duckstation

duckstation, but archived from the revision just before upstream changed it to a proprietary software project, this version is the libre one
git clone https://git.neptards.moe/u3shit/duckstation.git
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imgui.h (364107B)


      1 // dear imgui, v1.91.0
      2 // (headers)
      3 
      4 // Help:
      5 // - See links below.
      6 // - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
      7 // - Read top of imgui.cpp for more details, links and comments.
      8 
      9 // Resources:
     10 // - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md)
     11 // - Homepage ................... https://github.com/ocornut/imgui
     12 // - Releases & changelog ....... https://github.com/ocornut/imgui/releases
     13 // - Gallery .................... https://github.com/ocornut/imgui/issues/7503 (please post your screenshots/video there!)
     14 // - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there)
     15 //   - Getting Started            https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code)
     16 //   - Third-party Extensions     https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more)
     17 //   - Bindings/Backends          https://github.com/ocornut/imgui/wiki/Bindings (language bindings, backends for various tech/engines)
     18 //   - Glossary                   https://github.com/ocornut/imgui/wiki/Glossary
     19 //   - Debug Tools                https://github.com/ocornut/imgui/wiki/Debug-Tools
     20 //   - Software using Dear ImGui  https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui
     21 // - Issues & support ........... https://github.com/ocornut/imgui/issues
     22 // - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps)
     23 
     24 // For first-time users having issues compiling/linking/running/loading fonts:
     25 // please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
     26 // Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there.
     27 
     28 // Library Version
     29 // (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
     30 #define IMGUI_VERSION       "1.91.0"
     31 #define IMGUI_VERSION_NUM   19100
     32 #define IMGUI_HAS_TABLE
     33 
     34 /*
     35 
     36 Index of this file:
     37 // [SECTION] Header mess
     38 // [SECTION] Forward declarations and basic types
     39 // [SECTION] Dear ImGui end-user API functions
     40 // [SECTION] Flags & Enumerations
     41 // [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
     42 // [SECTION] Helpers: Debug log, Memory allocations macros, ImVector<>
     43 // [SECTION] ImGuiStyle
     44 // [SECTION] ImGuiIO
     45 // [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
     46 // [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor)
     47 // [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiMultiSelectIO, ImGuiSelectionRequest, ImGuiSelectionBasicStorage, ImGuiSelectionExternalStorage)
     48 // [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData)
     49 // [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
     50 // [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport)
     51 // [SECTION] Platform Dependent Interfaces (ImGuiPlatformImeData)
     52 // [SECTION] Obsolete functions and types
     53 
     54 */
     55 
     56 #pragma once
     57 
     58 // Configuration file with compile-time options
     59 // (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system)
     60 #ifdef IMGUI_USER_CONFIG
     61 #include IMGUI_USER_CONFIG
     62 #endif
     63 #include "imconfig.h"
     64 
     65 #ifndef IMGUI_DISABLE
     66 
     67 //-----------------------------------------------------------------------------
     68 // [SECTION] Header mess
     69 //-----------------------------------------------------------------------------
     70 
     71 // Includes
     72 #include <float.h>                  // FLT_MIN, FLT_MAX
     73 #include <stdarg.h>                 // va_list, va_start, va_end
     74 #include <stddef.h>                 // ptrdiff_t, NULL
     75 #include <string.h>                 // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
     76 
     77 // Define attributes of all API symbols declarations (e.g. for DLL under Windows)
     78 // IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h)
     79 // Using dear imgui via a shared library is not recommended: we don't guarantee backward nor forward ABI compatibility + this is a call-heavy library and function call overhead adds up.
     80 #ifndef IMGUI_API
     81 #define IMGUI_API
     82 #endif
     83 #ifndef IMGUI_IMPL_API
     84 #define IMGUI_IMPL_API              IMGUI_API
     85 #endif
     86 
     87 // Helper Macros
     88 #ifndef IM_ASSERT
     89 #include <assert.h>
     90 #define IM_ASSERT(_EXPR)            assert(_EXPR)                               // You can override the default assert handler by editing imconfig.h
     91 #endif
     92 #define IM_ARRAYSIZE(_ARR)          ((int)(sizeof(_ARR) / sizeof(*(_ARR))))     // Size of a static C-style array. Don't use on pointers!
     93 #define IM_UNUSED(_VAR)             ((void)(_VAR))                              // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
     94 
     95 // Check that version and structures layouts are matching between compiled imgui code and caller. Read comments above DebugCheckVersionAndDataLayout() for details.
     96 #define IMGUI_CHECKVERSION()        ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
     97 
     98 // Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions.
     99 // (MSVC provides an equivalent mechanism via SAL Annotations but it would require the macros in a different
    100 //  location. e.g. #include <sal.h> + void myprintf(_Printf_format_string_ const char* format, ...))
    101 #if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) && !defined(__clang__)
    102 #define IM_FMTARGS(FMT)             __attribute__((format(gnu_printf, FMT, FMT+1)))
    103 #define IM_FMTLIST(FMT)             __attribute__((format(gnu_printf, FMT, 0)))
    104 #elif !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__))
    105 #define IM_FMTARGS(FMT)             __attribute__((format(printf, FMT, FMT+1)))
    106 #define IM_FMTLIST(FMT)             __attribute__((format(printf, FMT, 0)))
    107 #else
    108 #define IM_FMTARGS(FMT)
    109 #define IM_FMTLIST(FMT)
    110 #endif
    111 
    112 // Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level functions)
    113 #if defined(_MSC_VER) && !defined(__clang__)  && !defined(__INTEL_COMPILER) && !defined(IMGUI_DEBUG_PARANOID)
    114 #define IM_MSVC_RUNTIME_CHECKS_OFF      __pragma(runtime_checks("",off))     __pragma(check_stack(off)) __pragma(strict_gs_check(push,off))
    115 #define IM_MSVC_RUNTIME_CHECKS_RESTORE  __pragma(runtime_checks("",restore)) __pragma(check_stack())    __pragma(strict_gs_check(pop))
    116 #else
    117 #define IM_MSVC_RUNTIME_CHECKS_OFF
    118 #define IM_MSVC_RUNTIME_CHECKS_RESTORE
    119 #endif
    120 
    121 // Warnings
    122 #ifdef _MSC_VER
    123 #pragma warning (push)
    124 #pragma warning (disable: 26495)    // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
    125 #endif
    126 #if defined(__clang__)
    127 #pragma clang diagnostic push
    128 #if __has_warning("-Wunknown-warning-option")
    129 #pragma clang diagnostic ignored "-Wunknown-warning-option"         // warning: unknown warning group 'xxx'
    130 #endif
    131 #pragma clang diagnostic ignored "-Wunknown-pragmas"                // warning: unknown warning group 'xxx'
    132 #pragma clang diagnostic ignored "-Wold-style-cast"
    133 #pragma clang diagnostic ignored "-Wfloat-equal"                    // warning: comparing floating point with == or != is unsafe
    134 #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
    135 #pragma clang diagnostic ignored "-Wreserved-identifier"            // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter
    136 #pragma clang diagnostic ignored "-Wunsafe-buffer-usage"            // warning: 'xxx' is an unsafe pointer used for buffer access
    137 #elif defined(__GNUC__)
    138 #pragma GCC diagnostic push
    139 #pragma GCC diagnostic ignored "-Wpragmas"          // warning: unknown option after '#pragma GCC diagnostic' kind
    140 #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
    141 #endif
    142 
    143 //-----------------------------------------------------------------------------
    144 // [SECTION] Forward declarations and basic types
    145 //-----------------------------------------------------------------------------
    146 
    147 // Scalar data types
    148 typedef unsigned int        ImGuiID;// A unique ID used by widgets (typically the result of hashing a stack of string)
    149 typedef signed char         ImS8;   // 8-bit signed integer
    150 typedef unsigned char       ImU8;   // 8-bit unsigned integer
    151 typedef signed short        ImS16;  // 16-bit signed integer
    152 typedef unsigned short      ImU16;  // 16-bit unsigned integer
    153 typedef signed int          ImS32;  // 32-bit signed integer == int
    154 typedef unsigned int        ImU32;  // 32-bit unsigned integer (often used to store packed colors)
    155 typedef signed   long long  ImS64;  // 64-bit signed integer
    156 typedef unsigned long long  ImU64;  // 64-bit unsigned integer
    157 
    158 // Forward declarations
    159 struct ImDrawChannel;               // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit()
    160 struct ImDrawCmd;                   // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)
    161 struct ImDrawData;                  // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.
    162 struct ImDrawList;                  // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder)
    163 struct ImDrawListSharedData;        // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
    164 struct ImDrawListSplitter;          // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back.
    165 struct ImDrawVert;                  // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
    166 struct ImFont;                      // Runtime data for a single font within a parent ImFontAtlas
    167 struct ImFontAtlas;                 // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
    168 struct ImFontBuilderIO;             // Opaque interface to a font builder (stb_truetype or FreeType).
    169 struct ImFontConfig;                // Configuration data when adding a font or merging fonts
    170 struct ImFontGlyph;                 // A single font glyph (code point + coordinates within in ImFontAtlas + offset)
    171 struct ImFontGlyphRangesBuilder;    // Helper to build glyph ranges from text/string data
    172 struct ImColor;                     // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)
    173 struct ImGuiContext;                // Dear ImGui context (opaque structure, unless including imgui_internal.h)
    174 struct ImGuiIO;                     // Main configuration and I/O between your application and ImGui
    175 struct ImGuiInputTextCallbackData;  // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
    176 struct ImGuiKeyData;                // Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions.
    177 struct ImGuiListClipper;            // Helper to manually clip large list of items
    178 struct ImGuiMultiSelectIO;          // Structure to interact with a BeginMultiSelect()/EndMultiSelect() block
    179 struct ImGuiOnceUponAFrame;         // Helper for running a block of code not more than once a frame
    180 struct ImGuiPayload;                // User data payload for drag and drop operations
    181 struct ImGuiPlatformImeData;        // Platform IME data for io.PlatformSetImeDataFn() function.
    182 struct ImGuiSelectionBasicStorage;  // Optional helper to store multi-selection state + apply multi-selection requests.
    183 struct ImGuiSelectionExternalStorage;//Optional helper to apply multi-selection requests to existing randomly accessible storage.
    184 struct ImGuiSelectionRequest;       // A selection request (stored in ImGuiMultiSelectIO)
    185 struct ImGuiSizeCallbackData;       // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
    186 struct ImGuiStorage;                // Helper for key->value storage (container sorted by key)
    187 struct ImGuiStoragePair;            // Helper for key->value storage (pair)
    188 struct ImGuiStyle;                  // Runtime data for styling/colors
    189 struct ImGuiTableSortSpecs;         // Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
    190 struct ImGuiTableColumnSortSpecs;   // Sorting specification for one column of a table
    191 struct ImGuiTextBuffer;             // Helper to hold and append into a text buffer (~string builder)
    192 struct ImGuiTextFilter;             // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]")
    193 struct ImGuiViewport;               // A Platform Window (always only one in 'master' branch), in the future may represent Platform Monitor
    194 
    195 // Enumerations
    196 // - We don't use strongly typed enums much because they add constraints (can't extend in private code, can't store typed in bit fields, extra casting on iteration)
    197 // - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
    198 //   - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
    199 //   - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
    200 //   - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
    201 enum ImGuiDir : int;                // -> enum ImGuiDir              // Enum: A cardinal direction (Left, Right, Up, Down)
    202 enum ImGuiKey : int;                // -> enum ImGuiKey              // Enum: A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value)
    203 enum ImGuiMouseSource : int;        // -> enum ImGuiMouseSource      // Enum; A mouse input source identifier (Mouse, TouchScreen, Pen)
    204 enum ImGuiSortDirection : ImU8;     // -> enum ImGuiSortDirection    // Enum: A sorting direction (ascending or descending)
    205 typedef int ImGuiCol;               // -> enum ImGuiCol_             // Enum: A color identifier for styling
    206 typedef int ImGuiCond;              // -> enum ImGuiCond_            // Enum: A condition for many Set*() functions
    207 typedef int ImGuiDataType;          // -> enum ImGuiDataType_        // Enum: A primary data type
    208 typedef int ImGuiMouseButton;       // -> enum ImGuiMouseButton_     // Enum: A mouse button identifier (0=left, 1=right, 2=middle)
    209 typedef int ImGuiMouseCursor;       // -> enum ImGuiMouseCursor_     // Enum: A mouse cursor shape
    210 typedef int ImGuiStyleVar;          // -> enum ImGuiStyleVar_        // Enum: A variable identifier for styling
    211 typedef int ImGuiTableBgTarget;     // -> enum ImGuiTableBgTarget_   // Enum: A color target for TableSetBgColor()
    212 
    213 // Flags (declared as int to allow using as flags without overhead, and to not pollute the top of this file)
    214 // - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
    215 //   - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
    216 //   - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
    217 //   - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
    218 typedef int ImDrawFlags;            // -> enum ImDrawFlags_          // Flags: for ImDrawList functions
    219 typedef int ImDrawListFlags;        // -> enum ImDrawListFlags_      // Flags: for ImDrawList instance
    220 typedef int ImFontAtlasFlags;       // -> enum ImFontAtlasFlags_     // Flags: for ImFontAtlas build
    221 typedef int ImGuiBackendFlags;      // -> enum ImGuiBackendFlags_    // Flags: for io.BackendFlags
    222 typedef int ImGuiButtonFlags;       // -> enum ImGuiButtonFlags_     // Flags: for InvisibleButton()
    223 typedef int ImGuiChildFlags;        // -> enum ImGuiChildFlags_      // Flags: for BeginChild()
    224 typedef int ImGuiColorEditFlags;    // -> enum ImGuiColorEditFlags_  // Flags: for ColorEdit4(), ColorPicker4() etc.
    225 typedef int ImGuiConfigFlags;       // -> enum ImGuiConfigFlags_     // Flags: for io.ConfigFlags
    226 typedef int ImGuiComboFlags;        // -> enum ImGuiComboFlags_      // Flags: for BeginCombo()
    227 typedef int ImGuiDragDropFlags;     // -> enum ImGuiDragDropFlags_   // Flags: for BeginDragDropSource(), AcceptDragDropPayload()
    228 typedef int ImGuiFocusedFlags;      // -> enum ImGuiFocusedFlags_    // Flags: for IsWindowFocused()
    229 typedef int ImGuiHoveredFlags;      // -> enum ImGuiHoveredFlags_    // Flags: for IsItemHovered(), IsWindowHovered() etc.
    230 typedef int ImGuiInputFlags;        // -> enum ImGuiInputFlags_      // Flags: for Shortcut(), SetNextItemShortcut()
    231 typedef int ImGuiInputTextFlags;    // -> enum ImGuiInputTextFlags_  // Flags: for InputText(), InputTextMultiline()
    232 typedef int ImGuiItemFlags;         // -> enum ImGuiItemFlags_       // Flags: for PushItemFlag(), shared by all items
    233 typedef int ImGuiKeyChord;          // -> ImGuiKey | ImGuiMod_XXX    // Flags: for IsKeyChordPressed(), Shortcut() etc. an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values.
    234 typedef int ImGuiPopupFlags;        // -> enum ImGuiPopupFlags_      // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen()
    235 typedef int ImGuiMultiSelectFlags;  // -> enum ImGuiMultiSelectFlags_// Flags: for BeginMultiSelect()
    236 typedef int ImGuiSelectableFlags;   // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
    237 typedef int ImGuiSliderFlags;       // -> enum ImGuiSliderFlags_     // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
    238 typedef int ImGuiTabBarFlags;       // -> enum ImGuiTabBarFlags_     // Flags: for BeginTabBar()
    239 typedef int ImGuiTabItemFlags;      // -> enum ImGuiTabItemFlags_    // Flags: for BeginTabItem()
    240 typedef int ImGuiTableFlags;        // -> enum ImGuiTableFlags_      // Flags: For BeginTable()
    241 typedef int ImGuiTableColumnFlags;  // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn()
    242 typedef int ImGuiTableRowFlags;     // -> enum ImGuiTableRowFlags_   // Flags: For TableNextRow()
    243 typedef int ImGuiTreeNodeFlags;     // -> enum ImGuiTreeNodeFlags_   // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader()
    244 typedef int ImGuiViewportFlags;     // -> enum ImGuiViewportFlags_   // Flags: for ImGuiViewport
    245 typedef int ImGuiWindowFlags;       // -> enum ImGuiWindowFlags_     // Flags: for Begin(), BeginChild()
    246 
    247 // ImTexture: user data for renderer backend to identify a texture [Compile-time configurable type]
    248 // - To use something else than an opaque void* pointer: override with e.g. '#define ImTextureID MyTextureType*' in your imconfig.h file.
    249 // - This can be whatever to you want it to be! read the FAQ about ImTextureID for details.
    250 #ifndef ImTextureID
    251 typedef void* ImTextureID;          // Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that)
    252 #endif
    253 
    254 // ImDrawIdx: vertex index. [Compile-time configurable type]
    255 // - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).
    256 // - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.
    257 #ifndef ImDrawIdx
    258 typedef unsigned short ImDrawIdx;   // Default: 16-bit (for maximum compatibility with renderer backends)
    259 #endif
    260 
    261 // Character types
    262 // (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display)
    263 typedef unsigned int ImWchar32;     // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings.
    264 typedef unsigned short ImWchar16;   // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings.
    265 #ifdef IMGUI_USE_WCHAR32            // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16]
    266 typedef ImWchar32 ImWchar;
    267 #else
    268 typedef ImWchar16 ImWchar;
    269 #endif
    270 
    271 // Multi-Selection item index or identifier when using BeginMultiSelect()
    272 // - Used by SetNextItemSelectionUserData() + and inside ImGuiMultiSelectIO structure.
    273 // - Most users are likely to use this store an item INDEX but this may be used to store a POINTER/ID as well. Read comments near ImGuiMultiSelectIO for details.
    274 typedef ImS64 ImGuiSelectionUserData;
    275 
    276 // Callback and functions types
    277 typedef int     (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data);    // Callback function for ImGui::InputText()
    278 typedef void    (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data);              // Callback function for ImGui::SetNextWindowSizeConstraints()
    279 typedef void*   (*ImGuiMemAllocFunc)(size_t sz, void* user_data);               // Function signature for ImGui::SetAllocatorFunctions()
    280 typedef void    (*ImGuiMemFreeFunc)(void* ptr, void* user_data);                // Function signature for ImGui::SetAllocatorFunctions()
    281 
    282 // ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type]
    283 // This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type.
    284 // Add '#define IMGUI_DEFINE_MATH_OPERATORS' in your imconfig.h file to benefit from courtesy maths operators for those types.
    285 IM_MSVC_RUNTIME_CHECKS_OFF
    286 struct ImVec2
    287 {
    288     float                                   x, y;
    289     constexpr ImVec2()                      : x(0.0f), y(0.0f) { }
    290     constexpr ImVec2(float _x, float _y)    : x(_x), y(_y) { }
    291     float& operator[] (size_t idx)          { IM_ASSERT(idx == 0 || idx == 1); return ((float*)(void*)(char*)this)[idx]; } // We very rarely use this [] operator, so the assert overhead is fine.
    292     float  operator[] (size_t idx) const    { IM_ASSERT(idx == 0 || idx == 1); return ((const float*)(const void*)(const char*)this)[idx]; }
    293 #ifdef IM_VEC2_CLASS_EXTRA
    294     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.
    295 #endif
    296 };
    297 
    298 // ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type]
    299 struct ImVec4
    300 {
    301     float                                                     x, y, z, w;
    302     constexpr ImVec4()                                        : x(0.0f), y(0.0f), z(0.0f), w(0.0f) { }
    303     constexpr ImVec4(float _x, float _y, float _z, float _w)  : x(_x), y(_y), z(_z), w(_w) { }
    304 #ifdef IM_VEC4_CLASS_EXTRA
    305     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.
    306 #endif
    307 };
    308 IM_MSVC_RUNTIME_CHECKS_RESTORE
    309 
    310 //-----------------------------------------------------------------------------
    311 // [SECTION] Dear ImGui end-user API functions
    312 // (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!)
    313 //-----------------------------------------------------------------------------
    314 
    315 namespace ImGui
    316 {
    317     // Context creation and access
    318     // - 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.
    319     // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
    320     //   for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details.
    321     IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
    322     IMGUI_API void          DestroyContext(ImGuiContext* ctx = NULL);   // NULL = destroy current context
    323     IMGUI_API ImGuiContext* GetCurrentContext();
    324     IMGUI_API void          SetCurrentContext(ImGuiContext* ctx);
    325 
    326     // Main
    327     IMGUI_API ImGuiIO&      GetIO();                                    // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
    328     IMGUI_API ImGuiStyle&   GetStyle();                                 // access the Style structure (colors, sizes). Always use PushStyleColor(), PushStyleVar() to modify style mid-frame!
    329     IMGUI_API void          NewFrame();                                 // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame().
    330     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!
    331     IMGUI_API void          Render();                                   // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData().
    332     IMGUI_API ImDrawData*   GetDrawData();                              // valid after Render() and until the next call to NewFrame(). this is what you have to render.
    333 
    334     // Demo, Debug, Information
    335     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!
    336     IMGUI_API void          ShowMetricsWindow(bool* p_open = NULL);     // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc.
    337     IMGUI_API void          ShowDebugLogWindow(bool* p_open = NULL);    // create Debug Log window. display a simplified log of important dear imgui events.
    338     IMGUI_API void          ShowIDStackToolWindow(bool* p_open = NULL); // create Stack Tool window. hover items with mouse to query information about the source of their unique ID.
    339     IMGUI_API void          ShowAboutWindow(bool* p_open = NULL);       // create About window. display Dear ImGui version, credits and build/system information.
    340     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)
    341     IMGUI_API bool          ShowStyleSelector(const char* label);       // add style selector block (not a window), essentially a combo listing the default styles.
    342     IMGUI_API void          ShowFontSelector(const char* label);        // add font selector block (not a window), essentially a combo listing the loaded fonts.
    343     IMGUI_API void          ShowUserGuide();                            // add basic help/info block (not a window): how to manipulate ImGui as an end-user (mouse/keyboard controls).
    344     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)
    345 
    346     // Styles
    347     IMGUI_API void          StyleColorsDark(ImGuiStyle* dst = NULL);    // new, recommended style (default)
    348     IMGUI_API void          StyleColorsLight(ImGuiStyle* dst = NULL);   // best used with borders and a custom, thicker font
    349     IMGUI_API void          StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style
    350 
    351     // Windows
    352     // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.
    353     // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,
    354     //   which clicking will set the boolean to false when clicked.
    355     // - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times.
    356     //   Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin().
    357     // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
    358     //   anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
    359     //   [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions
    360     //    such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding
    361     //    BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
    362     // - Note that the bottom of window stack always contains a window called "Debug".
    363     IMGUI_API bool          Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
    364     IMGUI_API void          End();
    365 
    366     // Child Windows
    367     // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
    368     // - Before 1.90 (November 2023), the "ImGuiChildFlags child_flags = 0" parameter was "bool border = false".
    369     //   This API is backward compatible with old code, as we guarantee that ImGuiChildFlags_Border == true.
    370     //   Consider updating your old code:
    371     //      BeginChild("Name", size, false)   -> Begin("Name", size, 0); or Begin("Name", size, ImGuiChildFlags_None);
    372     //      BeginChild("Name", size, true)    -> Begin("Name", size, ImGuiChildFlags_Border);
    373     // - Manual sizing (each axis can use a different setting e.g. ImVec2(0.0f, 400.0f)):
    374     //     == 0.0f: use remaining parent window size for this axis.
    375     //      > 0.0f: use specified size for this axis.
    376     //      < 0.0f: right/bottom-align to specified distance from available content boundaries.
    377     // - Specifying ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY makes the sizing automatic based on child contents.
    378     //   Combining both ImGuiChildFlags_AutoResizeX _and_ ImGuiChildFlags_AutoResizeY defeats purpose of a scrolling region and is NOT recommended.
    379     // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
    380     //   anything to the window. Always call a matching EndChild() for each BeginChild() call, regardless of its return value.
    381     //   [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions
    382     //    such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding
    383     //    BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
    384     IMGUI_API bool          BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0);
    385     IMGUI_API bool          BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0);
    386     IMGUI_API void          EndChild();
    387 
    388     // Windows Utilities
    389     // - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into.
    390     IMGUI_API bool          IsWindowAppearing();
    391     IMGUI_API bool          IsWindowCollapsed();
    392     IMGUI_API bool          IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
    393     IMGUI_API bool          IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options. IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details.
    394     IMGUI_API ImDrawList*   GetWindowDrawList();                        // get draw list associated to the current window, to append your own drawing primitives
    395     IMGUI_API ImVec2        GetWindowPos();                             // get current window position in screen space (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead)
    396     IMGUI_API ImVec2        GetWindowSize();                            // get current window size (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead)
    397     IMGUI_API float         GetWindowWidth();                           // get current window width (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().x.
    398     IMGUI_API float         GetWindowHeight();                          // get current window height (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().y.
    399 
    400     // Window manipulation
    401     // - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
    402     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.
    403     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()
    404     IMGUI_API void          SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use 0.0f or FLT_MAX if you don't want limits. Use -1 for both min and max of same axis to preserve current size (which itself is a constraint). Use callback to apply non-trivial programmatic constraints.
    405     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()
    406     IMGUI_API void          SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0);                 // set next window collapsed state. call before Begin()
    407     IMGUI_API void          SetNextWindowFocus();                                                       // set next window to be focused / top-most. call before Begin()
    408     IMGUI_API void          SetNextWindowScroll(const ImVec2& scroll);                                  // set next window scrolling value (use < 0.0f to not affect a given axis).
    409     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.
    410     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.
    411     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.
    412     IMGUI_API void          SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0);                     // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
    413     IMGUI_API void          SetWindowFocus();                                                           // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().
    414     IMGUI_API void          SetWindowFontScale(float scale);                                            // [OBSOLETE] set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes().
    415     IMGUI_API void          SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0);      // set named window position.
    416     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.
    417     IMGUI_API void          SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0);   // set named window collapsed state
    418     IMGUI_API void          SetWindowFocus(const char* name);                                           // set named window to be focused / top-most. use NULL to remove focus.
    419 
    420     // Windows Scrolling
    421     // - Any change of Scroll will be applied at the beginning of next frame in the first call to Begin().
    422     // - You may instead use SetNextWindowScroll() prior to calling Begin() to avoid this delay, as an alternative to using SetScrollX()/SetScrollY().
    423     IMGUI_API float         GetScrollX();                                                   // get scrolling amount [0 .. GetScrollMaxX()]
    424     IMGUI_API float         GetScrollY();                                                   // get scrolling amount [0 .. GetScrollMaxY()]
    425     IMGUI_API void          SetScrollX(float scroll_x);                                     // set scrolling amount [0 .. GetScrollMaxX()]
    426     IMGUI_API void          SetScrollY(float scroll_y);                                     // set scrolling amount [0 .. GetScrollMaxY()]
    427     IMGUI_API float         GetScrollMaxX();                                                // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x
    428     IMGUI_API float         GetScrollMaxY();                                                // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y
    429     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.
    430     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.
    431     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.
    432     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.
    433 
    434     // Parameters stacks (shared)
    435     IMGUI_API void          PushFont(ImFont* font);                                         // use NULL as a shortcut to push default font
    436     IMGUI_API void          PopFont();
    437     IMGUI_API void          PushStyleColor(ImGuiCol idx, ImU32 col);                        // modify a style color. always use this if you modify the style after NewFrame().
    438     IMGUI_API void          PushStyleColor(ImGuiCol idx, const ImVec4& col);
    439     IMGUI_API void          PopStyleColor(int count = 1);
    440     IMGUI_API void          PushStyleVar(ImGuiStyleVar idx, float val);                     // modify a style float variable. always use this if you modify the style after NewFrame().
    441     IMGUI_API void          PushStyleVar(ImGuiStyleVar idx, const ImVec2& val);             // modify a style ImVec2 variable. always use this if you modify the style after NewFrame().
    442     IMGUI_API void          PopStyleVar(int count = 1);
    443     IMGUI_API void          PushItemFlag(ImGuiItemFlags option, bool enabled);              // modify specified shared item flag, e.g. PushItemFlag(ImGuiItemFlags_NoTabStop, true)
    444     IMGUI_API void          PopItemFlag();
    445 
    446     // Parameters stacks (current window)
    447     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).
    448     IMGUI_API void          PopItemWidth();
    449     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)
    450     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.
    451     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
    452     IMGUI_API void          PopTextWrapPos();
    453 
    454     // Style read access
    455     // - Use the ShowStyleEditor() function to interactively see/edit the colors.
    456     IMGUI_API ImFont*       GetFont();                                                      // get current font
    457     IMGUI_API float         GetFontSize();                                                  // get current font size (= height in pixels) of current font with current scale applied
    458     IMGUI_API ImVec2        GetFontTexUvWhitePixel();                                       // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
    459     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
    460     IMGUI_API ImU32         GetColorU32(const ImVec4& col);                                 // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
    461     IMGUI_API ImU32         GetColorU32(ImU32 col, float alpha_mul = 1.0f);                 // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
    462     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.
    463 
    464     // Layout cursor positioning
    465     // - By "cursor" we mean the current output position.
    466     // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
    467     // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget.
    468     // - YOU CAN DO 99% OF WHAT YOU NEED WITH ONLY GetCursorScreenPos() and GetContentRegionAvail().
    469     // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API:
    470     //    - Absolute coordinate:        GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. -> this is the preferred way forward.
    471     //    - Window-local coordinates:   SameLine(offset), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), PushTextWrapPos()
    472     //    - Window-local coordinates:   GetContentRegionMax(), GetWindowContentRegionMin(), GetWindowContentRegionMax() --> all obsoleted. YOU DON'T NEED THEM.
    473     // - GetCursorScreenPos() = GetCursorPos() + GetWindowPos(). GetWindowPos() is almost only ever useful to convert from window-local to absolute coordinates. Try not to use it.
    474     IMGUI_API ImVec2        GetCursorScreenPos();                                           // cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND (prefer using this rather than GetCursorPos(), also more useful to work with ImDrawList API).
    475     IMGUI_API void          SetCursorScreenPos(const ImVec2& pos);                          // cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND.
    476     IMGUI_API ImVec2        GetContentRegionAvail();                                        // available space from current position. THIS IS YOUR BEST FRIEND.
    477     IMGUI_API ImVec2        GetCursorPos();                                                 // [window-local] cursor position in window-local coordinates. This is not your best friend.
    478     IMGUI_API float         GetCursorPosX();                                                // [window-local] "
    479     IMGUI_API float         GetCursorPosY();                                                // [window-local] "
    480     IMGUI_API void          SetCursorPos(const ImVec2& local_pos);                          // [window-local] "
    481     IMGUI_API void          SetCursorPosX(float local_x);                                   // [window-local] "
    482     IMGUI_API void          SetCursorPosY(float local_y);                                   // [window-local] "
    483     IMGUI_API ImVec2        GetCursorStartPos();                                            // [window-local] initial cursor position, in window-local coordinates. Call GetCursorScreenPos() after Begin() to get the absolute coordinates version.
    484 
    485     // Other layout functions
    486     IMGUI_API void          Separator();                                                    // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
    487     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.
    488     IMGUI_API void          NewLine();                                                      // undo a SameLine() or force a new line when in a horizontal-layout context.
    489     IMGUI_API void          Spacing();                                                      // add vertical spacing.
    490     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.
    491     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
    492     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
    493     IMGUI_API void          BeginGroup();                                                   // lock horizontal starting position
    494     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.)
    495     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)
    496     IMGUI_API float         GetTextLineHeight();                                            // ~ FontSize
    497     IMGUI_API float         GetTextLineHeightWithSpacing();                                 // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
    498     IMGUI_API float         GetFrameHeight();                                               // ~ FontSize + style.FramePadding.y * 2
    499     IMGUI_API float         GetFrameHeightWithSpacing();                                    // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)
    500 
    501     // ID stack/scopes
    502     // Read the FAQ (docs/FAQ.md or http://dearimgui.com/faq) for more details about how ID are handled in dear imgui.
    503     // - Those questions are answered and impacted by understanding of the ID stack system:
    504     //   - "Q: Why is my widget not reacting when I click on it?"
    505     //   - "Q: How can I have widgets with an empty label?"
    506     //   - "Q: How can I have multiple widgets with the same label?"
    507     // - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely
    508     //   want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
    509     // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others.
    510     // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID,
    511     //   whereas "str_id" denote a string that is only used as an ID and not normally displayed.
    512     IMGUI_API void          PushID(const char* str_id);                                     // push string into the ID stack (will hash string).
    513     IMGUI_API void          PushID(const char* str_id_begin, const char* str_id_end);       // push string into the ID stack (will hash string).
    514     IMGUI_API void          PushID(const void* ptr_id);                                     // push pointer into the ID stack (will hash pointer).
    515     IMGUI_API void          PushID(int int_id);                                             // push integer into the ID stack (will hash integer).
    516     IMGUI_API void          PopID();                                                        // pop from the ID stack.
    517     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
    518     IMGUI_API ImGuiID       GetID(const char* str_id_begin, const char* str_id_end);
    519     IMGUI_API ImGuiID       GetID(const void* ptr_id);
    520     IMGUI_API ImGuiID       GetID(int int_id);
    521 
    522     // Widgets: Text
    523     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.
    524     IMGUI_API void          Text(const char* fmt, ...)                                      IM_FMTARGS(1); // formatted text
    525     IMGUI_API void          TextV(const char* fmt, va_list args)                            IM_FMTLIST(1);
    526     IMGUI_API void          TextColored(const ImVec4& col, const char* fmt, ...)            IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
    527     IMGUI_API void          TextColoredV(const ImVec4& col, const char* fmt, va_list args)  IM_FMTLIST(2);
    528     IMGUI_API void          TextDisabled(const char* fmt, ...)                              IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
    529     IMGUI_API void          TextDisabledV(const char* fmt, va_list args)                    IM_FMTLIST(1);
    530     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().
    531     IMGUI_API void          TextWrappedV(const char* fmt, va_list args)                     IM_FMTLIST(1);
    532     IMGUI_API void          LabelText(const char* label, const char* fmt, ...)              IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets
    533     IMGUI_API void          LabelTextV(const char* label, const char* fmt, va_list args)    IM_FMTLIST(2);
    534     IMGUI_API void          BulletText(const char* fmt, ...)                                IM_FMTARGS(1); // shortcut for Bullet()+Text()
    535     IMGUI_API void          BulletTextV(const char* fmt, va_list args)                      IM_FMTLIST(1);
    536     IMGUI_API void          SeparatorText(const char* label);                               // currently: formatted text with an horizontal line
    537 
    538     // Widgets: Main
    539     // - Most widgets return true when the value has been changed or when pressed/selected
    540     // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state.
    541     IMGUI_API bool          Button(const char* label, const ImVec2& size = ImVec2(0, 0));   // button
    542     IMGUI_API bool          SmallButton(const char* label);                                 // button with (FramePadding.y == 0) to easily embed within text
    543     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.)
    544     IMGUI_API bool          ArrowButton(const char* str_id, ImGuiDir dir);                  // square button with an arrow shape
    545     IMGUI_API bool          Checkbox(const char* label, bool* v);
    546     IMGUI_API bool          CheckboxFlags(const char* label, int* flags, int flags_value);
    547     IMGUI_API bool          CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
    548     IMGUI_API bool          RadioButton(const char* label, bool active);                    // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }
    549     IMGUI_API bool          RadioButton(const char* label, int* v, int v_button);           // shortcut to handle the above pattern when value is an integer
    550     IMGUI_API void          ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL);
    551     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
    552     IMGUI_API bool          TextLink(const char* label);                                    // hyperlink text button, return true when clicked
    553     IMGUI_API void          TextLinkOpenURL(const char* label, const char* url = NULL);     // hyperlink text button, automatically open file/url when clicked
    554 
    555     // Widgets: Images
    556     // - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
    557     // - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above.
    558     // - Note that Image() may add +2.0f to provided size if a border is visible, ImageButton() adds style.FramePadding*2.0f to provided size.
    559     IMGUI_API void          Image(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& tint_col = ImVec4(1, 1, 1, 1), const ImVec4& border_col = ImVec4(0, 0, 0, 0));
    560     IMGUI_API bool          ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1));
    561 
    562     // Widgets: Combo Box (Dropdown)
    563     // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
    564     // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created.
    565     IMGUI_API bool          BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
    566     IMGUI_API void          EndCombo(); // only call EndCombo() if BeginCombo() returns true!
    567     IMGUI_API bool          Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);
    568     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"
    569     IMGUI_API bool          Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int popup_max_height_in_items = -1);
    570 
    571     // Widgets: Drag Sliders
    572     // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
    573     // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every function, note that a 'float v[X]' function argument is the same as 'float* v',
    574     //   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
    575     // - 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.
    576     // - Format string may also be set to NULL or use the default format ("%f" or "%d").
    577     // - 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).
    578     // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used.
    579     // - 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.
    580     // - 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.
    581     // - Legacy: Pre-1.78 there are DragXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
    582     //   If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
    583     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
    584     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);
    585     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);
    586     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);
    587     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);
    588     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
    589     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);
    590     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);
    591     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);
    592     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);
    593     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);
    594     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);
    595 
    596     // Widgets: Regular Sliders
    597     // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
    598     // - 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.
    599     // - Format string may also be set to NULL or use the default format ("%f" or "%d").
    600     // - Legacy: Pre-1.78 there are SliderXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
    601     //   If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
    602     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.
    603     IMGUI_API bool          SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
    604     IMGUI_API bool          SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
    605     IMGUI_API bool          SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
    606     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);
    607     IMGUI_API bool          SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
    608     IMGUI_API bool          SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
    609     IMGUI_API bool          SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
    610     IMGUI_API bool          SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
    611     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);
    612     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);
    613     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);
    614     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);
    615     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);
    616 
    617     // Widgets: Input with Keyboard
    618     // - 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.
    619     // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.
    620     IMGUI_API bool          InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
    621     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);
    622     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);
    623     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);
    624     IMGUI_API bool          InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
    625     IMGUI_API bool          InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
    626     IMGUI_API bool          InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
    627     IMGUI_API bool          InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0);
    628     IMGUI_API bool          InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0);
    629     IMGUI_API bool          InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0);
    630     IMGUI_API bool          InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0);
    631     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);
    632     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);
    633     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);
    634 
    635     // 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.)
    636     // - 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.
    637     // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
    638     IMGUI_API bool          ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
    639     IMGUI_API bool          ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
    640     IMGUI_API bool          ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
    641     IMGUI_API bool          ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
    642     IMGUI_API bool          ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed.
    643     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.
    644 
    645     // Widgets: Trees
    646     // - 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.
    647     IMGUI_API bool          TreeNode(const char* label);
    648     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().
    649     IMGUI_API bool          TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2);   // "
    650     IMGUI_API bool          TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
    651     IMGUI_API bool          TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
    652     IMGUI_API bool          TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);
    653     IMGUI_API bool          TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
    654     IMGUI_API bool          TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
    655     IMGUI_API bool          TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
    656     IMGUI_API bool          TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
    657     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.
    658     IMGUI_API void          TreePush(const void* ptr_id);                                       // "
    659     IMGUI_API void          TreePop();                                                          // ~ Unindent()+PopID()
    660     IMGUI_API float         GetTreeNodeToLabelSpacing();                                        // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
    661     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().
    662     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.
    663     IMGUI_API void          SetNextItemOpen(bool is_open, ImGuiCond cond = 0);                  // set next TreeNode/CollapsingHeader open state.
    664     IMGUI_API void          SetNextItemStorageID(ImGuiID storage_id);                           // set id to use for open/close storage (default to same as item id).
    665 
    666     // Widgets: Selectables
    667     // - A selectable highlights when hovered, and can display another color when selected.
    668     // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous.
    669     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
    670     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.
    671 
    672     // Multi-selection system for Selectable(), Checkbox(), TreeNode() functions [BETA]
    673     // - This enables standard multi-selection/range-selection idioms (CTRL+Mouse/Keyboard, SHIFT+Mouse/Keyboard, etc.) in a way that also allow a clipper to be used.
    674     // - ImGuiSelectionUserData is often used to store your item index within the current view (but may store something else).
    675     // - Read comments near ImGuiMultiSelectIO for instructions/details and see 'Demo->Widgets->Selection State & Multi-Select' for demo.
    676     // - TreeNode() is technically supported but... using this correctly is more complicated. You need some sort of linear/random access to your tree,
    677     //   which is suited to advanced trees setups already implementing filters and clipper. We will work simplifying the current demo.
    678     // - 'selection_size' and 'items_count' parameters are optional and used by a few features. If they are costly for you to compute, you may avoid them.
    679     IMGUI_API ImGuiMultiSelectIO*   BeginMultiSelect(ImGuiMultiSelectFlags flags, int selection_size = -1, int items_count = -1);
    680     IMGUI_API ImGuiMultiSelectIO*   EndMultiSelect();
    681     IMGUI_API void                  SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data);
    682     IMGUI_API bool                  IsItemToggledSelection();                                   // Was the last item selection state toggled? Useful if you need the per-item information _before_ reaching EndMultiSelect(). We only returns toggle _event_ in order to handle clipping correctly.
    683 
    684     // Widgets: List Boxes
    685     // - This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label.
    686     // - You can submit contents and manage your selection state however you want it, by creating e.g. Selectable() or any other items.
    687     // - 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.
    688     // - 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
    689     // - 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
    690     IMGUI_API bool          BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region
    691     IMGUI_API void          EndListBox();                                                       // only call EndListBox() if BeginListBox() returned true!
    692     IMGUI_API bool          ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);
    693     IMGUI_API bool          ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int height_in_items = -1);
    694 
    695     // Widgets: Data Plotting
    696     // - Consider using ImPlot (https://github.com/epezent/implot) which is much better!
    697     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));
    698     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));
    699     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));
    700     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));
    701 
    702     // Widgets: Value() Helpers.
    703     // - 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)
    704     IMGUI_API void          Value(const char* prefix, bool b);
    705     IMGUI_API void          Value(const char* prefix, int v);
    706     IMGUI_API void          Value(const char* prefix, unsigned int v);
    707     IMGUI_API void          Value(const char* prefix, float v, const char* float_format = NULL);
    708 
    709     // Widgets: Menus
    710     // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar.
    711     // - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it.
    712     // - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it.
    713     // - Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment.
    714     IMGUI_API bool          BeginMenuBar();                                                     // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
    715     IMGUI_API void          EndMenuBar();                                                       // only call EndMenuBar() if BeginMenuBar() returns true!
    716     IMGUI_API bool          BeginMainMenuBar();                                                 // create and append to a full screen menu-bar.
    717     IMGUI_API void          EndMainMenuBar();                                                   // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
    718     IMGUI_API bool          BeginMenu(const char* label, bool enabled = true);                  // create a sub-menu entry. only call EndMenu() if this returns true!
    719     IMGUI_API void          EndMenu();                                                          // only call EndMenu() if BeginMenu() returns true!
    720     IMGUI_API bool          MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true);  // return true when activated.
    721     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
    722 
    723     // Tooltips
    724     // - Tooltips are windows following the mouse. They do not take focus away.
    725     // - A tooltip window can contain items of any types.
    726     // - SetTooltip() is more or less a shortcut for the 'if (BeginTooltip()) { Text(...); EndTooltip(); }' idiom (with a subtlety that it discard any previously submitted tooltip)
    727     IMGUI_API bool          BeginTooltip();                                                     // begin/append a tooltip window.
    728     IMGUI_API void          EndTooltip();                                                       // only call EndTooltip() if BeginTooltip()/BeginItemTooltip() returns true!
    729     IMGUI_API void          SetTooltip(const char* fmt, ...) IM_FMTARGS(1);                     // set a text-only tooltip. Often used after a ImGui::IsItemHovered() check. Override any previous call to SetTooltip().
    730     IMGUI_API void          SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
    731 
    732     // Tooltips: helpers for showing a tooltip when hovering an item
    733     // - BeginItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip) && BeginTooltip())' idiom.
    734     // - SetItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) { SetTooltip(...); }' idiom.
    735     // - Where 'ImGuiHoveredFlags_ForTooltip' itself is a shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on active input type. For mouse it defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'.
    736     IMGUI_API bool          BeginItemTooltip();                                                 // begin/append a tooltip window if preceding item was hovered.
    737     IMGUI_API void          SetItemTooltip(const char* fmt, ...) IM_FMTARGS(1);                 // set a text-only tooltip if preceding item was hovered. override any previous call to SetTooltip().
    738     IMGUI_API void          SetItemTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
    739 
    740     // Popups, Modals
    741     //  - They block normal mouse hovering detection (and therefore most mouse interactions) behind them.
    742     //  - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
    743     //  - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls.
    744     //  - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time.
    745     //  - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered().
    746     //  - 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.
    747     //    This is sometimes leading to confusing mistakes. May rework this in the future.
    748     //  - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards if returned true. ImGuiWindowFlags are forwarded to the window.
    749     //  - BeginPopupModal(): block every interaction behind the window, cannot be closed by user, add a dimming background, has a title bar.
    750     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.
    751     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.
    752     IMGUI_API void          EndPopup();                                                                         // only call EndPopup() if BeginPopupXXX() returns true!
    753 
    754     // Popups: open/close functions
    755     //  - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options.
    756     //  - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
    757     //  - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually.
    758     //  - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options).
    759     //  - 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().
    760     //  - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened.
    761     //  - IMPORTANT: Notice that for OpenPopupOnItemClick() we exceptionally default flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter
    762     IMGUI_API void          OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0);                     // call to mark popup as open (don't call every frame!).
    763     IMGUI_API void          OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0);                             // id overload to facilitate calling from nested stacks
    764     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)
    765     IMGUI_API void          CloseCurrentPopup();                                                                // manually close the popup we have begin-ed into.
    766 
    767     // Popups: open+begin combined functions helpers
    768     //  - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking.
    769     //  - They are convenient to easily create context menus, hence the name.
    770     //  - 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.
    771     //  - IMPORTANT: Notice that we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight.
    772     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!
    773     IMGUI_API bool          BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window.
    774     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).
    775 
    776     // Popups: query functions
    777     //  - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack.
    778     //  - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack.
    779     //  - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open.
    780     IMGUI_API bool          IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0);                         // return true if the popup is open.
    781 
    782     // Tables
    783     // - Full-featured replacement for old Columns API.
    784     // - See Demo->Tables for demo code. See top of imgui_tables.cpp for general commentary.
    785     // - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags.
    786     // The typical call flow is:
    787     // - 1. Call BeginTable(), early out if returning false.
    788     // - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults.
    789     // - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows.
    790     // - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data.
    791     // - 5. Populate contents:
    792     //    - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column.
    793     //    - If you are using tables as a sort of grid, where every column is holding the same type of contents,
    794     //      you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex().
    795     //      TableNextColumn() will automatically wrap-around into the next row if needed.
    796     //    - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column!
    797     //    - Summary of possible call flow:
    798     //        - TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1")  // OK
    799     //        - TableNextRow() -> TableNextColumn()      -> Text("Hello 0") -> TableNextColumn()      -> Text("Hello 1")  // OK
    800     //        -                   TableNextColumn()      -> Text("Hello 0") -> TableNextColumn()      -> Text("Hello 1")  // OK: TableNextColumn() automatically gets to next row!
    801     //        - TableNextRow()                           -> Text("Hello 0")                                               // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear!
    802     // - 5. Call EndTable()
    803     IMGUI_API bool          BeginTable(const char* str_id, int columns, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f);
    804     IMGUI_API void          EndTable();                                         // only call EndTable() if BeginTable() returns true!
    805     IMGUI_API void          TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row.
    806     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.
    807     IMGUI_API bool          TableSetColumnIndex(int column_n);                  // append into the specified column. Return true when column is visible.
    808 
    809     // Tables: Headers & Columns declaration
    810     // - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc.
    811     // - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column.
    812     //   Headers are required to perform: reordering, sorting, and opening the context menu.
    813     //   The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody.
    814     // - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in
    815     //   some advanced use cases (e.g. adding custom widgets in header row).
    816     // - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled.
    817     IMGUI_API void          TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0);
    818     IMGUI_API void          TableSetupScrollFreeze(int cols, int rows);         // lock columns/rows so they stay visible when scrolled.
    819     IMGUI_API void          TableHeader(const char* label);                     // submit one header cell manually (rarely used)
    820     IMGUI_API void          TableHeadersRow();                                  // submit a row with headers cells based on data provided to TableSetupColumn() + submit context menu
    821     IMGUI_API void          TableAngledHeadersRow();                            // submit a row with angled headers for every column with the ImGuiTableColumnFlags_AngledHeader flag. MUST BE FIRST ROW.
    822 
    823     // Tables: Sorting & Miscellaneous functions
    824     // - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting.
    825     //   When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have
    826     //   changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting,
    827     //   else you may wastefully sort your data every frame!
    828     // - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index.
    829     IMGUI_API ImGuiTableSortSpecs*  TableGetSortSpecs();                        // get latest sort specs for the table (NULL if not sorting).  Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable().
    830     IMGUI_API int                   TableGetColumnCount();                      // return number of columns (value passed to BeginTable)
    831     IMGUI_API int                   TableGetColumnIndex();                      // return current column index.
    832     IMGUI_API int                   TableGetRowIndex();                         // return current row index.
    833     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.
    834     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.
    835     IMGUI_API void                  TableSetColumnEnabled(int column_n, bool v);// change user accessible enabled/disabled state of a column. Set to false to hide the column. User can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody)
    836     IMGUI_API int                   TableGetHoveredColumn();                    // return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered. Can also use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead.
    837     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.
    838 
    839     // Legacy Columns API (prefer using Tables!)
    840     // - You can also use SameLine(pos_x) to mimic simplified columns.
    841     IMGUI_API void          Columns(int count = 1, const char* id = NULL, bool border = true);
    842     IMGUI_API void          NextColumn();                                                       // next column, defaults to current row or next row if the current row is finished
    843     IMGUI_API int           GetColumnIndex();                                                   // get current column index
    844     IMGUI_API float         GetColumnWidth(int column_index = -1);                              // get column width (in pixels). pass -1 to use current column
    845     IMGUI_API void          SetColumnWidth(int column_index, float width);                      // set column width (in pixels). pass -1 to use current column
    846     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
    847     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
    848     IMGUI_API int           GetColumnsCount();
    849 
    850     // Tab Bars, Tabs
    851     // - Note: Tabs are automatically created by the docking system (when in 'docking' branch). Use this to create tab bars/tabs yourself.
    852     IMGUI_API bool          BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0);        // create and append into a TabBar
    853     IMGUI_API void          EndTabBar();                                                        // only call EndTabBar() if BeginTabBar() returns true!
    854     IMGUI_API bool          BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected.
    855     IMGUI_API void          EndTabItem();                                                       // only call EndTabItem() if BeginTabItem() returns true!
    856     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.
    857     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.
    858 
    859     // Logging/Capture
    860     // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.
    861     IMGUI_API void          LogToTTY(int auto_open_depth = -1);                                 // start logging to tty (stdout)
    862     IMGUI_API void          LogToFile(int auto_open_depth = -1, const char* filename = NULL);   // start logging to file
    863     IMGUI_API void          LogToClipboard(int auto_open_depth = -1);                           // start logging to OS clipboard
    864     IMGUI_API void          LogFinish();                                                        // stop logging (close file, etc.)
    865     IMGUI_API void          LogButtons();                                                       // helper to display buttons for logging to tty/file/clipboard
    866     IMGUI_API void          LogText(const char* fmt, ...) IM_FMTARGS(1);                        // pass text data straight to log (without being displayed)
    867     IMGUI_API void          LogTextV(const char* fmt, va_list args) IM_FMTLIST(1);
    868 
    869     // Drag and Drop
    870     // - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource().
    871     // - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget().
    872     // - 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)
    873     // - An item can be both drag source and drop target.
    874     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()
    875     IMGUI_API bool          SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0);  // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. Return true when payload has been accepted.
    876     IMGUI_API void          EndDragDropSource();                                                                    // only call EndDragDropSource() if BeginDragDropSource() returns true!
    877     IMGUI_API bool                  BeginDragDropTarget();                                                          // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
    878     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.
    879     IMGUI_API void                  EndDragDropTarget();                                                            // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
    880     IMGUI_API const ImGuiPayload*   GetDragDropPayload();                                                           // peek directly into the current payload from anywhere. returns NULL when drag and drop is finished or inactive. use ImGuiPayload::IsDataType() to test for the payload type.
    881 
    882     // Disabling [BETA API]
    883     // - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors)
    884     // - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled)
    885     // - Tooltips windows by exception are opted out of disabling.
    886     // - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it.
    887     IMGUI_API void          BeginDisabled(bool disabled = true);
    888     IMGUI_API void          EndDisabled();
    889 
    890     // Clipping
    891     // - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only.
    892     IMGUI_API void          PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
    893     IMGUI_API void          PopClipRect();
    894 
    895     // Focus, Activation
    896     // - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item"
    897     IMGUI_API void          SetItemDefaultFocus();                                              // make last item the default focused item of a window.
    898     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.
    899 
    900     // Overlapping mode
    901     IMGUI_API void          SetNextItemAllowOverlap();                                          // allow next item to be overlapped by a subsequent item. Useful with invisible buttons, selectable, treenode covering an area where subsequent items may need to be added. Note that both Selectable() and TreeNode() have dedicated flags doing this.
    902 
    903     // Item/Widgets Utilities and Query Functions
    904     // - Most of the functions are referring to the previous Item that has been submitted.
    905     // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions.
    906     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.
    907     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)
    908     IMGUI_API bool          IsItemFocused();                                                    // is the last item focused for keyboard/gamepad navigation?
    909     IMGUI_API bool          IsItemClicked(ImGuiMouseButton mouse_button = 0);                   // is the last item hovered and mouse clicked on? (**)  == IsMouseClicked(mouse_button) && IsItemHovered()Important. (**) this is NOT equivalent to the behavior of e.g. Button(). Read comments in function definition.
    910     IMGUI_API bool          IsItemVisible();                                                    // is the last item visible? (items may be out of sight because of clipping/scrolling)
    911     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.
    912     IMGUI_API bool          IsItemActivated();                                                  // was the last item just made active (item was previously inactive).
    913     IMGUI_API bool          IsItemDeactivated();                                                // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that require continuous editing.
    914     IMGUI_API bool          IsItemDeactivatedAfterEdit();                                       // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that require continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item).
    915     IMGUI_API bool          IsItemToggledOpen();                                                // was the last item open state toggled? set by TreeNode().
    916     IMGUI_API bool          IsAnyItemHovered();                                                 // is any item hovered?
    917     IMGUI_API bool          IsAnyItemActive();                                                  // is any item active?
    918     IMGUI_API bool          IsAnyItemFocused();                                                 // is any item focused?
    919     IMGUI_API ImGuiID       GetItemID();                                                        // get ID of last item (~~ often same ImGui::GetID(label) beforehand)
    920     IMGUI_API ImVec2        GetItemRectMin();                                                   // get upper-left bounding rectangle of the last item (screen space)
    921     IMGUI_API ImVec2        GetItemRectMax();                                                   // get lower-right bounding rectangle of the last item (screen space)
    922     IMGUI_API ImVec2        GetItemRectSize();                                                  // get size of last item
    923 
    924     // Viewports
    925     // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
    926     // - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
    927     // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
    928     IMGUI_API ImGuiViewport* GetMainViewport();                                                 // return primary/default viewport. This can never be NULL.
    929 
    930     // Background/Foreground Draw Lists
    931     IMGUI_API ImDrawList*   GetBackgroundDrawList();                                            // this draw list will be the first rendered one. Useful to quickly draw shapes/text behind dear imgui contents.
    932     IMGUI_API ImDrawList*   GetForegroundDrawList();                                            // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
    933 
    934     // Miscellaneous Utilities
    935     IMGUI_API bool          IsRectVisible(const ImVec2& size);                                  // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
    936     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.
    937     IMGUI_API double        GetTime();                                                          // get global imgui time. incremented by io.DeltaTime every frame.
    938     IMGUI_API int           GetFrameCount();                                                    // get global imgui frame count. incremented by 1 every frame.
    939     IMGUI_API ImDrawListSharedData* GetDrawListSharedData();                                    // you may use this when creating your own ImDrawList instances.
    940     IMGUI_API const char*   GetStyleColorName(ImGuiCol idx);                                    // get a string corresponding to the enum value (for display, saving, etc.).
    941     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)
    942     IMGUI_API ImGuiStorage* GetStateStorage();
    943 
    944     // Text Utilities
    945     IMGUI_API ImVec2        CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
    946 
    947     // Color Utilities
    948     IMGUI_API ImVec4        ColorConvertU32ToFloat4(ImU32 in);
    949     IMGUI_API ImU32         ColorConvertFloat4ToU32(const ImVec4& in);
    950     IMGUI_API void          ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
    951     IMGUI_API void          ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
    952 
    953     // Inputs Utilities: Keyboard/Mouse/Gamepad
    954     // - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...).
    955     // - before v1.87, we used ImGuiKey to carry native/user indices as defined by each backends. About use of those legacy ImGuiKey values:
    956     //  - without IMGUI_DISABLE_OBSOLETE_KEYIO (legacy support): you can still use your legacy native/user indices (< 512) according to how your backend/engine stored them in io.KeysDown[], but need to cast them to ImGuiKey.
    957     //  - with    IMGUI_DISABLE_OBSOLETE_KEYIO (this is the way forward): any use of ImGuiKey will assert with key < 512. GetKeyIndex() is pass-through and therefore deprecated (gone if IMGUI_DISABLE_OBSOLETE_KEYIO is defined).
    958     IMGUI_API bool          IsKeyDown(ImGuiKey key);                                            // is key being held.
    959     IMGUI_API bool          IsKeyPressed(ImGuiKey key, bool repeat = true);                     // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
    960     IMGUI_API bool          IsKeyReleased(ImGuiKey key);                                        // was key released (went from Down to !Down)?
    961     IMGUI_API bool          IsKeyChordPressed(ImGuiKeyChord key_chord);                         // was key chord (mods + key) pressed, e.g. you can pass 'ImGuiMod_Ctrl | ImGuiKey_S' as a key-chord. This doesn't do any routing or focus check, please consider using Shortcut() function instead.
    962     IMGUI_API int           GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float rate);  // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate
    963     IMGUI_API const char*   GetKeyName(ImGuiKey key);                                           // [DEBUG] returns English name of the key. Those names a provided for debugging purpose and are not meant to be saved persistently not compared.
    964     IMGUI_API void          SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard);        // Override io.WantCaptureKeyboard flag next frame (said flag is left for your application to handle, typically when true it instructs your app to ignore inputs). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard"; after the next NewFrame() call.
    965 
    966     // Inputs Utilities: Shortcut Testing & Routing [BETA]
    967     // - ImGuiKeyChord = a ImGuiKey + optional ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super.
    968     //       ImGuiKey_C                          // Accepted by functions taking ImGuiKey or ImGuiKeyChord arguments)
    969     //       ImGuiMod_Ctrl | ImGuiKey_C          // Accepted by functions taking ImGuiKeyChord arguments)
    970     //   only ImGuiMod_XXX values are legal to combine with an ImGuiKey. You CANNOT combine two ImGuiKey values.
    971     // - The general idea is that several callers may register interest in a shortcut, and only one owner gets it.
    972     //      Parent   -> call Shortcut(Ctrl+S)    // When Parent is focused, Parent gets the shortcut.
    973     //        Child1 -> call Shortcut(Ctrl+S)    // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts)
    974     //        Child2 -> no call                  // When Child2 is focused, Parent gets the shortcut.
    975     //   The whole system is order independent, so if Child1 makes its calls before Parent, results will be identical.
    976     //   This is an important property as it facilitate working with foreign code or larger codebase.
    977     // - To understand the difference:
    978     //   - IsKeyChordPressed() compares mods and call IsKeyPressed() -> function has no side-effect.
    979     //   - Shortcut() submits a route, routes are resolved, if it currently can be routed it calls IsKeyChordPressed() -> function has (desirable) side-effects as it can prevents another call from getting the route.
    980     // - Visualize registered routes in 'Metrics/Debugger->Inputs'.
    981     IMGUI_API bool          Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0);
    982     IMGUI_API void          SetNextItemShortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0);
    983 
    984     // Inputs Utilities: Key/Input Ownership [BETA]
    985     // - One common use case would be to allow your items to disable standard inputs behaviors such
    986     //   as Tab or Alt key handling, Mouse Wheel scrolling, etc.
    987     //   e.g. Button(...); SetItemKeyOwner(ImGuiKey_MouseWheelY); to make hovering/activating a button disable wheel for scrolling.
    988     // - Reminder ImGuiKey enum include access to mouse buttons and gamepad, so key ownership can apply to them.
    989     // - Many related features are still in imgui_internal.h. For instance, most IsKeyXXX()/IsMouseXXX() functions have an owner-id-aware version.
    990     IMGUI_API void          SetItemKeyOwner(ImGuiKey key);                                      // Set key owner to last item ID if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'.
    991 
    992     // Inputs Utilities: Mouse specific
    993     // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.
    994     // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
    995     // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold')
    996     IMGUI_API bool          IsMouseDown(ImGuiMouseButton button);                               // is mouse button held?
    997     IMGUI_API bool          IsMouseClicked(ImGuiMouseButton button, bool repeat = false);       // did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1.
    998     IMGUI_API bool          IsMouseReleased(ImGuiMouseButton button);                           // did mouse button released? (went from Down to !Down)
    999     IMGUI_API bool          IsMouseDoubleClicked(ImGuiMouseButton button);                      // did mouse button double-clicked? Same as GetMouseClickedCount() == 2. (note that a double-click will also report IsMouseClicked() == true)
   1000     IMGUI_API int           GetMouseClickedCount(ImGuiMouseButton button);                      // return the number of successive mouse-clicks at the time where a click happen (otherwise 0).
   1001     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.
   1002     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
   1003     IMGUI_API bool          IsAnyMouseDown();                                                   // [WILL OBSOLETE] is any mouse button held? This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid.
   1004     IMGUI_API ImVec2        GetMousePos();                                                      // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
   1005     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)
   1006     IMGUI_API bool          IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f);         // is mouse dragging? (uses io.MouseDraggingThreshold if lock_threshold < 0.0f)
   1007     IMGUI_API ImVec2        GetMouseDragDelta(ImGuiMouseButton button = 0, float lock_threshold = -1.0f);   // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (uses io.MouseDraggingThreshold if lock_threshold < 0.0f)
   1008     IMGUI_API void          ResetMouseDragDelta(ImGuiMouseButton button = 0);                   //
   1009     IMGUI_API ImGuiMouseCursor GetMouseCursor();                                                // get desired mouse cursor shape. Important: reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
   1010     IMGUI_API void          SetMouseCursor(ImGuiMouseCursor cursor_type);                       // set desired mouse cursor shape
   1011     IMGUI_API void          SetNextFrameWantCaptureMouse(bool want_capture_mouse);              // Override io.WantCaptureMouse flag next frame (said flag is left for your application to handle, typical when true it instucts your app to ignore inputs). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse;" after the next NewFrame() call.
   1012 
   1013     // Clipboard Utilities
   1014     // - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard.
   1015     IMGUI_API const char*   GetClipboardText();
   1016     IMGUI_API void          SetClipboardText(const char* text);
   1017 
   1018     // Settings/.Ini Utilities
   1019     // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
   1020     // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
   1021     // - Important: default value "imgui.ini" is relative to current working dir! Most apps will want to lock this to an absolute path (e.g. same path as executables).
   1022     IMGUI_API void          LoadIniSettingsFromDisk(const char* ini_filename);                  // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
   1023     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.
   1024     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).
   1025     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.
   1026 
   1027     // Debug Utilities
   1028     // - Your main debugging friend is the ShowMetricsWindow() function, which is also accessible from Demo->Tools->Metrics Debugger
   1029     IMGUI_API void          DebugTextEncoding(const char* text);
   1030     IMGUI_API void          DebugFlashStyleColor(ImGuiCol idx);
   1031     IMGUI_API void          DebugStartItemPicker();
   1032     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.
   1033 #ifndef IMGUI_DISABLE_DEBUG_TOOLS
   1034     IMGUI_API void          DebugLog(const char* fmt, ...)           IM_FMTARGS(1); // Call via IMGUI_DEBUG_LOG() for maximum stripping in caller code!
   1035     IMGUI_API void          DebugLogV(const char* fmt, va_list args) IM_FMTLIST(1);
   1036 #endif
   1037 
   1038     // Memory Allocators
   1039     // - Those functions are not reliant on the current context.
   1040     // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
   1041     //   for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
   1042     IMGUI_API void          SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL);
   1043     IMGUI_API void          GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data);
   1044     IMGUI_API void*         MemAlloc(size_t size);
   1045     IMGUI_API void          MemFree(void* ptr);
   1046 
   1047 } // namespace ImGui
   1048 
   1049 //-----------------------------------------------------------------------------
   1050 // [SECTION] Flags & Enumerations
   1051 //-----------------------------------------------------------------------------
   1052 
   1053 // Flags for ImGui::Begin()
   1054 // (Those are per-window flags. There are shared flags in ImGuiIO: io.ConfigWindowsResizeFromEdges and io.ConfigWindowsMoveFromTitleBarOnly)
   1055 enum ImGuiWindowFlags_
   1056 {
   1057     ImGuiWindowFlags_None                   = 0,
   1058     ImGuiWindowFlags_NoTitleBar             = 1 << 0,   // Disable title-bar
   1059     ImGuiWindowFlags_NoResize               = 1 << 1,   // Disable user resizing with the lower-right grip
   1060     ImGuiWindowFlags_NoMove                 = 1 << 2,   // Disable user moving the window
   1061     ImGuiWindowFlags_NoScrollbar            = 1 << 3,   // Disable scrollbars (window can still scroll with mouse or programmatically)
   1062     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.
   1063     ImGuiWindowFlags_NoCollapse             = 1 << 5,   // Disable user collapsing window by double-clicking on it. Also referred to as Window Menu Button (e.g. within a docking node).
   1064     ImGuiWindowFlags_AlwaysAutoResize       = 1 << 6,   // Resize every window to its content every frame
   1065     ImGuiWindowFlags_NoBackground           = 1 << 7,   // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
   1066     ImGuiWindowFlags_NoSavedSettings        = 1 << 8,   // Never load/save settings in .ini file
   1067     ImGuiWindowFlags_NoMouseInputs          = 1 << 9,   // Disable catching mouse, hovering test with pass through.
   1068     ImGuiWindowFlags_MenuBar                = 1 << 10,  // Has a menu-bar
   1069     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.
   1070     ImGuiWindowFlags_NoFocusOnAppearing     = 1 << 12,  // Disable taking focus when transitioning from hidden to visible state
   1071     ImGuiWindowFlags_NoBringToFrontOnFocus  = 1 << 13,  // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus)
   1072     ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14,  // Always show vertical scrollbar (even if ContentSize.y < Size.y)
   1073     ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15,  // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
   1074     ImGuiWindowFlags_NoNavInputs            = 1 << 16,  // No gamepad/keyboard navigation within the window
   1075     ImGuiWindowFlags_NoNavFocus             = 1 << 17,  // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
   1076     ImGuiWindowFlags_UnsavedDocument        = 1 << 18,  // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.
   1077     ImGuiWindowFlags_NoNav                  = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
   1078     ImGuiWindowFlags_NoDecoration           = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,
   1079     ImGuiWindowFlags_NoInputs               = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
   1080 
   1081     // [Internal]
   1082     ImGuiWindowFlags_ChildWindow            = 1 << 24,  // Don't use! For internal use by BeginChild()
   1083     ImGuiWindowFlags_Tooltip                = 1 << 25,  // Don't use! For internal use by BeginTooltip()
   1084     ImGuiWindowFlags_Popup                  = 1 << 26,  // Don't use! For internal use by BeginPopup()
   1085     ImGuiWindowFlags_Modal                  = 1 << 27,  // Don't use! For internal use by BeginPopupModal()
   1086     ImGuiWindowFlags_ChildMenu              = 1 << 28,  // Don't use! For internal use by BeginMenu()
   1087 
   1088     // Obsolete names
   1089 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
   1090     ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 30,  // Obsoleted in 1.90.0: Use ImGuiChildFlags_AlwaysUseWindowPadding in BeginChild() call.
   1091     ImGuiWindowFlags_NavFlattened           = 1 << 31,  // Obsoleted in 1.90.9: Use ImGuiChildFlags_NavFlattened in BeginChild() call.
   1092 #endif
   1093 };
   1094 
   1095 // Flags for ImGui::BeginChild()
   1096 // (Legacy: bit 0 must always correspond to ImGuiChildFlags_Border to be backward compatible with old API using 'bool border = false'.
   1097 // About using AutoResizeX/AutoResizeY flags:
   1098 // - May be combined with SetNextWindowSizeConstraints() to set a min/max size for each axis (see "Demo->Child->Auto-resize with Constraints").
   1099 // - Size measurement for a given axis is only performed when the child window is within visible boundaries, or is just appearing.
   1100 //   - This allows BeginChild() to return false when not within boundaries (e.g. when scrolling), which is more optimal. BUT it won't update its auto-size while clipped.
   1101 //     While not perfect, it is a better default behavior as the always-on performance gain is more valuable than the occasional "resizing after becoming visible again" glitch.
   1102 //   - You may also use ImGuiChildFlags_AlwaysAutoResize to force an update even when child window is not in view.
   1103 //     HOWEVER PLEASE UNDERSTAND THAT DOING SO WILL PREVENT BeginChild() FROM EVER RETURNING FALSE, disabling benefits of coarse clipping.
   1104 enum ImGuiChildFlags_
   1105 {
   1106     ImGuiChildFlags_None                    = 0,
   1107     ImGuiChildFlags_Border                  = 1 << 0,   // Show an outer border and enable WindowPadding. (IMPORTANT: this is always == 1 == true for legacy reason)
   1108     ImGuiChildFlags_AlwaysUseWindowPadding  = 1 << 1,   // Pad with style.WindowPadding even if no border are drawn (no padding by default for non-bordered child windows because it makes more sense)
   1109     ImGuiChildFlags_ResizeX                 = 1 << 2,   // Allow resize from right border (layout direction). Enable .ini saving (unless ImGuiWindowFlags_NoSavedSettings passed to window flags)
   1110     ImGuiChildFlags_ResizeY                 = 1 << 3,   // Allow resize from bottom border (layout direction). "
   1111     ImGuiChildFlags_AutoResizeX             = 1 << 4,   // Enable auto-resizing width. Read "IMPORTANT: Size measurement" details above.
   1112     ImGuiChildFlags_AutoResizeY             = 1 << 5,   // Enable auto-resizing height. Read "IMPORTANT: Size measurement" details above.
   1113     ImGuiChildFlags_AlwaysAutoResize        = 1 << 6,   // Combined with AutoResizeX/AutoResizeY. Always measure size even when child is hidden, always return true, always disable clipping optimization! NOT RECOMMENDED.
   1114     ImGuiChildFlags_FrameStyle              = 1 << 7,   // Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding.
   1115     ImGuiChildFlags_NavFlattened            = 1 << 8,   // [BETA] Share focus scope, allow gamepad/keyboard navigation to cross over parent border to this child or between sibling child windows.
   1116 };
   1117 
   1118 // Flags for ImGui::PushItemFlag()
   1119 // (Those are shared by all items)
   1120 enum ImGuiItemFlags_
   1121 {
   1122     ImGuiItemFlags_None                     = 0,        // (Default)
   1123     ImGuiItemFlags_NoTabStop                = 1 << 0,   // false    // Disable keyboard tabbing. This is a "lighter" version of ImGuiItemFlags_NoNav.
   1124     ImGuiItemFlags_NoNav                    = 1 << 1,   // false    // Disable any form of focusing (keyboard/gamepad directional navigation and SetKeyboardFocusHere() calls).
   1125     ImGuiItemFlags_NoNavDefaultFocus        = 1 << 2,   // false    // Disable item being a candidate for default focus (e.g. used by title bar items).
   1126     ImGuiItemFlags_ButtonRepeat             = 1 << 3,   // false    // Any button-like behavior will have repeat mode enabled (based on io.KeyRepeatDelay and io.KeyRepeatRate values). Note that you can also call IsItemActive() after any button to tell if it is being held.
   1127     ImGuiItemFlags_AutoClosePopups          = 1 << 4,   // true     // MenuItem()/Selectable() automatically close their parent popup window.
   1128 };
   1129 
   1130 // Flags for ImGui::InputText()
   1131 // (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigInputTextCursorBlink and io.ConfigInputTextEnterKeepActive)
   1132 enum ImGuiInputTextFlags_
   1133 {
   1134     // Basic filters (also see ImGuiInputTextFlags_CallbackCharFilter)
   1135     ImGuiInputTextFlags_None                = 0,
   1136     ImGuiInputTextFlags_CharsDecimal        = 1 << 0,   // Allow 0123456789.+-*/
   1137     ImGuiInputTextFlags_CharsHexadecimal    = 1 << 1,   // Allow 0123456789ABCDEFabcdef
   1138     ImGuiInputTextFlags_CharsScientific     = 1 << 2,   // Allow 0123456789.+-*/eE (Scientific notation input)
   1139     ImGuiInputTextFlags_CharsUppercase      = 1 << 3,   // Turn a..z into A..Z
   1140     ImGuiInputTextFlags_CharsNoBlank        = 1 << 4,   // Filter out spaces, tabs
   1141 
   1142     // Inputs
   1143     ImGuiInputTextFlags_AllowTabInput       = 1 << 5,   // Pressing TAB input a '\t' character into the text field
   1144     ImGuiInputTextFlags_EnterReturnsTrue    = 1 << 6,   // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider looking at the IsItemDeactivatedAfterEdit() function.
   1145     ImGuiInputTextFlags_EscapeClearsAll     = 1 << 7,   // Escape key clears content if not empty, and deactivate otherwise (contrast to default behavior of Escape to revert)
   1146     ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 8,   // In multi-line mode, validate with Enter, add new line with Ctrl+Enter (default is opposite: validate with Ctrl+Enter, add line with Enter).
   1147 
   1148     // Other options
   1149     ImGuiInputTextFlags_ReadOnly            = 1 << 9,   // Read-only mode
   1150     ImGuiInputTextFlags_Password            = 1 << 10,  // Password mode, display all characters as '*', disable copy
   1151     ImGuiInputTextFlags_AlwaysOverwrite     = 1 << 11,  // Overwrite mode
   1152     ImGuiInputTextFlags_AutoSelectAll       = 1 << 12,  // Select entire text when first taking mouse focus
   1153     ImGuiInputTextFlags_ParseEmptyRefVal    = 1 << 13,  // InputFloat(), InputInt(), InputScalar() etc. only: parse empty string as zero value.
   1154     ImGuiInputTextFlags_DisplayEmptyRefVal  = 1 << 14,  // InputFloat(), InputInt(), InputScalar() etc. only: when value is zero, do not display it. Generally used with ImGuiInputTextFlags_ParseEmptyRefVal.
   1155     ImGuiInputTextFlags_NoHorizontalScroll  = 1 << 15,  // Disable following the cursor horizontally
   1156     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().
   1157 
   1158     // Callback features
   1159     ImGuiInputTextFlags_CallbackCompletion  = 1 << 17,  // Callback on pressing TAB (for completion handling)
   1160     ImGuiInputTextFlags_CallbackHistory     = 1 << 18,  // Callback on pressing Up/Down arrows (for history handling)
   1161     ImGuiInputTextFlags_CallbackAlways      = 1 << 19,  // Callback on each iteration. User code may query cursor position, modify text buffer.
   1162     ImGuiInputTextFlags_CallbackCharFilter  = 1 << 20,  // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
   1163     ImGuiInputTextFlags_CallbackResize      = 1 << 21,  // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this)
   1164     ImGuiInputTextFlags_CallbackEdit        = 1 << 22,  // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
   1165 
   1166     // Obsolete names
   1167     //ImGuiInputTextFlags_AlwaysInsertMode  = ImGuiInputTextFlags_AlwaysOverwrite   // [renamed in 1.82] name was not matching behavior
   1168 };
   1169 
   1170 // Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
   1171 enum ImGuiTreeNodeFlags_
   1172 {
   1173     ImGuiTreeNodeFlags_None                 = 0,
   1174     ImGuiTreeNodeFlags_Selected             = 1 << 0,   // Draw as selected
   1175     ImGuiTreeNodeFlags_Framed               = 1 << 1,   // Draw frame with background (e.g. for CollapsingHeader)
   1176     ImGuiTreeNodeFlags_AllowOverlap         = 1 << 2,   // Hit testing to allow subsequent widgets to overlap this one
   1177     ImGuiTreeNodeFlags_NoTreePushOnOpen     = 1 << 3,   // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
   1178     ImGuiTreeNodeFlags_NoAutoOpenOnLog      = 1 << 4,   // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
   1179     ImGuiTreeNodeFlags_DefaultOpen          = 1 << 5,   // Default node to be open
   1180     ImGuiTreeNodeFlags_OpenOnDoubleClick    = 1 << 6,   // Need double-click to open node
   1181     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.
   1182     ImGuiTreeNodeFlags_Leaf                 = 1 << 8,   // No collapsing, no arrow (use as a convenience for leaf nodes).
   1183     ImGuiTreeNodeFlags_Bullet               = 1 << 9,   // Display a bullet instead of arrow. IMPORTANT: node can still be marked open/close if you don't set the _Leaf flag!
   1184     ImGuiTreeNodeFlags_FramePadding         = 1 << 10,  // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding() before the node.
   1185     ImGuiTreeNodeFlags_SpanAvailWidth       = 1 << 11,  // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line without using AllowOverlap mode.
   1186     ImGuiTreeNodeFlags_SpanFullWidth        = 1 << 12,  // Extend hit box to the left-most and right-most edges (cover the indent area).
   1187     ImGuiTreeNodeFlags_SpanTextWidth        = 1 << 13,  // Narrow hit box + narrow hovering highlight, will only cover the label text.
   1188     ImGuiTreeNodeFlags_SpanAllColumns       = 1 << 14,  // Frame will span all columns of its container table (text will still fit in current column)
   1189     ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 15,  // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
   1190     //ImGuiTreeNodeFlags_NoScrollOnOpen     = 1 << 16,  // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
   1191     ImGuiTreeNodeFlags_CollapsingHeader     = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog,
   1192 
   1193 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
   1194     ImGuiTreeNodeFlags_AllowItemOverlap     = ImGuiTreeNodeFlags_AllowOverlap,  // Renamed in 1.89.7
   1195 #endif
   1196 };
   1197 
   1198 // Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions.
   1199 // - To be backward compatible with older API which took an 'int mouse_button = 1' argument instead of 'ImGuiPopupFlags flags',
   1200 //   we need to treat small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags.
   1201 //   It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags.
   1202 // - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0.
   1203 //   IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter
   1204 //   and want to use another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag explicitly.
   1205 // - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later).
   1206 enum ImGuiPopupFlags_
   1207 {
   1208     ImGuiPopupFlags_None                    = 0,
   1209     ImGuiPopupFlags_MouseButtonLeft         = 0,        // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left)
   1210     ImGuiPopupFlags_MouseButtonRight        = 1,        // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right)
   1211     ImGuiPopupFlags_MouseButtonMiddle       = 2,        // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle)
   1212     ImGuiPopupFlags_MouseButtonMask_        = 0x1F,
   1213     ImGuiPopupFlags_MouseButtonDefault_     = 1,
   1214     ImGuiPopupFlags_NoReopen                = 1 << 5,   // For OpenPopup*(), BeginPopupContext*(): don't reopen same popup if already open (won't reposition, won't reinitialize navigation)
   1215     //ImGuiPopupFlags_NoReopenAlwaysNavInit = 1 << 6,   // For OpenPopup*(), BeginPopupContext*(): focus and initialize navigation even when not reopening.
   1216     ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 7,   // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack
   1217     ImGuiPopupFlags_NoOpenOverItems         = 1 << 8,   // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space
   1218     ImGuiPopupFlags_AnyPopupId              = 1 << 10,  // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup.
   1219     ImGuiPopupFlags_AnyPopupLevel           = 1 << 11,  // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level)
   1220     ImGuiPopupFlags_AnyPopup                = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel,
   1221 };
   1222 
   1223 // Flags for ImGui::Selectable()
   1224 enum ImGuiSelectableFlags_
   1225 {
   1226     ImGuiSelectableFlags_None               = 0,
   1227     ImGuiSelectableFlags_NoAutoClosePopups  = 1 << 0,   // Clicking this doesn't close parent popup window (overrides ImGuiItemFlags_AutoClosePopups)
   1228     ImGuiSelectableFlags_SpanAllColumns     = 1 << 1,   // Frame will span all columns of its container table (text will still fit in current column)
   1229     ImGuiSelectableFlags_AllowDoubleClick   = 1 << 2,   // Generate press events on double clicks too
   1230     ImGuiSelectableFlags_Disabled           = 1 << 3,   // Cannot be selected, display grayed out text
   1231     ImGuiSelectableFlags_AllowOverlap       = 1 << 4,   // (WIP) Hit testing to allow subsequent widgets to overlap this one
   1232     ImGuiSelectableFlags_Highlight          = 1 << 5,   // Make the item be displayed as if it is hovered
   1233 
   1234 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
   1235     ImGuiSelectableFlags_DontClosePopups    = ImGuiSelectableFlags_NoAutoClosePopups,   // Renamed in 1.91.0
   1236     ImGuiSelectableFlags_AllowItemOverlap   = ImGuiSelectableFlags_AllowOverlap,        // Renamed in 1.89.7
   1237 #endif
   1238 };
   1239 
   1240 // Flags for ImGui::BeginCombo()
   1241 enum ImGuiComboFlags_
   1242 {
   1243     ImGuiComboFlags_None                    = 0,
   1244     ImGuiComboFlags_PopupAlignLeft          = 1 << 0,   // Align the popup toward the left by default
   1245     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()
   1246     ImGuiComboFlags_HeightRegular           = 1 << 2,   // Max ~8 items visible (default)
   1247     ImGuiComboFlags_HeightLarge             = 1 << 3,   // Max ~20 items visible
   1248     ImGuiComboFlags_HeightLargest           = 1 << 4,   // As many fitting items as possible
   1249     ImGuiComboFlags_NoArrowButton           = 1 << 5,   // Display on the preview box without the square arrow button
   1250     ImGuiComboFlags_NoPreview               = 1 << 6,   // Display only a square arrow button
   1251     ImGuiComboFlags_WidthFitPreview         = 1 << 7,   // Width dynamically calculated from preview contents
   1252     ImGuiComboFlags_HeightMask_             = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest,
   1253 };
   1254 
   1255 // Flags for ImGui::BeginTabBar()
   1256 enum ImGuiTabBarFlags_
   1257 {
   1258     ImGuiTabBarFlags_None                           = 0,
   1259     ImGuiTabBarFlags_Reorderable                    = 1 << 0,   // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list
   1260     ImGuiTabBarFlags_AutoSelectNewTabs              = 1 << 1,   // Automatically select new tabs when they appear
   1261     ImGuiTabBarFlags_TabListPopupButton             = 1 << 2,   // Disable buttons to open the tab list popup
   1262     ImGuiTabBarFlags_NoCloseWithMiddleMouseButton   = 1 << 3,   // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
   1263     ImGuiTabBarFlags_NoTabListScrollingButtons      = 1 << 4,   // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll)
   1264     ImGuiTabBarFlags_NoTooltip                      = 1 << 5,   // Disable tooltips when hovering a tab
   1265     ImGuiTabBarFlags_DrawSelectedOverline           = 1 << 6,   // Draw selected overline markers over selected tab
   1266     ImGuiTabBarFlags_FittingPolicyResizeDown        = 1 << 7,   // Resize tabs when they don't fit
   1267     ImGuiTabBarFlags_FittingPolicyScroll            = 1 << 8,   // Add scroll buttons when tabs don't fit
   1268     ImGuiTabBarFlags_FittingPolicyMask_             = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll,
   1269     ImGuiTabBarFlags_FittingPolicyDefault_          = ImGuiTabBarFlags_FittingPolicyResizeDown,
   1270 };
   1271 
   1272 // Flags for ImGui::BeginTabItem()
   1273 enum ImGuiTabItemFlags_
   1274 {
   1275     ImGuiTabItemFlags_None                          = 0,
   1276     ImGuiTabItemFlags_UnsavedDocument               = 1 << 0,   // Display a dot next to the title + set ImGuiTabItemFlags_NoAssumedClosure.
   1277     ImGuiTabItemFlags_SetSelected                   = 1 << 1,   // Trigger flag to programmatically make the tab selected when calling BeginTabItem()
   1278     ImGuiTabItemFlags_NoCloseWithMiddleMouseButton  = 1 << 2,   // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
   1279     ImGuiTabItemFlags_NoPushId                      = 1 << 3,   // Don't call PushID()/PopID() on BeginTabItem()/EndTabItem()
   1280     ImGuiTabItemFlags_NoTooltip                     = 1 << 4,   // Disable tooltip for the given tab
   1281     ImGuiTabItemFlags_NoReorder                     = 1 << 5,   // Disable reordering this tab or having another tab cross over this tab
   1282     ImGuiTabItemFlags_Leading                       = 1 << 6,   // Enforce the tab position to the left of the tab bar (after the tab list popup button)
   1283     ImGuiTabItemFlags_Trailing                      = 1 << 7,   // Enforce the tab position to the right of the tab bar (before the scrolling buttons)
   1284     ImGuiTabItemFlags_NoAssumedClosure              = 1 << 8,   // Tab is selected when trying to close + closure is not immediately assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.
   1285 };
   1286 
   1287 // Flags for ImGui::IsWindowFocused()
   1288 enum ImGuiFocusedFlags_
   1289 {
   1290     ImGuiFocusedFlags_None                          = 0,
   1291     ImGuiFocusedFlags_ChildWindows                  = 1 << 0,   // Return true if any children of the window is focused
   1292     ImGuiFocusedFlags_RootWindow                    = 1 << 1,   // Test from root window (top most parent of the current hierarchy)
   1293     ImGuiFocusedFlags_AnyWindow                     = 1 << 2,   // Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ!
   1294     ImGuiFocusedFlags_NoPopupHierarchy              = 1 << 3,   // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
   1295     //ImGuiFocusedFlags_DockHierarchy               = 1 << 4,   // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
   1296     ImGuiFocusedFlags_RootAndChildWindows           = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows,
   1297 };
   1298 
   1299 // Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
   1300 // 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!
   1301 // Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.
   1302 enum ImGuiHoveredFlags_
   1303 {
   1304     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.
   1305     ImGuiHoveredFlags_ChildWindows                  = 1 << 0,   // IsWindowHovered() only: Return true if any children of the window is hovered
   1306     ImGuiHoveredFlags_RootWindow                    = 1 << 1,   // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
   1307     ImGuiHoveredFlags_AnyWindow                     = 1 << 2,   // IsWindowHovered() only: Return true if any window is hovered
   1308     ImGuiHoveredFlags_NoPopupHierarchy              = 1 << 3,   // IsWindowHovered() only: Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
   1309     //ImGuiHoveredFlags_DockHierarchy               = 1 << 4,   // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
   1310     ImGuiHoveredFlags_AllowWhenBlockedByPopup       = 1 << 5,   // Return true even if a popup window is normally blocking access to this item/window
   1311     //ImGuiHoveredFlags_AllowWhenBlockedByModal     = 1 << 6,   // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
   1312     ImGuiHoveredFlags_AllowWhenBlockedByActiveItem  = 1 << 7,   // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
   1313     ImGuiHoveredFlags_AllowWhenOverlappedByItem     = 1 << 8,   // IsItemHovered() only: Return true even if the item uses AllowOverlap mode and is overlapped by another hoverable item.
   1314     ImGuiHoveredFlags_AllowWhenOverlappedByWindow   = 1 << 9,   // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window.
   1315     ImGuiHoveredFlags_AllowWhenDisabled             = 1 << 10,  // IsItemHovered() only: Return true even if the item is disabled
   1316     ImGuiHoveredFlags_NoNavOverride                 = 1 << 11,  // IsItemHovered() only: Disable using gamepad/keyboard navigation state when active, always query mouse
   1317     ImGuiHoveredFlags_AllowWhenOverlapped           = ImGuiHoveredFlags_AllowWhenOverlappedByItem | ImGuiHoveredFlags_AllowWhenOverlappedByWindow,
   1318     ImGuiHoveredFlags_RectOnly                      = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
   1319     ImGuiHoveredFlags_RootAndChildWindows           = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows,
   1320 
   1321     // Tooltips mode
   1322     // - typically used in IsItemHovered() + SetTooltip() sequence.
   1323     // - this is a shortcut to pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' where you can reconfigure desired behavior.
   1324     //   e.g. 'TooltipHoveredFlagsForMouse' defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'.
   1325     // - for frequently actioned or hovered items providing a tooltip, you want may to use ImGuiHoveredFlags_ForTooltip (stationary + delay) so the tooltip doesn't show too often.
   1326     // - for items which main purpose is to be hovered, or items with low affordance, or in less consistent apps, prefer no delay or shorter delay.
   1327     ImGuiHoveredFlags_ForTooltip                    = 1 << 12,  // Shortcut for standard flags when using IsItemHovered() + SetTooltip() sequence.
   1328 
   1329     // (Advanced) Mouse Hovering delays.
   1330     // - generally you can use ImGuiHoveredFlags_ForTooltip to use application-standardized flags.
   1331     // - use those if you need specific overrides.
   1332     ImGuiHoveredFlags_Stationary                    = 1 << 13,  // Require mouse to be stationary for style.HoverStationaryDelay (~0.15 sec) _at least one time_. After this, can move on same item/window. Using the stationary test tends to reduces the need for a long delay.
   1333     ImGuiHoveredFlags_DelayNone                     = 1 << 14,  // IsItemHovered() only: Return true immediately (default). As this is the default you generally ignore this.
   1334     ImGuiHoveredFlags_DelayShort                    = 1 << 15,  // IsItemHovered() only: Return true after style.HoverDelayShort elapsed (~0.15 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item).
   1335     ImGuiHoveredFlags_DelayNormal                   = 1 << 16,  // IsItemHovered() only: Return true after style.HoverDelayNormal elapsed (~0.40 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item).
   1336     ImGuiHoveredFlags_NoSharedDelay                 = 1 << 17,  // IsItemHovered() only: Disable shared delay system where moving from one item to the next keeps the previous timer for a short time (standard for tooltips with long delays)
   1337 };
   1338 
   1339 // Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
   1340 enum ImGuiDragDropFlags_
   1341 {
   1342     ImGuiDragDropFlags_None                         = 0,
   1343     // BeginDragDropSource() flags
   1344     ImGuiDragDropFlags_SourceNoPreviewTooltip       = 1 << 0,   // Disable preview tooltip. By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disables this behavior.
   1345     ImGuiDragDropFlags_SourceNoDisableHover         = 1 << 1,   // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disables this behavior so you can still call IsItemHovered() on the source item.
   1346     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.
   1347     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.
   1348     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.
   1349     ImGuiDragDropFlags_PayloadAutoExpire            = 1 << 5,   // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)
   1350     ImGuiDragDropFlags_PayloadNoCrossContext        = 1 << 6,   // Hint to specify that the payload may not be copied outside current dear imgui context.
   1351     ImGuiDragDropFlags_PayloadNoCrossProcess        = 1 << 7,   // Hint to specify that the payload may not be copied outside current process.
   1352     // AcceptDragDropPayload() flags
   1353     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.
   1354     ImGuiDragDropFlags_AcceptNoDrawDefaultRect      = 1 << 11,  // Do not draw the default highlight rectangle when hovering over target.
   1355     ImGuiDragDropFlags_AcceptNoPreviewTooltip       = 1 << 12,  // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.
   1356     ImGuiDragDropFlags_AcceptPeekOnly               = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect, // For peeking ahead and inspecting the payload before delivery.
   1357 
   1358 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
   1359     ImGuiDragDropFlags_SourceAutoExpirePayload = ImGuiDragDropFlags_PayloadAutoExpire, // Renamed in 1.90.9
   1360 #endif
   1361 };
   1362 
   1363 // Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.
   1364 #define IMGUI_PAYLOAD_TYPE_COLOR_3F     "_COL3F"    // float[3]: Standard type for colors, without alpha. User code may use this type.
   1365 #define IMGUI_PAYLOAD_TYPE_COLOR_4F     "_COL4F"    // float[4]: Standard type for colors. User code may use this type.
   1366 
   1367 // A primary data type
   1368 enum ImGuiDataType_
   1369 {
   1370     ImGuiDataType_S8,       // signed char / char (with sensible compilers)
   1371     ImGuiDataType_U8,       // unsigned char
   1372     ImGuiDataType_S16,      // short
   1373     ImGuiDataType_U16,      // unsigned short
   1374     ImGuiDataType_S32,      // int
   1375     ImGuiDataType_U32,      // unsigned int
   1376     ImGuiDataType_S64,      // long long / __int64
   1377     ImGuiDataType_U64,      // unsigned long long / unsigned __int64
   1378     ImGuiDataType_Float,    // float
   1379     ImGuiDataType_Double,   // double
   1380     ImGuiDataType_Bool,     // bool (provided for user convenience, not supported by scalar widgets)
   1381     ImGuiDataType_COUNT
   1382 };
   1383 
   1384 // A cardinal direction
   1385 enum ImGuiDir : int
   1386 {
   1387     ImGuiDir_None    = -1,
   1388     ImGuiDir_Left    = 0,
   1389     ImGuiDir_Right   = 1,
   1390     ImGuiDir_Up      = 2,
   1391     ImGuiDir_Down    = 3,
   1392     ImGuiDir_COUNT
   1393 };
   1394 
   1395 // A sorting direction
   1396 enum ImGuiSortDirection : ImU8
   1397 {
   1398     ImGuiSortDirection_None         = 0,
   1399     ImGuiSortDirection_Ascending    = 1,    // Ascending = 0->9, A->Z etc.
   1400     ImGuiSortDirection_Descending   = 2     // Descending = 9->0, Z->A etc.
   1401 };
   1402 
   1403 // Since 1.90, defining IMGUI_DISABLE_OBSOLETE_FUNCTIONS automatically defines IMGUI_DISABLE_OBSOLETE_KEYIO as well.
   1404 #if defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(IMGUI_DISABLE_OBSOLETE_KEYIO)
   1405 #define IMGUI_DISABLE_OBSOLETE_KEYIO
   1406 #endif
   1407 
   1408 // A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values.
   1409 // All our named keys are >= 512. Keys value 0 to 511 are left unused as legacy native/opaque key values (< 1.87).
   1410 // Since >= 1.89 we increased typing (went from int to enum), some legacy code may need a cast to ImGuiKey.
   1411 // Read details about the 1.87 and 1.89 transition : https://github.com/ocornut/imgui/issues/4921
   1412 // Note that "Keys" related to physical keys and are not the same concept as input "Characters", the later are submitted via io.AddInputCharacter().
   1413 // The keyboard key enum values are named after the keys on a standard US keyboard, and on other keyboard types the keys reported may not match the keycaps.
   1414 enum ImGuiKey : int
   1415 {
   1416     // Keyboard
   1417     ImGuiKey_None = 0,
   1418     ImGuiKey_Tab = 512,             // == ImGuiKey_NamedKey_BEGIN
   1419     ImGuiKey_LeftArrow,
   1420     ImGuiKey_RightArrow,
   1421     ImGuiKey_UpArrow,
   1422     ImGuiKey_DownArrow,
   1423     ImGuiKey_PageUp,
   1424     ImGuiKey_PageDown,
   1425     ImGuiKey_Home,
   1426     ImGuiKey_End,
   1427     ImGuiKey_Insert,
   1428     ImGuiKey_Delete,
   1429     ImGuiKey_Backspace,
   1430     ImGuiKey_Space,
   1431     ImGuiKey_Enter,
   1432     ImGuiKey_Escape,
   1433     ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper,
   1434     ImGuiKey_RightCtrl, ImGuiKey_RightShift, ImGuiKey_RightAlt, ImGuiKey_RightSuper,
   1435     ImGuiKey_Menu,
   1436     ImGuiKey_0, ImGuiKey_1, ImGuiKey_2, ImGuiKey_3, ImGuiKey_4, ImGuiKey_5, ImGuiKey_6, ImGuiKey_7, ImGuiKey_8, ImGuiKey_9,
   1437     ImGuiKey_A, ImGuiKey_B, ImGuiKey_C, ImGuiKey_D, ImGuiKey_E, ImGuiKey_F, ImGuiKey_G, ImGuiKey_H, ImGuiKey_I, ImGuiKey_J,
   1438     ImGuiKey_K, ImGuiKey_L, ImGuiKey_M, ImGuiKey_N, ImGuiKey_O, ImGuiKey_P, ImGuiKey_Q, ImGuiKey_R, ImGuiKey_S, ImGuiKey_T,
   1439     ImGuiKey_U, ImGuiKey_V, ImGuiKey_W, ImGuiKey_X, ImGuiKey_Y, ImGuiKey_Z,
   1440     ImGuiKey_F1, ImGuiKey_F2, ImGuiKey_F3, ImGuiKey_F4, ImGuiKey_F5, ImGuiKey_F6,
   1441     ImGuiKey_F7, ImGuiKey_F8, ImGuiKey_F9, ImGuiKey_F10, ImGuiKey_F11, ImGuiKey_F12,
   1442     ImGuiKey_F13, ImGuiKey_F14, ImGuiKey_F15, ImGuiKey_F16, ImGuiKey_F17, ImGuiKey_F18,
   1443     ImGuiKey_F19, ImGuiKey_F20, ImGuiKey_F21, ImGuiKey_F22, ImGuiKey_F23, ImGuiKey_F24,
   1444     ImGuiKey_Apostrophe,        // '
   1445     ImGuiKey_Comma,             // ,
   1446     ImGuiKey_Minus,             // -
   1447     ImGuiKey_Period,            // .
   1448     ImGuiKey_Slash,             // /
   1449     ImGuiKey_Semicolon,         // ;
   1450     ImGuiKey_Equal,             // =
   1451     ImGuiKey_LeftBracket,       // [
   1452     ImGuiKey_Backslash,         // \ (this text inhibit multiline comment caused by backslash)
   1453     ImGuiKey_RightBracket,      // ]
   1454     ImGuiKey_GraveAccent,       // `
   1455     ImGuiKey_CapsLock,
   1456     ImGuiKey_ScrollLock,
   1457     ImGuiKey_NumLock,
   1458     ImGuiKey_PrintScreen,
   1459     ImGuiKey_Pause,
   1460     ImGuiKey_Keypad0, ImGuiKey_Keypad1, ImGuiKey_Keypad2, ImGuiKey_Keypad3, ImGuiKey_Keypad4,
   1461     ImGuiKey_Keypad5, ImGuiKey_Keypad6, ImGuiKey_Keypad7, ImGuiKey_Keypad8, ImGuiKey_Keypad9,
   1462     ImGuiKey_KeypadDecimal,
   1463     ImGuiKey_KeypadDivide,
   1464     ImGuiKey_KeypadMultiply,
   1465     ImGuiKey_KeypadSubtract,
   1466     ImGuiKey_KeypadAdd,
   1467     ImGuiKey_KeypadEnter,
   1468     ImGuiKey_KeypadEqual,
   1469     ImGuiKey_AppBack,               // Available on some keyboard/mouses. Often referred as "Browser Back"
   1470     ImGuiKey_AppForward,
   1471 
   1472     // Gamepad (some of those are analog values, 0.0f to 1.0f)                          // NAVIGATION ACTION
   1473     // (download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets)
   1474     ImGuiKey_GamepadStart,          // Menu (Xbox)      + (Switch)   Start/Options (PS)
   1475     ImGuiKey_GamepadBack,           // View (Xbox)      - (Switch)   Share (PS)
   1476     ImGuiKey_GamepadFaceLeft,       // X (Xbox)         Y (Switch)   Square (PS)        // Tap: Toggle Menu. Hold: Windowing mode (Focus/Move/Resize windows)
   1477     ImGuiKey_GamepadFaceRight,      // B (Xbox)         A (Switch)   Circle (PS)        // Cancel / Close / Exit
   1478     ImGuiKey_GamepadFaceUp,         // Y (Xbox)         X (Switch)   Triangle (PS)      // Text Input / On-screen Keyboard
   1479     ImGuiKey_GamepadFaceDown,       // A (Xbox)         B (Switch)   Cross (PS)         // Activate / Open / Toggle / Tweak
   1480     ImGuiKey_GamepadDpadLeft,       // D-pad Left                                       // Move / Tweak / Resize Window (in Windowing mode)
   1481     ImGuiKey_GamepadDpadRight,      // D-pad Right                                      // Move / Tweak / Resize Window (in Windowing mode)
   1482     ImGuiKey_GamepadDpadUp,         // D-pad Up                                         // Move / Tweak / Resize Window (in Windowing mode)
   1483     ImGuiKey_GamepadDpadDown,       // D-pad Down                                       // Move / Tweak / Resize Window (in Windowing mode)
   1484     ImGuiKey_GamepadL1,             // L Bumper (Xbox)  L (Switch)   L1 (PS)            // Tweak Slower / Focus Previous (in Windowing mode)
   1485     ImGuiKey_GamepadR1,             // R Bumper (Xbox)  R (Switch)   R1 (PS)            // Tweak Faster / Focus Next (in Windowing mode)
   1486     ImGuiKey_GamepadL2,             // L Trig. (Xbox)   ZL (Switch)  L2 (PS) [Analog]
   1487     ImGuiKey_GamepadR2,             // R Trig. (Xbox)   ZR (Switch)  R2 (PS) [Analog]
   1488     ImGuiKey_GamepadL3,             // L Stick (Xbox)   L3 (Switch)  L3 (PS)
   1489     ImGuiKey_GamepadR3,             // R Stick (Xbox)   R3 (Switch)  R3 (PS)
   1490     ImGuiKey_GamepadLStickLeft,     // [Analog]                                         // Move Window (in Windowing mode)
   1491     ImGuiKey_GamepadLStickRight,    // [Analog]                                         // Move Window (in Windowing mode)
   1492     ImGuiKey_GamepadLStickUp,       // [Analog]                                         // Move Window (in Windowing mode)
   1493     ImGuiKey_GamepadLStickDown,     // [Analog]                                         // Move Window (in Windowing mode)
   1494     ImGuiKey_GamepadRStickLeft,     // [Analog]
   1495     ImGuiKey_GamepadRStickRight,    // [Analog]
   1496     ImGuiKey_GamepadRStickUp,       // [Analog]
   1497     ImGuiKey_GamepadRStickDown,     // [Analog]
   1498 
   1499     // Aliases: Mouse Buttons (auto-submitted from AddMouseButtonEvent() calls)
   1500     // - This is mirroring the data also written to io.MouseDown[], io.MouseWheel, in a format allowing them to be accessed via standard key API.
   1501     ImGuiKey_MouseLeft, ImGuiKey_MouseRight, ImGuiKey_MouseMiddle, ImGuiKey_MouseX1, ImGuiKey_MouseX2, ImGuiKey_MouseWheelX, ImGuiKey_MouseWheelY,
   1502 
   1503     // [Internal] Reserved for mod storage
   1504     ImGuiKey_ReservedForModCtrl, ImGuiKey_ReservedForModShift, ImGuiKey_ReservedForModAlt, ImGuiKey_ReservedForModSuper,
   1505     ImGuiKey_COUNT,
   1506 
   1507     // Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls)
   1508     // - This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format allowing
   1509     //   them to be accessed via standard key API, allowing calls such as IsKeyPressed(), IsKeyReleased(), querying duration etc.
   1510     // - Code polling every key (e.g. an interface to detect a key press for input mapping) might want to ignore those
   1511     //   and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiMod_Ctrl).
   1512     // - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys.
   1513     //   In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and
   1514     //   backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user...
   1515     // - On macOS, we swap Cmd(Super) and Ctrl keys at the time of the io.AddKeyEvent() call.
   1516     ImGuiMod_None                   = 0,
   1517     ImGuiMod_Ctrl                   = 1 << 12, // Ctrl (non-macOS), Cmd (macOS)
   1518     ImGuiMod_Shift                  = 1 << 13, // Shift
   1519     ImGuiMod_Alt                    = 1 << 14, // Option/Menu
   1520     ImGuiMod_Super                  = 1 << 15, // Windows/Super (non-macOS), Ctrl (macOS)
   1521     ImGuiMod_Mask_                  = 0xF000,  // 4-bits
   1522 
   1523     // [Internal] Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index + the io.KeyMap[] array.
   1524     // We are ditching this method but keeping a legacy path for user code doing e.g. IsKeyPressed(MY_NATIVE_KEY_CODE)
   1525     // If you need to iterate all keys (for e.g. an input mapper) you may use ImGuiKey_NamedKey_BEGIN..ImGuiKey_NamedKey_END.
   1526     ImGuiKey_NamedKey_BEGIN         = 512,
   1527     ImGuiKey_NamedKey_END           = ImGuiKey_COUNT,
   1528     ImGuiKey_NamedKey_COUNT         = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN,
   1529 #ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
   1530     ImGuiKey_KeysData_SIZE          = ImGuiKey_NamedKey_COUNT,  // Size of KeysData[]: only hold named keys
   1531     ImGuiKey_KeysData_OFFSET        = ImGuiKey_NamedKey_BEGIN,  // Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET) index.
   1532 #else
   1533     ImGuiKey_KeysData_SIZE          = ImGuiKey_COUNT,           // Size of KeysData[]: hold legacy 0..512 keycodes + named keys
   1534     ImGuiKey_KeysData_OFFSET        = 0,                        // Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET) index.
   1535 #endif
   1536 
   1537 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
   1538     ImGuiMod_Shortcut               = ImGuiMod_Ctrl,            // Removed in 1.90.7, you can now simply use ImGuiMod_Ctrl
   1539     ImGuiKey_ModCtrl = ImGuiMod_Ctrl, ImGuiKey_ModShift = ImGuiMod_Shift, ImGuiKey_ModAlt = ImGuiMod_Alt, ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89
   1540     //ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter,              // Renamed in 1.87
   1541 #endif
   1542 };
   1543 
   1544 // Flags for Shortcut(), SetNextItemShortcut(),
   1545 // (and for upcoming extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() that are still in imgui_internal.h)
   1546 // Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function)
   1547 enum ImGuiInputFlags_
   1548 {
   1549     ImGuiInputFlags_None                    = 0,
   1550     ImGuiInputFlags_Repeat                  = 1 << 0,   // Enable repeat. Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1.
   1551 
   1552     // Flags for Shortcut(), SetNextItemShortcut()
   1553     // - Routing policies: RouteGlobal+OverActive >> RouteActive or RouteFocused (if owner is active item) >> RouteGlobal+OverFocused >> RouteFocused (if in focused window stack) >> RouteGlobal.
   1554     // - Default policy is RouteFocused. Can select only 1 policy among all available.
   1555     ImGuiInputFlags_RouteActive             = 1 << 10,  // Route to active item only.
   1556     ImGuiInputFlags_RouteFocused            = 1 << 11,  // Route to windows in the focus stack (DEFAULT). Deep-most focused window takes inputs. Active item takes inputs over deep-most focused window.
   1557     ImGuiInputFlags_RouteGlobal             = 1 << 12,  // Global route (unless a focused window or active item registered the route).
   1558     ImGuiInputFlags_RouteAlways             = 1 << 13,  // Do not register route, poll keys directly.
   1559     // - Routing options
   1560     ImGuiInputFlags_RouteOverFocused        = 1 << 14,  // Option: global route: higher priority than focused route (unless active item in focused route).
   1561     ImGuiInputFlags_RouteOverActive         = 1 << 15,  // Option: global route: higher priority than active item. Unlikely you need to use that: will interfere with every active items, e.g. CTRL+A registered by InputText will be overridden by this. May not be fully honored as user/internal code is likely to always assume they can access keys when active.
   1562     ImGuiInputFlags_RouteUnlessBgFocused    = 1 << 16,  // Option: global route: will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications.
   1563     ImGuiInputFlags_RouteFromRootWindow     = 1 << 17,  // Option: route evaluated from the point of view of root window rather than current window.
   1564 
   1565     // Flags for SetNextItemShortcut()
   1566     ImGuiInputFlags_Tooltip                 = 1 << 18,  // Automatically display a tooltip when hovering item [BETA] Unsure of right api (opt-in/opt-out)
   1567 };
   1568 
   1569 #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
   1570 // OBSOLETED in 1.88 (from July 2022): ImGuiNavInput and io.NavInputs[].
   1571 // Official backends between 1.60 and 1.86: will keep working and feed gamepad inputs as long as IMGUI_DISABLE_OBSOLETE_KEYIO is not set.
   1572 // Custom backends: feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums.
   1573 enum ImGuiNavInput
   1574 {
   1575     ImGuiNavInput_Activate, ImGuiNavInput_Cancel, ImGuiNavInput_Input, ImGuiNavInput_Menu, ImGuiNavInput_DpadLeft, ImGuiNavInput_DpadRight, ImGuiNavInput_DpadUp, ImGuiNavInput_DpadDown,
   1576     ImGuiNavInput_LStickLeft, ImGuiNavInput_LStickRight, ImGuiNavInput_LStickUp, ImGuiNavInput_LStickDown, ImGuiNavInput_FocusPrev, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakSlow, ImGuiNavInput_TweakFast,
   1577     ImGuiNavInput_COUNT,
   1578 };
   1579 #endif
   1580 
   1581 // Configuration flags stored in io.ConfigFlags. Set by user/application.
   1582 enum ImGuiConfigFlags_
   1583 {
   1584     ImGuiConfigFlags_None                   = 0,
   1585     ImGuiConfigFlags_NavEnableKeyboard      = 1 << 0,   // Master keyboard navigation enable flag. Enable full Tabbing + directional arrows + space/enter to activate.
   1586     ImGuiConfigFlags_NavEnableGamepad       = 1 << 1,   // Master gamepad navigation enable flag. Backend also needs to set ImGuiBackendFlags_HasGamepad.
   1587     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.
   1588     ImGuiConfigFlags_NavNoCaptureKeyboard   = 1 << 3,   // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set.
   1589     ImGuiConfigFlags_NoMouse                = 1 << 4,   // Instruct dear imgui to disable mouse inputs and interactions.
   1590     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.
   1591     ImGuiConfigFlags_NoKeyboard             = 1 << 6,   // Instruct dear imgui to disable keyboard inputs and interactions. This is done by ignoring keyboard events and clearing existing states.
   1592 
   1593     // 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)
   1594     ImGuiConfigFlags_IsSRGB                 = 1 << 20,  // Application is SRGB-aware.
   1595     ImGuiConfigFlags_IsTouchScreen          = 1 << 21,  // Application is using a touch screen instead of a mouse.
   1596 };
   1597 
   1598 // Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend.
   1599 enum ImGuiBackendFlags_
   1600 {
   1601     ImGuiBackendFlags_None                  = 0,
   1602     ImGuiBackendFlags_HasGamepad            = 1 << 0,   // Backend Platform supports gamepad and currently has one connected.
   1603     ImGuiBackendFlags_HasMouseCursors       = 1 << 1,   // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
   1604     ImGuiBackendFlags_HasSetMousePos        = 1 << 2,   // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
   1605     ImGuiBackendFlags_RendererHasVtxOffset  = 1 << 3,   // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
   1606 };
   1607 
   1608 // Enumeration for PushStyleColor() / PopStyleColor()
   1609 enum ImGuiCol_
   1610 {
   1611     ImGuiCol_Text,
   1612     ImGuiCol_TextDisabled,
   1613     ImGuiCol_WindowBg,              // Background of normal windows
   1614     ImGuiCol_ChildBg,               // Background of child windows
   1615     ImGuiCol_PopupBg,               // Background of popups, menus, tooltips windows
   1616     ImGuiCol_Border,
   1617     ImGuiCol_BorderShadow,
   1618     ImGuiCol_FrameBg,               // Background of checkbox, radio button, plot, slider, text input
   1619     ImGuiCol_FrameBgHovered,
   1620     ImGuiCol_FrameBgActive,
   1621     ImGuiCol_TitleBg,               // Title bar
   1622     ImGuiCol_TitleBgActive,         // Title bar when focused
   1623     ImGuiCol_TitleBgCollapsed,      // Title bar when collapsed
   1624     ImGuiCol_MenuBarBg,
   1625     ImGuiCol_ScrollbarBg,
   1626     ImGuiCol_ScrollbarGrab,
   1627     ImGuiCol_ScrollbarGrabHovered,
   1628     ImGuiCol_ScrollbarGrabActive,
   1629     ImGuiCol_CheckMark,             // Checkbox tick and RadioButton circle
   1630     ImGuiCol_SliderGrab,
   1631     ImGuiCol_SliderGrabActive,
   1632     ImGuiCol_Button,
   1633     ImGuiCol_ButtonHovered,
   1634     ImGuiCol_ButtonActive,
   1635     ImGuiCol_Header,                // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem
   1636     ImGuiCol_HeaderHovered,
   1637     ImGuiCol_HeaderActive,
   1638     ImGuiCol_Separator,
   1639     ImGuiCol_SeparatorHovered,
   1640     ImGuiCol_SeparatorActive,
   1641     ImGuiCol_ResizeGrip,            // Resize grip in lower-right and lower-left corners of windows.
   1642     ImGuiCol_ResizeGripHovered,
   1643     ImGuiCol_ResizeGripActive,
   1644     ImGuiCol_TabHovered,            // Tab background, when hovered
   1645     ImGuiCol_Tab,                   // Tab background, when tab-bar is focused & tab is unselected
   1646     ImGuiCol_TabSelected,           // Tab background, when tab-bar is focused & tab is selected
   1647     ImGuiCol_TabSelectedOverline,   // Tab horizontal overline, when tab-bar is focused & tab is selected
   1648     ImGuiCol_TabDimmed,             // Tab background, when tab-bar is unfocused & tab is unselected
   1649     ImGuiCol_TabDimmedSelected,     // Tab background, when tab-bar is unfocused & tab is selected
   1650     ImGuiCol_TabDimmedSelectedOverline,//..horizontal overline, when tab-bar is unfocused & tab is selected
   1651     ImGuiCol_PlotLines,
   1652     ImGuiCol_PlotLinesHovered,
   1653     ImGuiCol_PlotHistogram,
   1654     ImGuiCol_PlotHistogramHovered,
   1655     ImGuiCol_TableHeaderBg,         // Table header background
   1656     ImGuiCol_TableBorderStrong,     // Table outer and header borders (prefer using Alpha=1.0 here)
   1657     ImGuiCol_TableBorderLight,      // Table inner borders (prefer using Alpha=1.0 here)
   1658     ImGuiCol_TableRowBg,            // Table row background (even rows)
   1659     ImGuiCol_TableRowBgAlt,         // Table row background (odd rows)
   1660     ImGuiCol_TextLink,              // Hyperlink color
   1661     ImGuiCol_TextSelectedBg,
   1662     ImGuiCol_DragDropTarget,        // Rectangle highlighting a drop target
   1663     ImGuiCol_NavHighlight,          // Gamepad/keyboard: current highlighted item
   1664     ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB
   1665     ImGuiCol_NavWindowingDimBg,     // Darken/colorize entire screen behind the CTRL+TAB window list, when active
   1666     ImGuiCol_ModalWindowDimBg,      // Darken/colorize entire screen behind a modal window, when one is active
   1667     ImGuiCol_COUNT,
   1668 
   1669 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
   1670     ImGuiCol_TabActive = ImGuiCol_TabSelected,                  // [renamed in 1.90.9]
   1671     ImGuiCol_TabUnfocused = ImGuiCol_TabDimmed,                 // [renamed in 1.90.9]
   1672     ImGuiCol_TabUnfocusedActive = ImGuiCol_TabDimmedSelected,   // [renamed in 1.90.9]
   1673 #endif
   1674 };
   1675 
   1676 // Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
   1677 // - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code.
   1678 //   During initialization or between frames, feel free to just poke into ImGuiStyle directly.
   1679 // - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description.
   1680 //   - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
   1681 //   - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
   1682 //   - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
   1683 // - 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.
   1684 enum ImGuiStyleVar_
   1685 {
   1686     // Enum name -------------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
   1687     ImGuiStyleVar_Alpha,                    // float     Alpha
   1688     ImGuiStyleVar_DisabledAlpha,            // float     DisabledAlpha
   1689     ImGuiStyleVar_WindowPadding,            // ImVec2    WindowPadding
   1690     ImGuiStyleVar_WindowRounding,           // float     WindowRounding
   1691     ImGuiStyleVar_WindowBorderSize,         // float     WindowBorderSize
   1692     ImGuiStyleVar_WindowMinSize,            // ImVec2    WindowMinSize
   1693     ImGuiStyleVar_WindowTitleAlign,         // ImVec2    WindowTitleAlign
   1694     ImGuiStyleVar_ChildRounding,            // float     ChildRounding
   1695     ImGuiStyleVar_ChildBorderSize,          // float     ChildBorderSize
   1696     ImGuiStyleVar_PopupRounding,            // float     PopupRounding
   1697     ImGuiStyleVar_PopupBorderSize,          // float     PopupBorderSize
   1698     ImGuiStyleVar_FramePadding,             // ImVec2    FramePadding
   1699     ImGuiStyleVar_FrameRounding,            // float     FrameRounding
   1700     ImGuiStyleVar_FrameBorderSize,          // float     FrameBorderSize
   1701     ImGuiStyleVar_ItemSpacing,              // ImVec2    ItemSpacing
   1702     ImGuiStyleVar_ItemInnerSpacing,         // ImVec2    ItemInnerSpacing
   1703     ImGuiStyleVar_IndentSpacing,            // float     IndentSpacing
   1704     ImGuiStyleVar_CellPadding,              // ImVec2    CellPadding
   1705     ImGuiStyleVar_ScrollbarSize,            // float     ScrollbarSize
   1706     ImGuiStyleVar_ScrollbarRounding,        // float     ScrollbarRounding
   1707     ImGuiStyleVar_GrabMinSize,              // float     GrabMinSize
   1708     ImGuiStyleVar_GrabRounding,             // float     GrabRounding
   1709     ImGuiStyleVar_TabRounding,              // float     TabRounding
   1710     ImGuiStyleVar_TabBorderSize,            // float     TabBorderSize
   1711     ImGuiStyleVar_TabBarBorderSize,         // float     TabBarBorderSize
   1712     ImGuiStyleVar_TabBarOverlineSize,       // float     TabBarOverlineSize
   1713     ImGuiStyleVar_TableAngledHeadersAngle,  // float     TableAngledHeadersAngle
   1714     ImGuiStyleVar_TableAngledHeadersTextAlign,// ImVec2  TableAngledHeadersTextAlign
   1715     ImGuiStyleVar_ButtonTextAlign,          // ImVec2    ButtonTextAlign
   1716     ImGuiStyleVar_SelectableTextAlign,      // ImVec2    SelectableTextAlign
   1717     ImGuiStyleVar_SeparatorTextBorderSize,  // float     SeparatorTextBorderSize
   1718     ImGuiStyleVar_SeparatorTextAlign,       // ImVec2    SeparatorTextAlign
   1719     ImGuiStyleVar_SeparatorTextPadding,     // ImVec2    SeparatorTextPadding
   1720     ImGuiStyleVar_COUNT
   1721 };
   1722 
   1723 // Flags for InvisibleButton() [extended in imgui_internal.h]
   1724 enum ImGuiButtonFlags_
   1725 {
   1726     ImGuiButtonFlags_None                   = 0,
   1727     ImGuiButtonFlags_MouseButtonLeft        = 1 << 0,   // React on left mouse button (default)
   1728     ImGuiButtonFlags_MouseButtonRight       = 1 << 1,   // React on right mouse button
   1729     ImGuiButtonFlags_MouseButtonMiddle      = 1 << 2,   // React on center mouse button
   1730     ImGuiButtonFlags_MouseButtonMask_       = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, // [Internal]
   1731     //ImGuiButtonFlags_MouseButtonDefault_  = ImGuiButtonFlags_MouseButtonLeft,
   1732 };
   1733 
   1734 // Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
   1735 enum ImGuiColorEditFlags_
   1736 {
   1737     ImGuiColorEditFlags_None            = 0,
   1738     ImGuiColorEditFlags_NoAlpha         = 1 << 1,   //              // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer).
   1739     ImGuiColorEditFlags_NoPicker        = 1 << 2,   //              // ColorEdit: disable picker when clicking on color square.
   1740     ImGuiColorEditFlags_NoOptions       = 1 << 3,   //              // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
   1741     ImGuiColorEditFlags_NoSmallPreview  = 1 << 4,   //              // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs)
   1742     ImGuiColorEditFlags_NoInputs        = 1 << 5,   //              // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square).
   1743     ImGuiColorEditFlags_NoTooltip       = 1 << 6,   //              // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
   1744     ImGuiColorEditFlags_NoLabel         = 1 << 7,   //              // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
   1745     ImGuiColorEditFlags_NoSidePreview   = 1 << 8,   //              // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead.
   1746     ImGuiColorEditFlags_NoDragDrop      = 1 << 9,   //              // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
   1747     ImGuiColorEditFlags_NoBorder        = 1 << 10,  //              // ColorButton: disable border (which is enforced by default)
   1748 
   1749     // User Options (right-click on widget to change some of them).
   1750     ImGuiColorEditFlags_AlphaBar        = 1 << 16,  //              // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
   1751     ImGuiColorEditFlags_AlphaPreview    = 1 << 17,  //              // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.
   1752     ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18,  //              // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque.
   1753     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).
   1754     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.
   1755     ImGuiColorEditFlags_DisplayHSV      = 1 << 21,  // [Display]    // "
   1756     ImGuiColorEditFlags_DisplayHex      = 1 << 22,  // [Display]    // "
   1757     ImGuiColorEditFlags_Uint8           = 1 << 23,  // [DataType]   // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.
   1758     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.
   1759     ImGuiColorEditFlags_PickerHueBar    = 1 << 25,  // [Picker]     // ColorPicker: bar for Hue, rectangle for Sat/Value.
   1760     ImGuiColorEditFlags_PickerHueWheel  = 1 << 26,  // [Picker]     // ColorPicker: wheel for Hue, triangle for Sat/Value.
   1761     ImGuiColorEditFlags_InputRGB        = 1 << 27,  // [Input]      // ColorEdit, ColorPicker: input and output data in RGB format.
   1762     ImGuiColorEditFlags_InputHSV        = 1 << 28,  // [Input]      // ColorEdit, ColorPicker: input and output data in HSV format.
   1763 
   1764     // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to
   1765     // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup.
   1766     ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar,
   1767 
   1768     // [Internal] Masks
   1769     ImGuiColorEditFlags_DisplayMask_    = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex,
   1770     ImGuiColorEditFlags_DataTypeMask_   = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float,
   1771     ImGuiColorEditFlags_PickerMask_     = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar,
   1772     ImGuiColorEditFlags_InputMask_      = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV,
   1773 
   1774     // Obsolete names
   1775     //ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex  // [renamed in 1.69]
   1776 };
   1777 
   1778 // Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
   1779 // 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.
   1780 // (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigDragClickToInputText)
   1781 enum ImGuiSliderFlags_
   1782 {
   1783     ImGuiSliderFlags_None                   = 0,
   1784     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.
   1785     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.
   1786     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).
   1787     ImGuiSliderFlags_NoInput                = 1 << 7,       // Disable CTRL+Click or Enter key allowing to input text directly into the widget.
   1788     ImGuiSliderFlags_WrapAround             = 1 << 8,       // Enable wrapping around from max to min and from min to max (only supported by DragXXX() functions for now.
   1789     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.
   1790 
   1791     // Obsolete names
   1792     //ImGuiSliderFlags_ClampOnInput = ImGuiSliderFlags_AlwaysClamp, // [renamed in 1.79]
   1793 };
   1794 
   1795 // Identify a mouse button.
   1796 // Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience.
   1797 enum ImGuiMouseButton_
   1798 {
   1799     ImGuiMouseButton_Left = 0,
   1800     ImGuiMouseButton_Right = 1,
   1801     ImGuiMouseButton_Middle = 2,
   1802     ImGuiMouseButton_COUNT = 5
   1803 };
   1804 
   1805 // Enumeration for GetMouseCursor()
   1806 // User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here
   1807 enum ImGuiMouseCursor_
   1808 {
   1809     ImGuiMouseCursor_None = -1,
   1810     ImGuiMouseCursor_Arrow = 0,
   1811     ImGuiMouseCursor_TextInput,         // When hovering over InputText, etc.
   1812     ImGuiMouseCursor_ResizeAll,         // (Unused by Dear ImGui functions)
   1813     ImGuiMouseCursor_ResizeNS,          // When hovering over a horizontal border
   1814     ImGuiMouseCursor_ResizeEW,          // When hovering over a vertical border or a column
   1815     ImGuiMouseCursor_ResizeNESW,        // When hovering over the bottom-left corner of a window
   1816     ImGuiMouseCursor_ResizeNWSE,        // When hovering over the bottom-right corner of a window
   1817     ImGuiMouseCursor_Hand,              // (Unused by Dear ImGui functions. Use for e.g. hyperlinks)
   1818     ImGuiMouseCursor_NotAllowed,        // When hovering something with disallowed interaction. Usually a crossed circle.
   1819     ImGuiMouseCursor_COUNT
   1820 };
   1821 
   1822 // Enumeration for AddMouseSourceEvent() actual source of Mouse Input data.
   1823 // Historically we use "Mouse" terminology everywhere to indicate pointer data, e.g. MousePos, IsMousePressed(), io.AddMousePosEvent()
   1824 // But that "Mouse" data can come from different source which occasionally may be useful for application to know about.
   1825 // You can submit a change of pointer type using io.AddMouseSourceEvent().
   1826 enum ImGuiMouseSource : int
   1827 {
   1828     ImGuiMouseSource_Mouse = 0,         // Input is coming from an actual mouse.
   1829     ImGuiMouseSource_TouchScreen,       // Input is coming from a touch screen (no hovering prior to initial press, less precise initial press aiming, dual-axis wheeling possible).
   1830     ImGuiMouseSource_Pen,               // Input is coming from a pressure/magnetic pen (often used in conjunction with high-sampling rates).
   1831     ImGuiMouseSource_COUNT
   1832 };
   1833 
   1834 // Enumeration for ImGui::SetNextWindow***(), SetWindow***(), SetNextItem***() functions
   1835 // Represent a condition.
   1836 // 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.
   1837 enum ImGuiCond_
   1838 {
   1839     ImGuiCond_None          = 0,        // No condition (always set the variable), same as _Always
   1840     ImGuiCond_Always        = 1 << 0,   // No condition (always set the variable), same as _None
   1841     ImGuiCond_Once          = 1 << 1,   // Set the variable once per runtime session (only the first call will succeed)
   1842     ImGuiCond_FirstUseEver  = 1 << 2,   // Set the variable if the object/window has no persistently saved data (no entry in .ini file)
   1843     ImGuiCond_Appearing     = 1 << 3,   // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
   1844 };
   1845 
   1846 //-----------------------------------------------------------------------------
   1847 // [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
   1848 //-----------------------------------------------------------------------------
   1849 
   1850 // Flags for ImGui::BeginTable()
   1851 // - Important! Sizing policies have complex and subtle side effects, much more so than you would expect.
   1852 //   Read comments/demos carefully + experiment with live demos to get acquainted with them.
   1853 // - The DEFAULT sizing policies are:
   1854 //    - Default to ImGuiTableFlags_SizingFixedFit    if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize.
   1855 //    - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off.
   1856 // - When ScrollX is off:
   1857 //    - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight.
   1858 //    - Columns sizing policy allowed: Stretch (default), Fixed/Auto.
   1859 //    - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all).
   1860 //    - Stretch Columns will share the remaining width according to their respective weight.
   1861 //    - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors.
   1862 //      The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns.
   1863 //      (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing).
   1864 // - When ScrollX is on:
   1865 //    - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed
   1866 //    - Columns sizing policy allowed: Fixed/Auto mostly.
   1867 //    - Fixed Columns can be enlarged as needed. Table will show a horizontal scrollbar if needed.
   1868 //    - 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.
   1869 //    - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable().
   1870 //      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.
   1871 // - Read on documentation at the top of imgui_tables.cpp for details.
   1872 enum ImGuiTableFlags_
   1873 {
   1874     // Features
   1875     ImGuiTableFlags_None                       = 0,
   1876     ImGuiTableFlags_Resizable                  = 1 << 0,   // Enable resizing columns.
   1877     ImGuiTableFlags_Reorderable                = 1 << 1,   // Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers)
   1878     ImGuiTableFlags_Hideable                   = 1 << 2,   // Enable hiding/disabling columns in context menu.
   1879     ImGuiTableFlags_Sortable                   = 1 << 3,   // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate.
   1880     ImGuiTableFlags_NoSavedSettings            = 1 << 4,   // Disable persisting columns order, width and sort settings in the .ini file.
   1881     ImGuiTableFlags_ContextMenuInBody          = 1 << 5,   // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow().
   1882     // Decorations
   1883     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)
   1884     ImGuiTableFlags_BordersInnerH              = 1 << 7,   // Draw horizontal borders between rows.
   1885     ImGuiTableFlags_BordersOuterH              = 1 << 8,   // Draw horizontal borders at the top and bottom.
   1886     ImGuiTableFlags_BordersInnerV              = 1 << 9,   // Draw vertical borders between columns.
   1887     ImGuiTableFlags_BordersOuterV              = 1 << 10,  // Draw vertical borders on the left and right sides.
   1888     ImGuiTableFlags_BordersH                   = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders.
   1889     ImGuiTableFlags_BordersV                   = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders.
   1890     ImGuiTableFlags_BordersInner               = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders.
   1891     ImGuiTableFlags_BordersOuter               = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders.
   1892     ImGuiTableFlags_Borders                    = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter,   // Draw all borders.
   1893     ImGuiTableFlags_NoBordersInBody            = 1 << 11,  // [ALPHA] Disable vertical borders in columns Body (borders will always appear in Headers). -> May move to style
   1894     ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12,  // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers). -> May move to style
   1895     // Sizing Policy (read above for defaults)
   1896     ImGuiTableFlags_SizingFixedFit             = 1 << 13,  // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width.
   1897     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.
   1898     ImGuiTableFlags_SizingStretchProp          = 3 << 13,  // Columns default to _WidthStretch with default weights proportional to each columns contents widths.
   1899     ImGuiTableFlags_SizingStretchSame          = 4 << 13,  // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn().
   1900     // Sizing Extra Options
   1901     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.
   1902     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.
   1903     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.
   1904     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.
   1905     // Clipping
   1906     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().
   1907     // Padding
   1908     ImGuiTableFlags_PadOuterX                  = 1 << 21,  // Default if BordersOuterV is on. Enable outermost padding. Generally desirable if you have headers.
   1909     ImGuiTableFlags_NoPadOuterX                = 1 << 22,  // Default if BordersOuterV is off. Disable outermost padding.
   1910     ImGuiTableFlags_NoPadInnerX                = 1 << 23,  // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off).
   1911     // Scrolling
   1912     ImGuiTableFlags_ScrollX                    = 1 << 24,  // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this creates a child window, ScrollY is currently generally recommended when using ScrollX.
   1913     ImGuiTableFlags_ScrollY                    = 1 << 25,  // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size.
   1914     // Sorting
   1915     ImGuiTableFlags_SortMulti                  = 1 << 26,  // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).
   1916     ImGuiTableFlags_SortTristate               = 1 << 27,  // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).
   1917     // Miscellaneous
   1918     ImGuiTableFlags_HighlightHoveredColumn     = 1 << 28,  // Highlight column headers when hovered (may evolve into a fuller highlight)
   1919 
   1920     // [Internal] Combinations and masks
   1921     ImGuiTableFlags_SizingMask_                = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame,
   1922 };
   1923 
   1924 // Flags for ImGui::TableSetupColumn()
   1925 enum ImGuiTableColumnFlags_
   1926 {
   1927     // Input configuration flags
   1928     ImGuiTableColumnFlags_None                  = 0,
   1929     ImGuiTableColumnFlags_Disabled              = 1 << 0,   // Overriding/master disable flag: hide column, won't show in context menu (unlike calling TableSetColumnEnabled() which manipulates the user accessible state)
   1930     ImGuiTableColumnFlags_DefaultHide           = 1 << 1,   // Default as a hidden/disabled column.
   1931     ImGuiTableColumnFlags_DefaultSort           = 1 << 2,   // Default as a sorting column.
   1932     ImGuiTableColumnFlags_WidthStretch          = 1 << 3,   // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp).
   1933     ImGuiTableColumnFlags_WidthFixed            = 1 << 4,   // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable).
   1934     ImGuiTableColumnFlags_NoResize              = 1 << 5,   // Disable manual resizing.
   1935     ImGuiTableColumnFlags_NoReorder             = 1 << 6,   // Disable manual reordering this column, this will also prevent other columns from crossing over this column.
   1936     ImGuiTableColumnFlags_NoHide                = 1 << 7,   // Disable ability to hide/disable this column.
   1937     ImGuiTableColumnFlags_NoClip                = 1 << 8,   // Disable clipping for this column (all NoClip columns will render in a same draw command).
   1938     ImGuiTableColumnFlags_NoSort                = 1 << 9,   // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table).
   1939     ImGuiTableColumnFlags_NoSortAscending       = 1 << 10,  // Disable ability to sort in the ascending direction.
   1940     ImGuiTableColumnFlags_NoSortDescending      = 1 << 11,  // Disable ability to sort in the descending direction.
   1941     ImGuiTableColumnFlags_NoHeaderLabel         = 1 << 12,  // TableHeadersRow() will not submit horizontal label for this column. Convenient for some small columns. Name will still appear in context menu or in angled headers.
   1942     ImGuiTableColumnFlags_NoHeaderWidth         = 1 << 13,  // Disable header text width contribution to automatic column width.
   1943     ImGuiTableColumnFlags_PreferSortAscending   = 1 << 14,  // Make the initial sort direction Ascending when first sorting on this column (default).
   1944     ImGuiTableColumnFlags_PreferSortDescending  = 1 << 15,  // Make the initial sort direction Descending when first sorting on this column.
   1945     ImGuiTableColumnFlags_IndentEnable          = 1 << 16,  // Use current Indent value when entering cell (default for column 0).
   1946     ImGuiTableColumnFlags_IndentDisable         = 1 << 17,  // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored.
   1947     ImGuiTableColumnFlags_AngledHeader          = 1 << 18,  // TableHeadersRow() will submit an angled header row for this column. Note this will add an extra row.
   1948 
   1949     // Output status flags, read-only via TableGetColumnFlags()
   1950     ImGuiTableColumnFlags_IsEnabled             = 1 << 24,  // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags.
   1951     ImGuiTableColumnFlags_IsVisible             = 1 << 25,  // Status: is visible == is enabled AND not clipped by scrolling.
   1952     ImGuiTableColumnFlags_IsSorted              = 1 << 26,  // Status: is currently part of the sort specs
   1953     ImGuiTableColumnFlags_IsHovered             = 1 << 27,  // Status: is hovered by mouse
   1954 
   1955     // [Internal] Combinations and masks
   1956     ImGuiTableColumnFlags_WidthMask_            = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed,
   1957     ImGuiTableColumnFlags_IndentMask_           = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable,
   1958     ImGuiTableColumnFlags_StatusMask_           = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered,
   1959     ImGuiTableColumnFlags_NoDirectResize_       = 1 << 30,  // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge)
   1960 };
   1961 
   1962 // Flags for ImGui::TableNextRow()
   1963 enum ImGuiTableRowFlags_
   1964 {
   1965     ImGuiTableRowFlags_None                     = 0,
   1966     ImGuiTableRowFlags_Headers                  = 1 << 0,   // Identify header row (set default background color + width of its contents accounted differently for auto column width)
   1967 };
   1968 
   1969 // Enum for ImGui::TableSetBgColor()
   1970 // Background colors are rendering in 3 layers:
   1971 //  - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set.
   1972 //  - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set.
   1973 //  - Layer 2: draw with CellBg color if set.
   1974 // The purpose of the two row/columns layers is to let you decide if a background color change should override or blend with the existing color.
   1975 // When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows.
   1976 // If you set the color of RowBg0 target, your color will override the existing RowBg0 color.
   1977 // If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color.
   1978 enum ImGuiTableBgTarget_
   1979 {
   1980     ImGuiTableBgTarget_None                     = 0,
   1981     ImGuiTableBgTarget_RowBg0                   = 1,        // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used)
   1982     ImGuiTableBgTarget_RowBg1                   = 2,        // Set row background color 1 (generally used for selection marking)
   1983     ImGuiTableBgTarget_CellBg                   = 3,        // Set cell background color (top-most color)
   1984 };
   1985 
   1986 // Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
   1987 // Obtained by calling TableGetSortSpecs().
   1988 // When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time.
   1989 // Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame!
   1990 struct ImGuiTableSortSpecs
   1991 {
   1992     const ImGuiTableColumnSortSpecs* Specs;     // Pointer to sort spec array.
   1993     int                         SpecsCount;     // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled.
   1994     bool                        SpecsDirty;     // Set to true when specs have changed since last time! Use this to sort again, then clear the flag.
   1995 
   1996     ImGuiTableSortSpecs()       { memset(this, 0, sizeof(*this)); }
   1997 };
   1998 
   1999 // Sorting specification for one column of a table (sizeof == 12 bytes)
   2000 struct ImGuiTableColumnSortSpecs
   2001 {
   2002     ImGuiID                     ColumnUserID;       // User id of the column (if specified by a TableSetupColumn() call)
   2003     ImS16                       ColumnIndex;        // Index of the column
   2004     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)
   2005     ImGuiSortDirection          SortDirection;      // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending
   2006 
   2007     ImGuiTableColumnSortSpecs() { memset(this, 0, sizeof(*this)); }
   2008 };
   2009 
   2010 //-----------------------------------------------------------------------------
   2011 // [SECTION] Helpers: Debug log, memory allocations macros, ImVector<>
   2012 //-----------------------------------------------------------------------------
   2013 
   2014 //-----------------------------------------------------------------------------
   2015 // Debug Logging into ShowDebugLogWindow(), tty and more.
   2016 //-----------------------------------------------------------------------------
   2017 
   2018 #ifndef IMGUI_DISABLE_DEBUG_TOOLS
   2019 #define IMGUI_DEBUG_LOG(...)        ImGui::DebugLog(__VA_ARGS__)
   2020 #else
   2021 #define IMGUI_DEBUG_LOG(...)        ((void)0)
   2022 #endif
   2023 
   2024 //-----------------------------------------------------------------------------
   2025 // IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE()
   2026 // We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
   2027 // 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.
   2028 //-----------------------------------------------------------------------------
   2029 
   2030 struct ImNewWrapper {};
   2031 inline void* operator new(size_t, ImNewWrapper, void* ptr) { return ptr; }
   2032 inline void  operator delete(void*, ImNewWrapper, void*)   {} // This is only required so we can use the symmetrical new()
   2033 #define IM_ALLOC(_SIZE)                     ImGui::MemAlloc(_SIZE)
   2034 #define IM_FREE(_PTR)                       ImGui::MemFree(_PTR)
   2035 #define IM_PLACEMENT_NEW(_PTR)              new(ImNewWrapper(), _PTR)
   2036 #define IM_NEW(_TYPE)                       new(ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
   2037 template<typename T> void IM_DELETE(T* p)   { if (p) { p->~T(); ImGui::MemFree(p); } }
   2038 
   2039 //-----------------------------------------------------------------------------
   2040 // ImVector<>
   2041 // 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).
   2042 //-----------------------------------------------------------------------------
   2043 // - 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.
   2044 // - We use std-like naming convention here, which is a little unusual for this codebase.
   2045 // - 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.
   2046 // - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,
   2047 //   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.
   2048 //-----------------------------------------------------------------------------
   2049 
   2050 IM_MSVC_RUNTIME_CHECKS_OFF
   2051 template<typename T>
   2052 struct ImVector
   2053 {
   2054     int                 Size;
   2055     int                 Capacity;
   2056     T*                  Data;
   2057 
   2058     // Provide standard typedefs but we don't use them ourselves.
   2059     typedef T                   value_type;
   2060     typedef value_type*         iterator;
   2061     typedef const value_type*   const_iterator;
   2062 
   2063     // Constructors, destructor
   2064     inline ImVector()                                       { Size = Capacity = 0; Data = NULL; }
   2065     inline ImVector(const ImVector<T>& src)                 { Size = Capacity = 0; Data = NULL; operator=(src); }
   2066     inline ImVector<T>& operator=(const ImVector<T>& src)   { clear(); resize(src.Size); if (src.Data) memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; }
   2067     inline ~ImVector()                                      { if (Data) IM_FREE(Data); } // Important: does not destruct anything
   2068 
   2069     inline void         clear()                             { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } }  // Important: does not destruct anything
   2070     inline void         clear_delete()                      { for (int n = 0; n < Size; n++) IM_DELETE(Data[n]); clear(); }     // Important: never called automatically! always explicit.
   2071     inline void         clear_destruct()                    { for (int n = 0; n < Size; n++) Data[n].~T(); clear(); }           // Important: never called automatically! always explicit.
   2072 
   2073     inline bool         empty() const                       { return Size == 0; }
   2074     inline int          size() const                        { return Size; }
   2075     inline int          size_in_bytes() const               { return Size * (int)sizeof(T); }
   2076     inline int          max_size() const                    { return 0x7FFFFFFF / (int)sizeof(T); }
   2077     inline int          capacity() const                    { return Capacity; }
   2078     inline T&           operator[](int i)                   { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
   2079     inline const T&     operator[](int i) const             { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
   2080 
   2081     inline T*           begin()                             { return Data; }
   2082     inline const T*     begin() const                       { return Data; }
   2083     inline T*           end()                               { return Data + Size; }
   2084     inline const T*     end() const                         { return Data + Size; }
   2085     inline T&           front()                             { IM_ASSERT(Size > 0); return Data[0]; }
   2086     inline const T&     front() const                       { IM_ASSERT(Size > 0); return Data[0]; }
   2087     inline T&           back()                              { IM_ASSERT(Size > 0); return Data[Size - 1]; }
   2088     inline const T&     back() const                        { IM_ASSERT(Size > 0); return Data[Size - 1]; }
   2089     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; }
   2090 
   2091     inline int          _grow_capacity(int sz) const        { int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8; return new_capacity > sz ? new_capacity : sz; }
   2092     inline void         resize(int new_size)                { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
   2093     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; }
   2094     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
   2095     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; }
   2096     inline void         reserve_discard(int new_capacity)   { if (new_capacity <= Capacity) return; if (Data) IM_FREE(Data); Data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); Capacity = new_capacity; }
   2097 
   2098     // 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.
   2099     inline void         push_back(const T& v)               { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }
   2100     inline void         pop_back()                          { IM_ASSERT(Size > 0); Size--; }
   2101     inline void         push_front(const T& v)              { if (Size == 0) push_back(v); else insert(Data, v); }
   2102     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; }
   2103     inline T*           erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data + Size && it_last >= it && it_last <= Data + Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - (size_t)count) * sizeof(T)); Size -= (int)count; return Data + off; }
   2104     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; }
   2105     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; }
   2106     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; }
   2107     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; }
   2108     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; }
   2109     inline int          find_index(const T& v) const        { const T* data_end = Data + Size; const T* it = find(v); if (it == data_end) return -1; const ptrdiff_t off = it - Data; return (int)off; }
   2110     inline bool         find_erase(const T& v)              { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; }
   2111     inline bool         find_erase_unsorted(const T& v)     { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; }
   2112     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; }
   2113 };
   2114 IM_MSVC_RUNTIME_CHECKS_RESTORE
   2115 
   2116 //-----------------------------------------------------------------------------
   2117 // [SECTION] ImGuiStyle
   2118 //-----------------------------------------------------------------------------
   2119 // You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
   2120 // During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,
   2121 // and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
   2122 //-----------------------------------------------------------------------------
   2123 
   2124 struct ImGuiStyle
   2125 {
   2126     float       Alpha;                      // Global alpha applies to everything in Dear ImGui.
   2127     float       DisabledAlpha;              // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
   2128     ImVec2      WindowPadding;              // Padding within a window.
   2129     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.
   2130     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).
   2131     ImVec2      WindowMinSize;              // Minimum window size. This is a global setting. If you want to constrain individual windows, use SetNextWindowSizeConstraints().
   2132     ImVec2      WindowTitleAlign;           // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
   2133     ImGuiDir    WindowMenuButtonPosition;   // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left.
   2134     float       ChildRounding;              // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
   2135     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).
   2136     float       PopupRounding;              // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
   2137     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).
   2138     ImVec2      FramePadding;               // Padding within a framed rectangle (used by most widgets).
   2139     float       FrameRounding;              // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
   2140     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).
   2141     ImVec2      ItemSpacing;                // Horizontal and vertical spacing between widgets/lines.
   2142     ImVec2      ItemInnerSpacing;           // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
   2143     ImVec2      CellPadding;                // Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be altered between different rows.
   2144     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!
   2145     float       IndentSpacing;              // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
   2146     float       ColumnsMinSpacing;          // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
   2147     float       ScrollbarSize;              // Width of the vertical scrollbar, Height of the horizontal scrollbar.
   2148     float       ScrollbarRounding;          // Radius of grab corners for scrollbar.
   2149     float       GrabMinSize;                // Minimum width/height of a grab box for slider/scrollbar.
   2150     float       GrabRounding;               // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
   2151     float       LogSliderDeadzone;          // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
   2152     float       TabRounding;                // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
   2153     float       TabBorderSize;              // Thickness of border around tabs.
   2154     float       TabMinWidthForCloseButton;  // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
   2155     float       TabBarBorderSize;           // Thickness of tab-bar separator, which takes on the tab active color to denote focus.
   2156     float       TabBarOverlineSize;         // Thickness of tab-bar overline, which highlights the selected tab-bar.
   2157     float       TableAngledHeadersAngle;    // Angle of angled headers (supported values range from -50.0f degrees to +50.0f degrees).
   2158     ImVec2      TableAngledHeadersTextAlign;// Alignment of angled headers within the cell
   2159     ImGuiDir    ColorButtonPosition;        // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
   2160     ImVec2      ButtonTextAlign;            // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
   2161     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.
   2162     float       SeparatorTextBorderSize;    // Thickness of border in SeparatorText()
   2163     ImVec2      SeparatorTextAlign;         // Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
   2164     ImVec2      SeparatorTextPadding;       // Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y.
   2165     ImVec2      DisplayWindowPadding;       // Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen.
   2166     ImVec2      DisplaySafeAreaPadding;     // Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured).
   2167     float       MouseCursorScale;           // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). We apply per-monitor DPI scaling over this scale. May be removed later.
   2168     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).
   2169     bool        AntiAliasedLinesUseTex;     // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). Latched at the beginning of the frame (copied to ImDrawList).
   2170     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).
   2171     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.
   2172     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.
   2173     ImVec4      Colors[ImGuiCol_COUNT];
   2174 
   2175     // Behaviors
   2176     // (It is possible to modify those fields mid-frame if specific behavior need it, unlike e.g. configuration fields in ImGuiIO)
   2177     float             HoverStationaryDelay;     // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary.
   2178     float             HoverDelayShort;          // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay.
   2179     float             HoverDelayNormal;         // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). "
   2180     ImGuiHoveredFlags HoverFlagsForTooltipMouse;// Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse.
   2181     ImGuiHoveredFlags HoverFlagsForTooltipNav;  // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad.
   2182 
   2183     IMGUI_API ImGuiStyle();
   2184     IMGUI_API void ScaleAllSizes(float scale_factor);
   2185 };
   2186 
   2187 //-----------------------------------------------------------------------------
   2188 // [SECTION] ImGuiIO
   2189 //-----------------------------------------------------------------------------
   2190 // Communicate most settings and inputs/outputs to Dear ImGui using this structure.
   2191 // Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.
   2192 // It is generally expected that:
   2193 // - initialization: backends and user code writes to ImGuiIO.
   2194 // - main loop: backends writes to ImGuiIO, user code and imgui code reads from ImGuiIO.
   2195 //-----------------------------------------------------------------------------
   2196 
   2197 // [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions.
   2198 // If prior to 1.87 you used io.KeysDownDuration[] (which was marked as internal), you should use GetKeyData(key)->DownDuration and *NOT* io.KeysData[key]->DownDuration.
   2199 struct ImGuiKeyData
   2200 {
   2201     bool        Down;               // True for if key is down
   2202     float       DownDuration;       // Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held)
   2203     float       DownDurationPrev;   // Last frame duration the key has been down
   2204     float       AnalogValue;        // 0.0f..1.0f for gamepad values
   2205 };
   2206 
   2207 struct ImGuiIO
   2208 {
   2209     //------------------------------------------------------------------
   2210     // Configuration                            // Default value
   2211     //------------------------------------------------------------------
   2212 
   2213     ImGuiConfigFlags   ConfigFlags;             // = 0              // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
   2214     ImGuiBackendFlags  BackendFlags;            // = 0              // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend.
   2215     ImVec2      DisplaySize;                    // <unset>          // Main display size, in pixels (generally == GetMainViewport()->Size). May change every frame.
   2216     float       DeltaTime;                      // = 1.0f/60.0f     // Time elapsed since last frame, in seconds. May change every frame.
   2217     float       IniSavingRate;                  // = 5.0f           // Minimum time between saving positions/sizes to .ini file, in seconds.
   2218     const char* IniFilename;                    // = "imgui.ini"    // Path to .ini file (important: default "imgui.ini" is relative to current working dir!). Set NULL to disable automatic .ini loading/saving or if you want to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions.
   2219     const char* LogFilename;                    // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
   2220     void*       UserData;                       // = NULL           // Store your own data.
   2221 
   2222     ImFontAtlas*Fonts;                          // <auto>           // Font atlas: load, rasterize and pack one or more fonts into a single texture.
   2223     float       FontGlobalScale;                // = 1.0f           // Global scale all fonts
   2224     bool        FontAllowUserScaling;           // = false          // Allow user scaling text of individual window with CTRL+Wheel.
   2225     ImFont*     FontDefault;                    // = NULL           // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
   2226     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.
   2227 
   2228     // Miscellaneous options
   2229     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.
   2230     bool        ConfigMacOSXBehaviors;          // = defined(__APPLE__) // Swap Cmd<>Ctrl keys + OS X style text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl.
   2231     bool        ConfigNavSwapGamepadButtons;    // = false          // Swap Activate<>Cancel (A<>B) buttons, matching typical "Nintendo/Japanese style" gamepad layout.
   2232     bool        ConfigInputTrickleEventQueue;   // = true           // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates.
   2233     bool        ConfigInputTextCursorBlink;     // = true           // Enable blinking cursor (optional as some users consider it to be distracting).
   2234     bool        ConfigInputTextEnterKeepActive; // = false          // [BETA] Pressing Enter will keep item active and select contents (single-line only).
   2235     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.
   2236     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)
   2237     bool        ConfigWindowsMoveFromTitleBarOnly; // = false       // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar.
   2238     float       ConfigMemoryCompactTimer;       // = 60.0f          // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable.
   2239 
   2240     // Inputs Behaviors
   2241     // (other variables, ones which are expected to be tweaked within UI code, are exposed in ImGuiStyle)
   2242     float       MouseDoubleClickTime;           // = 0.30f          // Time for a double-click, in seconds.
   2243     float       MouseDoubleClickMaxDist;        // = 6.0f           // Distance threshold to stay in to validate a double-click, in pixels.
   2244     float       MouseDragThreshold;             // = 6.0f           // Distance threshold before considering we are dragging.
   2245     float       KeyRepeatDelay;                 // = 0.275f         // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
   2246     float       KeyRepeatRate;                  // = 0.050f         // When holding a key/button, rate at which it repeats, in seconds.
   2247 
   2248     //------------------------------------------------------------------
   2249     // Debug options
   2250     //------------------------------------------------------------------
   2251 
   2252     // Option to enable various debug tools showing buttons that will call the IM_DEBUG_BREAK() macro.
   2253     // - The Item Picker tool will be available regardless of this being enabled, in order to maximize its discoverability.
   2254     // - Requires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application.
   2255     //   e.g. io.ConfigDebugIsDebuggerPresent = ::IsDebuggerPresent() on Win32, or refer to ImOsIsDebuggerPresent() imgui_test_engine/imgui_te_utils.cpp for a Unix compatible version).
   2256     bool        ConfigDebugIsDebuggerPresent;   // = false          // Enable various tools calling IM_DEBUG_BREAK().
   2257 
   2258     // Tools to test correct Begin/End and BeginChild/EndChild behaviors.
   2259     // - Presently Begin()/End() and BeginChild()/EndChild() needs to ALWAYS be called in tandem, regardless of return value of BeginXXX()
   2260     // - This is inconsistent with other BeginXXX functions and create confusion for many users.
   2261     // - We expect to update the API eventually. In the meanwhile we provide tools to facilitate checking user-code behavior.
   2262     bool        ConfigDebugBeginReturnValueOnce;// = false          // First-time calls to Begin()/BeginChild() will return false. NEEDS TO BE SET AT APPLICATION BOOT TIME if you don't want to miss windows.
   2263     bool        ConfigDebugBeginReturnValueLoop;// = false          // Some calls to Begin()/BeginChild() will return false. Will cycle through window depths then repeat. Suggested use: add "io.ConfigDebugBeginReturnValue = io.KeyShift" in your main loop then occasionally press SHIFT. Windows should be flickering while running.
   2264 
   2265     // Option to deactivate io.AddFocusEvent(false) handling.
   2266     // - May facilitate interactions with a debugger when focus loss leads to clearing inputs data.
   2267     // - Backends may have other side-effects on focus loss, so this will reduce side-effects but not necessary remove all of them.
   2268     bool        ConfigDebugIgnoreFocusLoss;     // = false          // Ignore io.AddFocusEvent(false), consequently not calling io.ClearInputKeys()/io.ClearInputMouse() in input processing.
   2269 
   2270     // Option to audit .ini data
   2271     bool        ConfigDebugIniSettings;         // = false          // Save .ini data with extra comments (particularly helpful for Docking, but makes saving slower)
   2272 
   2273     //------------------------------------------------------------------
   2274     // Platform Functions
   2275     // (the imgui_impl_xxxx backend files are setting those up for you)
   2276     //------------------------------------------------------------------
   2277 
   2278     // Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff.
   2279     const char* BackendPlatformName;            // = NULL
   2280     const char* BackendRendererName;            // = NULL
   2281     void*       BackendPlatformUserData;        // = NULL           // User data for platform backend
   2282     void*       BackendRendererUserData;        // = NULL           // User data for renderer backend
   2283     void*       BackendLanguageUserData;        // = NULL           // User data for non C++ programming language backend
   2284 
   2285     // Optional: Access OS clipboard
   2286     // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
   2287     const char* (*GetClipboardTextFn)(void* user_data);
   2288     void        (*SetClipboardTextFn)(void* user_data, const char* text);
   2289     void*       ClipboardUserData;
   2290 
   2291     // Optional: Open link/folder/file in OS Shell
   2292     // (default to use ShellExecuteA() on Windows, system() on Linux/Mac)
   2293     bool        (*PlatformOpenInShellFn)(ImGuiContext* ctx, const char* path);
   2294     void*       PlatformOpenInShellUserData;
   2295 
   2296     // 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)
   2297     // (default to use native imm32 api on Windows)
   2298     void        (*PlatformSetImeDataFn)(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data);
   2299     //void      (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data); // [Renamed to io.PlatformSetImeDataFn in 1.91.0]
   2300 
   2301     // Optional: Platform locale
   2302     ImWchar     PlatformLocaleDecimalPoint;     // '.'              // [Experimental] Configure decimal point e.g. '.' or ',' useful for some languages (e.g. German), generally pulled from *localeconv()->decimal_point
   2303 
   2304     //------------------------------------------------------------------
   2305     // Input - Call before calling NewFrame()
   2306     //------------------------------------------------------------------
   2307 
   2308     // Input Functions
   2309     IMGUI_API void  AddKeyEvent(ImGuiKey key, bool down);                   // Queue a new key down/up event. Key should be "translated" (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
   2310     IMGUI_API void  AddKeyAnalogEvent(ImGuiKey key, bool down, float v);    // Queue a new key down/up event for analog values (e.g. ImGuiKey_Gamepad_ values). Dead-zones should be handled by the backend.
   2311     IMGUI_API void  AddMousePosEvent(float x, float y);                     // Queue a mouse position update. Use -FLT_MAX,-FLT_MAX to signify no mouse (e.g. app not focused and not hovered)
   2312     IMGUI_API void  AddMouseButtonEvent(int button, bool down);             // Queue a mouse button change
   2313     IMGUI_API void  AddMouseWheelEvent(float wheel_x, float wheel_y);       // Queue a mouse wheel update. wheel_y<0: scroll down, wheel_y>0: scroll up, wheel_x<0: scroll right, wheel_x>0: scroll left.
   2314     IMGUI_API void  AddMouseSourceEvent(ImGuiMouseSource source);           // Queue a mouse source change (Mouse/TouchScreen/Pen)
   2315     IMGUI_API void  AddFocusEvent(bool focused);                            // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window)
   2316     IMGUI_API void  AddInputCharacter(unsigned int c);                      // Queue a new character input
   2317     IMGUI_API void  AddInputCharacterUTF16(ImWchar16 c);                    // Queue a new character input from a UTF-16 character, it can be a surrogate
   2318     IMGUI_API void  AddInputCharactersUTF8(const char* str);                // Queue a new characters input from a UTF-8 string
   2319 
   2320     IMGUI_API void  SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index = -1); // [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode.
   2321     IMGUI_API void  SetAppAcceptingEvents(bool accepting_events);           // Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.
   2322     IMGUI_API void  ClearEventsQueue();                                     // Clear all incoming events.
   2323     IMGUI_API void  ClearInputKeys();                                       // Clear current keyboard/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.
   2324     IMGUI_API void  ClearInputMouse();                                      // Clear current mouse state.
   2325 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
   2326     IMGUI_API void  ClearInputCharacters();                                 // [Obsoleted in 1.89.8] Clear the current frame text input buffer. Now included within ClearInputKeys().
   2327 #endif
   2328 
   2329     //------------------------------------------------------------------
   2330     // Output - Updated by NewFrame() or EndFrame()/Render()
   2331     // (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is
   2332     //  generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!)
   2333     //------------------------------------------------------------------
   2334 
   2335     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.).
   2336     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.).
   2337     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).
   2338     bool        WantSetMousePos;                    // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
   2339     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!
   2340     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.
   2341     bool        NavVisible;                         // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
   2342     float       Framerate;                          // Estimate of application framerate (rolling average over 60 frames, based on io.DeltaTime), in frame per second. Solely for convenience. Slow applications may not want to use a moving average or may want to reset underlying buffers occasionally.
   2343     int         MetricsRenderVertices;              // Vertices output during last call to Render()
   2344     int         MetricsRenderIndices;               // Indices output during last call to Render() = number of triangles * 3
   2345     int         MetricsRenderWindows;               // Number of visible windows
   2346     int         MetricsActiveWindows;               // Number of active windows
   2347     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.
   2348 
   2349     //------------------------------------------------------------------
   2350     // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed!
   2351     //------------------------------------------------------------------
   2352 
   2353     ImGuiContext* Ctx;                              // Parent UI context (needs to be set explicitly by parent).
   2354 
   2355     // Main Input State
   2356     // (this block used to be written by backend, since 1.87 it is best to NOT write to those directly, call the AddXXX functions above instead)
   2357     // (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere)
   2358     ImVec2      MousePos;                           // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.)
   2359     bool        MouseDown[5];                       // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Other buttons allow us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
   2360     float       MouseWheel;                         // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. >0 scrolls Up, <0 scrolls Down. Hold SHIFT to turn vertical scroll into horizontal scroll.
   2361     float       MouseWheelH;                        // Mouse wheel Horizontal. >0 scrolls Left, <0 scrolls Right. Most users don't have a mouse with a horizontal wheel, may not be filled by all backends.
   2362     ImGuiMouseSource MouseSource;                   // Mouse actual input peripheral (Mouse/TouchScreen/Pen).
   2363     bool        KeyCtrl;                            // Keyboard modifier down: Control
   2364     bool        KeyShift;                           // Keyboard modifier down: Shift
   2365     bool        KeyAlt;                             // Keyboard modifier down: Alt
   2366     bool        KeySuper;                           // Keyboard modifier down: Cmd/Super/Windows
   2367 
   2368     // Other state maintained from data above + IO function calls
   2369     ImGuiKeyChord KeyMods;                          // Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags. Read-only, updated by NewFrame()
   2370     ImGuiKeyData  KeysData[ImGuiKey_KeysData_SIZE]; // Key state for all known keys. Use IsKeyXXX() functions to access this.
   2371     bool        WantCaptureMouseUnlessPopupClose;   // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup.
   2372     ImVec2      MousePosPrev;                       // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
   2373     ImVec2      MouseClickedPos[5];                 // Position at time of clicking
   2374     double      MouseClickedTime[5];                // Time of last click (used to figure out double-click)
   2375     bool        MouseClicked[5];                    // Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0)
   2376     bool        MouseDoubleClicked[5];              // Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2)
   2377     ImU16       MouseClickedCount[5];               // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down
   2378     ImU16       MouseClickedLastCount[5];           // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done.
   2379     bool        MouseReleased[5];                   // Mouse button went from Down to !Down
   2380     bool        MouseDownOwned[5];                  // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds.
   2381     bool        MouseDownOwnedUnlessPopupClose[5];  // Track if button was clicked inside a dear imgui window.
   2382     bool        MouseWheelRequestAxisSwap;          // On a non-Mac system, holding SHIFT requests WheelY to perform the equivalent of a WheelX event. On a Mac system this is already enforced by the system.
   2383     bool        MouseCtrlLeftAsRightClick;          // (OSX) Set to true when the current click was a ctrl-click that spawned a simulated right click
   2384     float       MouseDownDuration[5];               // Duration the mouse button has been down (0.0f == just clicked)
   2385     float       MouseDownDurationPrev[5];           // Previous time the mouse button has been down
   2386     float       MouseDragMaxDistanceSqr[5];         // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds)
   2387     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.
   2388     bool        AppFocusLost;                       // Only modify via AddFocusEvent()
   2389     bool        AppAcceptingEvents;                 // Only modify via SetAppAcceptingEvents()
   2390     ImS8        BackendUsingLegacyKeyArrays;        // -1: unknown, 0: using AddKeyEvent(), 1: using legacy io.KeysDown[]
   2391     bool        BackendUsingLegacyNavInputArray;    // 0: using AddKeyAnalogEvent(), 1: writing to legacy io.NavInputs[] directly
   2392     ImWchar16   InputQueueSurrogate;                // For AddInputCharacterUTF16()
   2393     ImVector<ImWchar> InputQueueCharacters;         // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.
   2394 
   2395     // Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame.
   2396     // This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent().
   2397     //   Old (<1.87):  ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space)
   2398 #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
   2399     int         KeyMap[ImGuiKey_COUNT];             // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512.
   2400     bool        KeysDown[ImGuiKey_COUNT];           // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow.
   2401     float       NavInputs[ImGuiNavInput_COUNT];     // [LEGACY] Since 1.88, NavInputs[] was removed. Backends from 1.60 to 1.86 won't build. Feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums.
   2402     //void*     ImeWindowHandle;                    // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning.
   2403 #endif
   2404 
   2405     IMGUI_API   ImGuiIO();
   2406 };
   2407 
   2408 //-----------------------------------------------------------------------------
   2409 // [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
   2410 //-----------------------------------------------------------------------------
   2411 
   2412 // Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
   2413 // The callback function should return 0 by default.
   2414 // Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
   2415 // - 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)
   2416 // - ImGuiInputTextFlags_CallbackAlways:      Callback on each iteration
   2417 // - ImGuiInputTextFlags_CallbackCompletion:  Callback on pressing TAB
   2418 // - ImGuiInputTextFlags_CallbackHistory:     Callback on pressing Up/Down arrows
   2419 // - ImGuiInputTextFlags_CallbackCharFilter:  Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
   2420 // - ImGuiInputTextFlags_CallbackResize:      Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
   2421 struct ImGuiInputTextCallbackData
   2422 {
   2423     ImGuiContext*       Ctx;            // Parent UI context
   2424     ImGuiInputTextFlags EventFlag;      // One ImGuiInputTextFlags_Callback*    // Read-only
   2425     ImGuiInputTextFlags Flags;          // What user passed to InputText()      // Read-only
   2426     void*               UserData;       // What user passed to InputText()      // Read-only
   2427 
   2428     // Arguments for the different callback events
   2429     // - During Resize callback, Buf will be same as your input buffer.
   2430     // - However, during Completion/History/Always callback, Buf always points to our own internal data (it is not the same as your buffer)! Changes to it will be reflected into your own buffer shortly after the callback.
   2431     // - 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.
   2432     // - 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.
   2433     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;
   2434     ImGuiKey            EventKey;       // Key pressed (Up/Down/TAB)            // Read-only    // [Completion,History]
   2435     char*               Buf;            // Text buffer                          // Read-write   // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
   2436     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()
   2437     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
   2438     bool                BufDirty;       // Set if you modify Buf/BufTextLen!    // Write        // [Completion,History,Always]
   2439     int                 CursorPos;      //                                      // Read-write   // [Completion,History,Always]
   2440     int                 SelectionStart; //                                      // Read-write   // [Completion,History,Always] == to SelectionEnd when no selection)
   2441     int                 SelectionEnd;   //                                      // Read-write   // [Completion,History,Always]
   2442 
   2443     // Helper functions for text manipulation.
   2444     // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection.
   2445     IMGUI_API ImGuiInputTextCallbackData();
   2446     IMGUI_API void      DeleteChars(int pos, int bytes_count);
   2447     IMGUI_API void      InsertChars(int pos, const char* text, const char* text_end = NULL);
   2448     void                SelectAll()             { SelectionStart = 0; SelectionEnd = BufTextLen; }
   2449     void                ClearSelection()        { SelectionStart = SelectionEnd = BufTextLen; }
   2450     bool                HasSelection() const    { return SelectionStart != SelectionEnd; }
   2451 };
   2452 
   2453 // Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
   2454 // NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
   2455 struct ImGuiSizeCallbackData
   2456 {
   2457     void*   UserData;       // Read-only.   What user passed to SetNextWindowSizeConstraints(). Generally store an integer or float in here (need reinterpret_cast<>).
   2458     ImVec2  Pos;            // Read-only.   Window position, for reference.
   2459     ImVec2  CurrentSize;    // Read-only.   Current window size.
   2460     ImVec2  DesiredSize;    // Read-write.  Desired size, based on user's mouse position. Write to this field to restrain resizing.
   2461 };
   2462 
   2463 // Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()
   2464 struct ImGuiPayload
   2465 {
   2466     // Members
   2467     void*           Data;               // Data (copied and owned by dear imgui)
   2468     int             DataSize;           // Data size
   2469 
   2470     // [Internal]
   2471     ImGuiID         SourceId;           // Source item id
   2472     ImGuiID         SourceParentId;     // Source parent id (if available)
   2473     int             DataFrameCount;     // Data timestamp
   2474     char            DataType[32 + 1];   // Data type tag (short user-supplied string, 32 characters max)
   2475     bool            Preview;            // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)
   2476     bool            Delivery;           // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.
   2477 
   2478     ImGuiPayload()  { Clear(); }
   2479     void Clear()    { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; }
   2480     bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; }
   2481     bool IsPreview() const                  { return Preview; }
   2482     bool IsDelivery() const                 { return Delivery; }
   2483 };
   2484 
   2485 //-----------------------------------------------------------------------------
   2486 // [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor)
   2487 //-----------------------------------------------------------------------------
   2488 
   2489 // Helper: Unicode defines
   2490 #define IM_UNICODE_CODEPOINT_INVALID 0xFFFD     // Invalid Unicode code point (standard value).
   2491 #ifdef IMGUI_USE_WCHAR32
   2492 #define IM_UNICODE_CODEPOINT_MAX     0x10FFFF   // Maximum Unicode code point supported by this build.
   2493 #else
   2494 #define IM_UNICODE_CODEPOINT_MAX     0xFFFF     // Maximum Unicode code point supported by this build.
   2495 #endif
   2496 
   2497 // Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create a UI within deep-nested code that runs multiple times every frame.
   2498 // Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame");
   2499 struct ImGuiOnceUponAFrame
   2500 {
   2501     ImGuiOnceUponAFrame() { RefFrame = -1; }
   2502     mutable int RefFrame;
   2503     operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
   2504 };
   2505 
   2506 // Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
   2507 struct ImGuiTextFilter
   2508 {
   2509     IMGUI_API           ImGuiTextFilter(const char* default_filter = "");
   2510     IMGUI_API bool      Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f);  // Helper calling InputText+Build
   2511     IMGUI_API bool      PassFilter(const char* text, const char* text_end = NULL) const;
   2512     IMGUI_API void      Build();
   2513     void                Clear()          { InputBuf[0] = 0; Build(); }
   2514     bool                IsActive() const { return !Filters.empty(); }
   2515 
   2516     // [Internal]
   2517     struct ImGuiTextRange
   2518     {
   2519         const char*     b;
   2520         const char*     e;
   2521 
   2522         ImGuiTextRange()                                { b = e = NULL; }
   2523         ImGuiTextRange(const char* _b, const char* _e)  { b = _b; e = _e; }
   2524         bool            empty() const                   { return b == e; }
   2525         IMGUI_API void  split(char separator, ImVector<ImGuiTextRange>* out) const;
   2526     };
   2527     char                    InputBuf[256];
   2528     ImVector<ImGuiTextRange>Filters;
   2529     int                     CountGrep;
   2530 };
   2531 
   2532 // Helper: Growable text buffer for logging/accumulating text
   2533 // (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')
   2534 struct ImGuiTextBuffer
   2535 {
   2536     ImVector<char>      Buf;
   2537     IMGUI_API static char EmptyString[1];
   2538 
   2539     ImGuiTextBuffer()   { }
   2540     inline char         operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }
   2541     const char*         begin() const           { return Buf.Data ? &Buf.front() : EmptyString; }
   2542     const char*         end() const             { return Buf.Data ? &Buf.back() : EmptyString; }   // Buf is zero-terminated, so end() will point on the zero-terminator
   2543     int                 size() const            { return Buf.Size ? Buf.Size - 1 : 0; }
   2544     bool                empty() const           { return Buf.Size <= 1; }
   2545     void                clear()                 { Buf.clear(); }
   2546     void                reserve(int capacity)   { Buf.reserve(capacity); }
   2547     const char*         c_str() const           { return Buf.Data ? Buf.Data : EmptyString; }
   2548     IMGUI_API void      append(const char* str, const char* str_end = NULL);
   2549     IMGUI_API void      appendf(const char* fmt, ...) IM_FMTARGS(2);
   2550     IMGUI_API void      appendfv(const char* fmt, va_list args) IM_FMTLIST(2);
   2551 };
   2552 
   2553 // [Internal] Key+Value for ImGuiStorage
   2554 struct ImGuiStoragePair
   2555 {
   2556     ImGuiID     key;
   2557     union       { int val_i; float val_f; void* val_p; };
   2558     ImGuiStoragePair(ImGuiID _key, int _val)    { key = _key; val_i = _val; }
   2559     ImGuiStoragePair(ImGuiID _key, float _val)  { key = _key; val_f = _val; }
   2560     ImGuiStoragePair(ImGuiID _key, void* _val)  { key = _key; val_p = _val; }
   2561 };
   2562 
   2563 // Helper: Key->Value storage
   2564 // Typically you don't have to worry about this since a storage is held within each Window.
   2565 // We use it to e.g. store collapse state for a tree (Int 0/1)
   2566 // This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)
   2567 // You can use it as custom user storage for temporary values. Declare your own storage if, for example:
   2568 // - 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).
   2569 // - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)
   2570 // Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
   2571 struct ImGuiStorage
   2572 {
   2573     // [Internal]
   2574     ImVector<ImGuiStoragePair>      Data;
   2575 
   2576     // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
   2577     // - Set***() functions find pair, insertion on demand if missing.
   2578     // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
   2579     void                Clear() { Data.clear(); }
   2580     IMGUI_API int       GetInt(ImGuiID key, int default_val = 0) const;
   2581     IMGUI_API void      SetInt(ImGuiID key, int val);
   2582     IMGUI_API bool      GetBool(ImGuiID key, bool default_val = false) const;
   2583     IMGUI_API void      SetBool(ImGuiID key, bool val);
   2584     IMGUI_API float     GetFloat(ImGuiID key, float default_val = 0.0f) const;
   2585     IMGUI_API void      SetFloat(ImGuiID key, float val);
   2586     IMGUI_API void*     GetVoidPtr(ImGuiID key) const; // default_val is NULL
   2587     IMGUI_API void      SetVoidPtr(ImGuiID key, void* val);
   2588 
   2589     // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
   2590     // - 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.
   2591     // - 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)
   2592     //      float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
   2593     IMGUI_API int*      GetIntRef(ImGuiID key, int default_val = 0);
   2594     IMGUI_API bool*     GetBoolRef(ImGuiID key, bool default_val = false);
   2595     IMGUI_API float*    GetFloatRef(ImGuiID key, float default_val = 0.0f);
   2596     IMGUI_API void**    GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
   2597 
   2598     // Advanced: for quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
   2599     IMGUI_API void      BuildSortByKey();
   2600     // Obsolete: use on your own storage if you know only integer are being stored (open/close all tree nodes)
   2601     IMGUI_API void      SetAllInt(int val);
   2602 
   2603 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
   2604     //typedef ::ImGuiStoragePair ImGuiStoragePair;  // 1.90.8: moved type outside struct
   2605 #endif
   2606 };
   2607 
   2608 // Helper: Manually clip large list of items.
   2609 // If you have lots evenly spaced items and you have random access to the list, you can perform coarse
   2610 // clipping based on visibility to only submit items that are in view.
   2611 // The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
   2612 // (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally
   2613 //  fetching/submitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to easily
   2614 //  scale using lists with tens of thousands of items without a problem)
   2615 // Usage:
   2616 //   ImGuiListClipper clipper;
   2617 //   clipper.Begin(1000);         // We have 1000 elements, evenly spaced.
   2618 //   while (clipper.Step())
   2619 //       for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
   2620 //           ImGui::Text("line number %d", i);
   2621 // Generally what happens is:
   2622 // - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not.
   2623 // - User code submit that one element.
   2624 // - Clipper can measure the height of the first element
   2625 // - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element.
   2626 // - User code submit visible elements.
   2627 // - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc.
   2628 struct ImGuiListClipper
   2629 {
   2630     ImGuiContext*   Ctx;                // Parent UI context
   2631     int             DisplayStart;       // First item to display, updated by each call to Step()
   2632     int             DisplayEnd;         // End of items to display (exclusive)
   2633     int             ItemsCount;         // [Internal] Number of items
   2634     float           ItemsHeight;        // [Internal] Height of item after a first step and item submission can calculate it
   2635     float           StartPosY;          // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed
   2636     double          StartSeekOffsetY;   // [Internal] Account for frozen rows in a table and initial loss of precision in very large windows.
   2637     void*           TempData;           // [Internal] Internal data
   2638 
   2639     // items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step, and you can call SeekCursorForItem() manually if you need)
   2640     // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
   2641     IMGUI_API ImGuiListClipper();
   2642     IMGUI_API ~ImGuiListClipper();
   2643     IMGUI_API void  Begin(int items_count, float items_height = -1.0f);
   2644     IMGUI_API void  End();             // Automatically called on the last call of Step() that returns false.
   2645     IMGUI_API bool  Step();            // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
   2646 
   2647     // Call IncludeItemByIndex() or IncludeItemsByIndex() *BEFORE* first call to Step() if you need a range of items to not be clipped, regardless of their visibility.
   2648     // (Due to alignment / padding of certain items it is possible that an extra item may be included on either end of the display range).
   2649     inline void     IncludeItemByIndex(int item_index)                  { IncludeItemsByIndex(item_index, item_index + 1); }
   2650     IMGUI_API void  IncludeItemsByIndex(int item_begin, int item_end);  // item_end is exclusive e.g. use (42, 42+1) to make item 42 never clipped.
   2651 
   2652     // Seek cursor toward given item. This is automatically called while stepping.
   2653     // - The only reason to call this is: you can use ImGuiListClipper::Begin(INT_MAX) if you don't know item count ahead of time.
   2654     // - In this case, after all steps are done, you'll want to call SeekCursorForItem(item_count).
   2655     IMGUI_API void  SeekCursorForItem(int item_index);
   2656 
   2657 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
   2658     inline void IncludeRangeByIndices(int item_begin, int item_end)      { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.9]
   2659     inline void ForceDisplayRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.6]
   2660     //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]
   2661 #endif
   2662 };
   2663 
   2664 // Helpers: ImVec2/ImVec4 operators
   2665 // - It is important that we are keeping those disabled by default so they don't leak in user space.
   2666 // - This is in order to allow user enabling implicit cast operators between ImVec2/ImVec4 and their own types (using IM_VEC2_CLASS_EXTRA in imconfig.h)
   2667 // - You can use '#define IMGUI_DEFINE_MATH_OPERATORS' to import our operators, provided as a courtesy.
   2668 #ifdef IMGUI_DEFINE_MATH_OPERATORS
   2669 #define IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED
   2670 IM_MSVC_RUNTIME_CHECKS_OFF
   2671 static inline ImVec2  operator*(const ImVec2& lhs, const float rhs)     { return ImVec2(lhs.x * rhs, lhs.y * rhs); }
   2672 static inline ImVec2  operator/(const ImVec2& lhs, const float rhs)     { return ImVec2(lhs.x / rhs, lhs.y / rhs); }
   2673 static inline ImVec2  operator+(const ImVec2& lhs, const ImVec2& rhs)   { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); }
   2674 static inline ImVec2  operator-(const ImVec2& lhs, const ImVec2& rhs)   { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); }
   2675 static inline ImVec2  operator*(const ImVec2& lhs, const ImVec2& rhs)   { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
   2676 static inline ImVec2  operator/(const ImVec2& lhs, const ImVec2& rhs)   { return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); }
   2677 static inline ImVec2  operator-(const ImVec2& lhs)                      { return ImVec2(-lhs.x, -lhs.y); }
   2678 static inline ImVec2& operator*=(ImVec2& lhs, const float rhs)          { lhs.x *= rhs; lhs.y *= rhs; return lhs; }
   2679 static inline ImVec2& operator/=(ImVec2& lhs, const float rhs)          { lhs.x /= rhs; lhs.y /= rhs; return lhs; }
   2680 static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs)        { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; }
   2681 static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs)        { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; }
   2682 static inline ImVec2& operator*=(ImVec2& lhs, const ImVec2& rhs)        { lhs.x *= rhs.x; lhs.y *= rhs.y; return lhs; }
   2683 static inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs)        { lhs.x /= rhs.x; lhs.y /= rhs.y; return lhs; }
   2684 static inline bool    operator==(const ImVec2& lhs, const ImVec2& rhs)  { return lhs.x == rhs.x && lhs.y == rhs.y; }
   2685 static inline bool    operator!=(const ImVec2& lhs, const ImVec2& rhs)  { return lhs.x != rhs.x || lhs.y != rhs.y; }
   2686 static inline ImVec4  operator+(const ImVec4& lhs, const ImVec4& rhs)   { return ImVec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w); }
   2687 static inline ImVec4  operator-(const ImVec4& lhs, const ImVec4& rhs)   { return ImVec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w); }
   2688 static inline ImVec4  operator*(const ImVec4& lhs, const ImVec4& rhs)   { return ImVec4(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z, lhs.w * rhs.w); }
   2689 static inline bool    operator==(const ImVec4& lhs, const ImVec4& rhs)  { return lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z && lhs.w == rhs.w; }
   2690 static inline bool    operator!=(const ImVec4& lhs, const ImVec4& rhs)  { return lhs.x != rhs.x || lhs.y != rhs.y || lhs.z != rhs.z || lhs.w != rhs.w; }
   2691 IM_MSVC_RUNTIME_CHECKS_RESTORE
   2692 #endif
   2693 
   2694 // Helpers macros to generate 32-bit encoded colors
   2695 // User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file.
   2696 #ifndef IM_COL32_R_SHIFT
   2697 #ifdef IMGUI_USE_BGRA_PACKED_COLOR
   2698 #define IM_COL32_R_SHIFT    16
   2699 #define IM_COL32_G_SHIFT    8
   2700 #define IM_COL32_B_SHIFT    0
   2701 #define IM_COL32_A_SHIFT    24
   2702 #define IM_COL32_A_MASK     0xFF000000
   2703 #else
   2704 #define IM_COL32_R_SHIFT    0
   2705 #define IM_COL32_G_SHIFT    8
   2706 #define IM_COL32_B_SHIFT    16
   2707 #define IM_COL32_A_SHIFT    24
   2708 #define IM_COL32_A_MASK     0xFF000000
   2709 #endif
   2710 #endif
   2711 #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))
   2712 #define IM_COL32_WHITE       IM_COL32(255,255,255,255)  // Opaque white = 0xFFFFFFFF
   2713 #define IM_COL32_BLACK       IM_COL32(0,0,0,255)        // Opaque black
   2714 #define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0)          // Transparent black = 0x00000000
   2715 
   2716 // Helper: ImColor() implicitly converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
   2717 // Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
   2718 // **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
   2719 // **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.
   2720 struct ImColor
   2721 {
   2722     ImVec4          Value;
   2723 
   2724     constexpr ImColor()                                             { }
   2725     constexpr ImColor(float r, float g, float b, float a = 1.0f)    : Value(r, g, b, a) { }
   2726     constexpr ImColor(const ImVec4& col)                            : Value(col) {}
   2727     constexpr ImColor(int r, int g, int b, int a = 255)             : Value((float)r * (1.0f / 255.0f), (float)g * (1.0f / 255.0f), (float)b * (1.0f / 255.0f), (float)a* (1.0f / 255.0f)) {}
   2728     constexpr ImColor(ImU32 rgba)                                   : Value((float)((rgba >> IM_COL32_R_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_G_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_B_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_A_SHIFT) & 0xFF) * (1.0f / 255.0f)) {}
   2729     inline operator ImU32() const                                   { return ImGui::ColorConvertFloat4ToU32(Value); }
   2730     inline operator ImVec4() const                                  { return Value; }
   2731 
   2732     // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.
   2733     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; }
   2734     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); }
   2735 };
   2736 
   2737 //-----------------------------------------------------------------------------
   2738 // [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiSelectionRequestType, ImGuiSelectionRequest, ImGuiMultiSelectIO, ImGuiSelectionBasicStorage)
   2739 //-----------------------------------------------------------------------------
   2740 
   2741 // Multi-selection system
   2742 // Documentation at: https://github.com/ocornut/imgui/wiki/Multi-Select
   2743 // - Refer to 'Demo->Widgets->Selection State & Multi-Select' for demos using this.
   2744 // - This system implements standard multi-selection idioms (CTRL+Mouse/Keyboard, SHIFT+Mouse/Keyboard, etc)
   2745 //   with support for clipper (skipping non-visible items), box-select and many other details.
   2746 // - Selectable(), Checkbox() are supported but custom widgets may use it as well.
   2747 // - TreeNode() is technically supported but... using this correctly is more complicated: you need some sort of linear/random access to your tree,
   2748 //   which is suited to advanced trees setups also implementing filters and clipper. We will work toward simplifying and demoing it.
   2749 // - In the spirit of Dear ImGui design, your code owns actual selection data.
   2750 //   This is designed to allow all kinds of selection storage you may use in your application e.g. set/map/hash.
   2751 // About ImGuiSelectionBasicStorage:
   2752 // - This is an optional helper to store a selection state and apply selection requests.
   2753 // - It is used by our demos and provided as a convenience to quickly implement multi-selection.
   2754 // Usage:
   2755 // - Identify submitted items with SetNextItemSelectionUserData(), most likely using an index into your current data-set.
   2756 // - Store and maintain actual selection data using persistent object identifiers.
   2757 // - Usage flow:
   2758 //     BEGIN - (1) Call BeginMultiSelect() and retrieve the ImGuiMultiSelectIO* result.
   2759 //           - (2) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 6.
   2760 //           - (3) [If using clipper] You need to make sure RangeSrcItem is always submitted. Calculate its index and pass to clipper.IncludeItemByIndex(). If storing indices in ImGuiSelectionUserData, a simple clipper.IncludeItemByIndex(ms_io->RangeSrcItem) call will work.
   2761 //     LOOP  - (4) Submit your items with SetNextItemSelectionUserData() + Selectable()/TreeNode() calls.
   2762 //     END   - (5) Call EndMultiSelect() and retrieve the ImGuiMultiSelectIO* result.
   2763 //           - (6) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 2.
   2764 //     If you submit all items (no clipper), Step 2 and 3 are optional and will be handled by each item themselves. It is fine to always honor those steps.
   2765 // About ImGuiSelectionUserData:
   2766 // - This can store an application-defined identifier (e.g. index or pointer) submitted via SetNextItemSelectionUserData().
   2767 // - In return we store them into RangeSrcItem/RangeFirstItem/RangeLastItem and other fields in ImGuiMultiSelectIO.
   2768 // - Most applications will store an object INDEX, hence the chosen name and type. Storing an index is natural, because
   2769 //   SetRange requests will give you two end-points and you will need to iterate/interpolate between them to update your selection.
   2770 // - However it is perfectly possible to store a POINTER or another IDENTIFIER inside ImGuiSelectionUserData.
   2771 //   Our system never assume that you identify items by indices, it never attempts to interpolate between two values.
   2772 // - If you enable ImGuiMultiSelectFlags_NoRangeSelect then it is guaranteed that you will never have to interpolate
   2773 //   between two ImGuiSelectionUserData, which may be a convenient way to use part of the feature with less code work.
   2774 // - As most users will want to store an index, for convenience and to reduce confusion we use ImS64 instead of void*,
   2775 //   being syntactically easier to downcast. Feel free to reinterpret_cast and store a pointer inside.
   2776 
   2777 // Flags for BeginMultiSelect()
   2778 enum ImGuiMultiSelectFlags_
   2779 {
   2780     ImGuiMultiSelectFlags_None                  = 0,
   2781     ImGuiMultiSelectFlags_SingleSelect          = 1 << 0,   // Disable selecting more than one item. This is available to allow single-selection code to share same code/logic if desired. It essentially disables the main purpose of BeginMultiSelect() tho!
   2782     ImGuiMultiSelectFlags_NoSelectAll           = 1 << 1,   // Disable CTRL+A shortcut to select all.
   2783     ImGuiMultiSelectFlags_NoRangeSelect         = 1 << 2,   // Disable Shift+selection mouse/keyboard support (useful for unordered 2D selection). With BoxSelect is also ensure contiguous SetRange requests are not combined into one. This allows not handling interpolation in SetRange requests.
   2784     ImGuiMultiSelectFlags_NoAutoSelect          = 1 << 3,   // Disable selecting items when navigating (useful for e.g. supporting range-select in a list of checkboxes).
   2785     ImGuiMultiSelectFlags_NoAutoClear           = 1 << 4,   // Disable clearing selection when navigating or selecting another one (generally used with ImGuiMultiSelectFlags_NoAutoSelect. useful for e.g. supporting range-select in a list of checkboxes).
   2786     ImGuiMultiSelectFlags_NoAutoClearOnReselect = 1 << 5,   // Disable clearing selection when clicking/selecting an already selected item.
   2787     ImGuiMultiSelectFlags_BoxSelect1d           = 1 << 6,   // Enable box-selection with same width and same x pos items (e.g. full row Selectable()). Box-selection works better with little bit of spacing between items hit-box in order to be able to aim at empty space.
   2788     ImGuiMultiSelectFlags_BoxSelect2d           = 1 << 7,   // Enable box-selection with varying width or varying x pos items support (e.g. different width labels, or 2D layout/grid). This is slower: alters clipping logic so that e.g. horizontal movements will update selection of normally clipped items.
   2789     ImGuiMultiSelectFlags_BoxSelectNoScroll     = 1 << 8,   // Disable scrolling when box-selecting near edges of scope.
   2790     ImGuiMultiSelectFlags_ClearOnEscape         = 1 << 9,   // Clear selection when pressing Escape while scope is focused.
   2791     ImGuiMultiSelectFlags_ClearOnClickVoid      = 1 << 10,  // Clear selection when clicking on empty location within scope.
   2792     ImGuiMultiSelectFlags_ScopeWindow           = 1 << 11,  // Scope for _BoxSelect and _ClearOnClickVoid is whole window (Default). Use if BeginMultiSelect() covers a whole window or used a single time in same window.
   2793     ImGuiMultiSelectFlags_ScopeRect             = 1 << 12,  // Scope for _BoxSelect and _ClearOnClickVoid is rectangle encompassing BeginMultiSelect()/EndMultiSelect(). Use if BeginMultiSelect() is called multiple times in same window.
   2794     ImGuiMultiSelectFlags_SelectOnClick         = 1 << 13,  // Apply selection on mouse down when clicking on unselected item. (Default)
   2795     ImGuiMultiSelectFlags_SelectOnClickRelease  = 1 << 14,  // Apply selection on mouse release when clicking an unselected item. Allow dragging an unselected item without altering selection.
   2796     //ImGuiMultiSelectFlags_RangeSelect2d       = 1 << 15,  // Shift+Selection uses 2d geometry instead of linear sequence, so possible to use Shift+up/down to select vertically in grid. Analogous to what BoxSelect does.
   2797     ImGuiMultiSelectFlags_NavWrapX              = 1 << 16,  // [Temporary] Enable navigation wrapping on X axis. Provided as a convenience because we don't have a design for the general Nav API for this yet. When the more general feature be public we may obsolete this flag in favor of new one.
   2798 };
   2799 
   2800 // Main IO structure returned by BeginMultiSelect()/EndMultiSelect().
   2801 // This mainly contains a list of selection requests.
   2802 // - Use 'Demo->Tools->Debug Log->Selection' to see requests as they happen.
   2803 // - Some fields are only useful if your list is dynamic and allows deletion (getting post-deletion focus/state right is shown in the demo)
   2804 // - Below: who reads/writes each fields? 'r'=read, 'w'=write, 'ms'=multi-select code, 'app'=application/user code.
   2805 struct ImGuiMultiSelectIO
   2806 {
   2807     //------------------------------------------// BeginMultiSelect / EndMultiSelect
   2808     ImVector<ImGuiSelectionRequest> Requests;   //  ms:w, app:r     /  ms:w  app:r   // Requests to apply to your selection data.
   2809     ImGuiSelectionUserData      RangeSrcItem;   //  ms:w  app:r     /                // (If using clipper) Begin: Source item (often the first selected item) must never be clipped: use clipper.IncludeItemByIndex() to ensure it is submitted.
   2810     ImGuiSelectionUserData      NavIdItem;      //  ms:w, app:r     /                // (If using deletion) Last known SetNextItemSelectionUserData() value for NavId (if part of submitted items).
   2811     bool                        NavIdSelected;  //  ms:w, app:r     /        app:r   // (If using deletion) Last known selection state for NavId (if part of submitted items).
   2812     bool                        RangeSrcReset;  //        app:w     /  ms:r          // (If using deletion) Set before EndMultiSelect() to reset ResetSrcItem (e.g. if deleted selection).
   2813     int                         ItemsCount;     //  ms:w, app:r     /        app:r   // 'int items_count' parameter to BeginMultiSelect() is copied here for convenience, allowing simpler calls to your ApplyRequests handler. Not used internally.
   2814 };
   2815 
   2816 // Selection request type
   2817 enum ImGuiSelectionRequestType
   2818 {
   2819     ImGuiSelectionRequestType_None = 0,
   2820     ImGuiSelectionRequestType_SetAll,           // Request app to clear selection (if Selected==false) or select all items (if Selected==true). We cannot set RangeFirstItem/RangeLastItem as its contents is entirely up to user (not necessarily an index)
   2821     ImGuiSelectionRequestType_SetRange,         // Request app to select/unselect [RangeFirstItem..RangeLastItem] items (inclusive) based on value of Selected. Only EndMultiSelect() request this, app code can read after BeginMultiSelect() and it will always be false.
   2822 };
   2823 
   2824 // Selection request item
   2825 struct ImGuiSelectionRequest
   2826 {
   2827     //------------------------------------------// BeginMultiSelect / EndMultiSelect
   2828     ImGuiSelectionRequestType   Type;           //  ms:w, app:r     /  ms:w, app:r   // Request type. You'll most often receive 1 Clear + 1 SetRange with a single-item range.
   2829     bool                        Selected;       //  ms:w, app:r     /  ms:w, app:r   // Parameter for SetAll/SetRange requests (true = select, false = unselect)
   2830     ImS8                        RangeDirection; //                  /  ms:w  app:r   // Parameter for SetRange request: +1 when RangeFirstItem comes before RangeLastItem, -1 otherwise. Useful if you want to preserve selection order on a backward Shift+Click.
   2831     ImGuiSelectionUserData      RangeFirstItem; //                  /  ms:w, app:r   // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from top to bottom).
   2832     ImGuiSelectionUserData      RangeLastItem;  //                  /  ms:w, app:r   // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from bottom to top). Inclusive!
   2833 };
   2834 
   2835 // Optional helper to store multi-selection state + apply multi-selection requests.
   2836 // - Used by our demos and provided as a convenience to easily implement basic multi-selection.
   2837 // - Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }'
   2838 //   Or you can check 'if (Contains(id)) { ... }' for each possible object if their number is not too high to iterate.
   2839 // - USING THIS IS NOT MANDATORY. This is only a helper and not a required API.
   2840 // To store a multi-selection, in your application you could:
   2841 // - Use this helper as a convenience. We use our simple key->value ImGuiStorage as a std::set<ImGuiID> replacement.
   2842 // - Use your own external storage: e.g. std::set<MyObjectId>, std::vector<MyObjectId>, interval trees, intrusively stored selection etc.
   2843 // In ImGuiSelectionBasicStorage we:
   2844 // - always use indices in the multi-selection API (passed to SetNextItemSelectionUserData(), retrieved in ImGuiMultiSelectIO)
   2845 // - use the AdapterIndexToStorageId() indirection layer to abstract how persistent selection data is derived from an index.
   2846 // - use decently optimized logic to allow queries and insertion of very large selection sets.
   2847 // - do not preserve selection order.
   2848 // Many combinations are possible depending on how you prefer to store your items and how you prefer to store your selection.
   2849 // Large applications are likely to eventually want to get rid of this indirection layer and do their own thing.
   2850 // See https://github.com/ocornut/imgui/wiki/Multi-Select for details and pseudo-code using this helper.
   2851 struct ImGuiSelectionBasicStorage
   2852 {
   2853     // Members
   2854     int             Size;           //          // Number of selected items, maintained by this helper.
   2855     bool            PreserveOrder;  // = false  // GetNextSelectedItem() will return ordered selection (currently implemented by two additional sorts of selection. Could be improved)
   2856     void*           UserData;       // = NULL   // User data for use by adapter function        // e.g. selection.UserData = (void*)my_items;
   2857     ImGuiID         (*AdapterIndexToStorageId)(ImGuiSelectionBasicStorage* self, int idx);      // e.g. selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { return ((MyItems**)self->UserData)[idx]->ID; };
   2858     int             _SelectionOrder;// [Internal] Increasing counter to store selection order
   2859     ImGuiStorage    _Storage;       // [Internal] Selection set. Think of this as similar to e.g. std::set<ImGuiID>. Prefer not accessing directly: iterate with GetNextSelectedItem().
   2860 
   2861     // Methods
   2862     ImGuiSelectionBasicStorage();
   2863     IMGUI_API void  ApplyRequests(ImGuiMultiSelectIO* ms_io);   // Apply selection requests coming from BeginMultiSelect() and EndMultiSelect() functions. It uses 'items_count' passed to BeginMultiSelect()
   2864     IMGUI_API bool  Contains(ImGuiID id) const;                 // Query if an item id is in selection.
   2865     IMGUI_API void  Clear();                                    // Clear selection
   2866     IMGUI_API void  Swap(ImGuiSelectionBasicStorage& r);        // Swap two selections
   2867     IMGUI_API void  SetItemSelected(ImGuiID id, bool selected); // Add/remove an item from selection (generally done by ApplyRequests() function)
   2868     IMGUI_API bool  GetNextSelectedItem(void** opaque_it, ImGuiID* out_id); // Iterate selection with 'void* it = NULL; ImGuiId id; while (selection.GetNextSelectedItem(&it, &id)) { ... }'
   2869     inline ImGuiID  GetStorageIdFromIndex(int idx)              { return AdapterIndexToStorageId(this, idx); }  // Convert index to item id based on provided adapter.
   2870 };
   2871 
   2872 // Optional helper to apply multi-selection requests to existing randomly accessible storage.
   2873 // Convenient if you want to quickly wire multi-select API on e.g. an array of bool or items storing their own selection state.
   2874 struct ImGuiSelectionExternalStorage
   2875 {
   2876     // Members
   2877     void*           UserData;       // User data for use by adapter function                                // e.g. selection.UserData = (void*)my_items;
   2878     void            (*AdapterSetItemSelected)(ImGuiSelectionExternalStorage* self, int idx, bool selected); // e.g. AdapterSetItemSelected = [](ImGuiSelectionExternalStorage* self, int idx, bool selected) { ((MyItems**)self->UserData)[idx]->Selected = selected; }
   2879 
   2880     // Methods
   2881     IMGUI_API ImGuiSelectionExternalStorage();
   2882     IMGUI_API void  ApplyRequests(ImGuiMultiSelectIO* ms_io);   // Apply selection requests by using AdapterSetItemSelected() calls
   2883 };
   2884 
   2885 //-----------------------------------------------------------------------------
   2886 // [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)
   2887 // Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
   2888 //-----------------------------------------------------------------------------
   2889 
   2890 // The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking.
   2891 #ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX
   2892 #define IM_DRAWLIST_TEX_LINES_WIDTH_MAX     (63)
   2893 #endif
   2894 
   2895 // ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h]
   2896 // NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
   2897 // you can poke into the draw list for that! Draw callback may be useful for example to:
   2898 //  A) Change your GPU render state,
   2899 //  B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
   2900 // The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
   2901 // 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.
   2902 #ifndef ImDrawCallback
   2903 typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
   2904 #endif
   2905 
   2906 // Special Draw callback value to request renderer backend to reset the graphics/render state.
   2907 // The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address.
   2908 // This is useful, for example, if you submitted callbacks which you know have altered the render state and you want it to be restored.
   2909 // Render state is not reset by default because they are many perfectly useful way of altering render state (e.g. changing shader/blending settings before an Image call).
   2910 #define ImDrawCallback_ResetRenderState     (ImDrawCallback)(-8)
   2911 
   2912 // Typically, 1 command = 1 GPU draw call (unless command is a callback)
   2913 // - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,
   2914 //   this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
   2915 //   Backends made for <1.71. will typically ignore the VtxOffset fields.
   2916 // - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for).
   2917 struct ImDrawCmd
   2918 {
   2919     ImVec4          ClipRect;           // 4*4  // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
   2920     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.
   2921     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.
   2922     unsigned int    IdxOffset;          // 4    // Start offset in index buffer.
   2923     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[].
   2924     ImDrawCallback  UserCallback;       // 4-8  // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
   2925     void*           UserCallbackData;   // 4-8  // The draw callback code can access this.
   2926 
   2927     ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed
   2928 
   2929     // 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)
   2930     inline ImTextureID GetTexID() const { return TextureId; }
   2931 };
   2932 
   2933 // Vertex layout
   2934 #ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
   2935 struct ImDrawVert
   2936 {
   2937     ImVec2  pos;
   2938     ImVec2  uv;
   2939     ImU32   col;
   2940 };
   2941 #else
   2942 // You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
   2943 // 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.
   2944 // The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared at the time you'd want to set your type up.
   2945 // 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.
   2946 IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
   2947 #endif
   2948 
   2949 // [Internal] For use by ImDrawList
   2950 struct ImDrawCmdHeader
   2951 {
   2952     ImVec4          ClipRect;
   2953     ImTextureID     TextureId;
   2954     unsigned int    VtxOffset;
   2955 };
   2956 
   2957 // [Internal] For use by ImDrawListSplitter
   2958 struct ImDrawChannel
   2959 {
   2960     ImVector<ImDrawCmd>         _CmdBuffer;
   2961     ImVector<ImDrawIdx>         _IdxBuffer;
   2962 };
   2963 
   2964 
   2965 // Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order.
   2966 // This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call.
   2967 struct ImDrawListSplitter
   2968 {
   2969     int                         _Current;    // Current channel number (0)
   2970     int                         _Count;      // Number of active channels (1+)
   2971     ImVector<ImDrawChannel>     _Channels;   // Draw channels (not resized down so _Count might be < Channels.Size)
   2972 
   2973     inline ImDrawListSplitter()  { memset(this, 0, sizeof(*this)); }
   2974     inline ~ImDrawListSplitter() { ClearFreeMemory(); }
   2975     inline void                 Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame
   2976     IMGUI_API void              ClearFreeMemory();
   2977     IMGUI_API void              Split(ImDrawList* draw_list, int count);
   2978     IMGUI_API void              Merge(ImDrawList* draw_list);
   2979     IMGUI_API void              SetCurrentChannel(ImDrawList* draw_list, int channel_idx);
   2980 };
   2981 
   2982 // Flags for ImDrawList functions
   2983 // (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)
   2984 enum ImDrawFlags_
   2985 {
   2986     ImDrawFlags_None                        = 0,
   2987     ImDrawFlags_Closed                      = 1 << 0, // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason)
   2988     ImDrawFlags_RoundCornersTopLeft         = 1 << 4, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners). Was 0x01.
   2989     ImDrawFlags_RoundCornersTopRight        = 1 << 5, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners). Was 0x02.
   2990     ImDrawFlags_RoundCornersBottomLeft      = 1 << 6, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners). Was 0x04.
   2991     ImDrawFlags_RoundCornersBottomRight     = 1 << 7, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f, we default to all corners). Wax 0x08.
   2992     ImDrawFlags_RoundCornersNone            = 1 << 8, // AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag!
   2993     ImDrawFlags_RoundCornersTop             = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight,
   2994     ImDrawFlags_RoundCornersBottom          = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
   2995     ImDrawFlags_RoundCornersLeft            = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft,
   2996     ImDrawFlags_RoundCornersRight           = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight,
   2997     ImDrawFlags_RoundCornersAll             = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
   2998     ImDrawFlags_RoundCornersDefault_        = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified.
   2999     ImDrawFlags_RoundCornersMask_           = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone,
   3000 };
   3001 
   3002 // Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly.
   3003 // It is however possible to temporarily alter flags between calls to ImDrawList:: functions.
   3004 enum ImDrawListFlags_
   3005 {
   3006     ImDrawListFlags_None                    = 0,
   3007     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)
   3008     ImDrawListFlags_AntiAliasedLinesUseTex  = 1 << 1,  // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
   3009     ImDrawListFlags_AntiAliasedFill         = 1 << 2,  // Enable anti-aliased edge around filled shapes (rounded rectangles, circles).
   3010     ImDrawListFlags_AllowVtxOffset          = 1 << 3,  // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.
   3011 };
   3012 
   3013 // Draw command list
   3014 // This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame,
   3015 // all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
   3016 // Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to
   3017 // access the current window draw list and draw custom primitives.
   3018 // You can interleave normal ImGui:: calls and adding primitives to the current draw list.
   3019 // In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize).
   3020 // 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!)
   3021 // 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.
   3022 struct ImDrawList
   3023 {
   3024     // This is what you have to render
   3025     ImVector<ImDrawCmd>     CmdBuffer;          // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.
   3026     ImVector<ImDrawIdx>     IdxBuffer;          // Index buffer. Each command consume ImDrawCmd::ElemCount of those
   3027     ImVector<ImDrawVert>    VtxBuffer;          // Vertex buffer.
   3028     ImDrawListFlags         Flags;              // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
   3029 
   3030     // [Internal, used while building lists]
   3031     unsigned int            _VtxCurrentIdx;     // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.
   3032     ImDrawListSharedData*   _Data;              // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
   3033     ImDrawVert*             _VtxWritePtr;       // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
   3034     ImDrawIdx*              _IdxWritePtr;       // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
   3035     ImVector<ImVec2>        _Path;              // [Internal] current path building
   3036     ImDrawCmdHeader         _CmdHeader;         // [Internal] template of active commands. Fields should match those of CmdBuffer.back().
   3037     ImDrawListSplitter      _Splitter;          // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!)
   3038     ImVector<ImVec4>        _ClipRectStack;     // [Internal]
   3039     ImVector<ImTextureID>   _TextureIdStack;    // [Internal]
   3040     float                   _FringeScale;       // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content
   3041     const char*             _OwnerName;         // Pointer to owner window's name for debugging
   3042 
   3043     // 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)
   3044     ImDrawList(ImDrawListSharedData* shared_data) { memset(this, 0, sizeof(*this)); _Data = shared_data; }
   3045 
   3046     ~ImDrawList() { _ClearFreeMemory(); }
   3047     IMGUI_API void  PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect = false);  // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
   3048     IMGUI_API void  PushClipRectFullScreen();
   3049     IMGUI_API void  PopClipRect();
   3050     IMGUI_API void  PushTextureID(ImTextureID texture_id);
   3051     IMGUI_API void  PopTextureID();
   3052     inline ImVec2   GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }
   3053     inline ImVec2   GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
   3054 
   3055     // Primitives
   3056     // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
   3057     // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
   3058     // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred).
   3059     //   In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12.
   3060     //   In future versions we will use textures to provide cheaper and higher-quality circles.
   3061     //   Use AddNgon() and AddNgonFilled() functions if you need to guarantee a specific number of sides.
   3062     IMGUI_API void  AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f);
   3063     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)
   3064     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)
   3065     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);
   3066     IMGUI_API void  AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f);
   3067     IMGUI_API void  AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col);
   3068     IMGUI_API void  AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f);
   3069     IMGUI_API void  AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col);
   3070     IMGUI_API void  AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 0, float thickness = 1.0f);
   3071     IMGUI_API void  AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0);
   3072     IMGUI_API void  AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f);
   3073     IMGUI_API void  AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments);
   3074     IMGUI_API void  AddEllipse(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f);
   3075     IMGUI_API void  AddEllipseFilled(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0);
   3076     IMGUI_API void  AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
   3077     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);
   3078     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)
   3079     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)
   3080 
   3081     // General polygon
   3082     // - Only simple polygons are supported by filling functions (no self-intersections, no holes).
   3083     // - Concave polygon fill is more expensive than convex one: it has O(N^2) complexity. Provided as a convenience fo user but not used by main library.
   3084     IMGUI_API void  AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness);
   3085     IMGUI_API void  AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col);
   3086     IMGUI_API void  AddConcavePolyFilled(const ImVec2* points, int num_points, ImU32 col);
   3087 
   3088     // Image primitives
   3089     // - Read FAQ to understand what ImTextureID is.
   3090     // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle.
   3091     // - "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.
   3092     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);
   3093     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);
   3094     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);
   3095 
   3096     // Stateful path API, add points then finish with PathFillConvex() or PathStroke()
   3097     // - Important: filled shapes must always use clockwise winding order! The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
   3098     //   so e.g. 'PathArcTo(center, radius, PI * -0.5f, PI)' is ok, whereas 'PathArcTo(center, radius, PI, PI * -0.5f)' won't have correct anti-aliasing when followed by PathFillConvex().
   3099     inline    void  PathClear()                                                 { _Path.Size = 0; }
   3100     inline    void  PathLineTo(const ImVec2& pos)                               { _Path.push_back(pos); }
   3101     inline    void  PathLineToMergeDuplicate(const ImVec2& pos)                 { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); }
   3102     inline    void  PathFillConvex(ImU32 col)                                   { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; }
   3103     inline    void  PathFillConcave(ImU32 col)                                  { AddConcavePolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; }
   3104     inline    void  PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; }
   3105     IMGUI_API void  PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0);
   3106     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
   3107     IMGUI_API void  PathEllipticalArcTo(const ImVec2& center, const ImVec2& radius, float rot, float a_min, float a_max, int num_segments = 0); // Ellipse
   3108     IMGUI_API void  PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points)
   3109     IMGUI_API void  PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0);               // Quadratic Bezier (3 control points)
   3110     IMGUI_API void  PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0);
   3111 
   3112     // Advanced
   3113     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.
   3114     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
   3115     IMGUI_API ImDrawList* CloneOutput() const;                                  // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.
   3116 
   3117     // Advanced: Channels
   3118     // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives)
   3119     // - 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)
   3120     // - This API shouldn't have been in ImDrawList in the first place!
   3121     //   Prefer using your own persistent instance of ImDrawListSplitter as you can stack them.
   3122     //   Using the ImDrawList::ChannelsXXXX you cannot stack a split over another.
   3123     inline void     ChannelsSplit(int count)    { _Splitter.Split(this, count); }
   3124     inline void     ChannelsMerge()             { _Splitter.Merge(this); }
   3125     inline void     ChannelsSetCurrent(int n)   { _Splitter.SetCurrentChannel(this, n); }
   3126 
   3127     // Advanced: Primitives allocations
   3128     // - We render triangles (three vertices)
   3129     // - All primitives needs to be reserved via PrimReserve() beforehand.
   3130     IMGUI_API void  PrimReserve(int idx_count, int vtx_count);
   3131     IMGUI_API void  PrimUnreserve(int idx_count, int vtx_count);
   3132     IMGUI_API void  PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col);      // Axis aligned rectangle (composed of two triangles)
   3133     IMGUI_API void  PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
   3134     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);
   3135     inline    void  PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col)    { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
   3136     inline    void  PrimWriteIdx(ImDrawIdx idx)                                     { *_IdxWritePtr = idx; _IdxWritePtr++; }
   3137     inline    void  PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col)         { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index
   3138 
   3139     // Obsolete names
   3140     //inline  void  AddEllipse(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f) { AddEllipse(center, ImVec2(radius_x, radius_y), col, rot, num_segments, thickness); } // OBSOLETED in 1.90.5 (Mar 2024)
   3141     //inline  void  AddEllipseFilled(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0) { AddEllipseFilled(center, ImVec2(radius_x, radius_y), col, rot, num_segments); }                        // OBSOLETED in 1.90.5 (Mar 2024)
   3142     //inline  void  PathEllipticalArcTo(const ImVec2& center, float radius_x, float radius_y, float rot, float a_min, float a_max, int num_segments = 0) { PathEllipticalArcTo(center, ImVec2(radius_x, radius_y), rot, a_min, a_max, num_segments); } // OBSOLETED in 1.90.5 (Mar 2024)
   3143     //inline  void  AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); } // OBSOLETED in 1.80 (Jan 2021)
   3144     //inline  void  PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); } // OBSOLETED in 1.80 (Jan 2021)
   3145 
   3146     // [Internal helpers]
   3147     IMGUI_API void  _ResetForNewFrame();
   3148     IMGUI_API void  _ClearFreeMemory();
   3149     IMGUI_API void  _PopUnusedDrawCmd();
   3150     IMGUI_API void  _TryMergeDrawCmds();
   3151     IMGUI_API void  _OnChangedClipRect();
   3152     IMGUI_API void  _OnChangedTextureID();
   3153     IMGUI_API void  _OnChangedVtxOffset();
   3154     IMGUI_API int   _CalcCircleAutoSegmentCount(float radius) const;
   3155     IMGUI_API void  _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step);
   3156     IMGUI_API void  _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments);
   3157 };
   3158 
   3159 // All draw data to render a Dear ImGui frame
   3160 // (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose,
   3161 // as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList)
   3162 struct ImDrawData
   3163 {
   3164     bool                Valid;              // Only valid after Render() is called and before the next NewFrame() is called.
   3165     int                 CmdListsCount;      // Number of ImDrawList* to render (should always be == CmdLists.size)
   3166     int                 TotalIdxCount;      // For convenience, sum of all ImDrawList's IdxBuffer.Size
   3167     int                 TotalVtxCount;      // For convenience, sum of all ImDrawList's VtxBuffer.Size
   3168     ImVector<ImDrawList*> CmdLists;         // Array of ImDrawList* to render. The ImDrawLists are owned by ImGuiContext and only pointed to from here.
   3169     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)
   3170     ImVec2              DisplaySize;        // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications)
   3171     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.
   3172     ImGuiViewport*      OwnerViewport;      // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not).
   3173 
   3174     // Functions
   3175     ImDrawData()    { Clear(); }
   3176     IMGUI_API void  Clear();
   3177     IMGUI_API void  AddDrawList(ImDrawList* draw_list);     // Helper to add an external draw list into an existing ImDrawData.
   3178     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!
   3179     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.
   3180 };
   3181 
   3182 //-----------------------------------------------------------------------------
   3183 // [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)
   3184 //-----------------------------------------------------------------------------
   3185 
   3186 struct ImFontConfig
   3187 {
   3188     void*           FontData;               //          // TTF/OTF data
   3189     int             FontDataSize;           //          // TTF/OTF data size
   3190     bool            FontDataOwnedByAtlas;   // true     // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
   3191     int             FontNo;                 // 0        // Index of font within TTF/OTF file
   3192     float           SizePixels;             //          // Size in pixels for rasterizer (more or less maps to the resulting font height).
   3193     int             OversampleH;            // 2        // Rasterize at higher quality for sub-pixel positioning. Note the difference between 2 and 3 is minimal. You can reduce this to 1 for large glyphs save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.
   3194     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.
   3195     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.
   3196     ImVec2          GlyphExtraSpacing;      // 0, 0     // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
   3197     ImVec2          GlyphOffset;            // 0, 0     // Offset all glyphs from this font input.
   3198     const ImWchar*  GlyphRanges;            // NULL     // THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list).
   3199     float           GlyphMinAdvanceX;       // 0        // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font
   3200     float           GlyphMaxAdvanceX;       // FLT_MAX  // Maximum AdvanceX for glyphs
   3201     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.
   3202     unsigned int    FontBuilderFlags;       // 0        // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure.
   3203     float           RasterizerMultiply;     // 1.0f     // Linearly brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. This is a silly thing we may remove in the future.
   3204     float           RasterizerDensity;      // 1.0f     // DPI scale for rasterization, not altering other font metrics: make it easy to swap between e.g. a 100% and a 400% fonts for a zooming display. IMPORTANT: If you increase this it is expected that you increase font scale accordingly, otherwise quality may look lowered.
   3205     ImWchar         EllipsisChar;           // -1       // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.
   3206 
   3207     // [Internal]
   3208     char            Name[40];               // Name (strictly to ease debugging)
   3209     ImFont*         DstFont;
   3210 
   3211     IMGUI_API ImFontConfig();
   3212 };
   3213 
   3214 // Hold rendering data for one glyph.
   3215 // (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)
   3216 struct ImFontGlyph
   3217 {
   3218     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)
   3219     unsigned int    Visible : 1;        // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering.
   3220     unsigned int    Codepoint : 30;     // 0x0000..0x10FFFF
   3221     float           AdvanceX;           // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in)
   3222     float           X0, Y0, X1, Y1;     // Glyph corners
   3223     float           U0, V0, U1, V1;     // Texture coordinates
   3224 };
   3225 
   3226 // Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges().
   3227 // This is essentially a tightly packed of vector of 64k booleans = 8KB storage.
   3228 struct ImFontGlyphRangesBuilder
   3229 {
   3230     ImVector<ImU32> UsedChars;            // Store 1-bit per Unicode code point (0=unused, 1=used)
   3231 
   3232     ImFontGlyphRangesBuilder()              { Clear(); }
   3233     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); }
   3234     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
   3235     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
   3236     inline void     AddChar(ImWchar c)      { SetBit(c); }                      // Add character
   3237     IMGUI_API void  AddText(const char* text, const char* text_end = NULL);     // Add string (each character of the UTF-8 string are added)
   3238     IMGUI_API void  AddRanges(const ImWchar* ranges);                           // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
   3239     IMGUI_API void  BuildRanges(ImVector<ImWchar>* out_ranges);                 // Output new ranges
   3240 };
   3241 
   3242 // See ImFontAtlas::AddCustomRectXXX functions.
   3243 struct ImFontAtlasCustomRect
   3244 {
   3245     unsigned short  Width, Height;  // Input    // Desired rectangle dimension
   3246     unsigned short  X, Y;           // Output   // Packed position in Atlas
   3247     unsigned int    GlyphID;        // Input    // For custom font glyphs only (ID < 0x110000)
   3248     float           GlyphAdvanceX;  // Input    // For custom font glyphs only: glyph xadvance
   3249     ImVec2          GlyphOffset;    // Input    // For custom font glyphs only: glyph display offset
   3250     ImFont*         Font;           // Input    // For custom font glyphs only: target font
   3251     ImFontAtlasCustomRect()         { Width = Height = 0; X = Y = 0xFFFF; GlyphID = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; }
   3252     bool IsPacked() const           { return X != 0xFFFF; }
   3253 };
   3254 
   3255 // Flags for ImFontAtlas build
   3256 enum ImFontAtlasFlags_
   3257 {
   3258     ImFontAtlasFlags_None               = 0,
   3259     ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0,   // Don't round the height to next power of two
   3260     ImFontAtlasFlags_NoMouseCursors     = 1 << 1,   // Don't build software mouse cursors into the atlas (save a little texture memory)
   3261     ImFontAtlasFlags_NoBakedLines       = 1 << 2,   // Don't build thick line textures into the atlas (save a little texture memory, allow support for point/nearest filtering). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU).
   3262 };
   3263 
   3264 // Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
   3265 //  - One or more fonts.
   3266 //  - Custom graphics data needed to render the shapes needed by Dear ImGui.
   3267 //  - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas).
   3268 // It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api.
   3269 //  - 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.
   3270 //  - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
   3271 //  - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples)
   3272 //  - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
   3273 //    This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details.
   3274 // Common pitfalls:
   3275 // - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the
   3276 //   atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
   3277 // - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.
   3278 //   You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
   3279 // - Even though many functions are suffixed with "TTF", OTF data is supported just as well.
   3280 // - This is an old API and it is currently awkward for those and various other reasons! We will address them in the future!
   3281 struct ImFontAtlas
   3282 {
   3283     IMGUI_API ImFontAtlas();
   3284     IMGUI_API ~ImFontAtlas();
   3285     IMGUI_API ImFont*           AddFont(const ImFontConfig* font_cfg);
   3286     IMGUI_API ImFont*           AddFontDefault(const ImFontConfig* font_cfg = NULL);
   3287     IMGUI_API ImFont*           AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
   3288     IMGUI_API ImFont*           AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed.
   3289     IMGUI_API ImFont*           AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_data_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp.
   3290     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.
   3291     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.
   3292     IMGUI_API void              ClearTexData();             // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory.
   3293     IMGUI_API void              ClearFonts();               // Clear output font data (glyphs storage, UV coordinates).
   3294     IMGUI_API void              Clear();                    // Clear all input and output.
   3295 
   3296     // Build atlas, retrieve pixel data.
   3297     // 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().
   3298     // The pitch is always = Width * BytesPerPixels (1 or 4)
   3299     // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
   3300     // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste.
   3301     IMGUI_API bool              Build();                    // Build pixels data. This is called automatically for you by the GetTexData*** functions.
   3302     IMGUI_API void              GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL);  // 1 byte per-pixel
   3303     IMGUI_API void              GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL);  // 4 bytes-per-pixel
   3304     bool                        IsBuilt() const             { return Fonts.Size > 0 && TexReady; } // Bit ambiguous: used to detect when user didn't build texture but effectively we should check TexID != 0 except that would be backend dependent...
   3305     void                        SetTexID(ImTextureID id)    { TexID = id; }
   3306 
   3307     //-------------------------------------------
   3308     // Glyph Ranges
   3309     //-------------------------------------------
   3310 
   3311     // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
   3312     // NB: Make sure that your string are UTF-8 and NOT in your local code page.
   3313     // Read https://github.com/ocornut/imgui/blob/master/docs/FONTS.md/#about-utf-8-encoding for details.
   3314     // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.
   3315     IMGUI_API const ImWchar*    GetGlyphRangesDefault();                // Basic Latin, Extended Latin
   3316     IMGUI_API const ImWchar*    GetGlyphRangesGreek();                  // Default + Greek and Coptic
   3317     IMGUI_API const ImWchar*    GetGlyphRangesKorean();                 // Default + Korean characters
   3318     IMGUI_API const ImWchar*    GetGlyphRangesJapanese();               // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs
   3319     IMGUI_API const ImWchar*    GetGlyphRangesChineseFull();            // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs
   3320     IMGUI_API const ImWchar*    GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
   3321     IMGUI_API const ImWchar*    GetGlyphRangesCyrillic();               // Default + about 400 Cyrillic characters
   3322     IMGUI_API const ImWchar*    GetGlyphRangesThai();                   // Default + Thai characters
   3323     IMGUI_API const ImWchar*    GetGlyphRangesVietnamese();             // Default + Vietnamese characters
   3324 
   3325     //-------------------------------------------
   3326     // [BETA] Custom Rectangles/Glyphs API
   3327     //-------------------------------------------
   3328 
   3329     // You can request arbitrary rectangles to be packed into the atlas, for your own purposes.
   3330     // - After calling Build(), you can query the rectangle position and render your pixels.
   3331     // - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of preferred texture format.
   3332     // - You can also request your rectangles to be mapped as font glyph (given a font + Unicode point),
   3333     //   so you can render e.g. custom colorful icons and use them as regular glyphs.
   3334     // - Read docs/FONTS.md for more details about using colorful icons.
   3335     // - Note: this API may be redesigned later in order to support multi-monitor varying DPI settings.
   3336     IMGUI_API int               AddCustomRectRegular(int width, int height);
   3337     IMGUI_API int               AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0));
   3338     ImFontAtlasCustomRect*      GetCustomRectByIndex(int index) { IM_ASSERT(index >= 0); return &CustomRects[index]; }
   3339 
   3340     // [Internal]
   3341     IMGUI_API void              CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const;
   3342     IMGUI_API bool              GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]);
   3343 
   3344     //-------------------------------------------
   3345     // Members
   3346     //-------------------------------------------
   3347 
   3348     ImFontAtlasFlags            Flags;              // Build flags (see ImFontAtlasFlags_)
   3349     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.
   3350     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.
   3351     int                         TexGlyphPadding;    // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false).
   3352     bool                        Locked;             // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
   3353     void*                       UserData;           // Store your own atlas related user-data (if e.g. you have multiple font atlas).
   3354 
   3355     // [Internal]
   3356     // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
   3357     bool                        TexReady;           // Set when texture was built matching current font input
   3358     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.
   3359     unsigned char*              TexPixelsAlpha8;    // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
   3360     unsigned int*               TexPixelsRGBA32;    // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
   3361     int                         TexWidth;           // Texture width calculated during Build().
   3362     int                         TexHeight;          // Texture height calculated during Build().
   3363     ImVec2                      TexUvScale;         // = (1.0f/TexWidth, 1.0f/TexHeight)
   3364     ImVec2                      TexUvWhitePixel;    // Texture coordinates to a white pixel
   3365     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.
   3366     ImVector<ImFontAtlasCustomRect> CustomRects;    // Rectangles for packing custom texture data into the atlas.
   3367     ImVector<ImFontConfig>      ConfigData;         // Configuration data
   3368     ImVec4                      TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1];  // UVs for baked anti-aliased lines
   3369 
   3370     // [Internal] Font builder
   3371     const ImFontBuilderIO*      FontBuilderIO;      // Opaque interface to a font builder (default to stb_truetype, can be changed to use FreeType by defining IMGUI_ENABLE_FREETYPE).
   3372     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.
   3373 
   3374     // [Internal] Packing data
   3375     int                         PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors
   3376     int                         PackIdLines;        // Custom texture rectangle ID for baked anti-aliased lines
   3377 
   3378     // [Obsolete]
   3379     //typedef ImFontAtlasCustomRect    CustomRect;         // OBSOLETED in 1.72+
   3380     //typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
   3381 };
   3382 
   3383 // Font runtime data and rendering
   3384 // ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
   3385 struct ImFont
   3386 {
   3387     // Members: Hot ~20/24 bytes (for CalcTextSize)
   3388     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).
   3389     float                       FallbackAdvanceX;   // 4     // out // = FallbackGlyph->AdvanceX
   3390     float                       FontSize;           // 4     // in  //            // Height of characters/line, set during loading (don't change after loading)
   3391 
   3392     // Members: Hot ~28/40 bytes (for CalcTextSize + render loop)
   3393     ImVector<ImWchar>           IndexLookup;        // 12-16 // out //            // Sparse. Index glyphs by Unicode code-point.
   3394     ImVector<ImFontGlyph>       Glyphs;             // 12-16 // out //            // All glyphs.
   3395     const ImFontGlyph*          FallbackGlyph;      // 4-8   // out // = FindGlyph(FontFallbackChar)
   3396 
   3397     // Members: Cold ~32/40 bytes
   3398     ImFontAtlas*                ContainerAtlas;     // 4-8   // out //            // What we has been loaded into
   3399     const ImFontConfig*         ConfigData;         // 4-8   // in  //            // Pointer within ContainerAtlas->ConfigData
   3400     short                       ConfigDataCount;    // 2     // in  // ~ 1        // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
   3401     ImWchar                     FallbackChar;       // 2     // out // = FFFD/'?' // Character used if a glyph isn't found.
   3402     ImWchar                     EllipsisChar;       // 2     // out // = '...'/'.'// Character used for ellipsis rendering.
   3403     short                       EllipsisCharCount;  // 1     // out // 1 or 3
   3404     float                       EllipsisWidth;      // 4     // out               // Width
   3405     float                       EllipsisCharStep;   // 4     // out               // Step between characters when EllipsisCount > 0
   3406     bool                        DirtyLookupTables;  // 1     // out //
   3407     float                       Scale;              // 4     // in  // = 1.f      // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
   3408     float                       Ascent, Descent;    // 4+4   // out //            // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] (unscaled)
   3409     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)
   3410     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.
   3411 
   3412     // Methods
   3413     IMGUI_API ImFont();
   3414     IMGUI_API ~ImFont();
   3415     IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const;
   3416     IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const;
   3417     float                       GetCharAdvance(ImWchar c) const     { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; }
   3418     bool                        IsLoaded() const                    { return ContainerAtlas != NULL; }
   3419     const char*                 GetDebugName() const                { return ConfigData ? ConfigData->Name : "<unknown>"; }
   3420 
   3421     // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
   3422     // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
   3423     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
   3424     IMGUI_API const char*       CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
   3425     IMGUI_API void              RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c) const;
   3426     IMGUI_API void              RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const;
   3427 
   3428     // [Internal] Don't use!
   3429     IMGUI_API void              BuildLookupTable();
   3430     IMGUI_API void              ClearOutputData();
   3431     IMGUI_API void              GrowIndex(int new_size);
   3432     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);
   3433     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.
   3434     IMGUI_API void              SetGlyphVisible(ImWchar c, bool visible);
   3435     IMGUI_API bool              IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last);
   3436 };
   3437 
   3438 //-----------------------------------------------------------------------------
   3439 // [SECTION] Viewports
   3440 //-----------------------------------------------------------------------------
   3441 
   3442 // Flags stored in ImGuiViewport::Flags, giving indications to the platform backends.
   3443 enum ImGuiViewportFlags_
   3444 {
   3445     ImGuiViewportFlags_None                     = 0,
   3446     ImGuiViewportFlags_IsPlatformWindow         = 1 << 0,   // Represent a Platform Window
   3447     ImGuiViewportFlags_IsPlatformMonitor        = 1 << 1,   // Represent a Platform Monitor (unused yet)
   3448     ImGuiViewportFlags_OwnedByApp               = 1 << 2,   // Platform Window: is created/managed by the application (rather than a dear imgui backend)
   3449 };
   3450 
   3451 // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
   3452 // - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
   3453 // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
   3454 // - About Main Area vs Work Area:
   3455 //   - Main Area = entire viewport.
   3456 //   - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor).
   3457 //   - Windows are generally trying to stay within the Work Area of their host viewport.
   3458 struct ImGuiViewport
   3459 {
   3460     ImGuiID             ID;                     // Unique identifier for the viewport
   3461     ImGuiViewportFlags  Flags;                  // See ImGuiViewportFlags_
   3462     ImVec2              Pos;                    // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates)
   3463     ImVec2              Size;                   // Main Area: Size of the viewport.
   3464     ImVec2              WorkPos;                // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos)
   3465     ImVec2              WorkSize;               // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)
   3466 
   3467     // Platform/Backend Dependent Data
   3468     void*               PlatformHandle;         // void* to hold higher-level, platform window handle (e.g. HWND, GLFWWindow*, SDL_Window*)
   3469     void*               PlatformHandleRaw;      // void* to hold lower-level, platform-native window handle (under Win32 this is expected to be a HWND, unused for other platforms)
   3470 
   3471     ImGuiViewport()     { memset(this, 0, sizeof(*this)); }
   3472 
   3473     // Helpers
   3474     ImVec2              GetCenter() const       { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); }
   3475     ImVec2              GetWorkCenter() const   { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); }
   3476 };
   3477 
   3478 //-----------------------------------------------------------------------------
   3479 // [SECTION] Platform Dependent Interfaces
   3480 //-----------------------------------------------------------------------------
   3481 
   3482 // (Optional) Support for IME (Input Method Editor) via the io.PlatformSetImeDataFn() function.
   3483 struct ImGuiPlatformImeData
   3484 {
   3485     bool    WantVisible;        // A widget wants the IME to be visible
   3486     ImVec2  InputPos;           // Position of the input cursor
   3487     float   InputLineHeight;    // Line height
   3488 
   3489     ImGuiPlatformImeData() { memset(this, 0, sizeof(*this)); }
   3490 };
   3491 
   3492 //-----------------------------------------------------------------------------
   3493 // [SECTION] Obsolete functions and types
   3494 // (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
   3495 // Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead.
   3496 //-----------------------------------------------------------------------------
   3497 
   3498 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
   3499 namespace ImGui
   3500 {
   3501     // OBSOLETED in 1.91.0 (from July 2024)
   3502     static inline void  PushButtonRepeat(bool repeat)                           { PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat); }
   3503     static inline void  PopButtonRepeat()                                       { PopItemFlag(); }
   3504     static inline void  PushTabStop(bool tab_stop)                              { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); }
   3505     static inline void  PopTabStop()                                            { PopItemFlag(); }
   3506     IMGUI_API ImVec2    GetContentRegionMax();                                  // Content boundaries max (e.g. window boundaries including scrolling, or current column boundaries). You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()!
   3507     IMGUI_API ImVec2    GetWindowContentRegionMin();                            // Content boundaries min for the window (roughly (0,0)-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()!
   3508     IMGUI_API ImVec2    GetWindowContentRegionMax();                            // Content boundaries max for the window (roughly (0,0)+Size-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()!
   3509     // OBSOLETED in 1.90.0 (from September 2023)
   3510     static inline bool  BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags window_flags = 0)  { return BeginChild(id, size, ImGuiChildFlags_FrameStyle, window_flags); }
   3511     static inline void  EndChildFrame()                                                                     { EndChild(); }
   3512     //static inline bool BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags window_flags){ return BeginChild(str_id, size_arg, border ? ImGuiChildFlags_Border : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Border
   3513     //static inline bool BeginChild(ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags window_flags)        { return BeginChild(id, size_arg, border ? ImGuiChildFlags_Border : ImGuiChildFlags_None, window_flags);     } // Unnecessary as true == ImGuiChildFlags_Border
   3514     static inline void  ShowStackToolWindow(bool* p_open = NULL)                { ShowIDStackToolWindow(p_open); }
   3515     IMGUI_API bool      Combo(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int popup_max_height_in_items = -1);
   3516     IMGUI_API bool      ListBox(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int height_in_items = -1);
   3517     // OBSOLETED in 1.89.7 (from June 2023)
   3518     IMGUI_API void      SetItemAllowOverlap();                                  // Use SetNextItemAllowOverlap() before item.
   3519     // OBSOLETED in 1.89.4 (from March 2023)
   3520     static inline void  PushAllowKeyboardFocus(bool tab_stop)                   { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); }
   3521     static inline void  PopAllowKeyboardFocus()                                 { PopItemFlag(); }
   3522     // OBSOLETED in 1.89 (from August 2022)
   3523     IMGUI_API bool      ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); // Use new ImageButton() signature (explicit item id, regular FramePadding)
   3524     // OBSOLETED in 1.87 (from February 2022 but more formally obsoleted April 2024)
   3525     IMGUI_API ImGuiKey  GetKeyIndex(ImGuiKey key);                              // Map ImGuiKey_* values into legacy native key index. == io.KeyMap[key]. When using a 1.87+ backend using io.AddKeyEvent(), calling GetKeyIndex() with ANY ImGuiKey_XXXX values will return the same value!
   3526     //static inline ImGuiKey GetKeyIndex(ImGuiKey key)                          { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); return key; }
   3527 
   3528     // Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE)
   3529     //-- OBSOLETED in 1.88 (from May 2022)
   3530     //static inline void  CaptureKeyboardFromApp(bool want_capture_keyboard = true)     { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value.
   3531     //static inline void  CaptureMouseFromApp(bool want_capture_mouse = true)           { SetNextFrameWantCaptureMouse(want_capture_mouse); }       // Renamed as name was misleading + removed default value.
   3532     //-- OBSOLETED in 1.86 (from November 2021)
   3533     //IMGUI_API void      CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Code removed, see 1.90 for last version of the code. Calculate range of visible items for large list of evenly sized items. Prefer using ImGuiListClipper.
   3534     //-- OBSOLETED in 1.85 (from August 2021)
   3535     //static inline float GetWindowContentRegionWidth()                                               { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; }
   3536     //-- OBSOLETED in 1.81 (from February 2021)
   3537     //static inline bool  ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0))         { return BeginListBox(label, size); }
   3538     //static inline bool  ListBoxHeader(const char* label, int items_count, int height_in_items = -1) { float height = GetTextLineHeightWithSpacing() * ((height_in_items < 0 ? ImMin(items_count, 7) : height_in_items) + 0.25f) + GetStyle().FramePadding.y * 2.0f; return BeginListBox(label, ImVec2(0.0f, height)); } // Helper to calculate size from items_count and height_in_items
   3539     //static inline void  ListBoxFooter()                                                             { EndListBox(); }
   3540     //-- OBSOLETED in 1.79 (from August 2020)
   3541     //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!
   3542     //-- OBSOLETED in 1.78 (from June 2020): Old drag/sliders functions that took a 'float power > 1.0f' argument instead of ImGuiSliderFlags_Logarithmic. See github.com/ocornut/imgui/issues/3361 for details.
   3543     //IMGUI_API bool      DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f)                                                            // OBSOLETED in 1.78 (from June 2020)
   3544     //IMGUI_API bool      DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f);                                          // OBSOLETED in 1.78 (from June 2020)
   3545     //IMGUI_API bool      SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power = 1.0f);                                                                        // OBSOLETED in 1.78 (from June 2020)
   3546     //IMGUI_API bool      SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power = 1.0f);                                                       // OBSOLETED in 1.78 (from June 2020)
   3547     //static inline bool  DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power = 1.0f)    { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); }     // OBSOLETED in 1.78 (from June 2020)
   3548     //static inline bool  DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
   3549     //static inline bool  DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
   3550     //static inline bool  DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
   3551     //static inline bool  SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power = 1.0f)                 { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); }            // OBSOLETED in 1.78 (from June 2020)
   3552     //static inline bool  SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power = 1.0f)              { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); }        // OBSOLETED in 1.78 (from June 2020)
   3553     //static inline bool  SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power = 1.0f)              { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); }        // OBSOLETED in 1.78 (from June 2020)
   3554     //static inline bool  SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power = 1.0f)              { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); }        // OBSOLETED in 1.78 (from June 2020)
   3555     //-- OBSOLETED in 1.77 and before
   3556     //static inline bool  BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); } // OBSOLETED in 1.77 (from June 2020)
   3557     //static inline void  TreeAdvanceToLabelPos()               { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); }   // OBSOLETED in 1.72 (from July 2019)
   3558     //static inline void  SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); }                       // OBSOLETED in 1.71 (from June 2019)
   3559     //static inline float GetContentRegionAvailWidth()          { return GetContentRegionAvail().x; }                               // OBSOLETED in 1.70 (from May 2019)
   3560     //static inline ImDrawList* GetOverlayDrawList()            { return GetForegroundDrawList(); }                                 // OBSOLETED in 1.69 (from Mar 2019)
   3561     //static inline void  SetScrollHere(float ratio = 0.5f)     { SetScrollHereY(ratio); }                                          // OBSOLETED in 1.66 (from Nov 2018)
   3562     //static inline bool  IsItemDeactivatedAfterChange()        { return IsItemDeactivatedAfterEdit(); }                            // OBSOLETED in 1.63 (from Aug 2018)
   3563     //-- OBSOLETED in 1.60 and before
   3564     //static inline bool  IsAnyWindowFocused()                  { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); }            // OBSOLETED in 1.60 (from Apr 2018)
   3565     //static inline bool  IsAnyWindowHovered()                  { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }            // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)
   3566     //static inline void  ShowTestWindow()                      { return ShowDemoWindow(); }                                        // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
   3567     //static inline bool  IsRootWindowFocused()                 { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); }           // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
   3568     //static inline bool  IsRootWindowOrAnyChildFocused()       { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); }  // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
   3569     //static inline void  SetNextWindowContentWidth(float w)    { SetNextWindowContentSize(ImVec2(w, 0.0f)); }                      // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
   3570     //static inline float GetItemsLineHeightWithSpacing()       { return GetFrameHeightWithSpacing(); }                             // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
   3571     //IMGUI_API bool      Begin(char* name, bool* p_open, ImVec2 size_first_use, float bg_alpha = -1.0f, ImGuiWindowFlags flags=0); // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017): Equivalent of using SetNextWindowSize(size, ImGuiCond_FirstUseEver) and SetNextWindowBgAlpha().
   3572     //static inline bool  IsRootWindowOrAnyChildHovered()       { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); }  // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
   3573     //static inline void  AlignFirstTextHeightToWidgets()       { AlignTextToFramePadding(); }                                      // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
   3574     //static inline void  SetNextWindowPosCenter(ImGuiCond c=0) { SetNextWindowPos(GetMainViewport()->GetCenter(), c, ImVec2(0.5f,0.5f)); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
   3575     //static inline bool  IsItemHoveredRect()                   { return IsItemHovered(ImGuiHoveredFlags_RectOnly); }               // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
   3576     //static inline bool  IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; }                                     // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017): This was misleading and partly broken. You probably want to use the io.WantCaptureMouse flag instead.
   3577     //static inline bool  IsMouseHoveringAnyWindow()            { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }            // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
   3578     //static inline bool  IsMouseHoveringWindow()               { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); }       // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
   3579     //-- OBSOLETED in 1.50 and before
   3580     //static inline bool  CollapsingHeader(char* label, const char* str_id, bool framed = true, bool default_open = false) { return CollapsingHeader(label, (default_open ? (1 << 5) : 0)); } // OBSOLETED in 1.49
   3581     //static inline ImFont*GetWindowFont()                      { return GetFont(); }                                               // OBSOLETED in 1.48
   3582     //static inline float GetWindowFontSize()                   { return GetFontSize(); }                                           // OBSOLETED in 1.48
   3583     //static inline void  SetScrollPosHere()                    { SetScrollHere(); }                                                // OBSOLETED in 1.42
   3584 }
   3585 
   3586 //-- OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect()
   3587 //typedef ImDrawFlags ImDrawCornerFlags;
   3588 //enum ImDrawCornerFlags_
   3589 //{
   3590 //    ImDrawCornerFlags_None      = ImDrawFlags_RoundCornersNone,         // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit
   3591 //    ImDrawCornerFlags_TopLeft   = ImDrawFlags_RoundCornersTopLeft,      // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally).
   3592 //    ImDrawCornerFlags_TopRight  = ImDrawFlags_RoundCornersTopRight,     // Was == 0x02 (1 << 1) prior to 1.82.
   3593 //    ImDrawCornerFlags_BotLeft   = ImDrawFlags_RoundCornersBottomLeft,   // Was == 0x04 (1 << 2) prior to 1.82.
   3594 //    ImDrawCornerFlags_BotRight  = ImDrawFlags_RoundCornersBottomRight,  // Was == 0x08 (1 << 3) prior to 1.82.
   3595 //    ImDrawCornerFlags_All       = ImDrawFlags_RoundCornersAll,          // Was == 0x0F prior to 1.82
   3596 //    ImDrawCornerFlags_Top       = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight,
   3597 //    ImDrawCornerFlags_Bot       = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight,
   3598 //    ImDrawCornerFlags_Left      = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft,
   3599 //    ImDrawCornerFlags_Right     = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight,
   3600 //};
   3601 
   3602 // RENAMED and MERGED both ImGuiKey_ModXXX and ImGuiModFlags_XXX into ImGuiMod_XXX (from September 2022)
   3603 // RENAMED ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022). Exceptionally commented out ahead of obscolescence schedule to reduce confusion and because they were not meant to be used in the first place.
   3604 //typedef ImGuiKeyChord ImGuiModFlags;      // == int. We generally use ImGuiKeyChord to mean "a ImGuiKey or-ed with any number of ImGuiMod_XXX value", so you may store mods in there.
   3605 //enum ImGuiModFlags_ { ImGuiModFlags_None = 0, ImGuiModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiModFlags_Shift = ImGuiMod_Shift, ImGuiModFlags_Alt = ImGuiMod_Alt, ImGuiModFlags_Super = ImGuiMod_Super };
   3606 //typedef ImGuiKeyChord ImGuiKeyModFlags; // == int
   3607 //enum ImGuiKeyModFlags_ { ImGuiKeyModFlags_None = 0, ImGuiKeyModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiKeyModFlags_Shift = ImGuiMod_Shift, ImGuiKeyModFlags_Alt = ImGuiMod_Alt, ImGuiKeyModFlags_Super = ImGuiMod_Super };
   3608 
   3609 #define IM_OFFSETOF(_TYPE,_MEMBER)  offsetof(_TYPE, _MEMBER)    // OBSOLETED IN 1.90 (now using C++11 standard version)
   3610 
   3611 #endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
   3612 
   3613 // RENAMED IMGUI_DISABLE_METRICS_WINDOW > IMGUI_DISABLE_DEBUG_TOOLS in 1.88 (from June 2022)
   3614 #if defined(IMGUI_DISABLE_METRICS_WINDOW) && !defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(IMGUI_DISABLE_DEBUG_TOOLS)
   3615 #define IMGUI_DISABLE_DEBUG_TOOLS
   3616 #endif
   3617 #if defined(IMGUI_DISABLE_METRICS_WINDOW) && defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS)
   3618 #error IMGUI_DISABLE_METRICS_WINDOW was renamed to IMGUI_DISABLE_DEBUG_TOOLS, please use new name.
   3619 #endif
   3620 
   3621 //-----------------------------------------------------------------------------
   3622 
   3623 #if defined(__clang__)
   3624 #pragma clang diagnostic pop
   3625 #elif defined(__GNUC__)
   3626 #pragma GCC diagnostic pop
   3627 #endif
   3628 
   3629 #ifdef _MSC_VER
   3630 #pragma warning (pop)
   3631 #endif
   3632 
   3633 // Include imgui_user.h at the end of imgui.h
   3634 // May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included.
   3635 #ifdef IMGUI_INCLUDE_IMGUI_USER_H
   3636 #ifdef IMGUI_USER_H_FILENAME
   3637 #include IMGUI_USER_H_FILENAME
   3638 #else
   3639 #include "imgui_user.h"
   3640 #endif
   3641 #endif
   3642 
   3643 #endif // #ifndef IMGUI_DISABLE