      { SetBit(c); }                      // Add character
   2544     IMGUI_API void  AddText(const char* text, const char* text_end = NULL);     // Add string (each character of the UTF-8 string are added)
   2545     IMGUI_API void  AddRanges(const ImWchar* ranges);                           // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
   2546     IMGUI_API void  BuildRanges(ImVector<ImWchar>* out_ranges);                 // Output new ranges
   2547 };
   2548 
   2549 // See ImFontAtlas::AddCustomRectXXX functions.
   2550 struct ImFontAtlasCustomRect
   2551 {
   2552     unsigned short  Width, Height;  // Input    // Desired rectangle dimension
   2553     unsigned short  X, Y;           // Output   // Packed position in Atlas
   2554     unsigned int    GlyphID;        // Input    // For custom font glyphs only (ID < 0x110000)
   2555     float           GlyphAdvanceX;  // Input    // For custom font glyphs only: glyph xadvance
   2556     ImVec2          GlyphOffset;    // Input    // For custom font glyphs only: glyph display offset
   2557     ImFont*         Font;           // Input    // For custom font glyphs only: target font
   2558     ImFontAtlasCustomRect()         { Width = Height = 0; X = Y = 0xFFFF; GlyphID = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; }
   2559     bool IsPacked() const           { return X != 0xFFFF; }
   2560 };
   2561 
   2562 // Flags for ImFontAtlas build
   2563 enum ImFontAtlasFlags_
   2564 {
   2565     ImFontAtlasFlags_None               = 0,
   2566     ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0,   // Don't round the height to next power of two
   2567     ImFontAtlasFlags_NoMouseCursors     = 1 << 1,   // Don't build software mouse cursors into the atlas (save a little texture memory)
   2568     ImFontAtlasFlags_NoBakedLines       = 1 << 2    // Don't build thick line textures into the atlas (save a little texture memory). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU).
   2569 };
   2570 
   2571 // Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
   2572 //  - One or more fonts.
   2573 //  - Custom graphics data needed to render the shapes needed by Dear ImGui.
   2574 //  - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas).
   2575 // It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api.
   2576 //  - 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.
   2577 //  - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
   2578 //  - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples)
   2579 //  - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
   2580 //    This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details.
   2581 // Common pitfalls:
   2582 // - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the
   2583 //   atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
   2584 // - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.
   2585 //   You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
   2586 // - Even though many functions are suffixed with "TTF", OTF data is supported just as well.
   2587 // - This is an old API and it is currently awkward for those and and various other reasons! We will address them in the future!
   2588 struct ImFontAtlas
   2589 {
   2590     IMGUI_API ImFontAtlas();
   2591     IMGUI_API ~ImFontAtlas();
   2592     IMGUI_API ImFont*           AddFont(const ImFontConfig* font_cfg);
   2593     IMGUI_API ImFont*           AddFontDefault(const ImFontConfig* font_cfg = NULL);
   2594     IMGUI_API ImFont*           AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
   2595     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.
   2596     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.
   2597     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.
   2598     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.
   2599     IMGUI_API void              ClearTexData();             // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory.
   2600     IMGUI_API void              ClearFonts();               // Clear output font data (glyphs storage, UV coordinates).
   2601     IMGUI_API void              Clear();                    // Clear all input and output.
   2602 
   2603     // Build atlas, retrieve pixel data.
   2604     // 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().
   2605     // The pitch is always = Width * BytesPerPixels (1 or 4)
   2606     // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
   2607     // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste.
   2608     IMGUI_API bool              Build();                    // Build pixels data. This is called automatically for you by the GetTexData*** functions.
   2609     IMGUI_API void              GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL);  // 1 byte per-pixel
   2610     IMGUI_API void              GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL);  // 4 bytes-per-pixel
   2611     bool                        IsBuilt() const             { return Fonts.Size > 0 && (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); }
   2612     void                        SetTexID(ImTextureID id)    { TexID = id; }
   2613 
   2614     //-------------------------------------------
   2615     // Glyph Ranges
   2616     //-------------------------------------------
   2617 
   2618     // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
   2619     // 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.
   2620     // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.
   2621     IMGUI_API const ImWchar*    GetGlyphRangesDefault();                // Basic Latin, Extended Latin
   2622     IMGUI_API const ImWchar*    GetGlyphRangesKorean();                 // Default + Korean characters
   2623     IMGUI_API const ImWchar*    GetGlyphRangesJapanese();               // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs
   2624     IMGUI_API const ImWchar*    GetGlyphRangesChineseFull();            // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs
   2625     IMGUI_API const ImWchar*    GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
   2626     IMGUI_API const ImWchar*    GetGlyphRangesCyrillic();               // Default + about 400 Cyrillic characters
   2627     IMGUI_API const ImWchar*    GetGlyphRangesThai();                   // Default + Thai characters
   2628     IMGUI_API const ImWchar*    GetGlyphRangesVietnamese();             // Default + Vietnamese characters
   2629 
   2630     //-------------------------------------------
   2631     // [BETA] Custom Rectangles/Glyphs API
   2632     //-------------------------------------------
   2633 
   2634     // You can request arbitrary rectangles to be packed into the atlas, for your own purposes.
   2635     // - After calling Build(), you can query the rectangle position and render your pixels.
   2636     // - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of prefered texture format.
   2637     // - You can also request your rectangles to be mapped as font glyph (given a font + Unicode point),
   2638     //   so you can render e.g. custom colorful icons and use them as regular glyphs.
   2639     // - Read docs/FONTS.md for more details about using colorful icons.
   2640     // - Note: this API may be redesigned later in order to support multi-monitor varying DPI settings.
   2641     IMGUI_API int               AddCustomRectRegular(int width, int height);
   2642     IMGUI_API int               AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0));
   2643     ImFontAtlasCustomRect*      GetCustomRectByIndex(int index) { IM_ASSERT(index >= 0); return &CustomRects[index]; }
   2644 
   2645     // [Internal]
   2646     IMGUI_API void              CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const;
   2647     IMGUI_API bool              GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]);
   2648 
   2649     //-------------------------------------------
   2650     // Members
   2651     //-------------------------------------------
   2652 
   2653     ImFontAtlasFlags            Flags;              // Build flags (see ImFontAtlasFlags_)
   2654     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.
   2655     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.
   2656     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.
   2657     bool                        Locked;             // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
   2658 
   2659     // [Internal]
   2660     // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
   2661     bool                        TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format.
   2662     unsigned char*              TexPixelsAlpha8;    // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
   2663     unsigned int*               TexPixelsRGBA32;    // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
   2664     int                         TexWidth;           // Texture width calculated during Build().
   2665     int                         TexHeight;          // Texture height calculated during Build().
   2666     ImVec2                      TexUvScale;         // = (1.0f/TexWidth, 1.0f/TexHeight)
   2667     ImVec2                      TexUvWhitePixel;    // Texture coordinates to a white pixel
   2668     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.
   2669     ImVector<ImFontAtlasCustomRect> CustomRects;    // Rectangles for packing custom texture data into the atlas.
   2670     ImVector<ImFontConfig>      ConfigData;         // Configuration data
   2671     ImVec4                      TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1];  // UVs for baked anti-aliased lines
   2672 
   2673     // [Internal] Font builder
   2674     const ImFontBuilderIO*      FontBuilderIO;      // Opaque interface to a font builder (default to stb_truetype, can be changed to use FreeType by defining IMGUI_ENABLE_FREETYPE).
   2675     unsigned int                FontBuilderFlags;   // Shared flags (for all fonts) for custom font builder. THIS IS BUILD IMPLEMENTATION DEPENDENT. Per-font override is also available in ImFontConfig.
   2676 
   2677     // [Internal] Packing data
   2678     int                         PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors
   2679     int                         PackIdLines;        // Custom texture rectangle ID for baked anti-aliased lines
   2680 
   2681 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
   2682     typedef ImFontAtlasCustomRect    CustomRect;         // OBSOLETED in 1.72+
   2683     typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
   2684 #endif
   2685 };
   2686 
   2687 // Font runtime data and rendering
   2688 // ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
   2689 struct ImFont
   2690 {
   2691     // Members: Hot ~20/24 bytes (for CalcTextSize)
   2692     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).
   2693     float                       FallbackAdvanceX;   // 4     // out // = FallbackGlyph->AdvanceX
   2694     float                       FontSize;           // 4     // in  //            // Height of characters/line, set during loading (don't change after loading)
   2695 
   2696     // Members: Hot ~28/40 bytes (for CalcTextSize + render loop)
   2697     ImVector<ImWchar>           IndexLookup;        // 12-16 // out //            // Sparse. Index glyphs by Unicode code-point.
   2698     ImVector<ImFontGlyph>       Glyphs;             // 12-16 // out //            // All glyphs.
   2699     const ImFontGlyph*          FallbackGlyph;      // 4-8   // out // = FindGlyph(FontFallbackChar)
   2700 
   2701     // Members: Cold ~32/40 bytes
   2702     ImFontAtlas*                ContainerAtlas;     // 4-8   // out //            // What we has been loaded into
   2703     const ImFontConfig*         ConfigData;         // 4-8   // in  //            // Pointer within ContainerAtlas->ConfigData
   2704     short                       ConfigDataCount;    // 2     // in  // ~ 1        // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
   2705     ImWchar                     FallbackChar;       // 2     // in  // = '?'      // Replacement character if a glyph isn't found. Only set via SetFallbackChar()
   2706     ImWchar                     EllipsisChar;       // 2     // out // = -1       // Character used for ellipsis rendering.
   2707     bool                        DirtyLookupTables;  // 1     // out //
   2708     float                       Scale;              // 4     // in  // = 1.f      // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
   2709     float                       Ascent, Descent;    // 4+4   // out //            // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
   2710     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)
   2711     ImU8                        Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/4096/8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints.
   2712 
   2713     // Methods
   2714     IMGUI_API ImFont();
   2715     IMGUI_API ~ImFont();
   2716     IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const;
   2717     IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const;
   2718     float                       GetCharAdvance(ImWchar c) const     { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; }
   2719     bool                        IsLoaded() const                    { return ContainerAtlas != NULL; }
   2720     const char*                 GetDebugName() const                { return ConfigData ? ConfigData->Name : "<unknown>"; }
   2721 
   2722     // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
   2723     // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
   2724     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
   2725     IMGUI_API const char*       CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
   2726     IMGUI_API void              RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const;
   2727     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;
   2728 
   2729     // [Internal] Don't use!
   2730     IMGUI_API void              BuildLookupTable();
   2731     IMGUI_API void              ClearOutputData();
   2732     IMGUI_API void              GrowIndex(int new_size);
   2733     IMGUI_API void              AddGlyph(const ImFontConfig* src_cfg, ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x);
   2734     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.
   2735     IMGUI_API void              SetGlyphVisible(ImWchar c, bool visible);
   2736     IMGUI_API void              SetFallbackChar(ImWchar c);
   2737     IMGUI_API bool              IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last);
   2738 };
   2739 
   2740 //-----------------------------------------------------------------------------
   2741 // [SECTION] Viewports
   2742 //-----------------------------------------------------------------------------
   2743 
   2744 // Flags stored in ImGuiViewport::Flags
   2745 enum ImGuiViewportFlags_
   2746 {
   2747     ImGuiViewportFlags_None                     = 0,
   2748     ImGuiViewportFlags_IsPlatformWindow         = 1 << 0,   // Represent a Platform Window
   2749     ImGuiViewportFlags_IsPlatformMonitor        = 1 << 1,   // Represent a Platform Monitor (unused yet)
   2750     ImGuiViewportFlags_OwnedByApp               = 1 << 2    // Platform Window: is created/managed by the application (rather than a dear imgui backend)
   2751 };
   2752 
   2753 // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
   2754 // - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
   2755 // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
   2756 // - About Main Area vs Work Area:
   2757 //   - Main Area = entire viewport.
   2758 //   - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor).
   2759 //   - Windows are generally trying to stay within the Work Area of their host viewport.
   2760 struct ImGuiViewport
   2761 {
   2762     ImGuiViewportFlags  Flags;                  // See ImGuiViewportFlags_
   2763     ImVec2              Pos;                    // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates)
   2764     ImVec2              Size;                   // Main Area: Size of the viewport.
   2765     ImVec2              WorkPos;                // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos)
   2766     ImVec2              WorkSize;               // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)
   2767 
   2768     ImGuiViewport()     { memset(this, 0, sizeof(*this)); }
   2769 
   2770     // Helpers
   2771     ImVec2              GetCenter() const       { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); }
   2772     ImVec2              GetWorkCenter() const   { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); }
   2773 };
   2774 
   2775 //-----------------------------------------------------------------------------
   2776 // [SECTION] Obsolete functions and types
   2777 // (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
   2778 // Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead.
   2779 //-----------------------------------------------------------------------------
   2780 
   2781 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
   2782 namespace ImGui
   2783 {
   2784     // OBSOLETED in 1.81 (from February 2021)
   2785     IMGUI_API bool      ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // Helper to calculate size from items_count and height_in_items
   2786     static inline bool  ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); }
   2787     static inline void  ListBoxFooter() { EndListBox(); }
   2788     // OBSOLETED in 1.79 (from August 2020)
   2789     static inline void  OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry!
   2790     // OBSOLETED in 1.78 (from June 2020)
   2791     // Old drag/sliders functions that took a 'float power = 1.0' argument instead of flags.
   2792     // For shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`.
   2793     IMGUI_API bool      DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power);
   2794     IMGUI_API bool      DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power);
   2795     static inline bool  DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power)    { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); }
   2796     static inline bool  DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); }
   2797     static inline bool  DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); }
   2798     static inline bool  DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); }
   2799     IMGUI_API bool      SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power);
   2800     IMGUI_API bool      SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power);
   2801     static inline bool  SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power)                 { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); }
   2802     static inline bool  SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power)              { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); }
   2803     static inline bool  SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power)              { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); }
   2804     static inline bool  SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power)              { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); }
   2805     // OBSOLETED in 1.77 (from June 2020)
   2806     static inline bool  BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); }
   2807     // OBSOLETED in 1.72 (from April 2019)
   2808     static inline void  TreeAdvanceToLabelPos()             { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); }
   2809     // OBSOLETED in 1.71 (from June 2019)
   2810     static inline void  SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); }
   2811     // OBSOLETED in 1.70 (from May 2019)
   2812     static inline float GetContentRegionAvailWidth()        { return GetContentRegionAvail().x; }
   2813     // OBSOLETED in 1.69 (from Mar 2019)
   2814     static inline ImDrawList* GetOverlayDrawList()          { return GetForegroundDrawList(); }
   2815 }
   2816 
   2817 // OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect()
   2818 typedef ImDrawFlags ImDrawCornerFlags;
   2819 enum ImDrawCornerFlags_
   2820 {
   2821     ImDrawCornerFlags_None      = ImDrawFlags_RoundCornersNone,         // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit
   2822     ImDrawCornerFlags_TopLeft   = ImDrawFlags_RoundCornersTopLeft,      // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally).
   2823     ImDrawCornerFlags_TopRight  = ImDrawFlags_RoundCornersTopRight,     // Was == 0x02 (1 << 1) prior to 1.82.
   2824     ImDrawCornerFlags_BotLeft   = ImDrawFlags_RoundCornersBottomLeft,   // Was == 0x04 (1 << 2) prior to 1.82.
   2825     ImDrawCornerFlags_BotRight  = ImDrawFlags_RoundCornersBottomRight,  // Was == 0x08 (1 << 3) prior to 1.82.
   2826     ImDrawCornerFlags_All       = ImDrawFlags_RoundCornersAll,          // Was == 0x0F prior to 1.82
   2827     ImDrawCornerFlags_Top       = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight,
   2828     ImDrawCornerFlags_Bot       = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight,
   2829     ImDrawCornerFlags_Left      = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft,
   2830     ImDrawCornerFlags_Right     = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight
   2831 };
   2832 
   2833 #endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
   2834 
   2835 //-----------------------------------------------------------------------------
   2836 
   2837 #if defined(__clang__)
   2838 #pragma clang diagnostic pop
   2839 #elif defined(__GNUC__)
   2840 #pragma GCC diagnostic pop
   2841 #endif
   2842 
   2843 #ifdef _MSC_VER
   2844 #pragma warning (pop)
   2845 #endif
   2846 
   2847 // Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h)
   2848 #ifdef IMGUI_INCLUDE_IMGUI_USER_H
   2849 #include "imgui_user.h"
   2850 #endif
   2851 
   2852 #endif // #ifndef IMGUI_DISABLE